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Posted by: robberer
« on: September 24, 2016, 07:07:58 AM »

Honestly you should have put at least 1 NPR Empire at the start. I will guarantee that if you did there would be a half dozen or so NPRs running around.

I think you're right. Discovered (let 'em discovered by NPR) nearly 150 systems. NO NPR so far. Except in my testgame where i've manually added a new species via SM Main Menu. It was exactly the race i've added that i've dicovered (by scouting the galaxy with my own ships). Tests with NPR scouting are negative so far, even with a 100/100 chance.

Where do I find the source code of this fantastic game ? :-) (just joking)
Posted by: robberer
« on: September 22, 2016, 01:11:31 PM »

Honestly you should have put at least 1 NPR Empire at the start. I will guarantee that if you did there would be a half dozen or so NPRs running around. Also, may I see the design the Green Martians are using to scout out the universe?
 When the system is generated, as well as the next few systems. In the Race window, there is a field labeled "Min Sys Num" and "Max Num", those are how many additional systems. At the default it only generates the system you are entering for the first time, but if you increase the maximum a few (like to 2-4) there will be more chances for some NPRs to be generated that you can't see yet. But be warned this will slow down system generation quite a bit.

I got the idea of setting NPR to 0 from a tutorial of "quill18" on youtube. Before I started playing i've watched his first episode in which he explained in detail how game generation works - you may have a look at this video
and watch it from minute 6 for 90 seconds.

In a test-save game I've used the "add npr" option in SM mode. That's actually is doing what i've expect but it is somewhat spoiling the game fun because I know there IS someone. That's different from knowing that there is SOMEONE. ;-)

Regard the "Green Martians". I will provide a link to my savegame soon.
Posted by: 83athom
« on: September 22, 2016, 10:43:58 AM »

Honestly you should have put at least 1 NPR Empire at the start. I will guarantee that if you did there would be a half dozen or so NPRs running around. Also, may I see the design the Green Martians are using to scout out the universe?

And another question: When gets the NPR generated. When I enter/explore a new jumpgate in "system view" or when someone actually enters the system ?
When the system is generated, as well as the next few systems. In the Race window, there is a field labeled "Min Sys Num" and "Max Num", those are how many additional systems. At the default it only generates the system you are entering for the first time, but if you increase the maximum a few (like to 2-4) there will be more chances for some NPRs to be generated that you can't see yet. But be warned this will slow down system generation quite a bit.
Posted by: robberer
« on: September 22, 2016, 10:27:56 AM »

I don't know if that matters, but at gamestart I had the attached NPR options set. Not sure if I checked generate only non-TN races too. At least in SM "add NPR" it is not possible to spawn a non-TN NPR.

If that could be the problem, in what DB table do I find this setting ? (Ah, OK, "game" table). "GenerateNPRs" column is 1 and "GenerateNonTNOnly" is 0. Seems to be right I guess.

And another question: When gets the NPR generated. When I enter/explore a new jumpgate in "system view" or when someone actually enters the system ?

Posted by: 83athom
« on: September 22, 2016, 07:08:40 AM »

Odd, in a 7 jump radius from Sol in my current game, there are 3 NPRs and a spoiler (that I know of). And I only set it to 20/5.
Posted by: robberer
« on: September 22, 2016, 03:58:54 AM »

Like I said, the generation chance only runs with a system that has a body somewhat habitable. May I ask what your NPR Generation chance is set to?

100/100
Posted by: 83athom
« on: September 21, 2016, 07:19:09 AM »

Like I said, the generation chance only runs with a system that has a body somewhat habitable. May I ask what your NPR Generation chance is set to?
Posted by: Kytuzian
« on: September 21, 2016, 07:07:55 AM »

Yeah, both systems i've found have a habitable planet. One planet has colony cost 0 which I assume is jackpot. But no NPR spawn. Just a ruined colony and an alien installation. :-( . Let the game spawn an NPR seems like trying to win the lottery.

I think that the NPR generation chance means NPR OR a ruin, so if you set it to 100%, you're guaranteed one of the two, but not guaranteed a fully fledged NPR.
Posted by: robberer
« on: September 21, 2016, 01:52:16 AM »

C) That the spawn chance only applies to planets that are mostly habitable (oxygen in atmosphere, no poisonous gasses) and that C.5) will generate a race completely suitable to the planet so things like temperature, gravity, or atmosphere pressure doesn't matter that much.

