View Full Version : Our Map of the Galaxy


Arminius
Jun 07, 2007, 04:18 PM
Just wanted to get an idea of what people want for the map.

Sovin nai
Jun 07, 2007, 08:13 PM
9 tiles; otherwise its harder to do resources.

NikNaks
Jun 10, 2007, 09:42 AM
I'm really not sure. Couldn't the resources be 'moons' in a way?

Sovin nai
Jun 10, 2007, 02:29 PM
True, actually, that's a better idea. If the resources are different types of moons, it would work quite well. But, at least make it 4 tiles, as there would be no ground combat otherwise. I still think that 9 tiles would be good, too.

Arminius
Jun 10, 2007, 05:58 PM
My only worry is about map size. I have a 1-tile planets map I tinker with and it's 64x84. That gives us 128x168 with 4-tile planets or 192x336 with 9-tile planets. 4-tile may be best...

Sovin nai
Jun 10, 2007, 08:14 PM
Agreed. 4 tiles is my vote too. Too bad that I can't change my vote on the poll.

NikNaks
Jun 11, 2007, 01:29 AM
Resource 'moons' might be an interesting project graphically. Coloured moons or make it look like the whole moon is filled with the resource?

Sovin nai
Jun 11, 2007, 04:57 AM
I dunno. Maybe have a combination. For certain resources, it wouldn't work for a coloured moon. Banthas or Nerfs, for example. (Nerf Herder, anyone?) But I think that metal resources should be coloured, while 'living' resources should look like they are on the moon. Or be only on the actual planets.

Arminius
Jun 11, 2007, 09:46 PM
I'll work on a 4-tile map. I'm off tomorrow and hopefully I can get it done and post for y'all to look at. If not, it'll probably have to wait until next Monday or Tuesday.

NikNaks
Jun 12, 2007, 01:28 AM
Nice. Good luck with it.

Arminius
Jun 24, 2007, 01:56 AM
Tried a 9-tile planet map. Can't get it to run... I think my comp just can't handle the sheer # of tiles involved (48384). 4-tile is being tweaked.

thomas.berubeg
Jul 17, 2007, 11:16 AM
why not use the Final Frontier Template from BTS to create the maps?

NikNaks
Jul 17, 2007, 11:33 AM
This thread was started before we knew we were working on BtS. Inter-galactic maps will probably be based on FF, but some scenarios are planet-based.

thomas.berubeg
Jul 17, 2007, 11:35 AM
sorry, then. i had just never seen this issue resolved.

NikNaks
Jul 17, 2007, 11:36 AM
Officially, it hasn't been.

Kissamies
Jul 17, 2007, 09:49 PM
Does FF have ground units at all?

marthinwurer
Jul 18, 2007, 09:30 AM
9 tiles are good so that there are actualy battles on land like in the movies,:) because in some of the civ 2 star wars mods there are only 1 square citys so that land units were only used for captureing planets:(

thomas.berubeg
Jul 18, 2007, 10:28 AM
that would be the point of scenarios, i guess.

or the player could be given a choice at the beginning: space map, or a planetary one.

Comrade Stalin
Aug 11, 2007, 09:43 AM
I believe that four tile planets, with 1 tile moons accessible by space ships or building a building on the planet that the moon belongs to

civ editor11
Feb 19, 2009, 05:14 PM
:nuke: You should use moons planets asteroids suns and comets for resources like this :nuke:
moons-depends on the moon but i think production :dunno:
planets-food :scan:
asteroids-precious metals :goodjob:
suns-electricity:ar15:
comets-oxygen and hydrogen:woohoo:

Civman09
Feb 19, 2009, 08:32 PM
i thought this was going to be a regular mapped land instead of planets which i dont think is a good idea because then if you do land you could have better units like jedis and sith and now spaceships.

Terrance888
Mar 30, 2009, 06:30 PM
Make Planets Wraparround!

