Ambrosia Garden Archive
    • Dominatable Hypergates?


      Is there anyway to configure a spob so it becomes a dominatable hypergate? The ones I created wouldn't answer to my hail, so I can't challenge its defense fleet, let along dominating it.

      I need this effect for a plugin I'm making (you either can pass through the gate because you are friends of the govt, or you can go through by brute force, ie destroying the guard and take over the gate).

      Any help is appreciated (-:

      Pan Sola, eater of snacks

      ps. Right now the best way I can emulate the effect, is to make a regular station that has a 100% mission that teleports you when you land.

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    • There is no way to hail a hypergate, the workaround you brought up is the closest alternitive.

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      "...yet gradually we recovered, venturing cautiously back into the void of space afraid of what we might find there."

    • Try creating a defence flet and unchecking the Uninhabited box and see if that works.

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      -Unreal Centipede
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      Need a minor plugin made? Email me! (url="http://"mailto:Unrealcentipede@yahoo.com")mailto:Unrealcentipede@yahoo.com(/url)Unrealcentipede@yahoo.com

    • Quote

      Originally posted by Unreal Centipede:
      **Try creating a defence flet and unchecking the Uninhabited box and see if that works.

      **

      I doubt it--Uninhabited checked on or off, the hypergate is always uninhabited.

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      Three Rings for the Elven-kings under the sky,
      Seven for the Dwarf-lords in their halls of stone,
      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne

    • Quote

      Originally posted by getcrack4me:
      **I doubt it--Uninhabited checked on or off, the hypergate is always uninhabited.

      **

      Enlighten me, if you set a planet uninhabited, its uninhabited. so the same with hypergates. Havent you heard of matinence(SP) crews?

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      -Unreal Centipede
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      Need a minor plugin made? Email me! (url="http://"mailto:Unrealcentipede@yahoo.com")mailto:Unrealcentipede@yahoo.com(/url)Unrealcentipede@yahoo.com

    • Quote

      Originally posted by Unreal Centipede:
      **Enlighten me, if you set a planet uninhabited, its uninhabited. so the same with hypergates. Havent you heard of matinence(SP) crews?

      **

      I'm afraid it seems that mcb didn't implement maintanence crews into the Nova 1.0.3 engine... )-:

      can we count this as a bug? d-:

      Pan Sola, eater of snacks

      ------------------
      Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer.
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    • Actually I'll give you a solution that might not be so bad. For my B5 plugin I actually set the hypergates as inhabited and set them to a government so-and-so. I also set the hypergate's can-land as well as cannot-land checkboxes (if you have Nova-Tools). Now, for a player to use the hypergates they'll need a special rank (call it Hypergate Access Allowed or something like that) that will allow them to land on the hypergate. To get this rank, the player will have to land on a station or planet in that system which has a mission that will let them have that rank.

      I don't know if that made any sense, or if that actually is what you wanted, but that seems to me the best solution since I don't believe it is a bug nor do I believe Matt is gonna do anything about it.

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      Three Rings for the Elven-kings under the sky,
      Seven for the Dwarf-lords in their halls of stone,
      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne

      (This message has been edited by getcrack4me (edited 01-03-2003).)

    • Quote

      Originally posted by getcrack4me:
      **Actually I'll give you a solution that might not be so bad. For my B5 plugin I actually set the hypergates as inhabited and set them to a government so-and-so. I also set the hypergate's can-land as well as cannot-land checkboxes (if you have Nova-Tools). Now, for a player to use the hypergates they'll need a special rank (call it Hypergate Access Allowed or something like that) that will allow them to land on the hypergate. To get this rank, the player will have to land on a station or planet in that system which has a mission that will let them have that rank.

      I don't know if that made any sense, or if that actually is what you wanted, but that seems to me the best solution since I don't believe it is a bug nor do I believe Matt is gonna do anything about it.

