Making a large galaxy for a Larp
Hey everyone, Im from the small Western Australia larp group; I'm going to be running an event next year using EE as the method of players travelling between locations in the galaxy. I'm planning on making a rather large galaxy from what I can tell others have done: so far my dimensions are 100,000 wide and tall, starting at (500,000 , 0).
I will have plenty more questions about various things as I come across them but right now I'll start with a weird thing I discovered with sector naming: going up from sectors Fx, after Ax it changes to ZZx. That struck me as odd unless the universe loops/wraps but I understand technical limits. The thing that seems wrong is that ZIx goes to YHx in the up direction, and [x comes after Zx in the down direction. Would it be something wrong with the code loop that labels the sectors?
I'm also interested in using a time constant to have planets be in particular parts of their orbits.
Example, it is hour 16 of the day. All planets orbits are calculated in Init using this to place them 16 iterations along their orbit path. I briefly tried using os.date("%t") but it didn't work.
Can we edit and add stations in scenario files?
I will have plenty more questions about various things as I come across them but right now I'll start with a weird thing I discovered with sector naming: going up from sectors Fx, after Ax it changes to ZZx. That struck me as odd unless the universe loops/wraps but I understand technical limits. The thing that seems wrong is that ZIx goes to YHx in the up direction, and [x comes after Zx in the down direction. Would it be something wrong with the code loop that labels the sectors?
I'm also interested in using a time constant to have planets be in particular parts of their orbits.
Example, it is hour 16 of the day. All planets orbits are calculated in Init using this to place them 16 iterations along their orbit path. I briefly tried using os.date("%t") but it didn't work.
Can we edit and add stations in scenario files?
Comments
I don't know how well the whole code will hold up if you go extreme distances from the center. You might run into floating point precision problems.
The "os" lua library isn't available for security reasons. (os.remove and os.execute could seriously cause problems if you run a random script from someone) There is no access to the real world date/time. Because how would that work with pause?
You do have the delta parameter on each update call. Accumulating that will give you a time base.
For distances from centre, I'll have to just do it and find out.
I see theres some buttonmaking and info editing done by other people, but are we able to edit the stations (eg helm, engineering) from within scenario files?
"unknown value for crew position: singlePilot"
https://github.com/daid/EmptyEpsilon/wiki/Build-from-sources
(Never tried it for windows, but for Linux it is pretty easy)
I've edited JumpDriveRange already in my custom template.
We still gathering our input, but we were also looking at the grid naming, and the ability to jump quickly between points in the GM and Relay screens (maybe Waypoints?).
The AI has a few bits of logic that influence the selected jump distance.
It could be that the path planning is flying around something. As the path planner does not account for the fact that the jump drive can jump over black holes and stuff.
Planned path should be visible in the GM screen.
say, divide the map to 4 quadrants (A-D according to the negativity / positivity of the x and y coordinates), and allow up to 4 digits for each axis (36-base : a-z0-9).
so sector names can be "A-004z-000g" or simply "A-4z-g".
something like control+shift+number to set a bookmark, and control+number that will save and restore values of view_position and distance in radarView (relay and GM screeen).
I'd be glad to make a PR if that sounds good
https://github.com/daid/EmptyEpsilon/issues/509
currently PR-ing max zoom and sector names as they are easier for me to learn the ropes with.