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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1337933 times)

Zaphide

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1380 on: July 31, 2013, 01:40:04 AM »

I have a request for a script that imitates mining operations.

Here is what i need it to do:

1. check if the fleet is near the asteroid body (orbiting it for some clicks)

2. check if the fleet has miner ships in it (checks specific hulls and their numbers)

3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.

4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day

- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)

5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations

It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.

All the IDs for hulls and materials i`ll provide later.

The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).

It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1381 on: August 02, 2013, 02:01:52 PM »

Silver Silence

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1382 on: August 02, 2013, 02:10:56 PM »

Remodeled UIN? Civilian UIN? (drained colours). The 3 ships at the bottom look like new UIN designs, the other look like civilian models. My reasoning is that the bottom ships have more colour to them.
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1383 on: August 02, 2013, 02:14:46 PM »

These are all civilian ships.

ISA Sentinel and Monitor police ships (and F-61P), ISA Crawler modifications.

RSF Messenger shuttle, UIN Enforcer, Peacekeeper and Peacemaker security ships.


P.S.: getting ready for multi-system support for the upcoming 0.6+ Starsector.
« Last Edit: August 02, 2013, 02:16:32 PM by Okim »
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1384 on: August 03, 2013, 12:08:36 AM »

Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.

silentstormpt

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1385 on: August 03, 2013, 10:32:40 AM »

Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?

I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.

The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).

This is also going to be useful for faction-specific hull mods and weapon bonuses.

You can check if it "contains" a certain characters

String this_is_a_string

if(this_is_a_string.contains("-rsf-"))
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HELMUT

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1386 on: August 04, 2013, 09:10:33 AM »

Have been ages since i have played Ironclads, i decided to give it another shot.

Tried to make a Pirate based fleet. Pretty tough to play, pirates got so much universals mounts on such weird spots with so much different weapons. It's difficult to know what shoot what and where. So i rather tried something simpler, a carrier based fleet. At first i tried to balance my fleets with frigates and cruisers but without shields and effective PD systems, they make very easy targets against torpedoes and each loss really hurt the whole fleet efficiency.

So i went with just a Hulk, a scavenger (the carrier destroyer IIRC) and filling the rest with Hunters, harpoons and Sparkers. Worked quite well but unfortunately, Sparkers, while pretty deadly, cost an enormous amount of FP (16 i think?) and were still pretty easy targets against big ships. Harpoons too, but i haven't found them very effective to begin with.

And then i tried something else for the lulz, one hulk and the rest full of Darts with fleet points skill maxed.

Nothing was able to resist this, not even the Alien mothership with its fleet (gave me quite a beating though). You just have to unlash hundred of those little pesky fighters to gain control over every strategic points at the beginning of the battle and then you unleash even more of them, overloading to death enemy shields and PD systems, and eventually riddled their hulls with gazillions of bullets

The Moscow dreadnought, while eventually got destroyed, was damn effective against this tactic. Each of his shots with his giants built in guns could instantly blow dozen of fighters with the AOE damage. Was a fun fight.

I'm going to start a new game and try to go full independent/miner fleet. I'm curious to see if i could take on the Aliens with those...

But enough talking about this. I saw that aliens are still missing description, do you plan to add them eventually? Also, i'd like to put in a request which probably have been asked a million times but... Can you add the Russia class in the campaign? Even if it's not available at the RSF station, i would really, really like to be able to fight that thing in the campaign mode. I know it can be easily modded by the player but it would be better if you could make it official and all. Like an RSF out-system intervention fleet who randomly appears in the Barnard system like the Alien mothership to wreck havoc.
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The Soldier

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1387 on: August 04, 2013, 09:14:31 AM »

You know, I can't wait to use that strategy once .6 comes out....an endless, never-stopping wave of Darts.
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Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1388 on: August 04, 2013, 09:28:31 AM »

Wow. You actually do love darts with their current 1 machinegun. Just wow :)

Well, the next update that i`m currently making wont include Federation class DN in campaign, but will include a total rehaul of ALL fighters in the game. This will mainly touch their fleet points.

Thus, all fighters will now use 3/6/9 fleet points with Darts, MIGs, F-61s, Hunters and Tornados using 3 points and more specialised/heavier fighters (like F-171, both SUs and Blizzards) taking 6 points. All bombers and high-tech advanced fighters will take 9 points to use (like Hurricane and XLE fighters). I was a bit disappointed how easily most of the expensive fighters died in combat, so i just made them cheapier :)

Oh, and dart now has a single Arrow missile to make it slightly balanced against pirate Hunters (and just making it a bit more interesting). Oh, and Tornado now has 3 Vickers, just to mention it.

Pirate-only fleet requires technology affilation advancement. Especially in shields and flux. Their huge drawback is realy bad PD. And there is nothing that can be done to prevent pirates from dying to missiles. However - a single Bofors or 42mm advanced FLAK can help you a bit here.

The Soldier

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1389 on: August 04, 2013, 10:07:15 AM »

YES
YES
YES

I rarely show that kind of giddiness, but fighters are my favorite unit in the game. :D
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Quote from: Trylobot
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.

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1390 on: August 14, 2013, 12:25:26 AM »

I have finished restructuring the whole mod`s data. This includes all hulls, weapons, variants, ship and missile sprites, strings, missions and campaign stuff. Hulls now look like this 'factionX-hullsize-hullname' where X is the hull type number (1 for fighters, 5 for bb, 6 for police/mercs, 7 for transports/miners).

Now the mod is much easier to mess with and specific data (like a weapon or a hull) is way to easier to find and edit.

This was done mainly for my own ease of access, so that i could work a bit more efficient with Ironclads, but anyone willing to mess with the mod will also benefit from it. At least i hope so :)

I`ve also introduced simple imitation of faction-wise weapons and hulls. This system is already used in convoy scripts and starting base cargo for random weapon generation (though i need some help with making this to work with hulls). This system will also allow me to create faction specific hull mods and probably even bonuses to weapons used on ships of the same faction. This will also be useful for mining ships implementation in the future (as all miners just have 'min' in their name).

I`ll upload this new version within a few weeks.

Okim

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1391 on: August 14, 2013, 06:43:45 AM »

Expanded the initial player creation dialogue. It now contains 5 questions starting from origin of in-game birth (faction check), childhood, academy education, early carrier and recent occupation.

Answers cover the whole skill tree of the game. The first faction question determines the faction ships choice and faction relations. The last question provides the narrower choice of police, navy or freighter ships of selected faction. Becoming a pirate overrides all faction choices, makes a player an enemy to everyone, gives him some extra cash, extra skill points and a set of pirate ships to pick from.

The other 3 questions determine 1 affinity and 1 skill point per question. A player will get additional 3 skill points to pick whatever skills he wants (the overall amount of affinity and skill points is the same as in the original game, player just has no choice for affinity picks after he answered all the questions).

Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

« Last Edit: August 14, 2013, 06:48:34 AM by Okim »
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Erick Doe

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1392 on: August 14, 2013, 10:44:06 AM »

What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)
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conorano

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1393 on: August 14, 2013, 11:08:00 AM »

What this mod really needs is a UIN battleship called the "Netherlands" or "Holland".  8)

all of my yes!
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Zaphide

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Re: Project Ironclads, version 5.2 (0.54.1)
« Reply #1394 on: August 14, 2013, 02:41:56 PM »

--- snip ---
Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.

If you like you can do this already (it's a bit roundabout but not too bad). Basically once the sector gen has run, you can move the players fleet to a location (x,y coords). Exerelin has an example. It does require some kind of timer (I'm using a heavily modified version of LazyWizards original event code).
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