SysNES 1: A Murky Pool of Light

Looks like it. Kentharu's trying to force Dis to actually update this NES, but it seems that he isn't exactly willing to follow on the petition.

I'm forcing Dis to update? O_O
That's news to me.
 
Well Kraznaya, it could also be that the effort involved in writing some stuff and maps for DaftNES is but a fraction of whats needed for these updates, and that I havent had much time this last week to consider the proper outcomes of the complex and interacting military movements that are happening.

You know telling me to do stuff is the least likely way to get it to happen as well?
 
OOC: I don't understand you guys; perhaps you guys have been too spoiled by dis' quick and timely updates? One week, and more, is the norm. I'm happy to wait a few extra days :)
 
OOC: I don't understand you guys; perhaps you guys have been too spoiled by dis' quick and timely updates? One week, and more, is the norm. I'm happy to wait a few extra days :)

:agree:.

I'm more than willing to wait to see everyone else shred each other apart for once.:D
 
Well I'm glad I awoke the veritable queen of sycophants and all his rivals stuck to the teat with my comment for some assessment of a situation I'm sure we were all curious about. :rolleyes:
 
:rolleyes:

Dis has already made it plainly clear why he hasn't been able to update at his regular pace. Patience is a virtue.:)
 
Spoiler E :
sysneseco.png

Spoiler Pop :
sysnespop.png

Spoiler Gross S :
sysnesres.png
 
I can be patient, and also ask for a progress report. Chill yo' grill.

Well it should be at least another week.

@matt0088: those are just the more obvious sats, other interesting ones would be inefficency (Gross s - Net s), ground forces, total military ship tonnage and total civilian ship tonnage (in terms of size), and an s function that included research centres.
 
hey Dis, I got bored and created a proto random map generator for this game. I've been wondering how you generated the systems and if you made any choices on planet traits (i.e. jovian/gas giants are more likely to have the storm trait etc), or number of moons etc.
 
Obvious being the easiest stats to track, yes, and not having to start from scratch in using the graphs from a couple turns previous saves it from becoming a huge time-sink collecting the stats from 20 updates (which, of course, isn't a bad thing:)), but, those are certainly interesting stats to look into (particularly military tonnage). I'll work towards graphs for them too.:)
 
hey Dis, I got bored and created a proto random map generator for this game. I've been wondering how you generated the systems and if you made any choices on planet traits (i.e. jovian/gas giants are more likely to have the storm trait etc), or number of moons etc.

Well the planet generator had a two round based generator, i.e planets then traits, as in IF Gas Giant and IF Outermost planet THEN Moons=0:3, Trait.Very_Cold=0.7. I set the initial probability distributions but its all randomly generated traits, though the economic and biosphere ones were added by hand.
 
Well the planet generator had a two round based generator, i.e planets then traits, as in IF Gas Giant and IF Outermost planet THEN Moons=0:3, Trait.Very_Cold=0.7. I set the initial probability distributions but its all randomly generated traits, though the economic and biosphere ones were added by hand.

Ah, I was randomising planets temperature and then using the resultant mix to determine position, That's the most significant departure from what you seem to have done, apart from the numerics probably being slightly different and my biospheres and economic traits are randomised too.

Did/how you randomise the systems positions (it almost looks like your took two origins, arrakis and becrux and randomised around those two systems)?
 
Nope just three uniform distributions with tail-offs towards the end of the map (the z-range was also less than the others to make a more easily viewable volume). The Lobes, Wei as the birthstar etc all came from looking at the random noise that came out.
 
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