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Limits of the game-code

The coding restricts the game to two-dimensional galaxies with 256 systems in each.

There are two ways in which you can get around this:

  • See cim's Song of the Labyrinth for oxp's which create a new discovery game set in one of two new galaxies.
  • See Galaxy Seeds for detail on how to change the galaxies yourself!

Dr Beeb's map (Galaxy 1): notice the complex structure of the bottom right quarter

Effects of 7ly hyperdrive limit

The 7 lightyear jump limit limits which systems can be reached - for example, The Great Rift in Galaxy 7. There, some 30 systems are stranded in an "island" more than 7ly from the rest of the systems. But there are also effects on local geography too. As well as islands, peninsulae are created. The effects of this can clearly be seen if one tampers with this limit - see Redspear's Hyperdrives OXP.

In-game geographical differences

Regional differences

Regions are put on the map by Explorers' Club OXP & by GalCop Galactic Registry. There are several varieties of these.

  • Iron Stars cluster in Galaxy 1 (Economic) - the markets are very similar (difficult to make a profit!)
  • Pulsar worlds (supposedly visual - one should be able to see the pulsar!)
  • Devils triangle (political) - pirate infested - and the game code spills this out to the general locale in Oolite v.1.80 and later

OXP effects

Trade Routes

Put on the map by GNN's news broadcasts, & by GalCop Galactic Registry. It is uncertain if there is any real logic behind these routes. CaptSolo has a different network of trade routes on his maps.

In-game differences made by Fuel Station OXP: placing fuel stations in the more stable systems on SpaceWay L1 in galaxy 1