Lavo_2 Lavo_2

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

[Feedback/Request] On Map Version 4 and the aspect of "Chance"

With one of the recent release builds of Rebellion, support for map version 3, which did not have the forced moveAreaRadius and hyperspaceExitRadius inserts, was cut. I feel that this lack of support takes much away from making maps.

As version 4 does not allow for the various Random objects to have an moveAreaRadius and hyperspaceExitRadius based off the entity of whatever spawns, taking away an additional form of chance or "randomness". For example, if one puts a WeightedRandom in a map, regardless of spawns, such as an Ice planet or a Dead Asteroid, they will have the same movement area. Plus, nor does it allow, for modders, the ability to put in suns of various sizes with different areas of movement.

Due to these, however futile it may be, I request that either map version 4 has some sort of option to let the moveAreaRadius and hyperspaceExitRadius be left blank or allow for a wildcard symbol (aka. the game loads these values from the planet/star's entity file as in the past), or that map version 3 support be re-added.

1,409,259 views 543 replies
Reply #426 Top

Blair is everywhere, but much like an actual deity he only answers prayers sometimes. ;)

Reply #427 Top

Quoting Yarlen, reply 426

Blair is everywhere, but much like an actual deity he only answers prayers sometimes.
Mostly those of people saying them for about a year or so...

Reply #428 Top

or perhaps gently prodding in the right spots with incentives supplied.

 hits are to look for any recent posts by blair.

harpo

 

Reply #429 Top

Harpo delivered for me, so here I am looking at some extras :)

Reply #430 Top

Sweet nonetheless!

Reply #431 Top

Ok, I've dug into it enough to know that it has to be fixed and I will likely fix it this weekend. It also uncovered a more serious bug where all the moveAreaRadius and hyperspaceExitRadius are the same for all stars and for all planets under many conditions. The design of the tactical and strategic elements of Sins maps rely on those varying - esp in light of some of the new stuff coming. Thanks for pushing on this guys. 

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Reply #432 Top

Awesome.

Reply #433 Top

blair, will your fixes be in the 1.8 patch?

harpo

 

Reply #434 Top

My changes didn't meet the current test deadline so they'll be in the next one but I don't expect the delay for the next one to be all that long.

Reply #435 Top

Nope, already got my mini-list in process. ;)

Reply #436 Top

yarlen, will the 1.82 get blair's fixes?

harpo

Reply #437 Top

Awesome to see this is going to be fixed!

Reply #438 Top

harpo the necro NON-subscriber here bumping this to see if the game will EVER get blair's fix for the maps

harpo the NON-subscriber

Reply #439 Top

 

I stand with harpo in this final stand to uphold a long-forgotten promise.

 

 

I think Sins has at least one update left in it. 

Reply #440 Top

Apparently, as was learned some time ago, putting in -1 is equivalent to a wild card symbol. However, to my knowledge, this has not been used in vanilla Sins at all.

Reply #441 Top

It's funny how people don't realize Blair's reply is codespeak for "nothing will happen".

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Reply #442 Top

obviously  sinkillr is a politician ie lies and takes credit for other's achivements, but both yarlen and blair look to be getting the 'make intentional mis-statements' award soon on this matter

harpo the NON-subscriber

Reply #444 Top

blair, any idea IF we might see the mapfix ever?

or is it beyond the developer's potential?

harpo, the ghost NON-subscriber

Reply #445 Top

Haha, yeah I've fixed it (hence the bump).

Reply #446 Top

blair, do you have ANY info on if we will be getting any more updates?

Harpo, the hopeful ghost NON-subscriber

 

Reply #447 Top

You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ?

Reply #448 Top

Quoting Blair, reply 447

You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ?

The ability to scuttle a planet via a buff for the Strip to the Core functionality :) Modders would like to terraform their planets ;)

Reply #449 Top

While it's been quite a long time since this thread was posted... It was found that setting moveAreaRadius and hyperspaceExitRadius to -1.0 seems to act as a sort of wildcard.

Quoting Blair, reply 447

You will get an update that fixes this map issue and a couple other minor issues. I am looking into some others but no guarantees. Is there one or two in particular that you want/need ?

I request that ApplyBuffToTargetsAtAdjacentOrbitBodies be applicable to adjacent bodies regardless of if they are discovered/scouted or not. If this is done, it would allow for neat buff chains, such as galaxy-wide random events and abilities. Also, is the research modifier ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls fixable? Currently it applies whenever any player colonized planet falls, rather than an owned planet.

Reply #450 Top

Quoting Lavo_2, reply 449
I request that ApplyBuffToTargetsAtAdjacentOrbitBodies be applicable to adjacent bodies regardless of if they are discovered/scouted or not. If this is done, it would allow for neat buff chains, such as galaxy-wide random events and abilities. Also, is the research modifier ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls fixable? Currently it applies whenever any player colonized planet falls, rather than an owned planet.

Both of these are now fixed. I'm looking into the buff for ruining a planet.