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Author Topic: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)  (Read 229355 times)

vorpal+5

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #405 on: May 18, 2012, 12:17:48 AM »

Hello!

I'm trying to understand scripting and precisely I would like to anchor a fleet to something else than the main station.

      StarSystemAPI system = getSector().getStarSystem("Xplo");
      SectorEntityToken outpost = system.getEntityByName("Frontline Station");
      fleet = getSector().createFleet("idf", type);
      getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
      CargoAPI cargo = fleet.getCargo();
      cargo.addCrew(CrewXPLevel.ELITE, 1000);
      fleet.addAssignment(FleetAssignment.PATROL_SYSTEM, null, 10);

In your code...
First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?

Second, this line
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

what is the Anchor returned by getAnchor() ? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?

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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #406 on: May 18, 2012, 09:04:38 PM »

First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?
Probably yes. I was trying to do more advanced script with assignments, but then left it as patrol system only.

what is the Anchor returned by getAnchor()? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?
getAnchor() receives location where to spawn from Corvus.java, like this: IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation); - the last one is anchor that will be received through getAnchor(). You can use any SectorEntityToken variable for getAnchor(), in this way you can simulate blockade, or make fleet spawn from planet.
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #407 on: May 18, 2012, 09:57:40 PM »

Haha, that meant absolutely nothing to me!  ;D

...

 ???
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vorpal+5

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #408 on: May 18, 2012, 11:21:32 PM »

First, I don't understand why you retrieve system and outpost, as you don't use it further? Is this just a copy&paste you forgot?
Probably yes. I was trying to do more advanced script with assignments, but then left it as patrol system only.

what is the Anchor returned by getAnchor()? How can I make it that it anchors say to a planet, a second IDF station I would have created, or even the enemy station, so to simulate a blockade?
getAnchor() receives location where to spawn from Corvus.java, like this: IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation); - the last one is anchor that will be received through getAnchor(). You can use any SectorEntityToken variable for getAnchor(), in this way you can simulate blockade, or make fleet spawn from planet.

I want to make sure I get it right:

You have defined 3 spawn points for IDF, in Corvus.java

      IDFConvoySpawnPoint idfConvoy = new IDFConvoySpawnPoint(sector, system, 5, 1, spawnpoint);
      IDFDefenseSpawnPoint idfDefense = new IDFDefenseSpawnPoint(sector, system, 2, 1, idfstation);
      IDFMainSpawnPoint idfMainFleet = new IDFMainSpawnPoint(sector, system, 5, 5, idfstation);


Function IDFMainSpawnPoint has  5 parameters
SectorAPI sector, LocationAPI location, float daysInterval, int maxFleets, SectorEntityToken anchor

and then we have this mysterious line...
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

And this is where I'm confused... because getLocation() seems to know implicitely it should use the variable 'location', and getAnchor() will use the variable 'anchor' ...

This is what is losing me. In other languages, this line
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

would use explicitely the variables sent, so would be:
location.spawnFleet(anchor, 0, 0, fleet);

but not here. Can you confirm it works like that? Surely yes, but this is not working as I have the habit to see... You have variables sent to a function, but you don't use it directly, you use a getter (getLocation or getAnchor).
« Last Edit: May 18, 2012, 11:38:43 PM by vorpal+5 »
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #409 on: May 19, 2012, 12:44:52 AM »

getSector() => returns current sector, where SpawnPoint function is called from.
getLocation() => returns current system, where SpawnPoint function is called from.
getAnchor() => returns current place, where SpawnPoint must spawn fleet.

And it's easy why these functions used instead normal location, sector and anchor. Alex tried to create as most as possible safe and stable working code, and he managed to do this, so basically you can't use directly protected variable that already used super. So basically Alex created special functions, that can get protected variables directly from super and called them getSomething() :)
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

Vulpes

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #410 on: May 19, 2012, 11:15:01 AM »

It's quite a nice mod.  Most of the sprites seem appropriate and the music is fitting when a load of shells are flying everywhere. 

You've mentioned previously that people should play the Hierarchy in a way that indicated the game would be more challenging, but tbh I found the game to be much easier playing as the Hierarchy.  I managed to decimate every IDF fleet with some slight (mostly hull mods) modifications to the cruiser received in the starter pack- this made an impression on me as I also managed to kill a Hierarchy capital ship with the same setup (something I can't really do with the IDF cruiser).

The mods I stacked up probably broke the game, but without them it was actually rather boring (mostly just chasing IDF ships for an age and getting my engines disabled constantly).  Once these issues were solved the Hierarchy became much more fun to play with (although both race's fighters seem useless to me)- mainly because I could actually do enough damage to kill things instead of having to wear them down slowly.

If I had to make a suggestion it would be to give the IDF some more flux capacity and nerf their vent rate, likewise nerfing the Hierarchy's armor and giving them hull integrity instead would be neat. 
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IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #411 on: May 19, 2012, 01:10:07 PM »

I've yet to try as Hierarchy, mainly because I don't like relying on armor.


As to the guy above me, how are you getting your engines disabled? I've never managed to disable any ships' engines before destroying it. The resilience of the Hierarchy ships as a result of that hullmod they have is mindboggling.
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rada660

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #412 on: May 19, 2012, 02:56:27 PM »

I've yet to try as Hierarchy, mainly because I don't like relying on armor.


