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Arrew

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Reply with quote  #61 
No, should just be that.
Newcommerin

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Reply with quote  #62 
In build missions? What a very nice idea! Couldn't you "incorporate" your Ardent missions?

Or to just give you an idea: Couldn't you do a "mission loader option" to load a mission while the sandbox is running? Kind of a jump to the Mission side and instead of ending the game it jumps back to the sandbox?
You just can say: No, that is impossible. But I HAD to ask...

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Xavier Wise

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Reply with quote  #63 
It is possible. I did something like this in a previous TSN RP Sandbox,but never bothered to fully develop it as it was never used by us and therefore not a priority (though I may revisit the idea and devlop 'command/training' scenarios. That is not for this thread, and I don't want to 'hi-jack'!)

It wouldn't be too hard for Arrew to do I suspect. I used mission 'pods' that you could rendezvous with to trigger a mission. With mission switched off, the pods wouldn't spawn. With mission, they would spawn.

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Arrew

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Reply with quote  #64 
The problem with the missions is the stuff that makes them work multi mission can be quite complicated, such as the bomb which is on different ships. That's a lot of variables. While each mission in the sandbox has specific variables to that mission it's still a lot. I suppose the mission doesn't have to end but it's nice for players to see that "score" screen to see how well they've done.

The Ardent ones use a lot of common programming so it would be difficult to incorporate them all together, but not impossible. The problem is how many missions I've made. These ones are meant more for conventions and the like. I had a couple of ideas for a few more that might work well at conventions but it is a lot of work to do and I'm not sure how popular a feature it really is. Realistic if you want to play a mission you could just load a mission script. Just having it built into the sandbox helps in RP and can make life easier for Convention Game Masters.



Sorry that was the long reply LOL. In short, yes you can do that and yes I can put more in. But I'm not sure how popular it is to justify all the time it would take. Real life is very busy right now and it's hard enough to make stuff for the Summer War Campaign.

But thank you so much for the kind and positive feedback. Makes working on it worth while.
Arrew

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Reply with quote  #65 
About training missions. I do want to make one for escorts and I also have an idea to expand on the random algorithms in the sandbox to make a "random encounter" type event/mission. I think that could be fun, and bring together many of the more unique features... But it all depends on time and popularity.

I would have liked to do it for the summer war because I like the idea that you don't even know what level you'll face.Perhaps next time.
Newcommerin

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Reply with quote  #66 
Thank you Arrew and Xavier, for your kind answer.

I am still learning to work with the mission editor and know nothing about xml. So, hopefully you find some time to work on it and not get me wrong, I am far from "demandig" it. I just had it in mind and it had to get out there.

I appreciate what you have done already, it is awesome as it is!!! (Couldn't make enough ! - I also couldn't thank you enough for your work!)

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Arrew

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Reply with quote  #67 
Thanks Newcommerin for your kind feedback.

Oh I didn't mean demand as in demand, more as the phrase applies to commerce, like supply and demand. It's something I still have ideas for, but kind of ran out of time. Perhaps in the future. [smile]
Arrew

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Reply with quote  #68 
Hi, notsabbat this is the sandbox... It's super user friendly and has an unprecedented amount of real time GM powers. It's had side scrolling star systems since V3 not to mention special enemies, missions, PVP arenas and powers currently available no where else.

Check out the feedback, YouTube or ask me for more info. [smile]
Arrew

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Reply with quote  #69 

Well we already have big 16 sector large solar systems that scroll, working in game gates, new enemies and other assets. All Server side and without modification.

But I feel that I've pretty much pushed Artemis as far as I can. (Although I do have 1 new enemy design idea and a random mission generator.)

It's not really modding but if every client also had the sandbox I could do more. Check out the sample below to see what I'm thinking....

Earth 2.jpg 


Arrew

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Reply with quote  #70 
It's funny but this just came to me that this could have educational value!

I remember there were threads about non-violent missions. 

How about a recreation of our own solar system (not to scale of course). A fly by give factual information to Comms when ships fly near.

Crews could be sent on "FACT" finding missions. Which planet has the longest day?

What do you reckon!?


Would need way more sectors to fit all nine, or eight if you ignore poor Pluto, planets into one solar system. 30, 60 or 90 sectors?

Also what about the Sun? Just don't know if you could make it BIG enough to work, even with the whole Artemis scale out the window thing.
cxfAtheus

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Reply with quote  #71 
With the Artemis program we run, we have a grant through NASA to upkeep our systems and push the program further. One of our goals through the grant is to add real NASA data to the game. We were thinking about using your sandbox to do it (with your permission, of course). I was going to poke around in your script and see how easy it would be to alter the contents of each sector (while still keeping the grid layout) and replace it with proper planets/stars, nebulae, astroids, etc, and making science or comms receive data on the chemical compositions, metallicity of asteroids, as well as stuff like simpler orbit data.

