I am creating a utility that automatically generates the misc_system_initializers.txt file based on certain "randomization" of features that cannot be coded for by the games "scripting" features. The result is a large number of scripts. I am curious what effect (if any) a large number of system initializers will have on the game. If there are any Dev's that can make sure my guess below is correct, that would be helpful.
My guess is that it will affect game load time and possibly galaxy generation time (though not by much for the latter). I just want to make sure that:
The goals of this utility is to:
My guess is that it will affect game load time and possibly galaxy generation time (though not by much for the latter). I just want to make sure that:
- the game can handle a large number of scripts without affecting other than game load time (my utility currently generates over 800 scripts based on 14 star types).
- the name of the scripts is arbitrary. (For example... if I wanted to create more than a 1000 scripts, I can number them like this. basic_init_0000 instead of three 0's).
The goals of this utility is to:
- Create the ability to have scaled star systems based on stellar class
- Randomize the appearance of asteroids and gas giants versus other types of planets in areas they are appropriate
- Create a more realistic variety of star systems that include young, main sequence, and old stars
- Make sure planet types are placed at a realistic location/distance based on star temperature (star type).