Re: [nbos] Astro sector generator feedback
Shade Tree
Mon Dec 14th, 2009






ďOh, how about the ability to generate trade routes
between populated/habitable/hospitable systems? That would also be very
helpful, especially if I could pick which types of systems it includes (ie,
just populated, etc).Ē



"I believe there is a script, either on NOX or included with
AS2 that does this."

I have a script on NOX called Traderoutes V3 that may be what you are looking for.http://www.nbos.com/nox/index.php?action=1001&id=112
If you need something more specific just let me know. I might be able to modify it for you.



From:
nbossoftware-bounces-at-nbos.com [mailto:nbossoftware-bounces-at-nbos.com] On
Behalf Of Doug Jessee

Sent: Friday, December 11, 2009 11:56 AM

To: nbossoftware-at-nbos.com

Subject: Re: [nbos] Astro sector generator feedback





Hello,



I like the idea of colors and a control to turn them off, but I am not sure
they are 'generator' kind of features. I assume they would have to have support
in the main program itself.



The best thing the generator could do for me is take one of the real star data
files available and tell the generator to populate those stars with systems. I
am pretty sure it doesnt do this, but it has been a while since I was able to
use AS.



Oh, how about the ability to generate trade routes between
populated/habitable/hospitable systems? That would also be very helpful,
especially if I could pick which types of systems it includes (ie, just
populated, etc).



Then I could take the known start data, generate systems, then generate trade
routes and now I have an 'old' empire with pre-existing trade routes! :)


-Doug Jessee







On Fri, Dec 11, 2009 at 12:50 PM, Richard <rkurbis-at-shaw.ca> wrote:





Also
an option to turn off these colors on the fly for 'player'
presentations... you dont want to give away everything.





~~Richard~~

















-----
Original Message -----





From: Nathan Gerber





To: nbossoftware-at-nbos.com





Sent: Friday, December 11,
2009 5:19 AM





Subject: Re: [nbos] Astro
sector generator feedback









The original list provided
covers my main wants, but Oliver's coloring of systems with habitable planets
would also be a very nice feature in my games. But I'd prefer something a bit
more complex such as:



Color 1: System with a populated hospitable planet/moon.

Color 2: System with a populated habitable planet/moon.

Color 3: System with a populated object of another type (such as space
stations).

Color 4: System with a hospitable planet/moon (no population)

Color 5: System with a habitable planet/moon

Color 6: Other Systems.



It would also be nice to be able to define these colors so that color blind
people can still differentiate them as needed. One of my players is Red/Green
color blind so I always have to be careful with my maps.
--

Nathan Gerber







On Fri, Dec 11, 2009 at 7:21 AM, Mike Oliver <mike-oliver-at-supanet.com>
wrote:





Ed:





A couple of things I'd like to see:





1.
The option to indicate the presence of a habitable planet in a system by
the use of, say, a green colour when producing system labels. Currently, if I
opt not to have populations generated, the map does not indicate where there
are habitable worlds and these are often main centres of interest for a game.
Maybe the star point on the map could also be green for when the labels
arenít visible.

2.
In the System Data Generation, an option to generate systems but without
names.




Iím sure Iíll come up with a few more soon but these
are two Iíve wished for in past uses of AS.





Cheers,





Mike


www.warmodelling.co.uk


www.cartography-services.co.uk









-----Original Message-----

From: nbossoftware-bounces-at-nbos.com
[mailto:nbossoftware-bounces-at-nbos.com]
On Behalf Of NBOS Support

Sent: 11 December 2009 06:11

To: nbossoftware-at-nbos.com

Subject: [nbos] Astro sector generator feedback





Hi All,





I'm seeking some feedback on Astro2's sector generator. What
sort of


enhancements/changes would you like to see? New types of


objects? Particular new data fields? Are there any
glaring


technical/scientific issues to whats being generated?





Before you answer, here's a couple items already implemented or
planned for


the next version:





- The generator now runs in the background. This means you
can zoom/pan


around the map while the generator runs, and makes the program a
lot more


responsive.





- The generator has a new option to create a specific number of


systems. So rather than giving a sector size, you can tell it
to make 1000


stars, and it will start generating from the center and expand out
until


1000 are made.





- There'll be a new terraforming slider to control how much
terraforming is


done. It'll range from 0 to 10, with 0 being no terraforming
being done,


all the way to 10, basically sticking an Earth-like planet in every
system.





- Based on new exoplanet discoveries, I'll be tweaking terrestrial
planet


generation to allow for much larger terrestrial planets than can be



generated now.





So let me have it! Any and all feedback would be appreciated!





Ed





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