A Polar projection would be nice

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shinygerbil
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Postby shinygerbil » Sun Nov 05, 2006 3:19 am

Dammit, I've still gotta learn that I can't zoom in on Defcon screenshots! ;P

Very nice work, this looks very good; even though I'm not really interested in a polar projection, I'm intrigued :)
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Postby hellcatv » Sun Nov 05, 2006 4:00 am

glad you're interested--it's a totally different gameplay dynamic--so far it seems america has a hard time--but I'm sure there's a way to defend it---with america you have access to such interesting places.

Also my surprise is coming along well ;-) and I'm sure everyone in the forum will be interested in it


HMM in my polar mod leningrad is not showing up...any ideas folks how to make it show up?
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Postby Montyphy » Sun Nov 05, 2006 12:09 pm

hellcatv wrote:HMM in my polar mod leningrad is not showing up...any ideas folks how to make it show up?


Are you certain that area is covered as non-sailable by sail.bmp and that USSR's territory still covers that spot?
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Postby ERTO » Mon Nov 06, 2006 5:30 am

Haven't tried this yet (not sure if you're done with it), but this appears to be probably the best mod that anyone has come out with yet for Defcon. Having looked at it now, I agree with you -- it would help for you to shift everything up (north). The missiles fired from Russia right now arc over the Pacific, not the pole -- you want the missile exchange between America and Russia to arc as close as possible over the pole. Also, given the way that some of the subs ships seem stuck where they shouldn't be stuck, I too wonder if you've got the "can't sail" area correct. But awesome effort overall! :)
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Final version released

Postby hellcatv » Mon Nov 06, 2006 7:56 am

Got all the cities near the cost inside....
so now we have the final version of the polar mod (version 0.3)
http://vegastrike.sourceforge.net/users ... /polar.zip

everything feels great---full game is there--
if you have 1.1 then just copy the data directory into your defcon folder--otherwise dump the whole thing into polar within mod
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Postby ERTO » Mon Nov 06, 2006 10:14 pm

Excellent! This probably works best in multiplayer, as the computer can't seem to figure out how to move its ships. (You can get up through the Bering Straights, but you have to micromanage the passage.) The missile arcs are actually pretty accurate for a launch going over the Pacific; we would never launch that way from our silos, but if we did, it'd look a lot like that. (We might launch that way from our subs, since Russian sat coverage has a blind spot over the Pacific.) Very cool mod! I like how it also compresses the country sizes so that the subs can hit a much larger range, like in reality. Good work!
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Postby hellcatv » Mon Nov 06, 2006 11:34 pm

glad you like it!

Something subtle is wrong with the travel nodes for the AI---I swear they were working perfectly around Africa..but when I added a few more to the rest of the world it started to get less reliable...
It would be really cool if the shipping version of 1.2 patch would include some of the more serious mods with it....

For instance I think if someone with knowledge of how the travel nodes worked underneath the hood spent 5 minutes with this mod, the AI would totally rule---

I've seen the AI actually do quite well for not moving the fleet....that fleet it can't move is in an excellent position and the fire is all concentrated

if anyone wants to take a stab at the travel nodes I'll release a 0.4 version with your fix...
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Postby xander » Tue Nov 07, 2006 12:23 am

Does this help at all (from this topic):
Icepick wrote:ai_markers.bmp contains 2 sets of information

Green Points
The green points on the map represent placement guidelines for the AI. An AI player will always try and place its ships close to a green point inside its own territory. They are positioned with the general idea of stopping the AI from placing a unit in a tactically unsound location (eg, too far from the action, too close to the coastline.)

Red Points
The red points act as guidelines for tactical positions that fleets should use for attacking an enemy territory. For example, a fleet of subs would move close to one of the red points in order to nuke enemy cities. Red points should be fairly close to a territory's coastline, within range of a resonable number of cities.

There are a few rules that need to be followed when placing these points:
The point must be a valid location for a fleet to move too. This means not too close to the coastline, or on land.
Each territory must have AT LEAST one green point and two red points. Ideally, each territory should have at least 4 or 5 of each.
There should be no points outside of a valid territory, or anywhere on land.

Hope this helps.


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Postby hellcatv » Tue Nov 07, 2006 1:04 am

I've read these things time and time again--the travel nodes are the current concern...basically the game requires that you have a network of 22 travel nodes from which any location that a fleet is placed can be reached...

now it doesn't seem like the pathing actually uses my travel nodes all the time--maybe they're too far apart or something else...
I may be able to work around the problem by changing where fleets spawn...but it would be nice to have perfect travel nodes so you can click between any two points in the world and have your fleets auto-path there...

One weird thing is that the AI left its fleet for stuck for about an hour--then suddenly it started moving--so it couldn't have been *that* stuck
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Got it!

Postby hellcatv » Tue Nov 07, 2006 6:01 am

my dots were actually off-white when I converted it to 16 bit color---
when I made them white it works!
so yes...fully functional travel nodes now in 0.4 polar mod--I hereby declare it done unless someone discovers otherwise
http://vegastrike.sourceforge.net/users ... /polar.zip

The only question remaining is if I should close off the north pole entirely---I just used the sailable file that Introvesion included in the vanilla release and wrapped it to the polar coordinates---but now...it seems a little bit odd to have ships sailing around the ice in the north pole

what do people think?
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Postby Sirthomasthegreat » Tue Nov 07, 2006 7:17 am

I see you are testing yours right now. I wish I knew how to do mods with the new patch.
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Postby Tribalbob » Tue Nov 07, 2006 8:52 am

holy crap. excellent work man. :D
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Postby hellcatv » Tue Nov 07, 2006 11:48 am

Ack...I lied before--- the final version is 0.5!
0.4 had the bug that america couldn't place near the north pole--and would get trounced by a russian fleet that could sit there unopposed...
I'm *considering* walling off the pole entirely cus ships shouldn't travel there---but I think I would make that a separate mod (polar sans north pole) --I wanted to make this as close to the vanilla defcon with a simple projection as possible (i.e. sailable areas remain sailable)

http://vegastrike.sourceforge.net/users ... /polar.zip (open zip file...copy polar folder into mods.... so it should be C:/.../Defcon/mods/polar/data

so ya--we should all test the polar mod together sometime---it's really fun to play---
and I've made a graphical mod that complements it *very* well---I will release details about it in the next few days---everyone here will love it
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Postby xander » Tue Nov 07, 2006 4:30 pm

hellcatv wrote:I'm *considering* walling off the pole entirely cus ships shouldn't travel there...

I don't know -- wait a couple of years and that won't be a problem anymore :\

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Postby hellcatv » Tue Nov 07, 2006 11:10 pm

guess we'll *need* a nuclear winter to stave that off.... j/k
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