Feature Request(s): System Editor advanced features

Discussion in 'Planetary Annihilation General Discussion' started by iacondios, August 20, 2014.

  1. iacondios

    iacondios Active Member

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    As someone who enjoys making custom systems, I think there are a few things that could be added to really make the system editor shine.
    1. Ability to preview metal spots on a planet
    2. Adjustable terrain obstructions (cracks, hills, mountains, pits, etc.)
    3. Seed randomizer: Lock in every feature of a planet (radius, metal, water depth, etc) except for the seed, so that the terrain and obstacles are different with each play. This allows you to keep a well designed system fresh while preserving it's key features.
    4. Bonus: Ability to preview crater size of various impacts
    lokiCML, RMJ, schuesseled192 and 5 others like this.
  2. Dementiurge

    Dementiurge Post Master General

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    Could be the easiest feature to implement.
    RMJ and schuesseled192 like this.
  3. epicblaster117

    epicblaster117 Active Member

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    +1 for more editor features
    kjotak109 and drewsuser like this.
  4. Tripax

    Tripax Member

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    more sweet additions requested
    planet collision detection (with eta)
  5. ef32

    ef32 Well-Known Member

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    Separate seeds for terrain and metal distribution. For those moments, when you find awesome terrain, but metal distribution sucks.
    SolitaryCheese likes this.
  6. iacondios

    iacondios Active Member

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    You can kind of do this already by running the simulation; there's a simulated clock.
    I'm pretty sure it's slightly off from the actual in game timing, though. I created a map where planets smashed into each other and used the simulate button to guesstimate the timing, but it was off by at least several minutes when I played the game for real. As far as collision detection... I mean you can currently also just simulate and see if planets pass through each other, but it would also be nice to be able to tell if it was a glancing collision or an annihilation collision - with an accurate timestamp on top of that.
  7. RMJ

    RMJ Active Member

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    Like it a lot.
  8. brianpurkiss

    brianpurkiss Post Master General

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    All of these have been suggested at various times.

    1: From my understanding, the metal quantity and distribution is determined by the number of players. So you'd need to input the number of players to view metal quantities.

    2: We've been asking for more interesting terrain for a while...

    3: Yeah. I've been wanting that for a while. Would love it.

    4: Yeah. Been wanting that for a while, but in game. Same goes for nukes.
  9. iacondios

    iacondios Active Member

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    I played a randomly generated system the other day that had a grand total of about 15 metal spots on each planet, and I tried to recreate it in the system editor by setting density to 1 and clusters to 0 (edit: 0 density = no metal regardless of cluster size). I found that even with 2 commanders, there were still quite a few metal spots on the planet, several times more than the randomly generated version.

    It would be nice to have the same level of control to create real bare-bones systems. As far as metal levels determined by the number of players, I would personally like to design a system for a certain number of players and thus have absolute control over the number of metal spots and the like.
    Last edited: August 25, 2014
  10. squishypon3

    squishypon3 Post Master General

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    You might be able to set it to negative values.
  11. lokiCML

    lokiCML Post Master General

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    I'd like to add to this the ability to set planets on a collision course.:)
  12. iacondios

    iacondios Active Member

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    How do you mean? Can't you do this already? Or do you mean after the game has started, like changing orbits with halleys?
  13. iacondios

    iacondios Active Member

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    Just tested in game, negative and decimal values both correct to zero. WYSIWYG

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