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Topics - dmaiski

Pages: 1 [2] 3
16
Modding / ColisionRadius broken i think
« on: October 24, 2013, 09:23:25 AM »
nvrmind i figured it out... turn rate...

17
Bug Reports & Support / The EVIL smileys!!!
« on: October 22, 2013, 02:47:55 AM »
when you do
Code: java
for (Iterator iter = directTargets.iterator(); iter.hasNext();)  
[code]



the evil smiley gets into your code, eats your bits and leaves muddy footprints all over your classes

[/code]

18
Bug Reports & Support / EMP powered accelerated missile racks!!!
« on: October 21, 2013, 06:18:01 PM »
the BISO ships, being of a hardy sort but poor in shields, often get EMPed by paragons, now normaly this would be a good thing for the paragon, but to its detriment, the BISO warships usuay cary over 9000 missiles... and once EMPed all these missile racks instantly reload.

long story short being EMPed by tachyon lance causes missile racks to reload instantly, and thus make missile spewing BISO ships crazy op

19
Bug Reports & Support / Fighter_wing bug
« on: October 20, 2013, 04:41:57 PM »
when in sim_opponents.csv fighter wings have to have the sufix "_wing" to work, while in all other files fighter wings without the "_wing" sufix work fine...

bug/inconsistent behaviour

20
Modding / great sucsess halp is no longer needed
« on: October 19, 2013, 03:51:34 PM »
now, as many of you may have seen i have created quite an abomidable piece of code due to my unsatisfaction with curent MIRV behaviour...

now what do i do with it?

this is how far i have gotten (help me im stupid and dont actualy know how to get it to work!!!)
Spoiler
Code: java
package data.scripts.EveryFrameCombatPlugin;


import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.CombatEntityAPI;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.input.InputEventAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import org.lwjgl.util.vector.Vector2f;

import java.util.List;

import static org.lazywizard.lazylib.combat.CombatUtils.getShipsWithinRange;

public class Scatterb implements EveryFrameCombatPlugin {

    private IntervalUtil tracker = new IntervalUtil(0.35f, 0.4f);
    private static CombatEngineAPI activeEngine;

    public void advance(float amount, MissileAPI missile, CombatEntityAPI target, CombatEngineAPI engine, java.lang.String SBKR1, List events) {

        if (getShipsWithinRange(missile.getLocation(), 400f, true).get(0).isAlive())
        {
            target = getShipsWithinRange(missile.getLocation(), 400f, true).get(0);
            {
                //create variables
                //capitalized can be changed

                //insert targeter code here (anything goes, you may need to change it so T gives tx/ty a float value
                //see at bottom for possible code
                CombatEntityAPI T = target;//end point of " " (enemy api/point in space/ect) for targeter
                MissileAPI P = missile;    //start point of " " for weapon
                float px = P.getLocation().getX();   //get location og p (for center of dakakakaka)
                float py = P.getLocation().getY();
                //float mvx = missile.getVelocity().getX();
                //float mvy = missile.getVelocity().getY();
                float tx = T.getLocation().getX();   //get location of t (for center of pew pew)
                float ty = T.getLocation().getY();
                double rxd = .5 - Math.random(); //generate a random double with -vs component, range -.5 to +.5
                float rx = (float)rxd*2;          // convert to float
                double ryd = .5 - Math.random();
                float ry = (float)ryd*2;
                double rpd = Math.random(); //+ve random
                float rp = (float)rpd;
                float Tvar = 50f; //radius of t (sets mirv spread (angular))
                float Pvar = 1f;   //variable for vectors can use random float
                double prany = py/Math.abs(py)*Pvar;
                double pranx = px/Math.abs(px)*Pvar;
                float prx = (float)pranx;
                float pry = (float)prany;
                float Rvar = 5f; //how much the velocities of projectiles can vary
                double rvd = .5 - Math.random(); //generate random velocity multiplier for smooth function (to arr roughness back in
                float rv = (float)rvd*Rvar;



                //math

                float Fx = (tx * rx * Tvar);  //create randomized point field to shoot at
                float Fy = (ty * ry * Tvar);
                float Vx = (Fx * px * prx);         //create vectors for pewpews to follow
                float Vy = (Fy * py * pry);
                double Smoothv = (Math.sqrt(((tx-px)*(tx-px))+((ty-py)*(ty-py)))/Math.sqrt((Vx*Vx)+(Vy*Vy)))*rv;   //smoothes out ragged shot
                float Sv = (float) Smoothv;
                Vector2f Pjv = new Vector2f(Vx*Sv, Vy*Sv);   //make the actual vector

                engine.spawnProjectile(null, null,
                        SBKR1,
                        missile.getLocation(), 0,Pjv);

                engine.removeEntity(missile); //make missile go poof
            }

    }
    }



    @Override
    public void advance(float amount, List events) {




    }

    @Override
    public void init(CombatEngineAPI engine) {
        //To change body of implemented methods use File | Settings | File Templates.
    }
}
[close]

i am trying to attach it to missiles so it will run as an every frame script and check for a ship in range (and when ship is in range trigger my special MIRV behaviour)

i would love even the most basic example of how to implement this(so i can run it ingame), i can probably work out how to customize it to do what i want after that. (i already have the script up, but how to stick it onto a missile?)

