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Originally posted by Masamune:
**The problem with missions and visbits is simply that you can not use any of the "random spob of Government" type destinations do not function for Spobs that inhabit transient (ie: visbit-ed) systems. The engine simply won't pick these as viable locations, regardless of government or class affiliation. With our solar system, every system is transient, rendering useless the random spob picking system. What I was trying to do is simply trick the engine into thinking that the spobs exist permanently, making them valid locations. My conclusion: doesn't work. Too bad. Now we get to hard-code everything- but it'll be worth it. Really, it has simply forced a paradigm shift.
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Actually, if I had read the bible correctly, you shouldn't have a problem assuming no planets gets destroyed or anything.
Say you use 12 different systems that contain Earth, representing each month. At any given time there is only one of the 12 systems present via visbit. Then the planet Earth will always be there regardless of the visbits, and the Nova engine should be able to pick it as a random location.
Plan B:
If that doesn't work, or say you do need to destroy a planet at some point in the game, then just make another system with super high ID that will always contain Earth, always visible, but cannot be visited or landed upon (no links). Then make sure for the rest of the systems that contain Earth, only one at most is visible at any given time. So you'll have at most 2 systems that has Earth, and the one you land in is always the system with smaller resource ID, so engine will never get it wrong.
Either of plan A and B should work, and shouldn't involve a redesign of your paradigm (at least in terms of missions). Let me know if I've made wrong assumptions or remembered the bible wrong.
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