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Author Topic: Fleet Control Mod (Incomplete test version available, please help!)  (Read 181365 times)

Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #390 on: September 17, 2013, 01:43:28 AM »

Thanks guys :) As soon as it's even remotely playable, I'll have a "beta" version put up that will likely need testing. The mod is being redone from the ground up once again, so I'm not too worried about fixing the previous version. Things are being done in an entirely different way using the new dialogue system.

You will be able to build an orbital station around any planet. I might have a special station option where you can build it anywhere, but it would have less production and functions than a full orbital station. Will probably wait until you can set unique station graphics for that. I'll probably disallow having more than one per planet, and the number of outposts will likely be limited by skills.

As for the dust, no. There are no interactions with it, so there would be no easy way to do it, and it wouldn't really be worth it. Mining is going to be redone as well. AI Ships will probably treat it similarly to before, however I'm probably just going to use to use the dialogue system.

mostmodest

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #391 on: September 17, 2013, 03:14:50 AM »

Why not get "nebula skimmers" where you can interact with dust clouds and enter a "battle map" where you just run through nebulae and collect gases to make supplies, similar to mining an asteroid. Basically, the ships would have some kind of huge "sail" to collect the gases and you can refine them to a product which would sell for a high price.
Or you could make it a raw product for making fuel, and you buy a refinery add-on to your station to convert the gas into fuel.
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Andy H.K.

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #392 on: September 17, 2013, 07:53:01 AM »

Or you could make it a raw product for making fuel, and you buy a refinery add-on to your station to convert the gas into fuel.
I have another idea.... oil rigs on planets!
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Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #393 on: September 17, 2013, 12:10:26 PM »

Once the core functionality is in, we can look at fancifying mining and whatnot :).

Funnily enough, I named the refinery modules on the orbital station "Oil Refineries" before remembering "Hey, this is the future, and I'm mostly asking for Energy here." so I renamed them just Refineries. Refining energy, or some other nondescript material.

I could switch it to raw materials, but that sort of thing would have to come later. Honestly, that could be a full on Trading mod, and I've got my hands full as it is.

EurypteriD

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #394 on: September 18, 2013, 01:49:11 AM »

@Verrius

I dont have the biggest experience in modding this game.
But if you need a hand ill happy help anyway i can.

I dont want any credit just to help the best mod around to get to the potentiale it have.

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Darloth

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #395 on: September 18, 2013, 05:53:39 AM »

I could switch it to raw materials, but that sort of thing would have to come later. Honestly, that could be a full on Trading mod, and I've got my hands full as it is.

Trading, you say? I'll just leave these here.

In all seriousness though, as soon as I get a more usable version of Tradewinds I would love to try integrating it into whatever you have for fleet control and station construction by then, if indeed you're happy with the trading and resources I come up with.  (In addition to those in the goods thread, I plan to add Reactive Gasses and Infernium, which would sum to make fuel, though I'm sure there are alternative uses as well.)
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Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #396 on: September 18, 2013, 03:25:47 PM »

@Verrius

I dont have the biggest experience in modding this game.
But if you need a hand ill happy help anyway i can.

I dont want any credit just to help the best mod around to get to the potentiale it have.
No worries, once I have a functional version you can help look for bugs :)

Trading, you say? I'll just leave these here.

In all seriousness though, as soon as I get a more usable version of Tradewinds I would love to try integrating it into whatever you have for fleet control and station construction by then, if indeed you're happy with the trading and resources I come up with.  (In addition to those in the goods thread, I plan to add Reactive Gasses and Infernium, which would sum to make fuel, though I'm sure there are alternative uses as well.)
Funnily enough, I saw yours and another trading mod possibility floating around, which is one reason I haven't bothered to do anything specifically myself. If anything happens, I'll definitely look into integrating support if both are enabled, that would be surprisingly easy.

EvilWaffleThing

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #397 on: September 18, 2013, 11:57:17 PM »

Is there any chance of creating jump points? I'd like to be able to build a "stargate" (or whatever you want to call it) to jump between systems.
The way I imagine it is you build a stargate in one system and the inactive jump point shows up near your station. Then you go to a station you have in another system and build a second stargate and link the two together. Then you and allied fleets can jump through them without worrying about pirates chasing you through.
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Darloth

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #398 on: September 19, 2013, 01:56:08 AM »

If you did it that way, I'm not sure if the pirates COULD follow you through - they automatically path between valid jump points, although I'm not sure they'd be smart enough to know it was instant...

