A fun star map generator which uses the data on stars in the near vicinity of our solar system to generate maps in various formats. One of which is "showing routes between systems of a maximum jump length" as in Traveller and Elite / Oolite etc. 7LY works quite well, though a few stars can't be reached, anything much less leaves a LOT of disconnected systems. There are several options including 3D (two images), centering the map on another solar system, etc. It's a little primitive in some ways, e.g. you have to generate a new map if you want to change anything, but works well.
http://hygmap.space/index.php
Fun star map
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- Cholmondely
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Re: Fun star map
I wonder if this would be transmogrifiable in some way for Oolite? Cim managed to provide new maps for his SOTL. Is it very difficult to change the game maps? Then we really could explore for real!ffutures wrote: ↑Wed Jan 13, 2021 7:16 pmA fun star map generator which uses the data on stars in the near vicinity of our solar system to generate maps in various formats. One of which is "showing routes between systems of a maximum jump length" as in Traveller and Elite / Oolite etc. 7LY works quite well, though a few stars can't be reached, anything much less leaves a LOT of disconnected systems. There are several options including 3D (two images), centering the map on another solar system, etc. It's a little primitive in some ways, e.g. you have to generate a new map if you want to change anything, but works well.
http://hygmap.space/index.php
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Fun star map
Not difficult technically - you can change system coordinates, names, descriptions etc in planetinfo.plist. Just laborious. IMHO the most challenging part of work is to redefine system populator, AIs, ships, equipment etc to new lore.Cholmondely wrote: ↑Fri Jan 15, 2021 1:27 amIs it very difficult to change the game maps? Then we really could explore for real!
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Re: Fun star map
Oh my giddy Aunt...stranger wrote: ↑Fri Jan 15, 2021 2:02 amNot difficult technically - you can change system coordinates, names, descriptions etc in planetinfo.plist. Just laborious.Cholmondely wrote: ↑Fri Jan 15, 2021 1:27 amIs it very difficult to change the game maps? Then we really could explore for real!
I can do this strategically to exaggerate or minimise quirks of the procedural generation.
Beginners 'Paddling Pool' (© Disembodied)
- Move Riedquat et al. just a little further away to reduce their influence on the Leesti-Diso route (or for thar matter, tweak their government types)
- Keep some dangerous areas largely free of high tech level to limit repairs and availability of the most useful equipment
- Shift that democracy just a tad to the left and... deathtrap
- Areas of similarity e.g. inhabitant type tendencies ('sacrifice' a few colonials)
- Areas of compatibility e.g. lobster worlds have smaller land fraction
- Rare inhabitant types e.g. fully mechanised resource worlds
- Edit descriptons accordingly, all the while providing material for condition script dependant oxps
- etc.
To the batcave!... but slowly, I've got lots to work on.
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Re: Fun star map
If I understand your post you are talking of tweaking the existing map in order to sort out some issues with the current game.Redspear wrote: ↑Sat Jan 16, 2021 11:34 pmOh my giddy Aunt...stranger wrote: ↑Fri Jan 15, 2021 2:02 amNot difficult technically - you can change system coordinates, names, descriptions etc in planetinfo.plist. Just laborious.Cholmondely wrote: ↑Fri Jan 15, 2021 1:27 amIs it very difficult to change the game maps? Then we really could explore for real!
I can do this strategically to exaggerate or minimise quirks of the procedural generation.
Beginners 'Paddling Pool' (© Disembodied)Hell holes
- Move Riedquat et al. just a little further away to reduce their influence on the Leesti-Diso route (or for that matter, tweak their government types)
More bottlenecks
- Keep some dangerous areas largely free of high tech level to limit repairs and availability of the most useful equipment
Artistic license
- Shift that democracy just a tad to the left and... deathtrap
Potentially lots of work or potentially very little, depending upon the scope of one's ambition. Can also be done one world at a time if so desired.
- Areas of similarity e.g. inhabitant type tendencies ('sacrifice' a few colonials)
- Areas of compatibility e.g. lobster worlds have smaller land fraction
- Rare inhabitant types e.g. fully mechanised resource worlds
- Edit descriptions accordingly, all the while providing material for condition script dependent oxps
- etc.
To the batcave!... but slowly, I've got lots to work on.
But I'm wondering if
(i) maps could be generated randomly to encourage discovery (and then .oxp's could be generated to enhance this)
(ii) one could transpose FFutures' map above into Oolite - and then - for example - play in CJCherryh's Universe
etc.
Not being a programming type, I'm a tad befuddled as regards the relationship between a procedurally generated and a randomly generated Ooniverse.
Comments wanted:
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
•Missing OXPs? What do you think is missing?
•Lore: The economics of ship building How many built for Aronar?
•Lore: The Space Traders Flight Training Manual: Cowell & MgRath Do you agree with Redspear?
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Re: Fun star map
DISCLAIMER
Acute affection to changing Oolite reality can harm your social life in real reality!
Sadly, life is too brief to realize all you dreams
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Re: Fun star map
You can see how the octants would look with different galaxy seeds in the Oolite Interactive Map (hit the Galaxy Seed button and select).
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Fun star map
Right. You can generate procedural maps and some of these maps will have interesting topology. Imagine three separated domains, connected with only narrow star bridges with bottlenecks. Ideal setting for exploration saga! You have vast regions of unknown space - with unknown dangers maybe.Cholmondely wrote: ↑Sat Jan 16, 2021 11:49 pmBut I'm wondering if
(i) maps could be generated randomly to encourage discovery (and then .oxp's could be generated to enhance this)
Again, you need readjust vanilla populator, AIs and other settings to exploit these new scenario.
Technically speaking - yes. AFAIK we are still limited to default size of map (approx 100x50 LY) and exact 256 system in total, so you need to readjust original maps to match this criteria.Cholmondely wrote: ↑Sat Jan 16, 2021 11:49 pm(ii) one could transpose FFutures' map above into Oolite - and then - for example - play in CJCherryh's Universe
etc.
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Re: Fun star map
Social life? What's that?
Oh I know. that's why I 'work' in short burst with Oolite: on what amuses me, when it's amusing me.
I typically feel little obligation to get stuff finished on any self-imagined schedule (as some here may have noticed - I'll get back to each project when the mood takes me).
But on the plus side, maybe that's not such a bad thing.
It makes them all the more special when you do