      **

      Makes perfect sense. Hmm, but this means if I want a chain of 7 gates, I'll need... 7 ranks with 28 spobs (each gate use two spobs, since a gate has two sides. And each side will need its own access-granting spob...).

      I'll think about it. My teleportation work-around only requires 14 spobs, but the teleportation is giving me corrupted spobs. I'm still investigating whether it's caused by the emulator or something inherient in the engine.

      Thanks a lot for the idea (-:

      Pan Sola, Eater of Snacks

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      Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer.
      Please send all contributions via paypal to panguim@uclink4.berkeley.edu

    • Stellars also have a bit control field that will execute when they are dominated or released. You could make a station which, when dominated, will give the rank required to use the hypergate to the player.

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      Dr. Tall says: Taller is Better
      (url="http://"http://drtalll.tripod.com")Dr Tall Land(/url)

    • Thus you could have a maintenance station that you need to beat up, then when you dominate them they give you the passcodes or whatever.

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    • Quote

      Originally posted by SNM:
      **Thus you could have a maintenance station that you need to beat up, then when you dominate them they give you the passcodes or whatever.

      **

      That's still the same idea as getcrack4me's. If you have dominated a spob, and landing on it gives you the rank, then doesn't really matter much if you get it from the OnDominate field or from the mission when you land).

      and it'll still need 28 spobs (since a station is needed for each gate on each side of the gate).

      Thanks for the input though.

      Pan Sola, Eater of Snacks

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      Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer.
      Please send all contributions via paypal to panguim@uclink4.berkeley.edu

    • It would be a lot easier to have it in the on-dominate field. Why would you waste time constructing an auto-abort mission for every station when the game is designed to run this situation for you?

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      Dr. Tall says: Taller is Better
      (url="http://"http://drtalll.tripod.com")Dr Tall Land(/url)

    • Oh, yeah, sorry. :frown:
      Dr. Tall: Unfortunately, it would still require a different spob for each hypergate, which is the main problem here.

      However, it seeems unlikely that anybody capable of building a hypergate would let you own it permanently, so maybe you could require the player to beat up a (somewhat smaller than normal) fleet each time they wanted to jump.
      This would make it easier because you could reference the same bit for all the hypergates, use a single spob referenced from each system with a hypergate, and use a cron to undominate the planet after a day has passed.
      Although this would introduce the problem of not beating up each hypergate in a connected network over a one-day period. Does anyone know if you can set a cron for 0 days that is evaluated after each use?
      Or maybe you could create a mission when you land on a hypergate that moves you back in time one day and then another that moves you forward when you move to the next system.

      Just random thought in my head, maybe one will work. Or, alternatively, if you're only going to have the gates connect to one other (like in Polycon) you could make two spobs and use the cron as outlined above. πŸ™‚

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    • Quote

      Originally posted by Dr Tall:
      **It would be a lot easier to have it in the on-dominate field. Why would you waste time constructing an auto-abort mission for every station when the game is designed to run this situation for you?

      **

      Because I still need the mission for "lawful" entries. Ie, you can either enter the gate peacefully by requesting permission (currently via landing and receive mission), or violently by force (and if you can dominate the planet, might as well reuse the mission for peaceful entries and land on the planet).

      crosses fingers for hypergates to be able to be dominatable, aka "inhabited"

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      Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer.
      Please send all contributions via paypal to panguim@uclink4.berkeley.edu
      Making a TC based on J.R.R. Tolkein's works. (url="http://"http://www.ev-nova.net/forums/viewtopic.php?t=935")http://www.ev-nova.n...topic.php?t=935(/url)

    • Quote

      Originally posted by SNM:
      **Oh, yeah, sorry.:frown:
      Dr. Tall: Unfortunately, it would still require a different spob for each hypergate, which is the main problem here.

