A12 EXP - The Galaxy

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Apr 21, 2020.

  1. Hummel-o-War

    Hummel-o-War Administrator
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    The Galaxy is the latest stage of increasing the overall playfield of the game. It comes with SEVERAL changes to either Registry, Warping and obviously maps, content, stars and such.

    Changes & Additions (EXP Release Candidate)
    • Added: Randomly Generated Galaxy
    • Added: GalaxyConfig available in scenario folders
    • Added: Galaxy Map; Distances measured in Light Years
    • Updated: System Map; Distances measured in AU
    • Galaxy map: warp lines show the history of warps from old stars to current position. Also showing distance between selected and focused star as warp line
    • Galaxy & System Map: Use Ctrl-click on Star to set warp target (alternative to the Lock Target button)
    • Solar System: warp lines are now thinner, showing now connections to playfield if player is in only
    • Solar System: warp lines are per default off, if off we show warp lines only on focus
    • Solar System: All playfields in a solar system are now discovered if you enter this solar system.
    • Solar System: When looking at a planet in space, its name and distance is shown in the HUD
    • New space features:
    • * Added distant suns and gas giants as models (playfields are not visible)
      * Distant planets are always visible (even far away or in adjacent sectors)
      * Allowing planet sizes > 5. Please use that only for distant suns/gas giants​
    • Warp Update: CV can warp between solar systems; Range: 30 Light Years
    • Warping: Property 'AttackTimeout' (default is 20s) that will not allow a ship to warp for this amount of time after an attack.
    • Warping: Allowing to shortcut warping by pointing to a planet with a HUD element, flying and pressing K (No target lock needed anymore)
     
    #1
  2. Hummel-o-War

    Hummel-o-War Administrator
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    Known Issues

    -tba-
     
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  3. Hummel-o-War

    Hummel-o-War Administrator
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    Questions and Answers

    -tba-
     
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  4. Multipleman

    Multipleman Ensign

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    I noticed 3 things that bothering me in maps:
    1. Waypoints not always show in index, and after reloading game they random dissapers from map or index. Plus in alpha 11.5 when you don't checked "waypoint" box it was still visible on hud but white. That function disappeared too.
    2. Lack of ore names in other planet/moon description only icons.
    3. Maybe I did not understand some info correctly in Spanj's stream. But restriction in warp lines should be gone. I mean you should get ability to warp from every point to every point in system.
     
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  5. Hummel-o-War

    Hummel-o-War Administrator
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    For 1+2 > Please make a bug report so QA can investigat if there is an issue

    3. > That is correct for the GALAXY travel from solar system to solar system. On SYSTEM level, in the default ranomd survival we do not use limitations BUT the function (For those that would like to use this in a scenario or in MP especially - like Invaders vs. Defenders uses as well)
     
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  6. downwood0

    downwood0 Commander

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    Okay, so, first off, the galaxy is amazing.

    Right now we're trying to figure out how to adjust the default distance that the 'warp in zones' are set for each star type. 0.2 for dim stars, 0.4 for medium, and 0.7 AU for the large hot stars. Basically, we want to reverse that. Since solar panel output is only calculated by the distance to the star and doesn't take into account the luminosity class, we're looking to invert the ranges so that right up close and personal to a O class will give you much more power than you'd get from an M class.

    Unfortunately, I can't find the table or data point in any of the config files where I can set that warp zone distance...
     
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  7. ravien_ff

    ravien_ff Rear Admiral

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    It's not able to be set in the random galaxy as far as I know. I think it's automatically adjusted based on the size class of the star.
     
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  8. ravien_ff

    ravien_ff Rear Admiral

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    @downwood0 I saved that star chart you posted to my custom scenario. :D
     
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  9. Khazul

    Khazul Captain

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    I would suggest our energy being better put towards lobbying eleon for this behaviour to change to solar panels being related to radiation at that point in space calculated from star output and distance from star. It is any easy calculation so they just need the will to do it.
     
