(link removed)
You will need a clean version of TranscendenceSource files to use this. The zip contains a Transcendence xml to overwrite the main xml, and an extension file that will need to be placed in the extensions folder.
You will need to open PlayerShips.xml, and find the PlayerSettings for the ships you want to use- where it says startingSystem= "SE" you will need to change to read startingSystem= "Test1"
This mod uses a boring, planets only system definition that has 50 stargates in it. It builds a linear topology from Test System 1 to Test System 50.
You can change the structure of the network to connect any system to any other systems- even linking all the systems from a single system by adjusting the values in the gateKey located in the extension.
For every system node in the topology, a gateKey is listed- the key uses a letter to indicate which of the 50 gates to turn off or on- "I" means inactive, "A" means active.
Test System 1 has a gate key that reads:
Code: Select all
(setq gateKey (list "I" "A" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I"))
With only one "A", this gateKey activates only the gate to system 2.
Notice that the "A" is in the second position on the list. Each position corresponds to a gate to a system- from 1 to 50 (items 0 to 49).
If you wanted to make the linear system a looping network, you could turn on gate 50 by adding an "A" where the last "I" in the list is (item 49, or Gate 50):
Code: Select all
(setq gateKey (list "I" "A" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "I" "A"))
I built this network to see how the game engine would handle a topology that was fully linked- every system links to every other system.
To turn off the gate switch entirely, open transcendence.xml and find the SystemTypes.
You will see only one type of system definition in this mod: ssFullConnectSystem;
This system definition has an OnCreate event that calls for the gate switch function. You can disable it by adding a ; in front of (modGateSwitch)
Gate Switch is on:
Code: Select all
<Events>
<OnCreate>
(modGateSwitch)
</OnCreate>
</Events>
Code: Select all
<Events>
<OnCreate>
;(modGateSwitch)
</OnCreate>
</Events>
I just thought I would share that. Why am doing this? Well, if I make all the systems connect, I don't need to use a huge static data array for the System26 mod- I can just tell the mapper which system I want to connect to.
It should make things much simpler for the topology, allow for better network design, and also make the processing and memory required for the system 26 mod much much much smaller and faster.
Now to see if the game engine will handle 100 fully linked systems