QuasarDonkey wrote:thunderchero wrote:first one that comes to mind would be the redeployment screen to allow more than 9 in a fleet.
The limiting factor there is in the TaskForce data structure, which is limited to nine ships. So it would take a lot more work than just modifying the UI. It would be theoretically possible, by enlarging the data structure and changing all the references in a similar way to what I've done here. However, it's a bit more complicated because of the presence of TaskForces in stack variables. I was recently analysing the Ship/TaskForce code, and a lot of functions have local Ships/TaskForces on their stacks. Although I think they're only used for computing a key to search the ship/taskforce heaps/hashtables (therefore the entire structure is not used, just the fleetId, so we might get away with enlarging the structure, ignoring all the stack variables). I'll look into this if I have more time, but it would be a rather ambitious project
Peter1981 wrote:I'd hope to be able to have more than nine planets in a star system; or binary and trinary starsystems; or wormholes in star systems;
Yeah those would be cool, like having a wormhole over Bajor. Having binary/trinary stars is out for technical reasons (game mechanics dictates each sector can only have one star system). It
may be possible to have an anomaly and a star in one sector.
Regarding the first quote:
What if we can group the taskforces together, into maybe something called Fleets. 9 ships per taskforce, 9 taskforces per fleet. Could it be done, or would it still be affected by taskforce data? We're not talking about extending the Taskforce to accommodate more ships, but rather creating an additional hierarchy (if that makes sense)
Regarding second:
All we need is the ability to add 'new' habitable star types (f.e. Blue, Yellow, Red, Green, Orange [vanilla], in addition - BDwarf, RDwarf, WDwarf), not merge 2 star systems into 1 sector (as I believe thats how I interpreted your understanding of Peter's quote). A simple tga showing 2 or 3 or 5 stars could be used in place of the dwarf stars, considering if we could add more habitable star types to the game. Also if Bajor gets a wormhole it must force an endpoint (must always have one). Another idea would be to have unstable wormholes with their endpoints as special anomalies which you cannot travel back thru, only able to send transports to build their way back.