21
Modding / MIRV code
« on: October 16, 2013, 08:04:25 PM »
Where do i find the mirv missile ai code, the voices in my head tell me to fiddle with it!

for that matter, i have not been able to find any examples of missile ai code at all (except for the one alex gave me to look at, and that was just hijacking one specific missile)

22
Modding / getDamageTarget(), MIA, presumed dead...
« on: October 16, 2013, 04:06:48 PM »
I have just discovered to my horror, getDamageTarget() in import com.fs.starfarer.api.combat.DamagingProjectileAPI; is missing in action, presumed dead

without it how will I ever make horrific lighnting botls crawl across the hulls of poor unsuspecting ships...

23
Bug Reports & Support / Proximity fuse and MIRV behaviorSpec broken
« on: October 16, 2013, 10:26:08 AM »
Proximity fuse:

no longer detonates when a target enters explosion range
tested with vanila flack canon and
Spoiler
Code
	"behaviorSpec":{"behavior":"PROXIMITY_FUSE",
"range":3000,
"explosionSpec":{"duration":0.1f,
"radius":4000,
"coreRadius":3000, # full damage within core radius - also equal to proximity fuse range
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":3.0,
"particleSizeRange":3.0,
"particleDuration":1,
"particleCount":100,
"particleColor":[255,40,40,255],
"sound":"explosion_flak"},
}

[close]


MIRV:
only detonates when targeting lock enemy enters range:
expected result:
detonates when any enemy enters split range(and attacks enemy)

24
Suggestions / oval collisionRadius
« on: October 15, 2013, 02:19:34 AM »
my BISO ships are not circular, and this makes ships shooting them from the side miss(out of range), because the colision radius is larger then the ship sprite/bounds

could we have oval colision radious or something like that?

25
Bug Reports & Support / collisionRadius bug
« on: October 15, 2013, 02:18:06 AM »
when a ships collisionRadius is smaller then the ships sprite intresting things happen

test this ingame, pictures don't do it justice

basic summary, the parts outside collisionRadius constantly respawn, looks epic, cause lags

26
Suggestions / a simple improvment to CR mechanics(updated)
« on: October 14, 2013, 02:45:45 PM »
CR mechanic is great, but one sugestion... cr cost to deploy should scale inversely to ship size, and CR restore/supply cost should scale too

ei.
Code: java
class          cr/deployment        cr recovery       supplies per cr%
frigate,      ~40%cr to deploy,     40%cr/day,        1 supplies/%
destroyer,    ~30%cr to deploy,     20%cr/day,        2 supplies/%
cruiser,      ~20%cr to deploy,     10%cr/day,      4 supplies/%
capital,      ~10%cr to deploy,     5%cr/day,      8 supplies/%
these are all aproximate values, not referanced to any specific ship*


this would make large ships more viable and usefull to form the backbone of a fleet

and its lore friendly:
-small ships are small
--very few redundunt systems/reinforcement
--just being in combat means their systems will need an overhault to make sure nothing broke

-big ships are big
--very many redundunt systems/reinforcement
--even if subsystem A1.44-6 broke A1.44-5, A1.44-4, and A1.44-3 are its redundunt backups so no biggie


old sugestion, oct 17th:
Spoiler
CR mechanic is great, but one sugestion... cr cost to deploy should scale inversly to ship size

ei.
frigate: ~40%cr to deploy
destroyer: ~30%cr to deploy
cruiser: ~20%cr to deploy
capital: ~10%cr to deploy

this would make large ships more viable and usefull to form the backbone of a fleet

and its lore friendly:
-small ships are small
--very few redundunt systems/reinforcement
--just being in combat means their systems will need an overhault to make sure nothing broke

-big ships are big
--very many redundunt systems/reinforcement
--even if subsystem A1.44-6 broke A1.44-5, A1.44-4, and A1.44-3 are its redundunt backups so no biggie
[close]

27
Bug Reports & Support / Permenantly Disabled engines
« on: October 13, 2013, 07:10:59 PM »
Spoiler
[close]

the engines of the eagle i was flying today became permenantly disabled, i lost them right at the start of the battle due to about 10 salamander hits and they did not repair for the duration of tha battle, i was runing the eagle with unstable injectors installed, but the engines were dead for over 2 minutes (untill my eagle was finaly killed off)

i was runing vanila with lazylib enabled in dev mode, but no dev mode functions were used in that whole game playthrough

https://www.dropbox.com/s/0sqkh77o4m3xfft/save_a_2748957709376824076.7z
save file

