Modifying the Map Generation Algorithm [/parameters thereof]
Posted: Mon Sep 22, 2008 2:52 pm
My ultimate goal is to modify the map generation algorithm so that habitable systems are sparse, e.g. perhaps 75% of worlds will contain either no habitable worlds [but many will still have outpost-able worlds]
I'm not really sure where to start, however. Is this something that will involve hacking the executable or are there variables hidden in the LBX files that will effectively do what I intend to do?
I found the Moo2 workshop:
viewtopic.php?t=413
But this doesn't seem to be the right place to start.
Anybody have any pointers?
I'm not really sure where to start, however. Is this something that will involve hacking the executable or are there variables hidden in the LBX files that will effectively do what I intend to do?
I found the Moo2 workshop:
viewtopic.php?t=413
But this doesn't seem to be the right place to start.
Anybody have any pointers?