Atheism - A Universe Without GoD - Alpha Available
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Atheism - A Universe Without GoD - Alpha Available
Atheism - A Universe Without GoD
"God is dead." - Nietzsche
What It Does
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This script runs at the start of a new game, and will replace every single factory with a (more or less) exact copy. ID numbers, missions etc. and merchants (the latter of which I don't understand) are, I believe, the only things not conserved. These things shouldn't be worried about, as it runs right at the start of a game. Everything else is; the random ware amount given at the start of the game, the name and greek letter ID, even the ships docked are bumped across to the new station, just in case another script you have happens to spawn ships docked at startup. Location, rotation, everything like that, is the same.
What It Means
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GoD cannot destroy a station which has been placed using the Script Editor or the Mission Director. They're untouchable. You should be able to spend as much time as you want, happily knowing that Tractor Beam Fabs, EMPC Forges, and similar aren't just going to vanish off the face of the space.
What It Can't Do
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This script will not protect factories against the player or other enemies, including the war mechanics. Manual destruction is fair game. It simply prevents GoD from deciding a factory is "useless" and flicking it out of existance.
Future Expansion
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This script intends to develop to the point where GoD building stations is also prevented. From then on I may continue development of a different script or plugin, which utilises this new freedom to do great things.
General Notes
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Will mark as modified. May cause problems with missions, plots, and pretty much everything. I have no idea what the full consequences of it may be, which is why I'm asking for people who don't care about potentially wasting some time testing an alpha release.
"God is dead." - Nietzsche
What It Does
_______________________________
This script runs at the start of a new game, and will replace every single factory with a (more or less) exact copy. ID numbers, missions etc. and merchants (the latter of which I don't understand) are, I believe, the only things not conserved. These things shouldn't be worried about, as it runs right at the start of a game. Everything else is; the random ware amount given at the start of the game, the name and greek letter ID, even the ships docked are bumped across to the new station, just in case another script you have happens to spawn ships docked at startup. Location, rotation, everything like that, is the same.
What It Means
_______________________________
GoD cannot destroy a station which has been placed using the Script Editor or the Mission Director. They're untouchable. You should be able to spend as much time as you want, happily knowing that Tractor Beam Fabs, EMPC Forges, and similar aren't just going to vanish off the face of the space.
What It Can't Do
_______________________________
This script will not protect factories against the player or other enemies, including the war mechanics. Manual destruction is fair game. It simply prevents GoD from deciding a factory is "useless" and flicking it out of existance.
Future Expansion
_______________________________
This script intends to develop to the point where GoD building stations is also prevented. From then on I may continue development of a different script or plugin, which utilises this new freedom to do great things.
General Notes
_______________________________
Will mark as modified. May cause problems with missions, plots, and pretty much everything. I have no idea what the full consequences of it may be, which is why I'm asking for people who don't care about potentially wasting some time testing an alpha release.
Last edited by EmperorJon on Fri, 4. May 12, 21:12, edited 5 times in total.
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Releases
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Alpha 2.0 - 4/5/12
Replaces stations on startup. Removed debug "Wrorggle"s.
[ external image ]
Edit [1st December 2015]: Replaced outdated x1tp with working xdownloads download link. X2-Illuminatus
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Alpha 2.0 - 4/5/12
Replaces stations on startup. Removed debug "Wrorggle"s.
[ external image ]
Edit [1st December 2015]: Replaced outdated x1tp with working xdownloads download link. X2-Illuminatus
Last edited by EmperorJon on Fri, 4. May 12, 20:36, edited 2 times in total.
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As of the initial release GoD will not be inhibited from building stations, including the "template" stations which are always built by TLs within the first few hours. How GoD will react to building/replacing stations with seemingly none under its control is another question which will only be answerable by people testing.
An option for the construction of stations includes the rather amusingly suggested "Son of GoD" engine which would recreate GoD in a much better way. But it's just too tempting to call it Jesus.
An option for the construction of stations includes the rather amusingly suggested "Son of GoD" engine which would recreate GoD in a much better way. But it's just too tempting to call it Jesus.