28
Modding / Help the newb learn the java
« on: October 12, 2013, 01:14:22 PM »
im curently reading up on java but while i do this

who do i put this
Code: java
    public PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
    }  

into my BISO mod? or any mod in general, sans crashing.

i have tried:
Spoiler
Code: java
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;

import data.scripts.world.BISOGen;


public class BISOModPlugin extends BaseModPlugin
{
    private static void initBISO()
    {
new BISOGen().generate(Global.getSector());
    }

public PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
    }  

    @Override
    public void onNewGame()
    {
        initBISO();
    }

// the following code doesn't work right now, but it will in 0.6.1a!
// its stuff that will let you add it to existing saved games, rather than just new games

    // @Override
    // public void onEnabled(boolean wasEnabledBefore)
    // {
        // if (!wasEnabledBefore)
        // {
           // // Calling a separate method avoids duplicate code with onNewGame()
           // initBISO();
        // }
    // }
}
[close]
this, but it caused a crash and:
@dmaiski: That should work. Are you perhaps expecting it to work on Harpoon Pods or the single-shot Harpoon launchers? That'll only work for 3-shot Harpoon racks, the ones with the weapon id "harpoon".

Aha - I'm not sure Janino actually supports anonymous classes, that might be it. You may need to extract the missile AI implementation into its own class.

so in my noobiness i tried this:
Spoiler
Code
public class BISOpickMissileAI extends pickMissileAI
{
public PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
}
}
and this
Code
public class BISOpickMissileAI extends BaseModPlugin
{
public PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
}
}

and that
Code
public class BISOpickMissileAI
{
public PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
}
}

and some of this

Code
	public class PluginPick<MissileAIPlugin> pickMissileAI(final MissileAPI missile, final ShipAPI launchingShip) {  
       if (missile.getWeapon() != null && missile.getWeapon().getId().equals("harpoon")) {  
          return new PluginPick<MissileAIPlugin>(new MissileAIPlugin() {  
             public void advance(float amount) {  
                missile.giveCommand(ShipCommand.TURN_RIGHT);  
                missile.giveCommand(ShipCommand.ACCELERATE);  
             }  
          }, PickPriority.MOD_GENERAL);  
       }  
       return null;  
}
[close]
all with similarly crashy results
generaly telling me
Spoiler
Code
36844 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/biso/ships/D1.png (using cast)
36844 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/phase/phase_strike_ff.png] as texture with id [graphics/ships/phase/phase_strike_ff.png]
36860 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 160.49 MB of texture data so far
36860 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/phase/phase_strike_ff.png (using cast)
36860 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/medusa.png] as texture with id [graphics/ships/medusa.png]
36891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 160.82 MB of texture data so far
36891 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/medusa.png (using cast)
36891 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/buffalo_dd.png] as texture with id [graphics/ships/buffalo_dd.png]
36922 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 160.98 MB of texture data so far
36922 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/buffalo_dd.png (using cast)
36922 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
36985 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 161.65 MB of texture data so far
36985 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
37110 [Thread-6] INFO  com.fs.profiler.Profiler  - ID                     Calls   Duration    Percent
37110 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------------------------
37110 [Thread-6] INFO  com.fs.profiler.Profiler  - Resource loading           1     23.89s    100.00%
37156 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.BISOModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.BISOModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@670479"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/BISOModPlugin.java, Line 14, Column 6: Expression "new MissileAI()" is not a type
at org.codehaus.janino.Java$Located.throwCompileException(Java.java:97)
at org.codehaus.janino.Java$Atom.toTypeOrPE(Java.java:1899)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1010)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:938)
at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:804)
at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:442)
at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
... 7 more
[close]

can somone show me the right way to do this [puppy dog eyes]
Spoiler
[close]

29
Suggestions / Trade (most basic start)
« on: October 06, 2013, 04:39:26 PM »
I know htere have been several trade threads but this is difrent!! (so they have all said)

to introduce trade, you can do it at various levels, but lets go with the most basic comodities that we all use:
crew
suplies
fule

now what can we do with these to make them trade worthy???

first steps:
seperate the [comodities] into faction specific subsets
hemogeny crew
Tri tech crew
Pirate crew...

give a bonus to having crew that fits the race of your ship (10-15% malus)
hem crew wont work as well on tri ships ect
this will encourage people to shop around for crew

implement a demand/suply system, where stations use a % of all available comodities
ie.
100hem crew
50tri crew
10 pirate crew

turns into:
90hem crew
45tri crew
9pirate crew

and have price adjust depending on what comodity is "rare" and thus in demand
ie selling pirate crew to that station will give you a profit, and buying hem crew will be cheap


