[MD-Script] RSM - Random Sectors Management 1.5
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Amazing contribution Ketraar, I hopeyou realiza how many possibilities you have just opened with this... it's amazing
Sorry if this has been asked, is there a limit to sectors created? will it ever stop?
Do any of them dissapear as well as they were generated? The use of this? Like for example, you get a mission to explore entry to a new sector, you go in there, that leads to another, etc,, at the end you get the item you were looking for and once you complete the mission, voilá sectors dissapeared (kind of like mmog's dangeouns).
Sorry if this has been asked, is there a limit to sectors created? will it ever stop?
Do any of them dissapear as well as they were generated? The use of this? Like for example, you get a mission to explore entry to a new sector, you go in there, that leads to another, etc,, at the end you get the item you were looking for and once you complete the mission, voilá sectors dissapeared (kind of like mmog's dangeouns).
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This is freakin awesome. Thanks so much...
Bullet

Bullet
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Home built I7 intel 4790k chip in a GIGABYTE GA-Z97X-UD5H LGA 1150 Intel Z97 HDMI SATA 6Gb/s USB 3.0 ATX Intel Motherboard. A Gigabyte 1070 GTX OC Vid card. 3 TB on 2 7200 WD Hard Drives and a 1 tb ssd. CORSAIR Vengeance Pro 16GB (2 x 8GB) 240-Pin DDR3 SDRAM DDR3 2400 (PC3 19200) Desktop Memory Model CMY16GX3M2A2400C11 Thurstmaster Warthog hotas and trackir 5
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- EGOSOFT
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@wellmaddy
not exactly sure what you mean but sectors are set randomly, there is a higher chance for unknown sectors than for Xenon ones though (about 70/30)
@Canefox
Once a sector is added, the possibility for a sector to branch from that is exactly the same as any other sector.
Only sectors excluded to this are:
MFG
Ketraar
not exactly sure what you mean but sectors are set randomly, there is a higher chance for unknown sectors than for Xenon ones though (about 70/30)
@Canefox
Once a sector is added, the possibility for a sector to branch from that is exactly the same as any other sector.
Only sectors excluded to this are:
- Terran Sectors
- Kha'ak Sectors
- HUB
- and 2 other exception due to technical issues.
MFG
Ketraar

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- EGOSOFT
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Well not like you are asking. I'll try to explain the rules for the sectors to appear.Canefox wrote:What I meant is can newly discovered sectors be found connected to other random sectors?
1. RSM Sectors always spawn next to an existing sector that has at least 1 gate
2. Spawned RSM sectors only connect to to sectors that have max 3 gates
3. Spawned RSM sectors only connect to to sectors that are neither Terran or Kha'ak
So a RSM sector can spawn and get connected to a previously spawned RSM sector, here a small example pictured in map.
[ external image ]
@unknown1
The link to STO pointed to the Reunion version, but I fixed that a few days ago, if you click on the link now it will point you to the TC version.
Though I don't think the STO populates NPC sector (not sure), I hope someone with STO experience can answer these questions more accurately.
MFG
Ketraar

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No, STO 1.51 doesn't populate NPC-sectors, just the player-sectors... but I have already done a new version, because ThisIsHarsh asked me something similar... meaning 1.52 enables scripters to use the STO-population routine for their own scripts (for any specified sector)... but using it directly from out the MD-script could be difficult, because I am using arrays as input for the control-scripts, which is written by MD as var1|var2|var3 ... etc.. The 1.52 version is not yet out, because I am waiting for SerialKicked to finish some general overtaking libs for all overtaking scripts to prevent incompatibilites... but if you are interested, Ketraar, I can send you a copy of script and/or the readme.Ketraar wrote: Though I don't think the STO populates NPC sector (not sure), I hope someone with STO experience can answer these questions more accurately.
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..that was what i meant...NPC factories spawned in my owned sectors...but my question was...will there be enough NPC traders to handle the new NPC stations spawned by STO in my sectors?or they won't even go into these newly created sectors?No, STO 1.51 doesn't populate NPC-sectors, just the player-sectors... .
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No idea, if there are enough traders... depends probably on the number of additional sectors. Afaik there is a constant amount of traders specified in the jobs. If there are more stations, the amount of traders/station will decrease... if this affects the playability, I don't know.
And yes, they should fly also into the new sectors - they just look for interesting stations out there.
And yes, they should fly also into the new sectors - they just look for interesting stations out there.
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- EGOSOFT
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@Trickmov
Thanks for the info, but I'd rather had STO take over the sectors on its own rather than me doing it in here.
I see this like this: RSM creates the sectors STO or IR or any other overtake script gets aware of it and the NPC races take over the new US or invade the new XS. This way any user is free to choose which overtake script to use. Let me know if this makes any sense at all (this is all due to actual low game experience
)
At first I wanted to code the NPC overtake my own, but users mentioned IR and STO so I didn't do it (why double effort things right).
@unknown1
If you change the ownership of a sector (not counting player owned sectors) the Jobs should increase slightly, as Jobs are also per sector but they have a max amount iirc.
So if you own the sector the amount of Ships in the universe will NOT increase even if there are more stations. NPC traders will still take the new stations into consideration but divide the effort between existing ones.
A RSM Xenon sector which has a SY in it (30% chance iirc) will spawn Xenon ships additionally to the existing ones, but again with a max number for total ship iirc.
Hope that was not too confusing.
MFG
Ketraar
Thanks for the info, but I'd rather had STO take over the sectors on its own rather than me doing it in here.
I see this like this: RSM creates the sectors STO or IR or any other overtake script gets aware of it and the NPC races take over the new US or invade the new XS. This way any user is free to choose which overtake script to use. Let me know if this makes any sense at all (this is all due to actual low game experience

At first I wanted to code the NPC overtake my own, but users mentioned IR and STO so I didn't do it (why double effort things right).
@unknown1
If you change the ownership of a sector (not counting player owned sectors) the Jobs should increase slightly, as Jobs are also per sector but they have a max amount iirc.
So if you own the sector the amount of Ships in the universe will NOT increase even if there are more stations. NPC traders will still take the new stations into consideration but divide the effort between existing ones.
A RSM Xenon sector which has a SY in it (30% chance iirc) will spawn Xenon ships additionally to the existing ones, but again with a max number for total ship iirc.
Hope that was not too confusing.
MFG
Ketraar

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Yes, obviously you don't want to interfere into the player's choice... I just meant, that when STO 1.52 is installed, any scripter can use the included population routine for their own purpose (and not for the sectors overtaken by the player)... thus you could specify:
a) sector
b) race or race-array
c) factory or factory-array (the ware-maintypes)
d) max. factories in this sector
After that STO 1.52 populates the sector like specified, except when it's a player-sector.
a) sector
b) race or race-array
c) factory or factory-array (the ware-maintypes)
d) max. factories in this sector
After that STO 1.52 populates the sector like specified, except when it's a player-sector.
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- EGOSOFT
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Ah, ok, that answers my question quite well.Ketraar wrote: 1. RSM Sectors always spawn next to an existing sector that has at least 1 gate
2. Spawned RSM sectors only connect to to sectors that have max 3 gates
3. Spawned RSM sectors only connect to to sectors that are neither Terran or Kha'ak
So a RSM sector can spawn and get connected to a previously spawned RSM sector, here a small example pictured in map.
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