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  10. Germanicus

    Germanicus Rear Admiral

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    What will we find there? Little Green "Friends" of Course;):D

    A1202875-200423-0824_2020-04-25_00-17-43.png
     
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  11. Vermillion

    Vermillion Rear Admiral

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    Unstable metal supergiant stars with a core of copper.
     
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  12. Germanicus

    Germanicus Rear Admiral

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    You're joking, right?:eek:
    My question was in reference to what the Star Description was asking...:D
     
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  13. Vermillion

    Vermillion Rear Admiral

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    Yes... probably.
    Green stars realistically would be made of copper, boron, barium, niobium, tellurium, thalium or tungsten. But at stellar densities heavier than copper the radiation in the system would be insane.
    We're also in the Andromeda galaxy, where there are reported stars made of promethium.
     
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  14. Khazul

    Khazul Captain

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    I would be surprised if the amount of copper (or others you list) in a star is sufficient to make it actually appear green and probably at most a barely detectable spkike in a spectrograph (no idea if even TBH). In a supergiant I guess there is a higher chance of some copper, but I guess not boron.

    AFAIK the apparent color of a star is I believe entirely determined by its color temperature - so you wont get green. I expect a 'green star' (really a blue one I guess) would appear white to us due to the broad spectrum emitted via black body radiation due to its surface temperature.

    I would guess If the light of a supergiant is analysed, then I would expect to see spectrum lines resulting from heavier elements, but at such a level as to have little or no impact on the perception of the star by our eyes.

    So probably no green stars (at least not to our eyes) - has to be a super massive alien construct - dyson sphere that lets green wavelengths out :)
     
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    Last edited: Apr 25, 2020
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  15. redsword2354

    redsword2354 Ensign

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    are all the other planets supposed to be empty at the moment?
     
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  16. Germanicus

    Germanicus Rear Admiral

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    What do you mean with empty?
    Each Planet I have visited/explored was "populated".
     
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  17. Khazul

    Khazul Captain

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    I have found quite a lot of empty planets as well - no POIs, no resources, but oddly sometimes enemy group spawns.
     
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  18. Multipleman

    Multipleman Ensign

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    Just perfect for safe base.
     
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  19. Khazul

    Khazul Captain

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    I have yet to come across anywhere on any planet that isnt an easily defensible base location. I even tried building a build on a difficulty 5 planet (alpha 11.5) in the middle of zirax territory with loads of their bases all around (closest being just out of weapons range) and there were even NPC spawn locations in base weapons range (kind fo amusing when all hell break loose every few minutes and they all go boom).

    Still didn't exactly give any sense of a perilous location for having the audacity to put down right next to them despite that by that stage they were max hostile and it was a huge base and pretty much anything else I could think of to actively piss them off :)

    If 5 is the highest, then I feel we need a 10 or 15. Maybe lots of heavily armed patrol vessels instead of things that I can take down easily with my first SV by level 10 or so (ie as soon as I can find some magnesium for the rockets).

    I appreciate part of the problem is some people have a hard time on easy starter planets with the drone base attacks, but for people who know what they are doing, I would be quite happy to start on a difficulty 5 planet with a dozen patrol vessels of varying levels of armament in the sky.

    Its one of the reasons I like the swamp starter planet in project eden - there is something that can hurt you from the start including a poorly armed patrol vessel (which I feel was about right for a starting location - hurts, but evadable and killable relatively early) while it isn't grindy because resources are readily available.

    In general I feel we need way more options for start locations so for eg a co-op team on a private server can choose a diabolical, but none grindy start of they want to that still has the right basic resources.
     
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    Last edited: Apr 25, 2020
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  20. redsword2354

    redsword2354 Ensign

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    yea, sorry, by empty, i did mean no POI's and no resources. also, can't find any titanium. i'm not suggesting its broke, just wasn't sure if it was just me or if there was some kinda problem on my end. oh, and also the space near other planets besides the starter one are mostly empty as well, just a few no resource asteriods
     
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