Re: Issue 97 in starflighttlc: INTERSTELLAR: fluxes are not working properly

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starfl...@googlecode.com

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Dec 11, 2009, 5:31:34 PM12/11/09
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Comment #3 on issue 97 by vcappe: INTERSTELLAR: fluxes are not working
properly
http://code.google.com/p/starflighttlc/issues/detail?id=97

Actually, fluxes are stored in the savegame (to be more precise we store
the rng seed
used to generate them) and so are persistant across the same game. We don't
store
which one have been used before however, so their destination won't be
shown when you
reload the game.

Another way to make them more useful is to make a skilled navigator able to
predict
were they lead to, or maybe do it with a ship addon or a special artifact.
This would
require minimal code change since the functionality is really already there.

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starfl...@googlecode.com

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Dec 12, 2009, 11:02:32 AM12/12/09
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Comment #4 on issue 97 by vcappe: INTERSTELLAR: fluxes are not working
properly
http://code.google.com/p/starflighttlc/issues/detail?id=97

We don't store which one have been seen before either, so they won't be
shown at all
on the starmap when you reload a game. But they are still there nonetheless.

starfl...@googlecode.com

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Dec 16, 2009, 12:30:19 AM12/16/09
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Comment #5 on issue 97 by swirsz: INTERSTELLAR: fluxes are not working
properly
http://code.google.com/p/starflighttlc/issues/detail?id=97

I don't know what the absolute best option is here. From playing the
previous games
I personally would like to map out all of the fluxes possible so in that
game I could
jump around the galaxy with much greater ease.

Realistically if bloating the saved game files with that information is
difficult,
making them all bidirectional, randomly generated per session, and far more
common
would make them interesting, unpredictable, and useful as well.

starfl...@googlecode.com

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Sep 19, 2010, 3:18:54 AM9/19/10
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Comment #6 on issue 97 by swirsz: INTERSTELLAR: fluxes are not working
properly
http://code.google.com/p/starflighttlc/issues/detail?id=97

Since this would take several hours of work to make fluxes operate any
differently, I vote that we leave them completely alone as they are:
unpredictable, possibly slightly useful, but that's about it. The ship
travels across the galaxy fast enough in this game without them. In the
originals when Hyperspace traveled literally took forever to get across the
map, I assume they were needed, but Lost Colony is set to a bit of a faster
pace.

Please close this issue if you concur.

starfl...@googlecode.com

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Sep 24, 2010, 10:04:15 PM9/24/10
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Updates:
Status: Started

Comment #7 on issue 97 by jsharbour: INTERSTELLAR: fluxes are not working
properly
http://code.google.com/p/starflighttlc/issues/detail?id=97

Fluxes are actually quite easy to fix and I'm astounded that this issue has
sat here for as long as it has (low priority?). Just hard code them all? No
big deal. I don't want to close this, Steve, because it's an easy one. I'll
just get fluxes working with known end points.

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