Spawning Sphereworlds and Ringworlds |
Well it's probably been figured out before, but since I couldn't find anything posted here when I went about looking figured I'll post how to here for those who might be interested in getting sphereworlds, ringworlds or other constructs to spawn on map creation.
In SystemTypes.txt make a new system type to look like this:
Name := SpherWorld 1
Description := Standard solar system with a Ring World.
System Physical Type := Normal
Portrait Bitmap := System_Normal1.bmp
Portrait Picture Index := 1
Empires Can Start In := FALSE
Number of Abilities := 0
WP Stellar Abil Type := Normal Warp Point
WP Min Radius := 360
WP Max Radius := 400
Chance Type Used := Standard
Number of System Objs := 1
Obj 1 Physical Type := Planet
Obj 1 Position := Ring 1
Obj 1 Stellar Abil Type := Normal Planet
Obj 1 Specific Stellar Obj Name := Sphereworld 1
Obj 1 Size := Huge
Obj 1 Atmosphere := None
Obj 1 Composition := Rock
And 13 others with each Specific obj name incrementing up to 14 (all the listed sphereworlds in StellarObjectTypes.txt) with size being huge, and atmosphere and Composition matching the type listed in StellarObjectTypes.txt. The same can be done for Ringworlds or other userdefined constructs, This gets around the hassle of the game not spawning constructs and changing a sphereworld to not being a construct resulting in them appearing in any system (rather funny seeing a system with 4 sphereworlds and 3 ring worlds)
Re: Spawning Sphereworlds and Ringworlds
this iwll prove useful to implement halos, How commonly do they spawn?
Re: Spawning Sphereworlds and Ringworlds
Depends on how commonly you seed them in the quadrant types...

Re: Spawning Sphereworlds and Ringworlds
Would be fun for a multiplayer game. Just have everybody start around the borders of a map and drop one sphere world somewhere at a system in the middle of the map. The map would have to be a premade one though, with evenly spaced spawning points for all players and the sphere world, or the randomness of it would be causing riots among players 
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See my PBW game stories on http://users.pandora.be/banzaiboy/sevpbw/.
Re: Spawning Sphereworlds and Ringworlds
You're thinking of Orion. and the word is spelled Antares.
so this actually does work? Cool!
Re: Spawning Sphereworlds and Ringworlds
Interesting... And this approach does not create random nuisances?
Re: Spawning Sphereworlds and Ringworlds
Interesting, I wonder why he hardcoded it to only do 5 sizes? In theory, stuff like ringworld should be a valid size. It doesn't make sense for it to only use those five values regardless of how many actually exist.
I must say though, I think you might have saved me several hours of work on my next mod project. I'm gonna be doing some insanely complex modding as is and this will make it somewhat less time consuming.
Re: Spawning Sphereworlds and Ringworlds
Hm... that thing you mentioned about EVERYTHING having those same sizes got me thinking... Maybe this is a universal function that is true for all types of stellar objects. Even Warp Points have the same range of sizes available to them, even though the game only uses small and large.
Organic Armor would best be balanced with the same values as in stock, except component size. Reduce that to 10 and it should be good. It's insanely overcosted at 30.
the shield idea is neat, not sure if I'll ever use it. Maybe ask Kwok about adding those to Balancemod?
Re: Spawning Sphereworlds and Ringworlds
IRONY i was thinking about a shield like that today but im not goood at stuff like that so i was thinking and here it is!
Re: Spawning Sphereworlds and Ringworlds
Um... I tried this and couldn't get it to work. Any idea what I might be doing wrong?
It actually looks to me like the game might ignore the settings for size distribution.
Re: Spawning Sphereworlds and Ringworlds
When I tried it the game seemed to ignore the settings for the spawn rates of large and huge.
Re: Spawning Sphereworlds and Ringworlds
"it's spawning sphereworlds in systems?"
Yes.
"If it's spawning sphereworlds in systems with planets then there could be two causes, one is that you didn't change the spawn chance for huge worlds to 0,"
did that.
"the other being that some systems by default specify huge worlds, go through the systems and some might have Obj # Size := Huge specified rather then [Any]"
I'll have to double check that.
"If it's not spawning sphereworlds it's because you have to specify a specific system like I made (spherworld 1) and add that to the quadranttypes.txt file with a chance to spawn that system type"
did that.
I'll try double checking to make sure.
Re: Spawning Sphereworlds and Ringworlds
Okay I figured out what I did wrong. 3 things! 2 completely unrelated to the thread.
I was trying to work this in to a mod preject rather than doing this in stock. This project: http://home.spaceempires.net/ftopict-4497.html
1: I forgot to look for systems that were already set to spawn HUGE planets. (fixed)
2: In making my mod I accidentally overwrote the data entry for ringworld graphics. (fixed)
3: creating a game with a 1:1 correlation between atmospheres and physical types does weird crap to the game. It will occasionally NOT spawn planets at all.
IE it seems to randomly pick combinations over and over. If it doesn't get a good one with X tries it gives up and doesn't spawn that object. Avoiding "Any" in atmosphere and Physical type seems to fix this.
4: #3 also makes for really long map generation. I'm gonna have to reset all references to "any", except size.




Re: Spawning Sphereworlds and Ringworlds
have you actually tested this? My attempts show that the game will spawn a planet of size tiny-huge instead. This behavior might have been changed in 1.71 though. The code for spawning planets treats an invalid entry as "any". Being constructed results in it being an invalid setting.