That said: The sun is not among the oldest of population I stars, and even if it were, there's still probably at least half a billion years of leeway on when intelligent life could show up.
Yes, I know my explanation isn't exactly water-proof, but considering the exeptional conditions that life can arise and all the things that can go wrong during evolution or during the civilatory stages of a race, I wouldn't expect very much races to make it to interstellar travel. It's all a bit McGuffin, of course, but the most probable explanation is simply that there is no breaking the lightbarrier, which is a poor foundation for a science fiction game that takes the galaxy as its playground...
Of course, if, like me, you assume divine interference in the history of the universe, all bets are off. You could have a thousand civilizations all timed to burst onto the galactic scene at once. (Though I tend to operate on the assumption of a humans-only universe).
I assume divine interference in the RL creation of the universe, yes. However, modeling it would be a somewhat philosophical task... :lol:
I have no Idea about the humans only universe, however. It would be theologicaly most convieniant, but it wouldn't be the first time that God surprises me... Anyways, in a science fiction scenario, I like my Aliens...
Well, I'd been operating under the assumption that the jump points have shorter lives than the stars: given that my scheme is distance based and stars move (IRL, not of course in your map or in mine, that would be too much hassle to implement).
true, true. Do you have any "theories" on the formations of these jumppoints, that could help us solve the positioning problem within the system?
Here's the table of mass classes.
thanks. As I see it, the mass classes would probably encompass a bigger and bigger mass interval the higher the mass gets, right?
Ok, after a bit of further thinking on the problems, Here's what I think could be a sensible way to remedy the problem with the jump points:
The program has no way of knowing what links actually exist, except for those in the current cubes, everything else would be too much number crunching.
The generator will mark every star that is connected to the current star, so the player can manually scroll through the cubes and see if he finds a connection he likes. He can designate a linked star as a waypoint, whereupon all links will be displayed respective to that star, so he can plan a route of several jumps.
Additionaly, a search function can be provided that searches for a jump link at a player defined distance in a general player defined direction. I'm afraid that's the best I can do without waiting for the next generation of processors, but maybe you have some ingenious Idea how to further streamline the process without eating up too many cicles.
They will if he hand-delivers it.
Unfortunately, since custom systems aren't supported yet, a jump back to Sol was not possible...
Any chance of a patch for us to play with?
Since this is now fully orbiter integrated, a patch won't do, it'd need pretty much a whole new version. But since there are no textures, no atmospheres and no custom systems yet (i.e. no return to Sol, at least not the Sol we know) it wouldn't make much sense to release one yet.
By the way, just to check the needs: Would it be greatly apreciated if the next version, allthough capable of running completely inside Orbiter, would still come with an .exe file that allows to use it as a stand-alone?