But the code certainly supports moving the playerfleet around, so there's in theory nothing stopping this.  And it would be very cool.
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Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #399 on: September 19, 2013, 10:39:26 AM »

Having the option to create a jumpoint that float near your stations is a strong possibility. The intent would be that it's locked from hostile fleets, but open to any friendly ones. Don't think I'd create a station teleporter option though, at the very least it wouldn't work for your friendly fleets without some really fancy doing.

I've been working on the patrol fleets, they're coming along nicely. Since the fleet building works, I've been thinking about betters ways to do it, such as instead of having 3 fleet sizes, allow you to set 3 fleet configurations. Not sure if that's possible, but I have an idea of how to try to implement it.

Here are some things I'd like to do later down the line, in addition to the stuff listed in my above post (such as convoys):
  • Actual fleet interactions, such as the ability to approach a friendly fleet and take take supplies and fuel. Also have an idea where if your fleet is in danger (ran out of fuel in hyperspace, or flying around with no supplies) one of your patrol fleets will try to resupply you in some way.
  • Special, skill related options that only become available after you've specced into them.
  • Being able to use ore to construct weapons based on ones in your cargo.

EvilWaffleThing

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #400 on: September 19, 2013, 04:54:24 PM »

Being able to use ore to construct weapons based on ones in your cargo.
So like an omnifactory? Maybe you could add in the omnifactory (with permission of course) but instead of it being active right from the start you have to spend a buttload of resources to build your own. Then you could assign a resource cost to each ship so you have to feed it ore/energy/fuel to make whatever ship you want. Perhaps you could also feed it ships to not only give you the blueprint for each ship but break them down into resources based on their cost.
Maybe I'm getting a bit convoluted here but once the creative juices start to flow there is no stopping them haha. The woes of being an "ideas guy".
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etherealblade

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #401 on: September 21, 2013, 09:27:16 AM »

I have to say I really appreciate what you are doing here. A mod gives that give the game more immersion is definitely desired. Thank you.
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Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #402 on: September 21, 2013, 08:00:30 PM »

So like an omnifactory? Maybe you could add in the omnifactory (with permission of course) but instead of it being active right from the start you have to spend a buttload of resources to build your own. Then you could assign a resource cost to each ship so you have to feed it ore/energy/fuel to make whatever ship you want. Perhaps you could also feed it ships to not only give you the blueprint for each ship but break them down into resources based on their cost.
Maybe I'm getting a bit convoluted here but once the creative juices start to flow there is no stopping them haha. The woes of being an "ideas guy".
Hmm, having thought about it, I'd actually rather not do yet another implementation of Omnifactory. Besides, then it would only make sense to create ships of certain configurations if you have the weapons for said configuration. Plus, determining how much Ore each should cost could be a pain. Probably best to just let Omnifactory be that thing. At this point, it's probably best if people just stuck to using that.

In OTHER news, I'm changing the small/medium/large fleet system. Instead your going to be able to set up 3 different configurations of fleets completely to your liking, and they'll be spawned that way each time. This way I should also be able to show, properly, how many resources would be required to spawn fleets.

Heck, I'll probably be able to set it up so you can configure the convoys as well. That'd be kinda neat.

EvilWaffleThing

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #403 on: September 21, 2013, 08:24:50 PM »

Is there going to be a way to tell the convoys exactly what I want sold so they don't sell my rare or valuable weapons?
Also if we can configure convoys I predict the Atlas is going to see a lot more use.

Awesome mod by the way, addicting as hell. Keep up the awesome work!
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Verrius

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Re: Fleet Control Mod (Developing new version for .6)
« Reply #404 on: September 21, 2013, 08:58:01 PM »

Not sure how I want weapon convoys to work yet. I'll probably have it similar to the existing system, where you'll have the option of automating weapon sales or manually sending a convoy with your station's weapons.

Haha, yeah you should be able to set up convoys an Atlas or 3. Right now, the Ore costs are very general, with a set amount based on type. But I'm thinking about ways to make it unique per hull based on certain stats. Convoys will still need resources to operate, so going all out on them might not be the best idea. I'd like it if you can choose between cheaper ships with less combat escorts, or having very secure convoys.

I do need to make it so ships are "melted down" when they return too. Probably return a large portion of the Ore cost if they make it back. I'll admit though, that's kinda a weird way to do it. Who melts down their ships every time they get back from a trip?
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