Is this something you'd be interested in trying to add to your script? Joint venture, perhaps? Or, can we pop open the hood on your script and start trying to modify it?
Arrew

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Reply with quote  #72 
Thanks for the feedback. [biggrin]    Sure perhaps this is something we can develop.


If you want a version of the sandbox you can alter using the Mission Editor is easier, but 4.1 is too complicated to be used with the Editor. If I cut out the PVP arenas and some of the AI upgrade coding it makes the file a much more manageable size. I could cut it and give you a smaller Mission Editor compatible version? Some of the Real Time commands will be damaged by the editor and you'll have to repair those manually in the script.


The pre-made sectors are at the bottom... The layout should be easy once you "pop the hood" and take a look. I could make the sectors blank if you want to start from scratch.

But I don't know if you could do our whole solar system in just 16 sectors?

Elysium, the main fictional one in the sandbox, felt kind of full with just 2 planets let alone 8 and two asteroid belts.



I guess what I'm saying is do you think 16 sector star systems would be too small?

If you squeezed them in you might manage the inner solar system in 16 but the outer system might be too much.

Perhaps for educational purposes but do you think that going much larger than 16 or 36 sectors is too big a play area for a normal Artemis game?
cxfAtheus

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Reply with quote  #73 
I'm not sure if I think the sector size would be too small to fit our entire solar system in. I guess one of the things to consider is if you are lining the planets up in a linear fashion (the left-most map is Mercury, the second from left is venus, third from left is Earth, etc), or if you simulate the planets orbits by having them arrayed as "orbiting" the central map of the sector. So, Mercury may be one map to the right of the center map, Venus might be two maps above the center, Earth is 3 maps diagonal from center, etc. It would make a good bit of realism to how systems really are, but would end up making the entire sector something closer to 10x10.

As for what we are thinking of doing with other systems is having the star be one map (or at least the effects of the star) and maybe one or two other planets, depending on the data we have of what's really there. So, we'd be looking at building maybe 9 map sectors, or 16 map sectors. 

One of the questions I have about how your sandbox is constructed, is how how easy/difficult would it be to add all new sectors. Say we turn the ones you currently have into models of current stars, but want even more options to pick from in the menu, how hard would it be to expand the GM controls to create more sectors?
Arrew

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Reply with quote  #74 
Pretty easy. But then I'm the one that made it. 

It's just time consuming... 
ryleyra

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Reply with quote  #75 
I think the idea of implementing the actual Solar System as an Artemis mission, and using the game to explore our real environment in space is a great idea! I think you may also be overthinking the question of sector size. If we assume that a sector contains a single planet, then whether Mercury is "one sector to right of center" is only relevant if you assume the system is laid out as a grid. It would actually be more efficient to lay out the sector as a tree structure, where each sector is a different planet.

This would invalidate the question of orbits, as well, since a "sector" would be carried along with the planet at its center. The distance between sectors would change as the planets continued their orbit around the sun. Remember also that assuming the game takes place in real time, you wouldn't actually see any orbital movement. Rather, you would want to change your grid map depending on the current date. It would be easier to just avoid the question.

Remember also this post: http://artemis.forumchitchat.com/post/what-size-is-a-sector-revisited-7537479?pid=1288256710

The game is actually inconsistent about sector size. If we take it literally about its canon, then there are two mutually exclusive sector sizes defined. The first is the 1 meter per game unit scale, which I consider unusable. (It isn't even visible on the image I created; the smallest scale show is 1 km per game unit) The second is the 500 km per game unit scale, which is based on Warp 1 being the speed of light. At that scale, the image shows that a sector is exactly the size of one planet and its immediate neighborhood. Two planets couldn't appear in the same sector.

Using that scale, it would take at least four sectors to travel from Earth to Venus, and it would take 15-20 sectors to get to Jupiter. You could increase the size of the sector, or you could introduce space between the sectors. You could still travel sector edge to sector edge, but come up with some way to introduce a delay and state you are "Warping between sectors". Jump gates could also be used to jump from planet to planet.

It depends on whether you want to try and capture the real distances, or concentrate more on the planets and their immediate ecosystems. The 6000 km per game unit sector is also a possibility, although I think that will make the solar system seem "too small". One other idea I had was when you reach a sector edge, generate empty sectors on a loop counter until you get to your destination. For instance, as I said, Sun to Mercury would be one empty sector, Mercury to Venus two sectors, Venus to Earth four sectors as stated, Earth to Mars five sectors, and Mars to Jupiter ten sectors. You'd have to calculate the distances from there.

Maybe we can take this to another thread? Feel free to use my image to create a map. Maybe there could be routes from Earth to Mercury and so on.
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