Author Topic: Nebula on Snake maps  (Read 1288 times)

Offline ZaneWolfe

  • Sr. Member
  • ****
  • Posts: 272
Nebula on Snake maps
« on: March 17, 2013, 03:16:25 am »
Just did a test run on a snake map, and I have to ask, is it normal for the closest nebula to me to be 20-30 hops out? And, assuming I was reading the map right, 1/3 of them to be on the OPPOSITE side of the first AI HW? Now I noticed that the Core Shield Network issue was fixed, probably a while back, so why is the nebula acting like that? Wanted to ask before I mantised this.

(I am sure most of you know, but I was referring to the old issue where more than one ARS would spawn on the other side of the first AI HW, leaving you unable to even nutter it to get to take out the A Shield Network)

Offline Bognor

  • Hero Member
  • *****
  • Posts: 570
Re: Nebula on Snake maps
« Reply #1 on: March 17, 2013, 03:23:19 am »
I thought the old problem was that if certain subsets of the Core Shield Generators spawned beyond the first homeworld, and that homeworld had a Grav Reactor (which acts as a Black Hole Machine, and formerly required destroying the entire core shield network to damage), you ended up with a map that was literally impossible to complete.
Your computer can help defeat malaria!
Please visit the World Community Grid to find out how.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Nebula on Snake maps
« Reply #2 on: March 17, 2013, 04:37:08 am »
Snake maps were never really designed to be pretty nor balanced.. They were designed because people wanted them.

Turns out, they were the most unbalanced, impossible to win maps ever.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline Vyndicu

  • Sr. Member
  • ****
  • Posts: 319
Re: Nebula on Snake maps
« Reply #3 on: March 17, 2013, 04:50:43 am »
120 solar system X/Mazes can result in some odd location and hard to reach wormholes. I had one wormhole that was inside a AI's homeworld. Given the distance and how many mark 4 I would have to sneak past. To take advantage of that would have been more trouble than it is worth.

All I am saying is Snake map is not the only one that has this problem.

Offline Lancefighter

  • Core Member
  • *****
  • Posts: 2,440
Re: Nebula on Snake maps
« Reply #4 on: March 17, 2013, 05:05:42 am »
Well, x maps are kinda similar - They were suggested, and decided to be implemented.

Of course, you can never tell how good a map type is going to be just by the suggestion. It takes a bit of playtesting before that can be decided.
Ideas? Suggestions? Concerns? Bugs to be squashed? Report them on the Mantis Bugtracker!

Author of the Dyson Project and the Spire Gambit

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: Nebula on Snake maps
« Reply #5 on: March 17, 2013, 09:28:18 am »
The seeding of the nebula wormholes is basically random.  On some maps, that has worse consequences than others :)

Snake gives you incredible potential for chokepoints, the whole game through.  It does roughly the same thing for the AI ;)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline Winge

  • Hero Member
  • *****
  • Posts: 601
Re: Nebula on Snake maps
« Reply #6 on: March 17, 2013, 10:23:00 am »
Note that if you change the visibility option to Complete Visibility before entering the game, you can determine where the Nebula Wormholes will be (not sure if that is intentional or not; Complete Visibility is basically a no-cheat maphack).
My other bonus ship is a TARDIS.