Re: [nbos] (fork) Trade Route ScriptingShade Tree Mon Dec 14th, 2009
Plot Jump Route v1.3 by Alan Bartholet seems to do this already. I haven't used it so I'm not completely certain.
http://www.nbos.com/nox/index.php?action=1001&id=226
I wrote something similar to plot jump routes through the inner sphere for battletech but that was 2D.
If that doesn't meet the need let me know exactly how you envision the process to work and I'll see what can be done.
From: ENKI_29205-at-YAHOO.COM
To: nbossoftware-at-nbos.com
Date: Mon, 14 Dec 2009 11:42:37 -0800
Subject: Re: [nbos] Astro sector generator feedback
How about creating trade routes that might exist in a T2300 setting?
J
Trade routes between distant stars would have to go through otherwise
uninteresting systems to account for a limited jump range.
I will not bore you with the work I had to go through to get this
accomplished.
Dan
Mountain View, CA
From:
nbossoftware-bounces-at-nbos.com [mailto:nbossoftware-bounces-at-nbos.com] On
Behalf Of Shade Tree
Sent: Monday, December 14, 2009 5:29 AM
To: nbossoftware-at-nbos.com
Subject: Re: [nbos] Astro sector generator feedback
“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).”
"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 aren’t
visible.
2.
In the
System Data Generation, an option to generate systems but without names.
I’m sure I’ll come up with a few more soon but these are two I’ve
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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