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Quote from: Buttons840 on May 10, 2010, 11:40:39 pmI think he means arrange the map by wormhole locations rather than having the ability to physically move the worm holes. I can understand this being a major pain to implement though.Yea, when I first read that I thought it would be easy, then I sat down to do it and realized, "oh". Basically if a planet has 13 wormholes it has to be positioned relative to all of those other planets, which is doable by starting with an arbitrarily selected planet and working out from there (with galaxy map dx = some_multiplier * cos(line(planet_center,wormhole_center)) and dy = some_multiplier * sin(...)), but then you run into problems of stuff going off the edge of the map (can be clipped to it but then it's not proportional and probably overlapping and definitely ugly, etc) and it still doesn't really resolve the problem of so many relative positionings to maintain, etc, etc...Not gonna do it, wouldn't be prudent
I think he means arrange the map by wormhole locations rather than having the ability to physically move the worm holes. I can understand this being a major pain to implement though.
Quote from: keith.lamothe on May 11, 2010, 04:13:15 pmQuote from: Buttons840 on May 10, 2010, 11:40:39 pmI think he means arrange the map by wormhole locations rather than having the ability to physically move the worm holes. I can understand this being a major pain to implement though.Yea, when I first read that I thought it would be easy, then I sat down to do it and realized, "oh". Basically if a planet has 13 wormholes it has to be positioned relative to all of those other planets, which is doable by starting with an arbitrarily selected planet and working out from there (with galaxy map dx = some_multiplier * cos(line(planet_center,wormhole_center)) and dy = some_multiplier * sin(...)), but then you run into problems of stuff going off the edge of the map (can be clipped to it but then it's not proportional and probably overlapping and definitely ugly, etc) and it still doesn't really resolve the problem of so many relative positionings to maintain, etc, etc...Not gonna do it, wouldn't be prudent Worse than that, there's no guarantee that it's even possible to do. It's entirely likely that Planet A is "north" of Planet B, and that Planet C is "north" of Planet A, and that Planet C is "south" of Planet B, which is what really kills that. Stuff like that is in every galaxy map, I'm certain.
If we weren't going for your money, you wouldn't have gotten as much value for it!Oh, wait... *causation loop detonates*
[snip]. * New Hotkeys for galaxy map (likely to be changed to something else): o Alt+A+9 : switch to your alternate galaxy layout o Alt+A+(1-8) : switch to alternate galaxy layout of player 1-8 (respectively) o Alt+A+0 : switch to official galaxy layout o Please note that all alternate layouts start exactly the same as the official layout, but there's a flashing note in the bottom left of the screen if you're viewing an alternate layout. * While viewing your alternate galaxy layout you may: o Shift-left-click-drag planets around o Alt-left-click a planet to perform a basic automatic "pull in chains" operation that relocates subsidiary chains (defined as link cardinality <= 2) into a cluster near the clicked planet. On higher-connections-per-planet map types this may not help you at all; on snakes and spokes and such it can be a huge time-saver.