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.

1,409,145 views 543 replies
Reply #351 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #352 Top

I cannot believe this has not been locked after 15 pages...

Reply #353 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #354 Top

Quoting Teun-A-Roonius, reply 352
I cannot believe this has not been locked after 15 pages...

If they locked this thread, they would be acknowledging the issue. By ignoring it, they attempt to sweep it under the rug, or hope that it eventually fades away. This thread is just under two months away from it's one year anniversary!

Reply #355 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #356 Top

bump

Reply #357 Top

I too feel like joining in the fun.

 

And when I said that I like my Sins "on the rocks", I did not mean watered down. I literally meant "on the rocks".

 

 

No ice, no water, just Sins.

Reply #358 Top

rock ON

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #359 Top

Quoting harpo99999, reply 358
rock ON

 

Thank you. I will make sure not to stand near any hard places. Wouldn't want to be cornered by some rogue rocks.

 

Oh, and in the next Sins I would like to see... hmmmm... a campaign. With live-action cut-scenes, and Vasari costumes. Especially Vasari women costumes. Wouldn't want to miss out on such an important aspect in the drive for more explosions.

Reply #360 Top

Quoting Ibnpatuta, reply 359


Oh, and in the next Sins I would like to see... hmmmm... a campaign. With live-action cut-scenes, and Vasari costumes. Especially Vasari women costumes. Wouldn't want to miss out on such an important aspect in the drive for more explosions.

Well, I'm pretty sure Blair confirmed that skimpy Vasari women will be in the next Sins installment, after he revealed he was the one chasing them.  ;)

Reply #361 Top

bump

Reply #362 Top

Fist bump.

Reply #363 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #364 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #365 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #366 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #367 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #368 Top

Quoting Lavo_2, reply 354


Quoting Teun-A-Roonius, reply 352I cannot believe this has not been locked after 15 pages...

If they locked this thread, they would be acknowledging the issue. By ignoring it, they attempt to sweep it under the rug, or hope that it eventually fades away. This thread is just under two months away from it's one year anniversary!

I knew that.

k1

 

Reply #369 Top

64-bit multi-threaded exe with full RAM usage, and have the scale/textures of meshes specified in the entities (especially for planets and ships).

Reply #370 Top

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #371 Top

Almost been a year!

Reply #372 Top

only another 7 days to the aniversary of the thread, AND

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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.

Reply #374 Top

2 days to anniversary

Reply #375 Top

not quite, as the op was posted on the 14th of june and even in au it is only the 11th of june

teenaroonus nice looking kitty, BUT I would not like to be what it is looking at

and
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a fully multithreaded (at least four threads,perhaps 1 thread per player/ai )64 bit exe with full ram availability, and aslo textures and scaling specified in the entities (planets and ships especially), and no ice.