Author Topic: Fan Node Map  (Read 1858 times)

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Offline The Jovian

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Helloooooooooooooooooooo

Here's a node map I created for a "Mental Omega"-style re-imagining of the FreeSpace universe I was developing in my head.

Tell me what you think of it.

For the uninitiated Mental Omega is a mod for Command & Conquer: Red Alert 2 that re-imagines the storyline of that game.

[attachment DELETED!! by Strong Bad]
« Last Edit: March 18, 2016, 03:08:33 am by The Jovian »

 

Offline AdmiralRalwood

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A very odd reimagining indeed, which links Sol to Proxima instead of Delta Serpentis, and Beta Aquilae isn't in the network at all...
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

"I am one of the best FREDders on Earth" -General Battuta

<Aesaar> literary criticism is vladimir putin

<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 

Offline The Jovian

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  • I'm the Jovian.
A very odd reimagining indeed, which links Sol to Proxima instead of Delta Serpentis, and Beta Aquilae isn't in the network at all...

I tried to create a more consistent logic behind the jump nodes and the star systems they link to. For example Proxima Centauri is a red dwarf and as such it's weaker gravity would result in jump nodes that are much shorter (4 ly to Sol, 2-10 ly to Sirius et cetera), or one longer ranged jump node such as the red dwarf Gliese 581, which only connects to Tau Ceti, which is in turn a bigger yellow dwarf that has three longer ranged jump nodes connecting to it. By the same logic the yellow hypergiant Rho Cassiopeiae not only connects to systems thousands of light years away (Vasuda, Gliese 667, Zeta Aurigae) but also has four nodes instead of just the two or three that yellow dwarfs and while subgiants like Vega have.

Also I came up with the concept of "Node clusters" where jump nodes would connect to systems very close to one another (Sol, Proxima, Vega, Sirius, Epsilon Eridani, all less than 40 ly from each other).

Now granted not every star follows this logic (Sol and Altair should have two to three jump nodes rather than one) but there's lore explanation for it, as soon as I finish the fan fic the node map goes along with I'll tell you.

 
I sort of see why you went with this but personally it's not worth losing core bits of the setting like Serpentis and Betac over. I don't think Freespace suffered at all from the lack of obvious astronomical logic in its nodemap.
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