Correct.I'm pretty sure it works however it works for gates now, so if I'm not mistaken, you can go back to the system you came from. There will be no "sucking in".
I could write an event that fires each time a ship enters/exits a system, computes the local stars, finds an inhibitor within range and translocates the fleet to that star system. But I like my game to run fluidly.
And it wouldn't be very interesting mechanically - so your star base sucked my doomstack in? oh no that's 5 seconds of lasers and we're back on our way. This was something they considered pre 2.0 and it didn't work well there either.
The wormhole is basically fully functional now. I'm debating whether to drop the custom civic and have it be a start-up event choice, paired with an initialiser that rips hyperdrives off starting ships, removes/bans the HL tech and gives you wormhole techs + a starting wormhole station instead, might be better for compatibility, too.
Event image would be something like this with "Choose Hyperlane" "Choose Wormhole" as two choices + some text.
Oh and getting the AI to use it - less of a priority until I can get the UI issues sorted out [and see next weeks 2.9 script changes], UI issues make it a hassle to play with.
What I would like to explore is modelling gravitational affects on FTL -
- I've had a few ideas for making hyperlane speeds vary if there is a blackhole adjacent to the lane (making FTL take longer from/near a black hole - but faster to it)and came up with a searching algorithm that's effectively a curved octahedron for it, but even that is a bit slow to run when you've got thousands of stars (pre-seeding black-hole-adjacent systems with Speed modifiers might get around all performance issues - more testing needed).
- Though there is a far simpler measure I've also looked at that can apply this on the galactic stage - it would essentially slow FTL to a crawl near the core whilst make it super fast out near the Rim of the galaxy - emulating the denser stellar neighbourhood having a warping affect on hyperspace.
- Neutron stars could be the opposite to black holes, acting as natural "highways" and supercharging FTL cores and engines - movement would be faster away from neutron stars.
- I've also looked for ways to emulate Morrigi Flocking from SOTS - whereby fleets start off slow as shit but the bigger they get the faster they go. Might not bother with this as it's literally just going to cause doomstacking on steroids.
- Then there's SOTS Liir style FTL/STL - tweening ship movement speeds in between and in system based on how close they are to a star or planet (it's hard to get exact euclidian distances within a system though).
- Or computing a fleet's mass by using it fleet cap usage (big ships use more) as a proxy and manipulating jump charge up/down times on that basis - so big fleets - and big fleets on top of each other - take far longer to enter/exit FTL windows. (essentially the inverse of Morrigi flocking)
- And the idea of using more esoteric things like
- Hyperlanes skipping systems (potentially doable by setting ship-speed to 99999 and wind up/cool down to 0 for 1 day via event if no hostiles present - or if in own borders)
- psychics spawning in FTL superchargers from the void realm to give their ships faster movement speeds or evasion,
- Maybe a machine equivalent version - computing Nth dimensional mathematics to punch holes through reality to create temporary wormholes (a la Commonwealth series subspace) lol.
Something to think about another time.
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