Wormhole Cluster
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posted on October 6th, 2010, 5:11 pm
This map is still in progress, but here is a basic description of the map. All dimensions listed are x1000 unless specified otherwise.
Each player starts out with 2 resource pairs on a 6x6 starting area to build their ships and stations. Down the center of the map going from the top to bottom, is a 6x18 path with 3 more resource pairs configured so that the first team that gets to it, will be able to hold it.
There are 6 starting locations with a left vs right configuration. Each side has a wormhole to get to the center of the map, but you have to hunt for the other wormhole. You will just bounce off of the center wormhole. The map is 18x18 and you have to use the wormholes to get around.
DEVELOPERS NOTE:
This is the hardest map I've done yet. Every time I make a mistake on a single wormhole, I have to delete all of the wormholes and start all over.
Each player starts out with 2 resource pairs on a 6x6 starting area to build their ships and stations. Down the center of the map going from the top to bottom, is a 6x18 path with 3 more resource pairs configured so that the first team that gets to it, will be able to hold it.
There are 6 starting locations with a left vs right configuration. Each side has a wormhole to get to the center of the map, but you have to hunt for the other wormhole. You will just bounce off of the center wormhole. The map is 18x18 and you have to use the wormholes to get around.
DEVELOPERS NOTE:
This is the hardest map I've done yet. Every time I make a mistake on a single wormhole, I have to delete all of the wormholes and start all over.
posted on October 6th, 2010, 5:17 pm
This might help with the wormholes: http://guide.fleetops.net/guide/maps/makingamap#WormholeSpecialFeatures
posted on October 6th, 2010, 5:51 pm
My problem is this:
I need to put more wormholes than are necessary because of the way the wormhole engine works.
Sometimes, I delete the wormhole that is not the extra one.
After that, I never know which wormholes will be effected by other wormholes, so I have to start over.
I understand how to do it, it's just frustrating when I delete the wrong wormhole over and over.
I need to put more wormholes than are necessary because of the way the wormhole engine works.
Sometimes, I delete the wormhole that is not the extra one.
After that, I never know which wormholes will be effected by other wormholes, so I have to start over.
I understand how to do it, it's just frustrating when I delete the wrong wormhole over and over.
posted on October 6th, 2010, 6:08 pm
Hehe, you should probably have a sketch of your map and label your wormholes. That would be the quickest way to reference them if you have a lot on your map. 

posted on October 6th, 2010, 9:20 pm
As Zebh said, the guide has all the answers for this 'issue'. Each wormhole is named. Each name corresponds to the twin. Very simple 

posted on October 6th, 2010, 9:42 pm
I think this map should be renamed to Oos cluster 

posted on October 6th, 2010, 9:46 pm
funnystuffpictures wrote:I think this map should be renamed to Oos cluster
is there any news on when that will be fixed?
posted on October 6th, 2010, 9:48 pm
SIMPLE!? That's what you think!
Every time I change a wormhole to go to the correct wormhole, the previous wormhole reverts back to the incorrect wormhole! I can't prevent it from doing that! I cannot create a stable link between the wormholes the way I want it to be!
In the first image, these are the results of the wormholes which I have laid out. Image 2 shows what I configured them to be. But image 1 shows what the configuration actually was during the last test. The wormholes are supposed to be only one way. All wormholes move the vessel to near one of the starting locations, then to the center of the map, in that order.
Every time I change a wormhole to go to the correct wormhole, the previous wormhole reverts back to the incorrect wormhole! I can't prevent it from doing that! I cannot create a stable link between the wormholes the way I want it to be!
In the first image, these are the results of the wormholes which I have laid out. Image 2 shows what I configured them to be. But image 1 shows what the configuration actually was during the last test. The wormholes are supposed to be only one way. All wormholes move the vessel to near one of the starting locations, then to the center of the map, in that order.
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posted on October 6th, 2010, 9:50 pm
Myles wrote:is there any news on when that will be fixed?
Optec? Doca? Sombody!?

posted on October 6th, 2010, 9:57 pm
omg super ninja turtle bases. this is nirvana II with less cells.
nobody plays on maps where your base is neatly behind a wall of asteroids and there is only 1 entrance that you can super turtle.
asteroid halma is about as much of a choke point that most people will accept. and with halma you have to get into the middle section of the map to turtle the corridor. and the corridor is of an ok width so more turrets will be needed. and the map isnt big so getting a serious wall of turrets in the middle can be stopped.
nobody plays on maps where your base is neatly behind a wall of asteroids and there is only 1 entrance that you can super turtle.
asteroid halma is about as much of a choke point that most people will accept. and with halma you have to get into the middle section of the map to turtle the corridor. and the corridor is of an ok width so more turrets will be needed. and the map isnt big so getting a serious wall of turrets in the middle can be stopped.
posted on October 6th, 2010, 10:18 pm
i had multiple shipyards being build in halma and it's much deadlier than turrents 

posted on October 6th, 2010, 10:21 pm
Last edited by TChapman500 on October 8th, 2010, 3:46 pm, edited 1 time in total.
Nevermind. This project is cancelled! No matter what I do, the wormholes never have the correct configuration! It's a bug with the program. If you assign a wormhole to link with another wormhole, the other wormhole is automatically linked to make it a two-way wormhole. There's no way around it without modifying the game code! And until the game code is modified to not automatically set wormholes when changing the configuration of the wormholes, this project is cancelled! Unless, you can show me how to do it with a HEX Editor.
Well, I've saved the map off in a text format and I've found how to change the wormhole links using a text editor, but the wormholes still seem to reset themselves when the map loads. I've double-checked every wormhole on the map.
Well, I've saved the map off in a text format and I've found how to change the wormhole links using a text editor, but the wormholes still seem to reset themselves when the map loads. I've double-checked every wormhole on the map.
posted on October 7th, 2010, 3:46 pm
I think I can say this with fair certainty: You're not going to be able to do it right now, but you probably WILL be able to make it work when 3.14 comes out. Or another future patch, I know they're planning to fix wormholes and expand the map editor a bit.
posted on October 7th, 2010, 3:56 pm
Well, it was worth a shot!
posted on October 7th, 2010, 5:45 pm
What it looks like to me, from your picture, that you are trying to have wormhole 1 go to wormhole 2, wormhole 2 go to wormhole 3, and wormhole 3 go to wormhole 1, and yes that wont work 

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