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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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Re: Atheism - A Universe Without GoD - Alpha-ing Today!
You shouldn't have any problems with missions/plots, most of the time the MD will just run <find_station> - it doesn't care how it got there...EmperorJon wrote:May cause problems with missions, plots.
The only oddities you may encounter are if you've changed the actual station type (SS_DOCK_TR_MILITARY_3 for SS_DOCK_TR_MILITARY_2 for example) - some plot missions will try to find a specific station type, but in most cases if it can't find the specific station it will either choose a different one or build one for it to use.
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So... wait. Did you actually kill GoD, or did you just inhibit him from destroying "unnecessary" stations?
If the latter, then that is really *much* better than completely killing GoD. Half the game would be destroyed if you completely killed it (Him?).
If you are successful at building a "Son of GoD" replacement, single-handedly, then that would be a remarkable achievement. In that case, you should be able to name the replacement anything you like. One example might be:
If the latter, then that is really *much* better than completely killing GoD. Half the game would be destroyed if you completely killed it (Him?).
If you are successful at building a "Son of GoD" replacement, single-handedly, then that would be a remarkable achievement. In that case, you should be able to name the replacement anything you like. One example might be:
- Just-in-time Engine for Stations, the Universe, and Stuff
Last edited by DrBullwinkle on Fri, 4. May 12, 18:58, edited 1 time in total.
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Jon's Exclusive Station and Universe System.
Anyway, at the moment it hasn't "killed" it totally, although I'm not 100% aware of all the things GoD actually does. It will however stop GoD from removing any stations because of the usual inactivity problems, and I can make it not build either.
@Alex Corvis
I can set it up to work half way through a game if people wish that, although it would obviously only preserve the stations which still remained.
Anyway, at the moment it hasn't "killed" it totally, although I'm not 100% aware of all the things GoD actually does. It will however stop GoD from removing any stations because of the usual inactivity problems, and I can make it not build either.
@Alex Corvis
I can set it up to work half way through a game if people wish that, although it would obviously only preserve the stations which still remained.
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Then why don't you call it Yahweh or AllahEmperorJon wrote:But it's just too tempting to call it Jesus.

Anyway, I understand that this is just an alpha so it will only prevent GOD from deciding that certain stations or worthless but it's a good start. It'll be interesting to test this script out in game and see where stuff goes.
SinisterDeath wrote:This reminds me of something...
"I don't believe in GoD, but GoD sure believes in blowing up my factories."
Dark_Ansem wrote:Seeing your creation in-game and working makes one feel all warm and fuzzy inside.
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I like that idea. When it comes to trying to change GoD's will, less is more.kurush wrote:Have you considered a limited version where you only replace the unique stations that tend to get destroyed and leave generic stuff at GOD's will?
@Jon: Link?
(Great name, BTW!)
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better not, people might misunderstand it and in turn try to do harmfull things to EJThen why don't you call it Yahweh or Allah
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I like the idea. Its solves that issue of disappearing stations that seems to upset so many people.
I dont see that stopping god from creating stations is needed. Mostly this building is to fill up holes in the economy, which is a good thing anyway.
Likewise, allowing god to remove what it has created, allows the game to adjust to a player's actions. If the player floods the market with a product, then god removing other non-function stations not producing that product is also still a good thing.
Someone needs to run a long term game and see what the effects are if any. With initial stations never being removed, does that actually in the long run help or hinder the player ?
Nice to see this being done. I always did want to do a godectamy on the game
I dont see that stopping god from creating stations is needed. Mostly this building is to fill up holes in the economy, which is a good thing anyway.
Likewise, allowing god to remove what it has created, allows the game to adjust to a player's actions. If the player floods the market with a product, then god removing other non-function stations not producing that product is also still a good thing.
Someone needs to run a long term game and see what the effects are if any. With initial stations never being removed, does that actually in the long run help or hinder the player ?
Nice to see this being done. I always did want to do a godectamy on the game

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I did that in my first game, in which I let the economy run 24x7 for several months. The overall results were that GoD did things right. Even the Terran economy recovered after I started a few UT's in Terran space.apricotslice wrote:Someone needs to run a long term game and see what the effects are
There were always EMPC's and Poltergeists available. Spectres, too, after I reached Aldrin. It was a bit of a challenge to scrape together all of the PSP's for a stolen ATF M1/M2 pair, but that is *intentional*. And it was fun, too.
It was late in the game by the time I had a fully-equipped Woden and Valhalla, but I felt a real sense of accomplishment in doing it "mostly vanilla".
- (If you want to speed up the process, then don't *buy* from the Terrans. Steal from them... it's quicker.)
- (Hint: UT's and EST's solve most issues with the economy.)

That said, there is plenty of "room in the market" for scripts that speed up some of GoD's processes. Most people probably do not run the economy 24x7.
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Seconded, and maybe it could be limited further :DrBullwinkle wrote:I like that idea. When it comes to trying to change GoD's will, less is more.kurush wrote:Have you considered a limited version where you only replace the unique stations that tend to get destroyed and leave generic stuff at GOD's will?
@Jon: Link?
(Great name, BTW!)
Only replace those stations that may get destroyed and cannot be bought at a shipyard. The tractor beam factory comes to mind as a counter-example:
IIRC one of the Paranid shipyards sells it. So you could let GOD destroy it, but the player could always build a new one for his needs. Just don't foget to protect the shipyard