Also, in Frontier the systems are based on I think Inverse Multiplictice to distance/whatever to make them look big enough. Maybe have space combats and ability to auto-resolve combat with planets acting as an over all city.region or you can zoom in for stories or if you want to reduce casualies.

So maybe "Hazfar" (Desert Planet, 1 City, 5 Outposts, 10,000 Droids and 500 Big Guns. Resource: Spare Parts, Yucky Gas)

Zoom in for the battle: 100 Droid Units and 5 Artillar Units on a map with a large stretch of desert and 1 City and 5 small cities. There are a few mines and 1 space port.

That wold be hard to implement though... Maybe 5 battle turns then do the overall turn, then battle turns?

Humakty
Mar 31, 2009, 06:17 AM
I voted 9, I read the thread, and now I vote 4...

civ editor11
Mar 31, 2009, 07:19 AM
nine would be the best

Paulwe
Mar 31, 2009, 09:54 AM
What about different planets have different size?

Shackel
Apr 01, 2009, 06:43 PM
I think that the land should be a bit bigger.

Maybe a representation of Earth could be 9 squares, but one of those "Super-earth" classes could be 25 square, you know, so it's bigger.

civ editor11
Jul 30, 2009, 05:59 AM
25 makes for a gigantic map that would be hard to make with the 9 planets
So we have decided on a nine plot planet which we have already made a partially working mapscript for

Sagitario
Feb 27, 2010, 10:59 AM
Just wanted to get an idea of what people want for the map.

The planet should be 4 tiles. Biggest to build improvements/land troops while small enough to prevent more then one city being built.

Sagitario
Feb 27, 2010, 11:00 AM
25 makes for a gigantic map that would be hard to make with the 9 planets
So we have decided on a nine plot planet which we have already made a partially working mapscript for

There will be 2 cities on planet surfaces?

Sagitario
Feb 27, 2010, 11:01 AM
Make Planets Wraparround!

Also, in Frontier the systems are based on I think Inverse Multiplictice to distance/whatever to make them look big enough. Maybe have space combats and ability to auto-resolve combat with planets acting as an over all city.region or you can zoom in for stories or if you want to reduce casualies.

So maybe "Hazfar" (Desert Planet, 1 City, 5 Outposts, 10,000 Droids and 500 Big Guns. Resource: Spare Parts, Yucky Gas)

Zoom in for the battle: 100 Droid Units and 5 Artillar Units on a map with a large stretch of desert and 1 City and 5 small cities. There are a few mines and 1 space port.

That wold be hard to implement though... Maybe 5 battle turns then do the overall turn, then battle turns?

Can there be multiple battle turns within a regular turn?

civ editor11
Jun 15, 2010, 11:14 AM
The multiple turns within one turn would require a reworking of the DLL We don't have the people or time to do that. We're going with 9 tile planets along with the python and DLL modifications we've been talking about. If you have questions look at the corresponding threads.

Dumanios
Jun 16, 2010, 02:04 PM
Perhaps Planet size should be an option much like map size and climate would be in the normal game.

civ editor11
Jun 16, 2010, 02:19 PM
We already have the mapscript set up we can work on those kinds of things after Version 1

Nice to have you back Dumanios can you do 3d graphics?

dommain
Jun 21, 2010, 05:27 AM
A couple variations might work. Smaller 5 tiles worlds would work ( + ) shape with couple ( box with + ) 14 shape worlds (for balance they could all be ice)

One thing, the palanets should not be all one chariteristic.
Desert plaent could have a cuple hills with possibility of 1 oasis on one side.
Ice planet could have a couple of mountains. with 1 or 2 tundra plots

You start on a huge disadvantage if you start on a Ice, fire, or desert planet as it is now.
You have a huge advantage if you star on a planet with all water.
This can be corrected by change the build up of each planet make up with also changing the yields slightly.

civ editor11
Jun 21, 2010, 08:22 AM
I will try to fix this but our python editor has left so It might take a while this isn't something we need for version 1