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Author Topic: [0.91][UTILITY] EZ Faction 0.6a  (Read 52480 times)

xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #60 on: August 30, 2017, 09:23:36 AM »

I have Bounties working correctly under the hood for the next build. 

I'm still addressing the WeightedRandomPicker problem, though.  Generally speaking, what we should expect is:

1.  Bounty probabilities, per Faction, should be randomized, not weighted toward the biggest Factions.

2.  Bounty Market origins are largely unimportant if they're not going to have knock-on effects on the PersonAPIs who issue said Bounties.

Fixing this means fixing it for any mod that EZ Faction is involved with, though; I feel like this might have to be another project.
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #61 on: August 31, 2017, 09:21:26 AM »

OK, after some tweaks... I've gotten:

1.  Bounties to show up for all the Factions EZ Faction generates.

2.  Addressed all of the weirdness with the Comm Relays not quite working right.

3.  The game will generate enough hireable Captains that EZ Faction locations aren't continually empty.

I'll have a new build out as soon as I've built the code to add the new requested features.
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Morrokain

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #62 on: August 31, 2017, 01:28:21 PM »

OK, after some tweaks... I've gotten:

1.  Bounties to show up for all the Factions EZ Faction generates.

2.  Addressed all of the weirdness with the Comm Relays not quite working right.

3.  The game will generate enough hireable Captains that EZ Faction locations aren't continually empty.

I'll have a new build out as soon as I've built the code to add the new requested features.

Nice, looking forward to that!

Any chance on getting those earlier questions answered? Sorry if they are dumb... I truly have not had the time to play-test and find out what events get called by EZ factions, the only ones I know do for sure are the transponder being off and suspected smuggling pursuits and scans from play-testing some features I've developed. I haven't run into food shortages, custom inspections or stranded fleets yet.
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #63 on: August 31, 2017, 06:24:46 PM »

Food shortages are pretty unlikely; one of the deliberate features of the economic-tweaking was to make most EZ Faction planets fairly self-sufficient for now.

Customs inspections should work.  I haven't ever seen a stranded fleet, though.
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Morrokain

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #64 on: August 31, 2017, 08:16:23 PM »

Food shortages are pretty unlikely; one of the deliberate features of the economic-tweaking was to make most EZ Faction planets fairly self-sufficient for now.

Customs inspections should work.  I haven't ever seen a stranded fleet, though.

Good to know. I won't customize any of that dialogue, then.

You saved me quite a bit of effort, so thank you!
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TrashMan

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #65 on: September 01, 2017, 01:34:16 PM »

OK, after some tweaks... I've gotten:

1.  Bounties to show up for all the Factions EZ Faction generates.

2.  Addressed all of the weirdness with the Comm Relays not quite working right.

3.  The game will generate enough hireable Captains that EZ Faction locations aren't continually empty.

I'll have a new build out as soon as I've built the code to add the new requested features.

Any ETA on that sweetness?
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #66 on: September 01, 2017, 02:00:04 PM »

Probably before the weekend's done; most of that's not a big deal to add in :)
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.3a
« Reply #67 on: September 02, 2017, 06:34:55 PM »

Ok, I'm about ready.

1.  Pirate bases can be randomly spawned in EZ Faction locations, but ezfaction files have to "opt-in" to their random generation.

2.  EZ Faction can now generate Stations that orbit planets, as opposed to always generating planets, and Factions can have an optional tag, "stationsOnly", that confines them to Stations.

3.  EZ Faction can put Factions in moderately-specific locations via the optional "initialAngle" JSON variable.  If not 0, then it uses the angle specified when looking for the Constellation the Faction will spawn in.

4.  I'm quite sure that all EZ Faction factions can get Bounties, communicate with others, etc.

I'll do a little more testing and then I'll be releasing the next build :)

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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #68 on: September 03, 2017, 07:13:34 AM »

Alpha 4 has been released.

Features:

1.  All of my current projects are in one, convenient pack now.

2.  Explorer Society has been updated and shows off the latest features of EZ Faction.

3.  Random Pirate bases can spawn, if an ezfaction file has "randomPirates":true in it.

4.  You can specify roughly where your Faction will spawn, in the Sector, using "initialAngle" and "minDistance" / "maxDistance".

5.  You can specify that a Faction only uses Stations with "onlyStations".

6.  Some Stations will get randomly spawned now.
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TrashMan

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #69 on: September 04, 2017, 12:20:36 AM »

How exactly does the angle work?
Is it like the max angle? (if I put in 90°, will it place the faction right above center, or in the area between 0-90?)
Average area (-+20°)?
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #70 on: September 04, 2017, 09:18:27 AM »

The angle's from 0-360; 0 is "North", 90 is "East" and so forth.  It's not a max angle; it's an absolute.  But which Constellation gets picked, exactly, is determined by what's closest to the point that's defined by the min/max distance and the angle.  So, for example, the Explorer Society's picking something close to 45 degrees right now, whereas my other EZ Faction factions are still semi-randomly distributed.

See the Explorer Society .ezfaction file for the example :)
« Last Edit: September 04, 2017, 09:35:18 AM by xenoargh »
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TrashMan

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #71 on: September 04, 2017, 11:37:57 PM »

Odd. In some cases it seems to ignore it, placing a faction that's set to 40 (no explorer Society active) in the same cluster as the faction with an angle of 150.

Also, don't know if this is a core bug or not, but clicking on stations on the map (to get the Info/Lay Course menu) causes an instant crash.
I can dock with the station normally. Weird.
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xenoargh

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #72 on: September 05, 2017, 12:54:53 AM »

Hmm. 

Are you absolutely sure you've done the .ezfaction file right?   Stare at the Explorer Society one a little bit, make sure you haven't borked something.

And you're starting up a new game each test, right?

I mean, it works fine here, test after test, and no sudden crashes; I'm pretty sure that's you, not me, lol.
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Morrokain

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #73 on: September 05, 2017, 10:04:46 AM »

Alpha 4 has been released.

Hey great! Looking forward to testing this and giving some feedback this week.  :)


Off the top of my head:

Would it be easy to add a two string section to the .ezfaction file that sets both the entity name and id to whats called from those entries upon entity creation?

(essentially I want to name my own stuff by the .ezfaction file so I can reference that id in rules for a bunch of things)

EDIT:

Decided to be a little more specific. Here's an example of some pseudocode:

Spoiler
   
"market_names":{
                 {
      "name":"Deimos",
      "id":"deimos"
                 },
                 {
      "name":"Argus 1",
      "id":"argus01"
                 },
                 {
      "name":"Mantis Prime",
      "id":"mantis_prime"
                 }
   },
[close]
« Last Edit: September 05, 2017, 10:25:13 AM by Morrokain »
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TrashMan

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Re: [0.8][UTILITY] EZ Faction 0.4a
« Reply #74 on: September 05, 2017, 11:16:57 AM »

Hmm. 

Are you absolutely sure you've done the .ezfaction file right?   Stare at the Explorer Society one a little bit, make sure you haven't borked something.

And you're starting up a new game each test, right?

I mean, it works fine here, test after test, and no sudden crashes; I'm pretty sure that's you, not me, lol.

Yup.
I'm not running any mods that I think can f*** it up:
- Lazy Lig
- Core, Weapon, Thruster FX
- Combat Chatter
- Wanna be a Merchant

@Morrokain

Nice idea.
Nexirilien also lets you specifiy custom station entities
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