[dev update] WEAGES REMs and Probability to Hit Settlements (DONE) + Addition of the Seven Factions of Origin (WIP)

Status of the work of September 20, for this 0.6.18 version:

  • [DONE]  Farc Universe Generator (FUG) updates and improvements.
  • [DONE] Full recalculation of the Epsilon Eridani system with the changes above.
  • [DONE] Weather and Geophysical System (WEAGES) induced region environmental modifiers.
  • [DONE] Weather and Geophysical System (WEAGES) implementation of a probability system, with specific data for each effect, to determine if and how a weather/geophysical effect will hit settlements, expeditions and armies.
  • [WIP] Addition of the seven factions of origin, including 7 additional starter star systems.
  • [] Full overhaul of the planetary exploration system (PES).
  • [] Modifications in Conversion/Assembling/Building of infrastructures.
  • [] Infrastructure Reliability and Integrity + Integration with the WEAGES.
  • [] Planetary Features & Artefacts; basic addition and generation.
  • [] Small CSM updates.
  • [] Options Window.
  • [] 100% Revamp of Messages Panels into a Messages Log Window + Rework of Messages
  • [] General Improvements of the User’s Interface.
  • [] Various Bug Fixes.
  • [] Knowledge Base – Session Update
  • Colony Simulation Model (CSM)
    • [New: NOT DEV] the location of a colony is now stored into its numerical indexes instead of tokenIDs for faster processing.
    • [New: NOT DEV] additionally to the POC data, its location (settlement / infrastructure) is also now stored for easier retrieval of the infrastructure.
  • Infrastructures (in-game)

    • [New: NOT DEV] rework for FCFpsettleic_AssembleiCWPduration_CalcAndDisplay FCFpsettleic_BuildiCWPduration_CalcAndDisplay FCFiCAB_AssemblingDuration_Calculation FCFiCAB_BuildingDuration_Calculation w/ the new REMs + WEAGES REMs. Weather affects now the conversion/assembling/building of infrastructures.
  • Interface – Local Surface
    • [New: NOT DEV] Region’s Data: the landmass is displayed.
  • Settlements
    • [New: DONE] addition of an array of data listing the particular RWE/RGE of the Weather and Geophysical System that hits the settlement.
    • [New: DONE] addition of a region environmental modifier record to regroup the total of RWE/RGE’s REMs that affects the settlement.
    • [New: DONE] removal of the __locationRegion_envMod_cab and __locationRegion_envMod_iwc which becomes deprecated.
  • Weather & Geophysics System (WEAGES)

    • [New: DONE] implementation of a probability system, with specific data for each effect, to determine if and how a weather/geophysical effect will hit settlements.
      Certains effects affect each region as a whole, but others can be a bit more pinpointed inside a region. The probability depends of the size of a region, the size of a target, and the effect’s parameters.
    • [New: DONE] implementation of the Region Environmental Modifiers for each weather/geophysical effect.

Now, any settlement present in a region, with weather and geophysical effects, will have a probability to be “hit” by these effects.
Since the regions have a certain surface size, how can be hit a settlement isn’t an automatic given and depends on specific factors. If a settlement is hit, it will be affected by the weather/geophysical effect for the whole duration of this one in the region.
It’s a hit or miss basic model.

I will expand this hit probability concept for expeditions that carry out planetary explorations when I will revamp the Planetary Exploration System for this version.

Now that two steps are done, it is time to add the 7 other factions of origin, each with one expedition setup and one backstory (pretty limited I know but it will be expanded over the time, yep words…), and each with a starting planetary system.
For each of them I need to do a certain amount of design work (and complete their background) beforehand I implement these.

After this post I will start with the North American Coalition (or NORAC).

That’s all, little steps after little steps…

Thanks for your interest and have a great weekend!

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