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[MD-Script] RSM - Random Sectors Management 1.5
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Ketraar



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PostPosted: Fri, 11. Mar 11, 20:26    Post subject: Reply with quote Print

Yes its a known issue. I looked into it a few month ogo but failed to find the cause for it, as RSM "should" skip sectors that already contain gates, and not create dup gates either, that's the theory anyway.

I failed to reproduce it (tested until 30 new created sectors, but it never happened to me, then I got bored.)

Atm I don't even have a TC installation, HDD space is used elsewhere (Mass Effect 1+2, means 30GB dang!) atm.

Should anyone come up with a solution feel free to post here, I may get in to TC in future, mostly to mod ND and have a look then.

MFG

Ketraar

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Retiredman





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PostPosted: Fri, 11. Mar 11, 20:50    Post subject: Reply with quote Print

For me it's not a problem..
I kinda like a one way gate.
I just found it interesting..

Thank for answering..

Cheers & Thanks.


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kotorone1



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PostPosted: Sun, 10. Apr 11, 23:00    Post subject: Reply with quote Print

How many sectors are added?

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Roger L.S. Griffiths



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PostPosted: Sun, 10. Apr 11, 23:31    Post subject: Reply with quote Print

Ketraar wrote:
Update 1.5

Changed quite a bit in code to allow spawning of more sectors.
Now 141 are possible, they spawn in period of 2 to 3 hours each.
From now on hint message only will be delivered to user if the sector from where the message originates is known to player.



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edwardecl





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PostPosted: Mon, 11. Apr 11, 13:22    Post subject: Reply with quote Print

Can a newly randomly generated sector bridge two existing sectors (% chance?) if it is spawned between those two sectors?

If so that would be sweet Smile. Especially if it is a hostile sector Very Happy 2x the fun ^^.

Also can it be made so new sectors only spawn at the players request and in a specific location? for example the player has to pay for an expedition to locate new sectors (pay more if it is connected to a core sector) and construct gates, then perhaps sell those sectors to races if the quality of the sector is good (sun x asteroids yields).

So you can either use it to make money and have a gamble, or to just expand your own empire. And if it turns out to be a hostile sector... run away.

Just a few thoughts...

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Ketraar



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PostPosted: Mon, 11. Apr 11, 15:53    Post subject: Reply with quote Print

edwardecl wrote:
Can a newly randomly generated sector bridge two existing sectors (% chance?) if it is spawned between those two sectors?

Bridge, no. RSM Sectors only ever add one connection. But they can spawn between existing ones, in fact they eventually will fill all the existing gaps, they still are only connected at one point (read one gate), never more.

Quote:
Also can it be made so new sectors only spawn at the players request and in a specific location?

That would beat the logic of being random, would it not? Rolling Eyes

Not saying it couldn't be made that way, just don't think that its a good idea, plus its not quite logical that sectors magically appear just because the player felt like it. As per the making money, I think there are plenty other ways to do that already.

RSM's purpose is to keep the Universe interesting ("alive") in the long run and give you incentive to keep exploring even later in the game, plus making it random so its always a different experience. Its not perfect yet, but I'm working on it, just bear with me as my time is rather limited atm.

MFG

Ketraar

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Treelor





Joined: 05 May 2008



PostPosted: Wed, 13. Apr 11, 01:16    Post subject: Reply with quote Print

Quick question: does this work on a custom universe map? As in, if I were to create a base 6 sector map (ala XTC), would this script expand upon that? Or is it programmed to have sectors appear in specific locations?

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Roger L.S. Griffiths



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PostPosted: Wed, 13. Apr 11, 04:28    Post subject: Reply with quote Print

Treelor wrote:
Quick question: does this work on a custom universe map? As in, if I were to create a base 6 sector map (ala XTC), would this script expand upon that? Or is it programmed to have sectors appear in specific locations?
I think it is the latter, given that:-
Ketraar wrote:
The issue is that I coded this to fit Vanilla map, if you now use a map with additional sectors which are not taken into consideration, chances are high things go south real quick.
Saying this, it should be feasible to adapt the base MD script to the needs of your mod.


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Ketraar



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PostPosted: Wed, 13. Apr 11, 11:10    Post subject: Reply with quote Print

Yes current version has a fix set of sectors from which it chooses from. Next version will branch sectors from any map. Making it not only compatible with pretty much any mod but will also be a trully random sector generation. In addition to that I'm creating a 20x24 bod which will allow to create sectors well beyond the current 16x21 range and potentially allow the addition of ~260 sectors Evil Laugh

Working on it, will post info as progress is made.

MFG

Ketraar

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dougeye





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PostPosted: Wed, 13. Apr 11, 17:32    Post subject: Reply with quote Print

hi im new to this script and have been using it the last few days. I get the messages about the new sectors being discovered. eg. near ringo moon. ill use this one as an example because as most will know ringo moon is on the far west of the map. I guess the new sectors will be added directly onto a sector and appear outside the vanilla map so i searched from kingdom end down to cloud base south west and found no new gates.(fromthe red light message) whats the maximum amount of jumps from the messge location the new sectro would be?

or do i have a prob with compatability. i use IR and STO and flat galaxy map(i already have the fix for that) also a gate event horizon mod if that would effect the creation of gates?


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Ketraar



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PostPosted: Wed, 13. Apr 11, 17:43    Post subject: Reply with quote Print

3-8 jumps away

From Ringo Moon the possibilites are:
East of Preacher's Void
South of Duke's Vision
South of Emperor's Wisdom
North of Emperor's Wisdom
West of Pontifex' Realm
East of Pontifex' Realm
South of Freadom's Reach

An no, sectors dont spawn in the negative space. Hope that helps.

MFG

Ketraar

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dougeye





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PostPosted: Wed, 13. Apr 11, 20:06    Post subject: Reply with quote Print

ah i see thanks for the info! i get it now. the sectors will appear in the gaps between existing sectors not increase the overall grid of the universe Smile looking forward to seeing whats new Smile


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Shuulo





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PostPosted: Sat, 16. Apr 11, 22:56    Post subject: Reply with quote Print

Will races with Mil. base revamp script capture new sectors?


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Argonaught.





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PostPosted: Sun, 15. May 11, 16:35    Post subject: Reply with quote Print

Hello Ketraar,

Got duplicate gates in the sector that over writes space weed grove, no problems with that at all as that can be changed back with a MD file.

Have been thinking about the multiple gate problem.
My knowledge isn't that advance in MD but had an idea that may be a quick fix for it.

idea:

What if you added a final check that finds all duplicated gates and destroys the extras, no idea how to implement it but I'm sure a small MD file would do it so no need to rewrite the entire RSM one, just bundle both together.

You could set it to run once every hour or so checking so it doesn't impact gameplay if it freezes the game for a mo while it runs.

I know other mods that use maps may be affected by that if they add extra norths/souths/easts and west upto max 6 gates in system but maybe that could be factored in by only checking for multiple gates that lead from one system into another that has the other end of those gates etc.

I should really try to get back in MD at some stage, I've already forgotten loads Oops

Anyway let me know if that's possible or impossible.

Just a thought really.

Argo.


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Argonaught.





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modified
PostPosted: Tue, 17. May 11, 22:07    Post subject: Reply with quote Print

Made this quick fix for Spaceweed Grove:

Spaceweed Grove returns

Place in director folder in X3TC directory.

Does nothing else except to give Spaceweed Grove back it's name.

no idea how to return it's population or other stats.

Anyway figured I'd share the fix I made for myself.

HTH

Argo.


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Last edited by Argonaught. on Tue, 17. May 11, 22:53; edited 1 time in total
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