Ambrosia Garden Archive
    • Getting rid of S˙sts


      I am doing a plugin that takes place in a significantly smaller galaxy than Nova's so it there any easy way to just get s˙sts out of my way? I suppose I could give them all a visiblity that never let them appear, but is there an easier way?

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    • You could edit the Data files. systs are in file 2.

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    • Quote

      Originally posted by yomcat:
      **You could edit the Data files. systs are in file 2.

      **

      I suppose, but if I wanted to distribute it online it would be inpractical to upload a plugin and data files, although if I really wanted to I could put all my current resorces into a data file backup.

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    • Quote

      Originally posted by Veritus Dartarion:
      **I suppose, but if I wanted to distribute it online it would be inpractical to upload a plugin and data files, although if I really wanted to I could put all my current resorces into a data file backup.

      **

      Why do you care if the systs still exist? Think about it. If your char doesn't start the player in one of the unchanged ones, and you never link to the unchanged ones, then you don't care. The main worry would be pers and universal outfits, because they can appear everywhere, even when not referenced.

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    • Have a look at some EVO (or EV) TC plugs to see how they deal with the problem. The Frozen Heart springs to mind.

      In my limited experience (with EVO), systs are easy to get rid of but - spobs are the difficult ones. As already suggested - just put the systs somewhere that you can't get to.

      With spobs you must make sure that they cannot be landed on (set the appropriate flags in EVO, don't know about Nova). Otherwise they will turn up in mission computer cargo missions (or indeed any mission that has random destinations). Look at some bad TCs to see the problem.

      Outfits and ships need to be overwritten such that they don't turn up either. The easiest way is to give them a very high tech level (and not one that is used as a special tech level on some planet).

      You should also worry about nebus a little (they are only cosmetic after all) and missn's.

      As this is based on my (limited) EVO experience some of it may not apply to Nova. I leave it to knowledgeable people to correct any misperceptions I may have created.

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    • No problem with your post. They didn't get rid of anything from the first two, except the forklift.

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    • Simple, copy the entire syst resource over from Nova and give all the systems an impossible visibility like b9999 or something. Then, go through and alter what systems you want to use for your TC.

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    • There was a post long ago that asked this same question on how to make a smaller galaxy. My solution was to cut off systems from those you didn't want to have show up.

      This would be possible because first, the player would start a new pilot. Second, the systems that have been cut off from those that the player will eventually explore will never show up because no connections will be there to show an unexplored area.

      If you don't understand what I mean. Take for example. Lets say you wanted to create a galaxy that was going to be 2 systems big. Sol, and Centauri. In an editor, you would have these systems be cut off from the rest. So when a player starts a new pilot, the only thing they will only see on the map when beginning the game would be Sol, and one link to an unexplored area, that's it.

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    • Quote

      Originally posted by Coraxus:
      **There was a post long ago that asked this same question on how to make a smaller galaxy. My solution was to cut off systems from those you didn't want to have show up.

      This would be possible because first, the player would start a new pilot. Second, the systems that have been cut off from those that the player will eventually explore will never show up because no connections will be there to show an unexplored area.

      If you don't understand what I mean. Take for example. Lets say you wanted to create a galaxy that was going to be 2 systems big. Sol, and Centauri. In an editor, you would have these systems be cut off from the rest. So when a player starts a new pilot, the only thing they will only see on the map when beginning the game would be Sol, and one link to an unexplored area, that's it.

      **

      That seems like it'll work well. I'd just have to edit the new border systems.
      And the reason I really want to get rid of these systems is so I don't have to write Desc's for seventy uninhabited planets that haven't been discovered yet (this takes place in the Nova universe so all the spöbs have to be in their s˙sts) and because it seems silly to have a relatively small amount of inhabited systs surrounded by many more uninhabited ones.

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      "How many boards would the Mongols hoard if the Mongol hoards got bored."
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    • I may have missed something but I think you might still have a problem with spobs.

      To clarify:
      The thing about the spobs is that you have to be careful with missions that reference them - particularly ones that pick a random destination. As an example, standard cargo missions choose any inhabited stellar as their destination (something you said suggested that this may take care of itself in the universe you are talking about - if all the spobs in the cut off systs are uninhabited already then you are probably OK, but if they are inhabited in the base data file you will still have a problem). The fact that you can't actually reach the stellar because its system is cut off isn't checked for (in EVO at least). Only the fact that the stellar exists is checked for. Thus, in the 2 system example from above where you only changed the links in the systs, you could still get mission computer missions like "Deliver cargo to Paaren Station" or "Deliver passengers to Mira". The way to prevent these sorts of things happening is to overwrite the spobs as well.

      If you already get this or it doesn't apply, sorry for the repetition, I'm just trying to be clear.

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      Its amazing how "tsk, tsik, nik" can mean anything from "There's a bomb in the bus, get help!" to "I'm hungry, feed me"
      In case of ambiguity about anything I say - choose the nicest interpretation.

    • here is another idea to help this. Just make a blank syst file for each syst you want to delete.

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    • Quote

      Originally posted by Lumpy the Elf:
      **here is another idea to help this. Just make a blank syst file for each syst you want to delete.

      **

      That would be pretty impractical, wouldn't it? It would take up a lot of space, too. Couldn't you set all of your system resource numbers to be greater than the ones in the game? That way, you wouldn't waste any space and the Nova systems would never appear...

      Oh, damn. Right. What about visbits? I'm not sure how many sytems change in Nova, but my guess is that you could replace any systems that appear through visbits with errant systems that are part of your universe and linked to (higher-resourced) systems within it (and you don't waste any space this way, too.)

      Spobs aren't a problem this way either, as most of them would be set to exist in non-appearing systems. Those that would appear in visbit systems could easily be replaced with spobs that appear in your galaxy, unless I'm severely miscalculating how many there are.

      What is a universal resource?
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      (This message has been edited by Entropy (edited 09-26-2002).)