Ah, I think the same could be said of the CotI forums. This thread went from...... once you start, you use up hours fast.
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Ah, I think the same could be said of the CotI forums. This thread went from...... once you start, you use up hours fast.
Yeah - I was targeting the 'auto-generators' esp. in regards to mapping large sections of a galaxy with sectors and such.
You need to add options for Sparse and Dense distributions. Right now, it only seems to do a Standard distribution. Just saying.And in particular, my script now keeps the random word it generates... surf over to here:
http://eaglestone.pocketempires.com/survey/t5-prog/t5sysgen-cgi.pl
Enter in any string you like as the sector key, up to appx 20 characters in length I think.
You need to add options for Sparse and Dense distributions. Right now, it only seems to do a Standard distribution. Just saying.
And some of us don't need it to, so that sounds like an option too. I and perhaps others aren't as constrained as the OTU when it comes to SysGen TLs and want the chance for a TL-F+ to show up.Yep, post processing is needed. It also doesn't cap TLs.
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The only problem I found was that my test sector "France" has three systems named "Utremo."
I could picture wars being fought over the honor of keeping such a noble name.
Now you can specify:
- sector key string
- TL Cap, from 6 to 21. Default is 21 (= no cap)
- Wilderness option, which tosses out colonies with Pop<7
- Stellar density, from extra-galactic thru galactic core.
Can't lie, Rob, I am glad someone else had a chance to ask about the Wilderness and Civilized having somethings in between them. I really would like to see greater variance too. But yeah, I know real world and all. Still, I too vote for more variety.Hans, I wouldn't know how to identify those algorithms either. Hard Times? And for now I have more pressing issues -- for example, I'm looking at using ISAAC instead of the current SBox algorithm for better pseudo-random numbers.
I would recommending spending some time on selecting a good PRNG and coding it yourself to account for 'floating point formats', etc. so that you can 'take' it with you. I.e. - so for a given seed your outcome will always be the same regardless of platform and future language choices. (Got burned by this given all the different, unanticipated platforms and languages I made game aids on...Hans, I wouldn't know how to identify those algorithms either. Hard Times? And for now I have more pressing issues -- for example, I'm looking at using ISAAC instead of the current SBox algorithm for better pseudo-random numbers.
I would recommending spending some time on selecting a good PRNG and coding it yourself to account for 'floating point formats', etc. so that you can 'take' it with you.
Stellar notation works like this:
Primary -Close Near +Far
Moreover, binary companions look like (G0 VI K0 VI).
Sector ID = [Band].[Sector Offset]
Track.SectorOffset
e.g.
325.1
Track.SectorOffset:Hex
e.g.
325.1:2118
323.1997:1910