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What kind of faction should i make next?

A pirates faction
A alien faction
Another main faction
A unknown faction (Post suggestion)

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Author Topic: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)  (Read 193661 times)

Upgradecap

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Yeah, sure, looks much better high tech. You haven't changed the bounds, have you?
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rada660

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nope i havent moved the bound but now well... you popping up a question in my head, i havent moved the bounds yes, but the engine is not directly connected to the bounds, since the bounds is behind the engine exhaust, when my engine start point is at the end of the exhaust, its was looking odd if i was going to connect it to the bound...

so the question is, is it a problem if the engine is not directly connected to the bounds? like is it an issue for the flameout?



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Upgradecap

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The dreadnought has been like that always, and the engines seem to work fine.
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XpanD

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I have another suggestion: Lower the spawn rates for TimCORP fleets. It starts off as being fine (initial deployment of 3), but as the campaign progresses there's just too many TimCORP fleets on the map. Combining lowered spawn rates and that new prospector fleet would balance the mod a lot more with the core campaign, imho.

I've made the TimCORP an enemy of mine in my current campaign playthrough, and it's a bit insane how many fights I have with them - they're basically a second pirate faction when it comes to system population. As they don't get culled by nearly every enemy faction (everybody hates the pirates) they're allowed to grow by too much.

Also, don't you think the Omega-class destroyer is a bit too cheap? I can get new ones for about 7000 credits, armed and well, and they easily kick the asses of anything double that price. Not that I mind... ;D
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Upgradecap

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You see, It's those bugs I have to fix/balance before public release.
But the spawn rate is decided in the TimCORPspawnpoint.java, right?
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XpanD

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Code
package data.scripts.world;

import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;

public class TimCORPSpawnPoint extends BaseSpawnPoint {

public TimCORPSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor) {
super(sector, location, daysInterval, maxFleets, anchor);
}

@Override
protected CampaignFleetAPI spawnFleet()
{
//if ((float) Math.random() < 0.5f) return null;

String type = null;
float r = (float) Math.random();

if (r > 0.9f) type = "assaultFleet"; // 10% chance, most powerful fleet
else if (r > 0.75f) type = "defenseForce"; // 15% chance, mid-tier
else if (r > 0.6f) type = "carrierWing"; // 15% chance, mid-tier
else if (r > 0.4f) type = "defenseScreen"; // 20% chance, relatively easy to beat
else type = "prospectorFleet"; // 40% chance, common scouts

CampaignFleetAPI fleet = getSector().createFleet("TimCORP", type);
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

if (type.equals("assaultFleet"))
{
if ((float) Math.random() > 0.5f) {
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 20);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}
}
else
{
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 10);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}

return fleet;
}

}

That would be my suggestion. You might get errors in-game with the exact above code (I'm used to PAWN scripting, which would accept constructions like this - but I'm not 100% sure about Java) but the idea should be pretty clear. Read the comments for my explanations on the changes. Be sure to create a "prospectorFleet" under TimCORP.faction for this to work. :)

PS. The reason for me rewriting this code is to make it easier to edit and a bit faster as well.

EDIT #1: Made a change to hopefully avoid errors. I'm not sure if !type.equals works, so I just switched around the if and else contents for fleet behavior instead. ;)
« Last Edit: March 11, 2012, 03:52:08 AM by SUXpanD »
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Upgradecap

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Right, i redid the coding, so they will hopefully spawn less often. Also, i made them hostile towards all factions.
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XpanD

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Might want to make them friendly with the Gun Runners if you know how to do that, since they share a planet.
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Upgradecap

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They are friendly with every mods race :), unless i change that in the future... but they are now.
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Upgradecap

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Update: Version 0.9a out now.
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jet36

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Not gonna finish the story? :P
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Upgradecap

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Not gonna finish the story? :P
It will all be revealed when i get some coding work done and *hint* add a planet ;), so that's Why I'm going to extend the story for a later period. When the planet comes into play.
« Last Edit: March 11, 2012, 02:13:50 PM by Upgradecap »
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rada660

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upgrade, one of the mission dont work, the End battle, its telling cant load the mission description

then to see the log, just havent check them yet
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Upgradecap

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upgrade, one of the mission dont work, the End battle, its telling cant load the mission description

then to see the log, just havent check them yet
Yeah, you need the cfs mod for it to work :D
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rada660

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bleh! and me i cant make the dam cfs mod to work :( i get a compelling error when i try to use it D: ( for the campaign and etc ) because dam i would use it >_>
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