Looking for LARGE Maps -1 reply

Please wait...

StarBlade

www.starbase34.net

50 XP

7th January 2006

0 Uploads

1,705 Posts

0 Threads

#11 10 years ago
staingar - A;4924894I think he stole mine again.

Again!? Nuh-uh. I won it from you fair and square playing Stratagema.

And what are you implying about Starbase 34, saying it's near Pluto? Are you saying it orbits Uranus? Them's fightin' words..... now if I could just get up off the deck and DO somethin' about it...... where's thosh Shechshun 31 guysh when I neeeeedsh 'em.... *thump*

:cool:




Guest

I didn't make it!

0 XP

 
#12 10 years ago

the Starfleet Kid;4925019Again!? Nuh-uh. I won it from you fair and square playing Stratagema.

And what are you implying about Starbase 34, saying it's near Pluto? Are you saying it orbits Uranus? Them's fightin' words..... now if I could just get up off the deck and DO somethin' about it...... where's thosh Shechshun 31 guysh when I neeeeedsh 'em.... *thump*

:cool:

Lightweight. :rofl:




Guest

I didn't make it!

0 XP

 
#13 10 years ago

Chainsaw, it just occurred to me to ask. How do you define 'really large map'? To me, 25k X 25K is large and anything between 30k X 30k to 50k x 50k is very large. I am starting to make some maps because it seemed the next logical step in adding to my modding skills. I have my very first one done and I wonder if you'd be interested in playtesting and tweaking it so it would be suitable to send in? PM me with a good email if you are.




Guest

I didn't make it!

0 XP

 
#14 10 years ago

lol well the typical maps i tinker with are in the 35000 range... I wasn't even aware they came in the 50K range... my mod requires alot of resource and trade line management to simulate real warfare, hence ships cost ALOT, but the limits of what you can stockpile are tremendous... but my god 50K maps... that's perfect! I'd love to test anything you got! I need to make stock-compatible versions of my maps so other folks can use them. My planets etc. have 10X the resources of stock or more.




Guest

I didn't make it!

0 XP

 
#15 10 years ago

I have been playing around with some of the game settings. Again. I've been trying to get the AI to build, move, and fight vertically as well as horizontally. One of the settings for IA which has always intrigued me is the Map Height one. I was thinking if I gave the game a "taller" map, the AI would take advantage. Well, it did! :) Coupled with some tweaks in A2PP X I am working on, the AI in the SP Campaign now goes vertical at the drop of a hat and will hover just outside weapon range until I make a mistake. The increased map height and depth also makes the ships move in a spiral as they maneuver "upwards" or "downwards". Using some SB34 Comp Mod ships, along with Yacuzza's MU 2.0 and Aerilon's old ZH backgrounds which he sent in, the game looks spectacular as ships now maneuver vertically as well as horizontally in fleet vs. fleet combat. Here are the settings I am currently using. They are located in the RTS_CFG.h file.

float SHIP_COMBAT_FLOOR = -1500.0; float SHIP_COMBAT_CEILING = 1500.0;

These are not the original changes I made, which were much larger. The first change was about 1850 or so. This was a little too big. The stock settings are listed below:

float SHIP_COMBAT_FLOOR = -1250.0; float SHIP_COMBAT_CEILING = 1250.0;

Playing the game in Tactical View now presents a slight problem. I can get vertigo! :lol: I am thinking of creating some 4 player maps which will take full advantage of this. A 10K by 10K map with this setting in place and start points at the very top and bottom of the box. So people will have to maneuver in 3D to come to grips with their opponents.




Warborg

Revenge was here.

50 XP

3rd August 2002

0 Uploads

1,833 Posts

0 Threads

#16 10 years ago

Funny, I created some mis-matched map backgrounds the other day resulting in a very large box for the space "we" have to play in... which shows the limits of the map (across and up and down).




Guest

I didn't make it!

0 XP

 
#17 10 years ago

I was told that varying the heights of starting points on the maps could cause issues. That's why I never did it even though I liked the idea.




Guest

I didn't make it!

0 XP

 
#18 10 years ago

I have tinkered with this a little. I adjusted the height of the start points up or down by one hundred just to see what it would do. I did not have any problems with it. I can see where it would cause problems if the start point was placed very near the top or bottom of the map. I can also see where it would cause problems online.




Guest

I didn't make it!

0 XP

 
#19 10 years ago

Awesome, I think some height is gonna be programmed into my next map.




086goinfast

NObama

50 XP

7th March 2006

0 Uploads

9,633 Posts

0 Threads

#20 10 years ago

Oh, thats a good idea...never thought of that.