Yeah, both systems i've found have a habitable planet. One planet has colony cost 0 which I assume is jackpot. But no NPR spawn. Just a ruined colony and an alien installation. :-( . Let the game spawn an NPR seems like trying to win the lottery.
Posted by: 83athom
« on: September 20, 2016, 10:17:20 AM »

Also know that you can;
A) Find abandoned JGs running around a system with active sensors on
B) Resurvey a system to find more jump points
and C) That the spawn chance only applies to planets that are mostly habitable (oxygen in atmosphere, no poisonous gasses) and that C.5) will generate a race completely suitable to the planet so things like temperature, gravity, or atmosphere pressure doesn't matter that much.
Posted by: robberer
« on: September 20, 2016, 10:16:59 AM »

OK, Ladys and Gentlemen.  My "Green Martians" discovered two additional systems who seems to be perfect for a 100/100 NPR spawn.  BUT they didn't visited this systems yet.

Code: [Select]
HIP 74261-A  M0-V  Diameter: 835k  Mass: 0.47  Luminosity: 0.06

HIP 74261-A I:  Colony Cost: 0.00,  Temperature: -7.5,  Gravity: 1.40,  Orbit: 37m
    Nitrogen 81%, Oxygen (0.26) 19.0%,  Pressure: 1.36
Asteroid Belt: 140

Jump Points
 1) Gliese 571:    Distance: 1.79b   Bearing: 98


 
HD 170573-A III:  Colony Cost: 0.52,  Temperature: -26.7,  Gravity: 1.10,  Orbit: 109m
    Nitrogen 80%, Oxygen (0.2) 16.6%, Argon 3.4%,  Pressure: 1.21
    Total Moons: 1

Jump Points
 1) NN 4036:    Distance: 2.76b   Bearing: 196

Should I send my own scouts to escalate a NPR spawn or should I wait till my follow green allies enter the systems ?

(I'm so scared about how easy this game overwhelms my life, it's like I'm back in the glory gaming years of the 90's)
Posted by: robberer
« on: September 20, 2016, 10:07:00 AM »

Quote from: bitbucket link=topic=9051. msg97068#msg97068 date=1474226211
My headcanon for the occasional random jumpgate you discover was that the Precursors (the actual species, not their robots still lingering around) built their own jumpgate network hundreds of thousands of years ago, but as the stars have moved about in their disparate galactic orbits over those millennia, most of their old jumpgates have gone out of alignment and the connections have broken.  Some rare few still have a tenuous link to something; either because the two stars connected in the past have similar enough galactic orbits to maintain the connection (and there's a gate back), or some other star now just happens to be close enough to the same relative position as a gate's original destination to reactivate the link (and there isn't a gate back).

You are far more beyond/advanced of my roleplay horizon.  That was a fun reply to read (if I translated it right).  Thanks for your input ;-)
Posted by: robberer
« on: September 20, 2016, 10:04:54 AM »

Quote from: Kytuzian link=topic=9051. msg97063#msg97063 date=1474212326
I believe jump gates will actually sometimes randomly appear without an NPR to build them.

Seems you're right Sir.  Discovered over 80 systems, so far, and found 3 of these abandoned Jump Gates.
Posted by: bitbucket
« on: September 18, 2016, 02:16:51 PM »

I believe jump gates will actually sometimes randomly appear without an NPR to build them.

My headcanon for the occasional random jumpgate you discover was that the Precursors (the actual species, not their robots still lingering around) built their own jumpgate network hundreds of thousands of years ago, but as the stars have moved about in their disparate galactic orbits over those millennia, most of their old jumpgates have gone out of alignment and the connections have broken. Some rare few still have a tenuous link to something; either because the two stars connected in the past have similar enough galactic orbits to maintain the connection (and there's a gate back), or some other star now just happens to be close enough to the same relative position as a gate's original destination to reactivate the link (and there isn't a gate back).
Posted by: Kytuzian
« on: September 18, 2016, 10:25:26 AM »

I believe jump gates will actually sometimes randomly appear without an NPR to build them.