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Author Topic: Hydra Robotics mod WIP  (Read 4361 times)

StarSchulz

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Hydra Robotics mod WIP
« on: December 28, 2015, 02:30:28 PM »

Ok, i am going to try some modding myself. my goal is to make a fully functioning faction, eventually. so far all i have is a couple ships, and a placeholder faction setup in game.

Here are some progress screenshots:

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Faction Description:
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Hydra Robotics is a bunch of questionably ethical individuals that came across a massive cache of High Tech ships during a tech mining expedition that were decommissioned before the collapse. Due to all ships being incredibly complicated internally, and their low tech understanding of ship engineering, all ships have been Hot-wired into working order with parts of old ships they had access too. This leaves all ships looking high tech, but with wires hanging about and completely new engines having being added as the old drive system could not be rebooted.  
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Eventually it will be a full mod. Any help is greatly appreciated. I am currently working on figuring out how to get the faction to spawn in the game.
« Last Edit: January 09, 2016, 08:11:30 PM by StarSchulz »
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StarSchulz

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Re: Boarding centered faction
« Reply #1 on: December 29, 2015, 11:41:53 AM »

[ Probably important to save a spot for later? maybe... ]
« Last Edit: December 29, 2015, 12:00:29 PM by StarSchulz »
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Snrasha

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Re: Hydra Robotics mod WIP
« Reply #2 on: December 29, 2015, 12:21:46 PM »

For have a "basic faction" with minimum,  take mod Looters  or mod ORI.   Two basics factions who have all files.( Normally, i need go delete all file.java, because i have my JAR, so just useless file)

When i have create my faction, i have take ORI faction as example, for say, very easy with for create faction.
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #3 on: December 29, 2015, 01:39:15 PM »

Thank you! that should help me a whole lot.

And by a whole lot, i got the faction to generate in the game! SWEET! IT ONLY TOOK 3 HOURS!
« Last Edit: December 29, 2015, 03:39:53 PM by StarSchulz »
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StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #4 on: December 29, 2015, 03:57:42 PM »

If i wanted the faction to go without systems and stations, but have their fleets spawn from pirate bases, what would be a good thing to look at?

c0nr4d1c4l

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Re: Hydra Robotics mod WIP
« Reply #5 on: December 29, 2015, 04:20:58 PM »

Could this possibly be compatible for 0.65?
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Snrasha

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Re: Hydra Robotics mod WIP
« Reply #6 on: December 29, 2015, 04:35:18 PM »

StarSchulz, none idea for that, i cannot help you. (Same pirate spawn in pirate base, so ah ah.)

You need surely a script for that, when you implements SectorGeneratorPlugin or extend BaseModPlugin .
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #7 on: December 29, 2015, 10:12:43 PM »

Could this possibly be compatible for 0.65?

Hmm... I could try! I am building it with no starting knowledge only based off of 0.7.1 mods and starsector install. Is it much different, would you know?

Nicke535

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Re: Hydra Robotics mod WIP
« Reply #8 on: December 30, 2015, 01:58:20 AM »

Could this possibly be compatible for 0.65?

Hmm... I could try! I am building it with no starting knowledge only based off of 0.7.1 mods and starsector install. Is it much different, would you know?

If you do not add any "fancy campaign stuff" (meaning area terrain, campaign abilities etc.), it should be easy. Simply modify the ship_data.csv with the old 0.65 values. This means replacing "supply/mo" and "supply/rec" with the old "supply/day" value. You should also modify the burn values to the old standards, though this is only a recommendation.

Note that you will have to make two mod folders; a mod cannot be both 0.7.1 and 0.65 compatible.

I hope this helps. Good luck on the mod, btw. Looking good so far.

StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #9 on: December 30, 2015, 12:08:21 PM »

Here's the current concept of the first frigate:

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The idea is that they could not get the original ship systems working, but had a mostly blast resistant hull, so they just mounted things on top. It is a working ship, but still is nowhere near its full potential.

Bastion.Systems

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Re: Hydra Robotics mod WIP
« Reply #10 on: January 01, 2016, 01:23:16 AM »

If you take their commission, the patrol fleets should greet you with: "Hail Hydra!" ;D
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StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #11 on: January 01, 2016, 12:24:58 PM »

That did get me to finish dialogue options with their fleets, so expect more refrences  8)
« Last Edit: January 01, 2016, 01:25:20 PM by StarSchulz »
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StarSchulz

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Re: Hydra Robotics mod WIP
« Reply #12 on: January 09, 2016, 08:12:33 PM »

I have made progress, a corvette! and it only took half the time to code, while taking 4 times as long to sprite.  ::)

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