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Author Topic: Fight For Universe: Sector Xplo (1.0.1.7/0.53.1a)  (Read 229323 times)

rada660

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #420 on: May 23, 2012, 09:11:31 AM »


Mission for Small Convoy Hunt. Small supply blockade
Mission for Large Convoy Hunt. General system blockade
Mission for Small Convoy Escort. Escort the VIP
Mission for Large Convoy Escort. Protect our assets
Mission with bounty on 1st TimCORP Fleet. Their eyes shall be shut.
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. Frontline must be pushed
Mission with bounty on 6th TimCORP Fleet. Destruction of the super-Dreadnaught
Mission with bounty on 7th TimCORP Fleet. Take down their vice-CEO
Mission with bounty on Home Defense Fleet. Death to the CEO

 I lack inspiration for the 3 that missing :(
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CrashToDesktop

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #421 on: May 23, 2012, 02:15:00 PM »

Ah, the TimCORP.  How's the balancing for the two mods so far?
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #422 on: May 25, 2012, 11:45:36 PM »

Ah, the TimCORP.  How's the balancing for the two mods so far?
Upgradecap messed up TimCORP's fleets completely in unique manner :D Need to redo fleets he designed to match IDFs/Hierarchy's fleets :)
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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.

vorpal+5

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #423 on: May 26, 2012, 06:03:51 AM »

What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #424 on: May 26, 2012, 06:11:05 AM »

What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.
Yep, it's what I use. I launch game, getting a crash, then checking the log.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Hmm... The game itself is compiler for scripts, but for syntax verification you can use Notepad++, it helps with it, just don't forget to set language to Java.
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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.

rada660

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #425 on: May 26, 2012, 06:29:31 AM »

What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.
Yep, it's what I use. I launch game, getting a crash, then checking the log.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Hmm... The game itself is compiler for scripts, but for syntax verification you can use Notepad++, it helps with it, just don't forget to set language to Java.

you always can use : http://jsonlint.com/

its will check the syntax of any JSON coding, and make you see where is the rror if there is any
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vorpal+5

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #426 on: May 26, 2012, 06:32:48 AM »

@ starwalker I'm using it already.

How you manage to get the signatures of some functions, only by looking at the script done by Alex and others or you have some kind of doc on the API? I would be very interested to get more details.

Also, you spoke some days ago of the possibility of adding a spawn point outside of Corvus.java, how would you do that without spawning again and again a spawn point each time the code trigger?

By the way, everything is handled by spawn point right now? How to trigger an event that would not be a spawn point and still fire every x days or under another condition? Say I would want to have in corvus.java an event that fire every day, but not tied to a faction, how can I do that?

thanks rada, will check.
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #427 on: May 26, 2012, 09:11:12 PM »

How you manage to get the signatures of some functions, only by looking at the script done by Alex and others or you have some kind of doc on the API? I would be very interested to get more details.
It's easy. In .\Starfarer\starfarer-core\ you will find file starfarer.api.zip, just unpack it and read through its files. All Java functions are in there other things that used by people, but not written in there is Java Magic ;)

Also, you spoke some days ago of the possibility of adding a spawn point outside of Corvus.java, how would you do that without spawning again and again a spawn point each time the code trigger?
You just add some global variable like bool spawnpointenabeled = false; and add part to function that checks status of variable.

By the way, everything is handled by spawn point right now? How to trigger an event that would not be a spawn point and still fire every x days or under another condition? Say I would want to have in corvus.java an event that fire every day, but not tied to a faction, how can I do that?
That I don't know, I think in this case we need ask Alex how to use in-game timer without being tied to faction.
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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.

Shoat

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #428 on: May 27, 2012, 01:38:46 AM »

I have found a small problem:

The Autofire AI does not use the Phase Inversion Emitters properly.
Instead of letting it charge up, they will only fire tiny bursts for half a second or so (they never fire long enough for the beam to actually become visible).

Also, for some reason the AI claims that the weapon has '0' ammunition instead of '--' as beams usually have, which is somewhat weird.



Edit:
Actually, now after some testing in simulation mode, it turns out the Autofire AI does not use the Phase Inversion Emitters at all.
All other weapons turned off and only the group with the beams turned on, they will not even point in the direction of the enemy, let alone fire.
« Last Edit: May 27, 2012, 02:09:55 AM by Shoat »
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #429 on: May 27, 2012, 04:41:54 AM »

Actually, now after some testing in simulation mode, it turns out the Autofire AI does not use the Phase Inversion Emitters at all.
All other weapons turned off and only the group with the beams turned on, they will not even point in the direction of the enemy, let alone fire.
Replace current weapon_data.csv with this one downloaded from Mediafire. It wasn't issue on 0.52a, but when 0.52.1a came out I found about this problem too.
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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.

vorpal+5

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #430 on: May 27, 2012, 06:34:07 AM »

Thanks for the very informative answer, Starwalker, oops WarStalker  ;D
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WarStalkeR

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #431 on: May 28, 2012, 03:56:33 AM »

Updated look for TimCORP ships:

Next ones are TimCORP-style weapons :) Because every race must have own weapons to look unique :)
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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.

CrashToDesktop

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #432 on: May 28, 2012, 05:20:53 AM »

ha!  I love it!  I'm not sure if they look better or now, but they sure are brighter.

If the CEO is going to die, who's the next CEO?  CEO Upgrade hasn't decided yet. ;D
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I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Shoat

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #433 on: May 28, 2012, 08:48:15 AM »

I had wondered why the large Leviathan had a different color scheme than the rest of the TimCORP ships.
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Upgradecap

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Re: Fight For Universe: Sector Xplo (1.0.1.7)
« Reply #434 on: May 28, 2012, 08:53:32 AM »

I had wondered why the large Leviathan had a different color scheme than the rest of the TimCORP ships.

Because it was unique :D
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