      However, it seeems unlikely that anybody capable of building a hypergate would let you own it permanently, so maybe you could require the player to beat up a (somewhat smaller than normal) fleet each time they wanted to jump.
      This would make it easier because you could reference the same bit for all the hypergates, use a single spob referenced from each system with a hypergate, and use a cron to undominate the planet after a day has passed.
      Although this would introduce the problem of not beating up each hypergate in a connected network over a one-day period. Does anyone know if you can set a cron for 0 days that is evaluated after each use?
      Or maybe you could create a mission when you land on a hypergate that moves you back in time one day and then another that moves you forward when you move to the next system.

      Just random thought in my head, maybe one will work. Or, alternatively, if you're only going to have the gates connect to one other (like in Polycon) you could make two spobs and use the cron as outlined above. πŸ™‚

      **

      I'm not sure if negative time passage is possible.

      I'm also not sure how the rest of your plan is supposed to work (but it's late. I'll re-read your post later).

      I have 8 systems connected this way, in a string, via 7 pairs of gates. Just to give you a better idea (-:

      Pan Sola, Eater of Snacks

      ------------------
      Fundraising to buy a mac so I can play EV:N without using a Emulator (too slow with carrier combats) or taking over my best friend's computer.
      Please send all contributions via paypal to panguim@uclink4.berkeley.edu
      Making a TC based on J.R.R. Tolkein's works. (url="http://"http://www.ev-nova.net/forums/viewtopic.php?t=935")http://www.ev-nova.n...topic.php?t=935(/url)

    • If negative time passage is possible, all I'm saying is that you would only need 1 spob that is linked to from a whole bunch of systems. Work it out. πŸ™‚

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    • Quote

      Originally posted by Pan Sola:
      Makes perfect sense. Hmm, but this means if I want a chain of 7 gates, I'll need... 7 ranks with 28 spobs (each gate use two spobs, since a gate has two sides. And each side will need its own access-granting spob...).

      Wouldn't it work to grant access to a few HGs with each rank? Say the HG system worked linearly, then each pair could be accessed by different ranks. So you could take the same idea and apply it to a number of gates that could be accessable with a particular rank. While some other gates would deny access. So some would let you in but not out - depending on what you had access to.

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      I used to jog but the ice kept falling out of my glass.

    • Quote

      Originally posted by Kame:
      **Wouldn't it work to grant access to a few HGs with each rank? Say the HG system worked linearly, then each pair could be accessed by different ranks. So you could take the same idea and apply it to a number of gates that could be accessable with a particular rank. While some other gates would deny access. So some would let you in but not out - depending on what you had access to.
      **

      Yes. You could have hypergates belong to certain govs. Thus, you could have missions and ranks related only to those hypergates/stations with the corresponding governments.

      Quote

      Originally posted by SNM:
      This would make it easier because you could reference the same bit for all the hypergates, use a single spob referenced from each system with a hypergate, and use a cron to undominate the planet after a day has passed.
      Although this would introduce the problem of not beating up each hypergate in a connected network over a one-day period. Does anyone know if you can set a cron for 0 days that is evaluated after each use?

      I've tried crons before and I can say that they work "strangely" when counting the passage of time if all you do is jump through hypergates and never use hyperspace.

      But I believe you can set a cron for 0 days (instant) and set a special bit for triggering the cron and just make sure one of the "reiterate" bits are set to reevaluate (see Nova Bible).

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      Three Rings for the Elven-kings under the sky,
      Seven for the Dwarf-lords in their halls of stone,
      Nine for Mortal Men doomed to die,
      One for the Dark Lord on his dark throne

    • Cool. πŸ™‚

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    • I'm pretty sure a 0 in the crΓΆn resource means it lasts 1 day, because I think a 1 means it last for the start date and 1 day after that. But hey, I could be wrong. Knock yourself out. πŸ˜•

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      "We live, we die. Get over it."
      "If by being abnormal we are normal, and by being normal we are abnormal, we create a paradox loop and therefore we neither exist nor not exist. We simply are."
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