A new system of hyper jumps and flights

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Troyden
Posts: 3
Joined: Wed May 11, 2022 2:58 am

A new system of hyper jumps and flights

Post by Troyden »

Good afternoon.
I want to ask the forum members for advice on which files need to be edited.
The idea is as follows, to make it so that hyperdrives could not work near planets, and the starter generally started working only at the border of the system. In return, raise the speed of all ships at maximum operating mode so that it performs the role of cruising speed for flights.
But there are a couple of questions.
How does HyperDensy work? It only blocks the launch of the hyperdrive or also prevents ships from jumping into this area. If it does not allow you to make a jump both in and out of the Second World War, then this indicator will need to be prescribed to all celestial bodies. And then there are two questions. First, do the two HyperDensy fields add up and create a more powerful one, or is the most powerful simply taken into account? Secondly, is it possible to use a formula to set this parameter so that the object is stronger, and then becomes weaker?
For movement within the system, I plan to increase the speed value at maximum thrust, for example, the combat speed is 60, and the maximum is 1000. Only it will be necessary to adjust the acceleration so that the ships cannot move at maximum speed. Over time, it will be possible to add a new type of engine, for example, a main engine, which will have a small warhead parameter, but will have a large maximum speed value.
These changes should add reality to the game and complicate some points. For example, the initial expansion, or an early invasion of the planet, because you will not be able to jump to the planet in a tight way to land, but will be forced to fly from a distance, depending on the type of engines.
One of the disadvantages is to complicate early logistics, because transport workers will fly longer. Plus, while there is no queue of orders at the ships, in case of an attack on transports during the flight, they will forget where they were carrying the cargo.
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Iunnrais
Posts: 28
Joined: Sat Mar 12, 2022 3:00 am

Re: A new system of hyper jumps and flights

Post by Iunnrais »

Sounds like something that would need Harmony coding for… which to my knowledge we don’t have sufficient documentation for yet. Awesome mod idea, and might even be possible with Harmony, but I’m not sure anyone knows *how* yet.
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iancmtaylor
Posts: 181
Joined: Wed May 09, 2012 6:38 pm

Re: A new system of hyper jumps and flights

Post by iancmtaylor »

Going to require quite a bit of coding. Ship pathfinding does not work when their cruise speed goes above a couple hundred. HyperDeny does not stop a ship from warping in, only out. HyperStop only works for ships that are jumping directly at the fleet/base/planet equipped with it. Jumping next to it avoids the HyperStop. There is no option to give HyperStop or HyperDeny to OrbTypes.

Better off copying HyperStop to HyperSlow or something. Make this new type slow hyperdrives instead of stopping. Then changing HyperSlow to affect any ship touching its hitbox. Then adding it to planets or stars. But then you have to train the Ai that it's shorter to go to the closest edge of the system then jump, instead of going all the way across the system to jump out. And somehow have that not murder the simulation worse than it already is.
I am /u/SharkMolester, moderator of /r/DistantWorlds and BFHKitteh, admin of https://dw2.fandom.com/wiki/Distant_Worlds_2_Wiki.
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frankycl
Posts: 402
Joined: Mon Mar 01, 2021 5:16 pm

Re: A new system of hyper jumps and flights

Post by frankycl »

Iunnrais wrote: Wed May 11, 2022 5:59 am Sounds like something that would need Harmony coding for… which to my knowledge we don’t have sufficient documentation for yet. Awesome mod idea, and might even be possible with Harmony, but I’m not sure anyone knows *how* yet.
Well, even if you do it's NOT an easy task, so far (my son son nows how to do this (and he already is on some things for a mod, but he said that most of the code is obfuscated, so far - so it needs some serious knowledge/tools do do this properly.). :? ;)
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