The Ur-Quan Masters Home Page Welcome, Guest. Please login or register.
Did you miss your activation email?
December 07, 2022, 04:41:50 pm
Home Help Search Login Register
News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

+  The Ur-Quan Masters Discussion Forum
|-+  The Ur-Quan Masters Re-Release
| |-+  General UQM Discussion (Moderator: Death 999)
| | |-+  Planetary hazards
« previous next »
Pages: [1] Print
Author Topic: Planetary hazards  (Read 3417 times)
Elestan
*Smell* controller
****
Offline Offline

Posts: 431



View Profile
Planetary hazards
« on: July 02, 2011, 06:10:15 pm »


2) We have had no star control II facts in a long time... I was hoping for one about the density of planetary dangers.

Funny you should ask.  I just finished a project to generate a sortable list of planets, including planetary hazards.  You can see it at http://wiki.uqm.stack.nl/List_of_planets
Logged
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3868


We did. You did. Yes we can. No.


View Profile
Planetary hazards
« Reply #1 on: July 03, 2011, 03:05:43 pm »

Yeah, that's not what I meant. How many hazards per second are there on class 2? Class 3? It seems like there's a huge jump in lighting danger between those two, for instance. What the numbers in that table mean is what I'm getting at.
Logged
Elestan
*Smell* controller
****
Offline Offline

Posts: 431



View Profile
Planetary hazards
« Reply #2 on: July 03, 2011, 04:12:44 pm »

Ah, well, having just code-dived in that area, I can answer this.  The relevant section of code, for any who are interested, is in planets/lander.c:PlanetSide().

This table gives the chance out of 256 that a hazard is generated; I believe it's called each tick, which, from the comments on PLANET_SIDE_RATE at the top of the file, appears to be 35fps:

Hazard|1|2|3|4| 5| 6| 7| 8
Tectonic|0|0|3|6|12|24|48| 96
Weather|0|0|3|6| 9|18|36| 72
Thermal|0|0|3|6|12|36|72|146

Sorry for the ugly format, but the tables this BB system generates are awful, and only moderators can embed raw HTML.

The thermal surface hazard breakpoints that correspond to the above hazard classes are at <50,<100,<150,<250,<350,<550,<800, >=800. For reference, the orbital color breakpoints appear to be <-150, <-50, <50, <150, >=150.

So, what can we learn from the above?
  • Hazard levels 1 and 2 are not dangerous at all; the first real dangers start at level 3.
  • With a few exceptions, each hazard level is 2-3 times nastier than the one before.
  • At equal hazard levels above 5, flames are more frequent than quakes, which are more frequent than lightning.  I believe this is to balance the difficulty of dodging each hazard, so that each hazard class represents approximately equal danger to the lander.
  • Once the temperature goes over 800, it doesn't make any difference to the number of flames.

Hope this satisfies your fact-craving!
« Last Edit: July 03, 2011, 04:15:04 pm by Elestan » Logged
Cedric6014
Enlightened
*****
Offline Offline

Gender: Male
Posts: 701



View Profile
Planetary hazards
« Reply #3 on: July 03, 2011, 09:50:14 pm »

Mods-

Stickey This Please

While very interesting, it's not really worth a sticky is it?

Logged

Play online melee here! http://irc.uqm.stack.nl/
Kohr-Ah Death
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1366



View Profile WWW
Planetary hazards
« Reply #4 on: July 04, 2011, 06:18:01 am »


Hazard|1|2|3|4| 5| 6| 7| 8
Tectonic|0|0|3|6|12|24|48| 96
Weather|0|0|3|6| 9|18|36| 72
Thermal|0|0|3|6|12|36|72|146


That honestly should be changed.
At least for earthquake and lightning.

level 1 hazard could still have 0 impact but level 2 could be set to 1.
With Earth being an exception to the rule, or just being changed to hazard level 1.
Logged

The artist once again known as Kohr-Ah Death.

Get your MegaMod HERE
Elestan
*Smell* controller
****
Offline Offline

Posts: 431



View Profile
Planetary hazards
« Reply #5 on: July 04, 2011, 01:56:41 pm »

That honestly should be changed.
At least for earthquake and lightning.

level 1 hazard could still have 0 impact but level 2 could be set to 1.
With Earth being an exception to the rule, or just being changed to hazard level 1.

That might be logical, but since the purpose of UQM is to reproduce the original game's behavior (with the exception of clearing unintended bugs), it's not likely to change.
Logged
onpon4
Enlightened
*****
Offline Offline

Gender: Male
Posts: 709


Sharing is good.


View Profile WWW
Planetary hazards
« Reply #6 on: July 04, 2011, 04:09:05 pm »


Hazard|1|2|3|4| 5| 6| 7| 8
Tectonic|0|0|3|6|12|24|48| 96
Weather|0|0|3|6| 9|18|36| 72
Thermal|0|0|3|6|12|36|72|146


That honestly should be changed.
At least for earthquake and lightning.

level 1 hazard could still have 0 impact but level 2 could be set to 1.
With Earth being an exception to the rule, or just being changed to hazard level 1.

Why bother to worry about Earth's activity? You can't even land on it.
Logged

Kohr-Ah Death
Enlightened
*****
Offline Offline

Gender: Male
Posts: 1366



View Profile WWW
Planetary hazards
« Reply #7 on: July 04, 2011, 07:42:55 pm »

Good point...
Logged

The artist once again known as Kohr-Ah Death.

Get your MegaMod HERE
Death 999
Global Moderator
Enlightened
*****
Offline Offline

Gender: Male
Posts: 3868


We did. You did. Yes we can. No.


View Profile
Planetary hazards
« Reply #8 on: July 05, 2011, 10:20:33 pm »

Well, it should still be accurate.

Anyway, I see that they didn't bother to balance L3 weather. Its '3' occurrence rate is WAY more dangerous than the others' '3' occurrence rate.

Also, I move that a mod split the relevant part of this thread into 'Star Control II fact #6 - Hazards' or something.
Logged
Pages: [1] Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!