UnNatural Selection (Race Builder Game)

Want a VGA Planets game with custom settings? Have an idea for a tournament? Post it here.

Moderators: BitMask, Havok

Poll: Are you intrested in playing a Custom Racebuiler game like this one?

No, Not intrested
3
23%
No, Too complicated
1
8%
Maybe, if it has the correct setup options
7
54%
Definitly. I already know what my race should look like
2
15%
Total votes: 13

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Cherek
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Post#346 » Wed Sep 03, 2008 1:24 pm

hennef wrote:Hey there. did i miss something IMPORTANT?
You haven't missed much. To recap, we switcherd from the PAL to the PBP system, Gil and I are pushing to HURRY UP and start the game and it looks like AskShamu will not be joining us so there will be 8 players instead of 9. Did I miss anything?
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Cherek

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Gilgamesh
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Post#347 » Wed Sep 03, 2008 1:27 pm

Did the map thing get decided yet? I will vote with whichever side needs me to tip the balance and get things rolling. Either one is fine - I'll adapt to whatever is used. We have the orchestra, let's start the dance.
QI'DaS tuQ SoSlI'

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Cherek
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Post#348 » Wed Sep 03, 2008 1:27 pm

I too lazy to look, but are we using a wrapping map?

Did the map size and number of planets get decided on?
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Cherek

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Gilgamesh
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Post#349 » Wed Sep 03, 2008 1:28 pm

Commodore Cherek, IRJTN wrote:I too lazy to look, but are we using a wrapping map?

Did the map size and number of planets get decided on?
Yes, and

No. At least not that I'm aware of. See my post above.
QI'DaS tuQ SoSlI'

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hennef
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Post#350 » Wed Sep 03, 2008 1:31 pm

so wrapped map? appreciate that. lets keep the map standard.

thanks for bundling those pages into one short notice Cherek :D

and thanks for the PM BitMask. Now i "remember" what race i created ;)
have fun!

hennef

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Gilgamesh
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Post#351 » Wed Sep 03, 2008 4:40 pm

hennef wrote:
and thanks for the PM BitMask. Now i "remember" what race i created ;)
And what was that, exactly? 8)
QI'DaS tuQ SoSlI'

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BitMask
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Post#352 » Wed Sep 03, 2008 5:55 pm

It's a WRAP map, custom created by AMaster with the 3 owned planets the same for all the players.

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Gilgamesh
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Post#353 » Wed Sep 03, 2008 6:08 pm

How does the seam work? In any wrap game I've been in I wander over the seam thinking I'm going to land on a planet and I'm out there in the open.
QI'DaS tuQ SoSlI'

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Shardin5
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Post#354 » Wed Sep 03, 2008 6:09 pm

Lets get the Party STARTED.
Some people spend an entire lifetime wondering if they made a difference.
The US Marines don't have that problem.
President Ronald Reagan

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Cherek
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Post#355 » Wed Sep 03, 2008 6:17 pm

Gilgamesh wrote:How does the seam work? In any wrap game I've been in I wander over the seam thinking I'm going to land on a planet and I'm out there in the open.
It depends on teh seam.

BTW, what is the size of the seam?
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Cherek

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Gilgamesh
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Post#356 » Wed Sep 03, 2008 6:51 pm

Commodore Cherek, IRJTN wrote:
Gilgamesh wrote:How does the seam work? In any wrap game I've been in I wander over the seam thinking I'm going to land on a planet and I'm out there in the open.
It depends on teh seam.

BTW, what is the size of the seam?
The only thing I see in the config is:

AllowWraparoundMap = Yes
WraparoundRectangle = 1000,1000,3000,3000

Not sure what that means...
QI'DaS tuQ SoSlI'

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Gilgamesh
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Post#357 » Wed Sep 03, 2008 7:38 pm

OK - the docs say:
Setting up a Wraparound Universe
To enable the wraparound universe, set AllowWraparoundMap to Yes. In addition, you have to define the wraparound rectangle using the WraparoundRectangle config option. The wraparound rectangle confines all map objects (ships, planets, minefields, etc.). Any ship, for example, that exits the wraparound region reappears within the wraparound region on the other side.

Note that unlike ships and minefields, planets outside of the wraparound region are not remapped onto the region. If a planet is outside of the wraparound region, then PHost pretends that the planet does not exist. This allows custom maps with fewer than 500 planets to be used. Just place the planets outside the wraparound rectangle. Usual map editing tools place such planets at coordinates like Y=0 or Y=9000 which is just fine.

The WraparoundRectangle config option is an array of 4 values. The first 2 values define the X and Y co-ordinates (respectively) of the lower-left corner of wraparound region. The last 2 values define the X and Y co-ordinates of the upper-right corner of the wraparound region.

Note that, since PHost 3.3c, the extreme top and right co-ordinates are no longer part of the map. In older versions they were, which could lead to the strange situation that a ship that moves from Y=2999 one ly to the north would end up at Y=3000, while one that moves 2 ly to the north and back one ly to the south would land at Y=1000.

For example,

WraparoundRectangle = 1500,1000,2500,3000


defines a universe where possible X co-ordinates range from 1500 to 2499, and possible Y co-ordinates range from 1000 to 2999.

Here is another common setting:

WraparoundRectangle = 1000,1000,3000,3000


This provides a standard-sized map which is seamlessly wrapped.

So - it looks like there is no seam. One ly off the map is one ly into the opposite side. Sound right?
QI'DaS tuQ SoSlI'

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Cherek
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Post#358 » Wed Sep 03, 2008 8:30 pm

Yep
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Cherek

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Shardin5
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Post#359 » Wed Sep 03, 2008 9:08 pm

Lets get the Party Started.
Some people spend an entire lifetime wondering if they made a difference.
The US Marines don't have that problem.
President Ronald Reagan

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Cherek
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Post#360 » Wed Sep 03, 2008 9:30 pm

I finally got home and I checked my Inbox, my spam folder and my trash and still no RST. :(
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Cherek

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