Premier Valle
FF: Babylon 5 Mod Team
Hello everyone!,
I'm happy to announce that Jump Points are back in the game!; although the current version is not a final one, it is a working one, better than the previous one IMO.
How does it work?:
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(*2) Build a jump point improvement. You cannot build improvements in enemy territory.
(*3) The improvement gets built in the same turn, however, since the jump point is "opening" no ship can travel through it yet.
(*4) Culture/Influence is added to the plot where the jump point is located. Note that the culture added will belong to the "player" that has a unit in that given plot.
(*5) The ship(s) paradrops/jumps away. You cannot jump into uncharted space.
(*6) Since there are no more ships in the plot, the culture and the jump point are removed.
Did any of you catched a glitch here?... Well there is one "glitch" here, see more closely point 6.
That's right!, the jump point will remain open as long as there is a ship "powering it" (that is, a ship remains in the same plot of the jump point), and since the jump point closes at the next turn, there is a chance that another player moves a ship into the same plot before it closes and therefore, the jump point will remain open although the owner will change. Of course, since the jump point's plot "belongs" to someone else, war should be declared in order to enter the plot (or an ally/raider enters the plot - you know what I mean).
I'm happy to release the current version (which BTW supports saving games, although no data is saved). Right now I'm posting from work
, so you'll have to wait until I get back home.
But before I do anything else to this jump point feature, a question arises, how long can a jump point remain opened???:
In other words?, do we limit the amount of time (turns) a jump point can live?, or do we leave this feature as currently is?.

I'm happy to announce that Jump Points are back in the game!; although the current version is not a final one, it is a working one, better than the previous one IMO.
How does it work?:
------------------
- The player must have a ship with a Jump Engine (*1)
- The ship opens the jump point (*2)
- The "opening sequence" starts (*3)
- New turn (*4)
- The jump point is fully open and ships can jump through it. (*5)
- New turn. ALL ships have jumped away, the jump point closes. (*6)
(*2) Build a jump point improvement. You cannot build improvements in enemy territory.
(*3) The improvement gets built in the same turn, however, since the jump point is "opening" no ship can travel through it yet.
(*4) Culture/Influence is added to the plot where the jump point is located. Note that the culture added will belong to the "player" that has a unit in that given plot.
(*5) The ship(s) paradrops/jumps away. You cannot jump into uncharted space.
(*6) Since there are no more ships in the plot, the culture and the jump point are removed.
Did any of you catched a glitch here?... Well there is one "glitch" here, see more closely point 6.
That's right!, the jump point will remain open as long as there is a ship "powering it" (that is, a ship remains in the same plot of the jump point), and since the jump point closes at the next turn, there is a chance that another player moves a ship into the same plot before it closes and therefore, the jump point will remain open although the owner will change. Of course, since the jump point's plot "belongs" to someone else, war should be declared in order to enter the plot (or an ally/raider enters the plot - you know what I mean).
I'm happy to release the current version (which BTW supports saving games, although no data is saved). Right now I'm posting from work

But before I do anything else to this jump point feature, a question arises, how long can a jump point remain opened???:
- We know that a jump point can be used by many ships.
- In the Narn-Centauri war we see a G'Quan Cruiser keeping a jump point open until a transport manages to flee through it (the cruiser never jumps and gets destroyed by Centauri Vorchans).
In other words?, do we limit the amount of time (turns) a jump point can live?, or do we leave this feature as currently is?.
