Forums / DQ: Horizons / General Discussions / Warp Gates
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Emperor L
[ Posts : 1237 ]
[Post Date: 23-Dec-2008 01:23]

Before they are impemented, here are some ideas about how they could work.

Gate Ownership:

Any empire can build a gate at any star system with a planet it owns.

If a planet is captured/destroyed, but same empire has another planet in star, then gate remains in same empire ownwership. If no other planet is present, then in invasion, gate is captured by invader. If planet is cleared, then gate is destroyed.

Use of Gates:

Members of an alliance can use all allied gates for free.

Each gate can also have a 'gate access list', where owner can enter empire names (of neutral empires) who are allowed to use this gate.

Empires/Alliances can also form an 'Free Travel' agreement, where they agree to allow each other access to all owned gates.

Enemys can not use gates, and declaring war removes empire from all enemy access lists, and cancels free travel agreement.

Gates can not be directly destroyed by enemys, only by destroying colony can a gate be destroyed. Ower can scrap gate like any other building.

Gate Techs:

First tech allows construction of gates, that allows two directional links between two gates. Basicaly, their must be a gate at each end, whether owned, allied, or allowed neutral gate. It is possible to use neutral/allied gates without researching gate tech yourself.

MUCH later, a more advanced tech allows empire to build a special form of gate in systems. This allows 1 way travel from gate, to ANY other star in the galaxy, but does not allow return. This is the ultimate gate, expecialy for invasion etc, but is very expencive, and costs a lot to maintain. Free travel agreement does not allow access to this gate, but gate does have an access list, so with extra agreement, neutral empires can use it. All allies can use it.



This message was edited by Emperor L
Maverick
[ Posts : 1331 ]
[Post Date: 24-Dec-2008 13:18]

For first version of gates the plans are as follows:
- gates can be built in a system a player has a colony
- only 1 gate per system/player
- you can use gates to jump to another system only if there is a gate on another side
- you can use yours or allied gates only
- loosing all colonies in the system you loose the gate also
- gate cannot be destroyed
- gate tech will be available after huge scale constructions and requite energy-matter convertion theory



The rest we'll see after a round or two of gates testing.
skyraider
[ Posts : 328 ]
[Post Date: 24-Dec-2008 17:11]

What about AutoRoute ability, with using nearest gates, if I command to move,colonize, etc from one system to another ?
Maverick
[ Posts : 1331 ]
[Post Date: 24-Dec-2008 17:34]

Quote
What about AutoRoute ability, with using nearest gates, if I command to move,colonize, etc from one system to another ?
If your route passes passes 2 systems connected by a jump gate your ship automatically will use it. This doesn't mean that it will calculate the optimal way. Players must set a course manualy.
Emperor L
[ Posts : 1237 ]
[Post Date: 24-Dec-2008 18:47]

Quote
Quote
What about AutoRoute ability, with using nearest gates, if I command to move,colonize, etc from one system to another ?
If your route passes passes 2 systems connected by a jump gate your ship automatically will use it. This doesn't mean that it will calculate the optimal way. Players must set a course manualy.


So if for exmple you have a path:

X-Y-Z-A-B-C

And you have gates at:

Y,A and B

The ship would move X-Y-Z-A then warp to B-C

Think thats right


Maverick
[ Posts : 1331 ]
[Post Date: 24-Dec-2008 19:14]

Quote
Quote
Quote
What about AutoRoute ability, with using nearest gates, if I command to move,colonize, etc from one system to another ?
If your route passes passes 2 systems connected by a jump gate your ship automatically will use it. This doesn't mean that it will calculate the optimal way. Players must set a course manualy.


So if for exmple you have a path:

X-Y-Z-A-B-C

And you have gates at:

Y,A and B

The ship would move X-Y-Z-A then warp to B-C

Think thats right


Yes, exactly as you described
skyraider
[ Posts : 328 ]
[Post Date: 25-Dec-2008 12:04]

Quote
This doesn't mean that it will calculate the optimal way. Players must set a course manualy.


I ask really about optimal way autocalculation.
In game we have many functions (for ex: Send nearest colonization ship to colonize)
Will be nice to automatically calculate optimal routes in this cause


Emperor L
[ Posts : 1237 ]
[Post Date: 25-Dec-2008 14:17]

Quote
I ask really about optimal way autocalculation.
In game we have many functions (for ex: Send nearest colonization ship to colonize)
Will be nice to automatically calculate optimal routes in this cause


By nearest, it means the closest ship (in distance), and not nessasarily the ship that will arrive fastest. So, even if you have a ship right by a gate (and can arrive in 1 turn), but another is closer (but takes 1000 turns), the ship taking 1000 turns would still be sent.

It would be nice if it auto calculated best (quickest) route, and some network algorithm could be used (similar to that used by satalite navigation etc). Where stars are nodes, and paths exist between all (explored) stars (with cost = distance), and all gate links is a path (with cost = 1).

It could be quite efficient, probably...



Maverick
[ Posts : 1331 ]
[Post Date: 25-Dec-2008 16:01]

Quote
Quote
This doesn't mean that it will calculate the optimal way. Players must set a course manualy.


I ask really about optimal way autocalculation.
In game we have many functions (for ex: Send nearest colonization ship to colonize)
Will be nice to automatically calculate optimal routes in this cause


As much as I would like it to be implemented, finding an optimal way in a generic graph with pondered connections is not really a trivial task So we'll leave it for a later time, maybe as a service.


This message was edited by Maverick
Emperor L
[ Posts : 1237 ]
[Post Date: 25-Dec-2008 17:11]

Quote
As much as I would like it to be implemented, finding an optimal way in a generic graph with pondered connections is not really a trivial task So we'll leave it for a later time, maybe as a service.


See http://en.wikipedia.org/wiki/A*_search_algorithm

This is the algorthim I was thinking of, cant remember exactly, but we learnt about it in first year at uni I think...

This should do it You could probably find some existing code/functions for it, probably easier than wirting one