As to the guy above me, how are you getting your engines disabled? I've never managed to disable any ships' engines before destroying it. The resilience of the Hierarchy ships as a result of that hullmod they have is mindboggling.

if you read the killerhunter hullmod, its say immune to EMP dmg, thus no weapon and engine get disabled, so yea its make the armor more reliable as i seen many other mod with only armor ship and weapon would get *** all day :(
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Vulpes

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #413 on: May 20, 2012, 06:52:05 AM »

As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
« Last Edit: May 20, 2012, 07:00:51 AM by Vulpes »
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #414 on: May 20, 2012, 09:14:31 AM »

As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
Installing AI PD hullmod on Hierarchy ships solves this problem, but yes, it destroys role-play for Hierarchy, you also can try killing missiles manually :)
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

IIE16 Yoshi

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #415 on: May 20, 2012, 09:24:14 AM »

As I remember it the IDF fleet would surround my fat self and (mostly from behind) bombard me with missiles as I attempted to do... something.  I guess anything is possible when you've got that much EMP hitting the engines- in any case simply adding the integrated PD mod pretty much dealt with that.

Edit: note that once you've managed to get your engines disabled/have reduced functionality it's pretty much over as you can take no preventative action against all the missiles smacking into you.
The Hierarchy hullmod greatly improves (read as 'nigh on immune') your resilience to EMP damage. In fact, your weapons and engines will probably never get disabled, judging by my skirmishes against the Hierarchy as the IDF. The Hierarchy ships always explode before their engines flame out. Which ends up looking really wierd...as they have so much armor that the death-splosion doesn't do enough, so a mostly-intact husk ends up floating along. I kind of imagine, lore-wise, that the Hierarchy ships are virtually indestructable, they can be disabled, but never destroyed.
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #416 on: May 20, 2012, 11:08:35 AM »

The Hierarchy hullmod greatly improves (read as 'nigh on immune') your resilience to EMP damage. In fact, your weapons and engines will probably never get disabled, judging by my skirmishes against the Hierarchy as the IDF. The Hierarchy ships always explode before their engines flame out. Which ends up looking really wierd...as they have so much armor that the death-splosion doesn't do enough, so a mostly-intact husk ends up floating along. I kind of imagine, lore-wise, that the Hierarchy ships are virtually indestructable, they can be disabled, but never destroyed.
By the lore their ships can be destroyed, they do have a lots of armor, about 40% whole ship is pure armor. Their ships built in unique way, so even after begin completely obliterated by enemy weapons it doesn't explode off with it's own chain reactions. It means if you will destroy one of reactors in Hierarchy ship, other won't go off in chain reaction explosions, you will just destroy only this reactor. Same goes for everything. Even killing one of engines, other will continue to work like nothing happened. So by the lore for Hierarchy ship to be destroyed, you need to destroy all it's vital systems, that somehow will allow control of it. IDF have a little different story, by the lore IDF Biotrinium Composite Armor have exceptional Regenerative and Adaptive capabilities and used everywhere, basically rendering any IDF unit semi-organic, in addition IDF units and ships have great amount of backup systems, so basically when you disable something, backup is enabled giving time to repair the original.
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.

bluey101

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #417 on: May 21, 2012, 06:24:21 AM »

no new update this weekend :(
*goes to cry in a corner
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CrashToDesktop

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #418 on: May 21, 2012, 04:18:41 PM »

Umm...when is the nest update, eta maybe?  I'm a bit lazy not to try to find when or if you said that, it's just been a while since 1.0.1.7 came out.
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #419 on: May 22, 2012, 11:42:54 PM »

no new update this weekend :(
*goes to cry in a corner
Umm...when is the nest update, eta maybe?  I'm a bit lazy not to try to find when or if you said that, it's just been a while since 1.0.1.7 came out.
Sorry to disappoint you so much, have a lot of work to do.

But there is good news:
* For now TimCORP ships and weapons already integrated.
* Upgradecap finished creating fleet sets for battles, so they will have 50/50 chance vs IDF or Hierarchy Fleet of same size.
* Now I need to integrate TimCORP in to scripts and missions, I probably will ask all of you to come up with names for mission.
* I also will do some cosmetic work on TimCORP's ships, add launch bays where they must be in code.
* Also I will create/modify graphics for weapons to keep all in TimCORP's style.

I can't provide ETA due the laws of korean random possibilities and quantum casualty.
And yes mission names. I need names for TimCORP's missions, I will give you list of missions and you try to come up with something awesome :)

Mission for Small Convoy Hunt.
Mission for Large Convoy Hunt.
Mission for Small Convoy Escort.
Mission for Large Convoy Escort.
Mission with bounty on 1st TimCORP Fleet.
Mission with bounty on 2nd TimCORP Fleet.
Mission with bounty on 3rd TimCORP Fleet.
Mission with bounty on 4th TimCORP Fleet.
Mission with bounty on 5th TimCORP Fleet.
Mission with bounty on 6th TimCORP Fleet.
Mission with bounty on 7th TimCORP Fleet.
Mission with bounty on Home Defense Fleet.

Don't forget to mention for what mission you gave name, because Mission: %NAME% sounds good, but it makes me wounder what mission it related to.

To better understand what difference between 1st - 7th fleet:
Quote
1st War Fleet - fighters and frigates.
2nd War Fleet - fighters, bombers, frigates, destroyers.
3rd War Fleet - fighters, bombers, frigates, destroyers, cruisers.
4th War Fleet - fighters, bombers, gunships, frigates, destroyers, cruisers.
5th War Fleet - fighters, bombers, gunships, frigates, destroyers, cruisers, battlecruisers.
6th War Fleet - fighters, battleships.
7th War Fleet - everything.
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"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.
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