Re: Split: Re-scaling experiment
Posted: Wed Jan 01, 2014 11:38 am
Yes. There is rather a lot of player status check that only happens if the relevant HUD dial is drawn - I just recently fixed up a bug where the player's aegis status wouldn't be updated if the compass wasn't drawn (as opposed to drawn at 0.0 alpha) - and similarly there's a bunch of code inRedspear wrote:Is mass-lock from ships purely triggered by their appearance on your scanner?
HeadUpDisplay.m
which forces scanner checks if no scanner is drawn. The code for updating alert status and masslocks should really be in PlayerEntity.m
as part of the update
routine, with the scanner dial just reading a "nearby entity" list.Possibly, yes, though it would make masslocks more annoying, and change the extreme-range dynamic of the military laser (not necessarily for the worse).Redspear wrote:If so, it might be beneficial for me to increase that a bit (not necessarily by as much as 3.3) in order to approach current encounter rates.
However, the populator in 1.79 already adapts system population numbers to the spacelane length (because it's simulating an average arrival rate, so a longer spacelane requires more ships in transit). It might be easier to match the encounter numbers by making the spacelanes wider - update the
LANE_WIDTH
constant at the top of Universe.m
- that will spread out the larger linear number of ships across a wider cross section. Probably multiplying it by sqrt(3.3) is correct, so ~93000.