[MD-Script] RSM - Random Sectors Management 1.5

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Ketraar
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Post by Ketraar »

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

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Retiredman
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Post by Retiredman »

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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Post by kotorone1 »

How many sectors are added?
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

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.
Lenna (aka [SRK] The_Rabbit)

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Post by edwardecl »

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 :). Especially if it is a hostile sector :D 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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Post by Ketraar »

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.
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? :roll:

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

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Treelor
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Post by Treelor »

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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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

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.
Lenna (aka [SRK] The_Rabbit)

"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55

"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb

"When eating an elephant take one bite at a time" - Creighton Abrams
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Ketraar
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Post by Ketraar »

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 :fg:

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

MFG

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dougeye
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Post by dougeye »

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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Post by Ketraar »

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

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Post by dougeye »

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 :) looking forward to seeing whats new :)
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Shuulo
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Post by Shuulo »

Will races with Mil. base revamp script capture new sectors?
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Argonaught.
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Post by Argonaught. »

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 :S

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

Just a thought really.

Argo.
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Argonaught.
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Post by Argonaught. »

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

Thanks argonaught
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Post by Grid »

Is it possabile to script in a area on the map thats dose not spawn sectors if you know the X and Y possitions of the area you want to exclued
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Post by dillpickle »

All the sectors used are listed in the RSM_SecMag.xml in the director folder, comment out the ones you don't want used.
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Post by Sniffy Pop »

ok i tried out this great sounding md-script but i ran into a little trouble i think. maybe it's relatet to the fact that i already claimed all unkown sectors for myself via STO and allowed npc station building with max station count in it, cause i can't seem to find any of the gates to the new sectors.

first i got the message that a new gate appeared in the proximity of queens retribution. i searched every darn sector from 3 to 8 jumps away that allowed a new neighbouring sector. but i found nothing. the same goes for the second message.
this time it was the vault. searched everything,even send out scouts to map the sectors. but nothing showed up.

question is now,am i to stupid to find the new gates?
or could it be because of the new horizons md-script? i did install the compability patch from new horizons for rsm though.

thanks in advance for your answers.

EDIT: after running a map script wich shows me all sectors i found 2 new sectors. one within 8 jumps of qeens retribution. a xenon sector labeld "xenon sector" east of maelstrom. but the second one was not within the 8 jump limitation. its west of xenon sector 598 and also named "xenon sector".

now i'm really confused. are those two sectors part of RSM?
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Argonaught.
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Post by Argonaught. »

RSM spawns Xenon as well as Unknown sectors so alls well there :)

HTH.

Argo.
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