 ;D and thus you have the most rudimentary trade system and more fiddly stuff for people to fiddle with, wich is allways fun, because fun should be gained through dificult fiddly stuff!!!
Spoiler
[close]

if you are going for bonus points and want to make the comodity trade system FUN:
Spoiler
bonus points
+crew
--hem 100
--tri 50
--pir 10

in your trade menue cause a seperate box for each would be hell

more bonus points, instead of "factions" give crew flavours to determin their worth, ie stats

stats crew have
race, engeneering, combat, leadership,
hem, 108, 225, 42,
tri, 245, 175, 132,
pir, 85, 156, 206,

so the station has:
engeneering: 108*100+245*50+85*10=13900
combat: 225*100+175*50+156*10=32810
ledership: 42*100+132*50+206*10=12860
making both TRI and PIR crews in high demand because they can fill the defecite in engeneering and leadership stats
although in this case TRI crew is in verry high remand because it can fill both roles at the same time

hint:
although i didnt base the numbers on faction colurs did you know that faction colurs have 3 main variables that determine their colour???
hint hint hint hint [hit with the hint stick] [hit] [hit] [hit]

[close]

30
Lore, Fan Media & Fiction / BISO bakground
« on: October 06, 2013, 03:08:07 PM »
ATM just a short background of what the BISO are, may flesh it out later...

history
Spoiler
hemogeny central archives:
- first encountered cycle 017
--BISO exploration fleet was encountered
---D1 and acompanied by 8 wings of S1 drones
--32 hemogeny main line ships and 4 Attack fleats were destroyed before the BISO D1 was forced to retreat from the sector
---it is belived that this was due to the primary power core of the D1 becoming depleted, rather then damage sustained during the battle
---at the time, weponry in the sector was highly inadiquate to fight against BISO, primarily due to the HDSN plating
- cycle 194
--large scale gravitational anomaly was detected at point -14500, 500
--scout ships returning form the area reported a large black sphere aproximately the size of Corvus in the area
---designated Anomaly-6
--investigations of the sphere begin
---see anex 1
-cycle 195
-- first "modern" BISO invasion fleet encountered
-- since then 1502 BISO invasion fleets, ranging from lone A class ships to full fledged battle fleets composing several D class supercapitals have been encountered throughout the sector
-- first BISO ship sucsessfully disabled and boarded
--- see anex 2
-cycle 196
--Retainer organisation established
---tasked with rapid response and supression of BISO events
---funded by all major races, and factions in the sector
---sell captured BISO technology to the highest bidder
--EMP weaponry was found to be the most effective method of disabling and subsequently destroying, or capturing BISO ships

[close]

technology
Spoiler
-High Density Stablised Neutronium Plating (HDSN plates)
--while the ship is active they are contained in a flat short range artificial gravity field aproximated to be over 6*10^12 m/s^2 compressing the material on the ships surface into a mass of pure neutrons
--when a BISO ship is ireprably damaged this material is often ejected from the ships surface at reletevistic speeds
---this often results in the destruction of both the internal systems of the ship and any other ship in the local area
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anex 1
Spoiler
---to date only the basic traits of the sphere have been defined
----constant surface temperture 1*10^-43 kelvin
----mass of 1.8 times Corvus
----absorbs all energy that comes closer then 1.6mm of the surface with its surface
----all mater that comes in contact with the surface of Anomaly-6 inherits the same properties, all linked mater is converted at a wave front velocity of 1.8C
-----the science institute spent 6 years studying the results of mater contact experiments before this result was finaly agreed to be valid
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anex 2
Spoiler
tri-tachyon corporate archives:
previous boarding atempts of "live" BISO ships universaly ended in failure, coming in contact with active HDSN plates is fatal due to the gravity produced by the active armor.
-Cycle 195.8
--counter BISO operation #12 launched
---stage one sucsessfull
----47 of 62 deployed fighter and 16 of 19 destroyers lost
----67% of BISO ships including 2 D class destroyed
----4 custom Paragon's arive at location
-----1 D1 sucsessfully destroed, and the BISO begin retreat
-----16 tachyon lances focus fired at at the most easily accesible B class BISO warship
--1 B1 BISO ship sucsessfully captured
---boarding actions comence
---although the ships apear to be designed for individuals of aproximately 1.20m in height, no biological mater of any form is found within the hull
----later investigation reveals that the B1 was controlled entirely by an artificial AI core that was ireprably damaged during the EMP strike to the B1's hull
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WIP, anyone intrested in writing stuff for this feel free to do so, ill flesh it out as i go along
try to avoid any referances to the BISO home sector, or backstory that would not be accesible to the starsector races through analysis of the invading BISO fleets (the data banks of captured BISO ships are almost allways ireprably damaged, or destroyed due to the heavy use of EMP weaponry to supress the ships and imposibility of bording action before the ship is disabled)

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