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Posted by: Steve Walmsley
« on: May 06, 2010, 10:03:13 AM »

Quote from: "UnLimiTeD"
I think he means that players should not be able to set the local chance if they ticked real star systems, as an additional hint that it won't actually do anything.
Yes, that it is a good idea. I'll add that for v5.20

Steve
Posted by: UnLimiTeD
« on: May 06, 2010, 09:12:00 AM »

I think he means that players hsould not be able to set the local chance if they ticked real star systems, as an additional hint that it won't actually do anything.
Posted by: Steve Walmsley
« on: May 06, 2010, 04:37:44 AM »

Quote from: "ndkid"
Quote from: "Steve Walmsley"
If this is a real stars game, then the local chance and local spread don't apply. Those are only used for random games. In a real stars game, systems are linked based on their proximity in real space, which is based on their celestial coordinates in reality.

Steve
Steve, could you make a change to the new game setup that disables the local chance and local spread if you choose real stars? I never realized what you just said was the case, and never would've guessed it, either, and having a graphical representation may helps those who come after me. :-)
That is already how it works. Local chance and local spread are disabled in a real stars game. The local chance and local spread are an abstract way of generating star locations in a random galaxy. In a real stars game, the exact location of every star is already known. The method used is different though.

When a jump point exploration takes place in a real stars game, the program chooses to generate a new system (95% chance) or link to an existing system (5%). In the former case, there is a 90% chance of a close link and a 10% chance of a distant link. For a close link, the program creates a list of all possible stars in ascending order of distance and then checks each one in turn. There is a 20% chance that the program will stop and select a particular system. For a distant link, the program does the same but with only a 4% chance of choosing a particular system. When linking to a known system, the program creates a list of existing systems in ascending order of distance and uses a 20% chance for each one.

The reason I chose this particular method, rather than a simpler method of simply arranging all system in ascending order of distance regardless of whether they have yet been generated and just picking one, is that the simpler method could easily lead to a tangled mass of internal connections. One option might be to allow user parameters for the chance of linking to an existing system and also for the chances of close and distant links.

Steve
Posted by: Elvin
« on: April 29, 2010, 02:23:19 PM »

Quote from: "Steve Walmsley"
If this is a real stars game, then the local chance and local spread don't apply. Those are only used for random games. In a real stars game, systems are linked based on their proximity in real space, which is based on their celestial coordinates in reality.

Steve

Aha, thanks a bunch, I'll remember that for the next game.
Posted by: ndkid
« on: April 29, 2010, 02:22:07 PM »

Quote from: "Steve Walmsley"
If this is a real stars game, then the local chance and local spread don't apply. Those are only used for random games. In a real stars game, systems are linked based on their proximity in real space, which is based on their celestial coordinates in reality.

Steve
Steve, could you make a change to the new game setup that disables the local chance and local spread if you choose real stars? I never realized what you just said was the case, and never would've guessed it, either, and having a graphical representation may helps those who come after me. :-)
Posted by: Steve Walmsley
« on: April 28, 2010, 03:30:02 AM »

Quote from: "Elvin"
Humm...Something is almost certainly bugged with this feature. Despite starting a new game in 5.13, with the settings of 95% local chance and a spread of 6, I'm getting galaxies that seem to be being generated by the default settings, despite still showing the 95% and 6 spread in the Game Info box. Any ideas what might be causing it, as I don't think the probability of the result I'm getting is greater than .1%
If this is a real stars game, then the local chance and local spread don't apply. Those are only used for random games. In a real stars game, systems are linked based on their proximity in real space, which is based on their celestial coordinates in reality.

Steve
Posted by: Father Tim
« on: April 25, 2010, 12:32:04 PM »

Actually, it looks like the system is working, but for some reason is using the wrong 'start from here' number - perhaps  a variable isn't being properly set and/or cleared when the program loops through the 'get new system number' subroutine.

It's as if instead of a 95% chance of +or- 6 from the system you're exploring out from, it's a 95% chance of +or- 6 from the last system you explored to.
Posted by: The Shadow
« on: April 25, 2010, 11:52:30 AM »

Wow.  That does indeed look like the numbers aren't working.  All I can say is, it works for me. :)
Posted by: Elvin
« on: April 25, 2010, 10:47:12 AM »

Oh. I hadn't thought of changing the maximum system number, so it's still at the default 1,000.

If/when I start a new game, i'll try 100% chance of local and see how it goes.
Posted by: sloanjh
« on: April 25, 2010, 10:43:00 AM »

Quote from: "Elvin"
That's precisely what i've got on at the moment, and the numbers just don't make sense with the parameters I gave them.

You said 95% and spread of 6.  What's your max system number?  Something like 250?

If you really want to do an easily falsifiable experiment, you should use 100% and something like 6.  That way you'll know that all links must be within the spread.

John
Posted by: Elvin
« on: April 25, 2010, 08:57:36 AM »

Quote from: "The Shadow"
Could you clarify?   How many systems have you explored?  Could you post a screenshot of your galactic map?

By the way, there's an option on the galactic map to see the system numbers - that will tell you for sure if anything's out of bounds.

That's precisely what i've got on at the moment, and the numbers just don't make sense with the parameters I gave them.

Here's the picture:
Posted by: The Shadow
« on: April 25, 2010, 02:12:25 AM »

Could you clarify?   How many systems have you explored?  Could you post a screenshot of your galactic map?

By the way, there's an option on the galactic map to see the system numbers - that will tell you for sure if anything's out of bounds.
Posted by: Elvin
« on: April 24, 2010, 08:18:44 AM »

Humm...Something is almost certainly bugged with this feature. Despite starting a new game in 5.13, with the settings of 95% local chance and a spread of 6, I'm getting galaxies that seem to be being generated by the default settings, despite still showing the 95% and 6 spread in the Game Info box. Any ideas what might be causing it, as I don't think the probability of the result I'm getting is greater than .1%
Posted by: The Shadow
« on: April 16, 2010, 12:52:00 PM »

Quote from: "Steve Walmsley"
Quote from: "The Shadow"
I've actually been considering backing it off a bit for my next game, especially since the NPR's are likely to be much further away in the new version.
Famous Last Words :)
Posted by: Steve Walmsley
« on: April 16, 2010, 09:25:43 AM »

Quote from: "The Shadow"
I've actually been considering backing it off a bit for my next game, especially since the NPR's are likely to be much further away in the new version.
Famous Last Words :)

Steve