Planet Visibility

Now this is something I've always wondered-
Why do systems have visibility bits but planets don't?

I've had all sorts of ideas that would make a plug way better if I could get a planet to dissipear or appear without remaking the entire system. Is there a reason the planets don't have this bit? Is it hard to do? I wouldn't think it is, seeing as to modify it all that would need to be done (in my understanding) is add a bit thing that tests and makes a planet visible/invisible depending on the result.

Now, I'm know mburch says that no new features will be added, but isn't that just an extention of an existing feature? And one that would encourage the plugin designers- like myself- to make better plugs, as it would be easier to do something that is currently rather roundabout to do.

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I am ME hear me roar!
Meeoowwwww

Yes, that would be a nice feature. Unfortunately there wasn't enough time during the development of EV Nova to implement and test every feature that seemed like a good idea.

mcb

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"If it's not on fire, it's a software problem."

The work around is that you have to use different systems, like you said. One with the planet there, and another with the planet gone. While it takes a bit more work from you, the end result is the same from the player's point of view. Now, this will also use up the system resource more quickly, but with 2048 maximum systems, I doubt you're in danger of running out.

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I can be alot more work from me though, as the missions will still be available for the "invisible" planet unless I use a whole mess of bits and stuff. If there was a built in that allowed planets themselves to turn invisible, the missions couldn't direct the player towards non-existant planets. Under the current system, (no pun intended) the game still thinks planets that are non-existant are and gives them missions too.

And that responce from Mburch makes it sound like that isn't going to be implemented in the next update. :frown:

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I am ME hear me roar!
Meeoowwwww

Quote

Originally posted by Meaker VI:
And that responce from Mburch makes it sound like that isn't going to be implemented in the next update.:frown:

The time for feature suggestions has long passed.

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Quote

Originally posted by mrxak:
**The time for feature suggestions has long passed.

**

So I can't suggest Multiplayer for EVN? I'm pretty sure I'm the first to think of it..

_bomb

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I think that you don't see many love stories in EV simply because the engine isn't quite geared towards that. What are you going to do, keep meeting your significant other in a bar (or, with Nova, the Outfitter, Shipyard, or Trade Center) and have questions like "Will you go out on a date with me?" | Yes/No | "Great, pick me up on <DST> in a month and we'll have dinner."?
-EVula

Just as long as it isn't in 3D :p.

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Quote

Originally posted by Meaker VI:
**Under the current system, (no pun intended) the game still thinks planets that are non-existant are and gives them missions too.

**

This is not the case.

mcb

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"If it's not on fire, it's a software problem."

Quote

Originally posted by Meaker VI:
And that responce from Mburch makes it sound like that isn't going to be implemented in the next update.:frown:

Umm... this is a nice idea, and would make plug-in design easier, but it would require a whole new VisibilityBits test field in the spob resource, which would require MCB to CHANGE THE STRUCTURE OF THE GAME RESOURCE. If he did that, then ATMOS would have to edit every single spob resource in the scenario to update it to fit the new memory struct, and plugins that use spob resources would probably have to be edited too. NovaTools would have to be updated to reflect the new struct, as well as the Nova Resource Bible. That would be a MAJOR change, not a minor one. Most likely not worth the hassle required and the potential bugs created. And anyway, as was stated above, feature requests are no longer being taken.

-Vaumnou

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You might be able to achieve some sort of workaround by not putting the planet in one of the primary slots (those activated by the number keys) and destroying and regenerating it using mission bits. This way you could have its destroyed graphic be completely transparen, and could get something similiar to the effect you are looking for. It also depends on wether Nova would still assign missions to destroyed planets, which I severely doubt it would.

Andrew

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(edit) fixed spelling(/edit)

(This message has been edited by Andcarne (edited 05-09-2003).)

Meaker, the only way Nova will select a planet in a system with ANY visbit control as a mission destination (travelSyst or returnSyst) is to explicitly choose that planet. All the other selection mechanisms will completely ignore it, whether or not the planet/system is visible at the time. "Random Inhabited Planet", "Random Inhabited Planet of Gov", etc, in the mission destinations list WILL NOT choose your planet. The only exception is mission availability- missions can still be made available on planets in visbitted systems.

<rant> That restriction has caused me no end of hassles in Sephil Saga, as 95%+ of the systems are visbit-controlled (Oh the things I've done for realism. Sometimes they make me feel dirty). One thing you won't see in this plug are the simple random cargo or passenger missions... which may turn out to be a pain, but there is no way I'm doing a stupid little random cargo mission for 150 or so stellar objects! </rant>

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~Charlie

Quote

Originally posted by Meaker VI:
I can be alot more work from me though, as the missions will still be available for the "invisible" planet unless I use a whole mess of bits and stuff.

Boo-hoo. At worst, it's a minor inconvenience. If you implement it properly, there will be no functional difference at all. There are plenty of new features in Nova that make this easier for you, from automatic transference of exploration state (from EVO 1.0.1 on) through teleportation NCBs through developer-friendly conditionals. Once you actually get to work on the scenario, you'll find it isn't very difficult to do what you want.

-reg

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I just hope it looks better than the last!