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Author Topic: [0.7.2a] AI War v0.3.1b (fix 2016-06-15)  (Read 57663 times)

Histidine

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[0.7.2a] AI War v0.3.1b (fix 2016-06-15)
« on: June 06, 2015, 02:11:37 AM »


Contains art assets from the game AI War by Arcen Games. Used with permission.
Music by Pablo Vega


AI War 0.3.1b
Download
Patch (0.3.1 -> 0.3.1b)
Requires LazyLib, GraphicsLib
Nexerelin compatible

Changelog
Code
v0.3.1b
* Fix Heat Ray, Tachyon Burst crash with Templar lattice shields

v0.3.1
* Add Yng Vulture wing (4 support fighters armed with Doom Accelerators)
* Add Doom Accelerator (medium energy weapon, fragmentation damage)
* Add star sytem: Optica
    * Includes a Spire market (size 4, military), an independent market (size 5) and a pirate market (size 4, military)
* Add mission: Midnight
* Armor nerfs:
    * Quartz (destroyer): 1200 -> 1150
    * Spinel (cruiser): 1600 -> 1500
    * Corundum (battleship): 2400 -> 2200
    * Amethyst (champion cruiser): 1375 -> 1275
    * Obsidian (phase transport): 720 -> 640
    * Migration (enclave ship): 900 -> 800
* HBCs fire faster, turn faster
    * Heavy Beam Cannon reload 5 -> 4.3, turn 8 -> 10
    * Superheavy Beam Cannon reload 6 -> 5.3, turn 6 -> 8
* Migration speed 75 -> 70
* Spinel front medium turrets, Amethyst tail turret are hybrid instead of universal
* Adjust various properties of Gemstone system
* Interaction dialog fixes/updates
* Prettier Tachyon Burst jitter
* Fix likely bug with Quartz (destroyer) not following orders
* Round off Commando deploy cost
* Mission tweaks for Contact, Black Diamond, Neinzul Test

This mod is a port of the factions from the 4X/TD/variousothergenres game AI War. Current features include:
  • Big white (and black) ships!
  • Cartoony-looking weapons!
  • Weird, fancy shipsystems!
  • Aliens!!

Lore
These aliens appeared in our ailing Sector two hundred cycles after the collapse, setting up shop in whatever systems they could find - or take. Their motives are as much a mystery as their biology or their origins. Some even whisper that they are the vanguard of an invasion force from another galaxy; others speculate that they have been lurking in the shadows here all along. Their technology is quite unlike any we have ever seen before; if we could but acquire some of it for ourselves...

Factions

The Spire
Spoiler

White crystalline beings with large, powerful ships from a distant empire. Detached and noble, they don't like to show their faces to outsiders. Their military doctrine emphasizes head-on collisions, using their superior firepower and defenses to roll over anyone who doesn't get out of the way.

Features:
  • Unique "forcefield" defense system
  • Each ship is generally equivalent in combat capability and logistics footprint to a vanilla ship one size up
  • Most ships have a powerful fixed forward-facing beam weapon
  • Limited weaponry facing sides or rear
  • Strong armor and hull, so-so flux stats

Ships
Spoiler

Sulfur assault fighter


Feldspar-class corvette, Flint-class heavy frigate


Halite-class combat carrier, Quartz-class destroyer, Obsidian-class infiltrator


Spinel-class cruiser, Zeolite-class heavy auxiliary, Amethyst-class champion cruiser


Corundum-class battleship
[close]

Weapons
Spoiler

Laser Pulser

Diamonddust MRM

Heavy Beam Cannon

Railcannon

Plasma Siege Gun

Acid Jet

Photon Lance

Heat Ray

Plasma Siege Cannon

Superheavy Beam Cannon

And still more to discover!
[close]
[close]

The Neinzul
Spoiler

Live today, die tomorrow
For thousands of years the Neinzul enclaves wandered the stars, mobile colonies of short-lived younglings connected to the mind-hives of their great ships. But now they have been thrown into a deadly, violent new world, full of turmoil and strife. To survive, many have lent their strength as auxiliaries of the Spire. From the hangars of their enclave ships come swarms of fragile but disposable - and extremely numerous - light fighters.

Features:
  • Dedicated carriers capable of supporting large numbers of fighters
  • Organic hull systems resist EMP and beam weapons, and regenerate hull in combat
  • Younglings are extremely flimsy but also cheap and fast

Ships
     
Yng Commando (interceptor)

Yng Tiger (bomber)

Yng Vulture (support fighter)

Migration-class enclave ship
[close]

The Zenith
Coming soon™

Special features

The Dark Spire
Spoiler


An evil splinter group of the Spire, whose sole purpose seems to be the destruction of all who are unlike them. They will hunt and kill anyone who crosses their path, relentlessly and without mercy... they cannot be reasoned with, bought or persuaded. Beware!
[close]

Vengeance Generators
Spoiler

These strange structures can be found floating in space in various systems. It seems that death and destruction in combat stimulate these... devices, and when they are sufficiently charged the entire generator network unleashes fearsome fleets upon the Sector.



The rules are:
Spoiler
  • Each FP of ship killed in the same system as a generator gives it 0.04 points of charge, and half that much at all other generators in the Sector.
  • When a generator's charge reaches or exceeds 32, it spawns a fleet with an amount of "size points" equal to its charge (multiplied by a random number from 0.75 to 1.25), and sends that fleet to go attack a random hostile market in its own system (if there isn't one, or the generator is in hyperspace, it goes for a random hostile market anywhere in the Sector). The generator's charge is reset to zero.
  • When this happens, two generators other than the triggered one also gets a spawn at half the strength of the primary spawn with the same rules. Secondary spawns do not discharge their generators.
  • Dark Spire are hostile to everyone, and cannot be befriended. Their only use for anyone who is not them is as decorative debris.

By default, vengeance generators can be found in the following systems:
  • Magec
  • Valhalla
  • Askonia
  • Samarra
  • Eos Exodus
  • Penelope's Star
  • Corsica (Interstellar Imperium)
  • Rama (Blackrock Drive Yards)
  • Gigas (Shadowyards Reconstruction Authority)
  • Rasht (Mayorate)
  • Breh'Inni (Junk Pirates)
  • Rock (Metelson)
  • hyperspace


In Nexerelin (or if the random config option is used), each system has a 40% chance to have a generator, and there will always be one in hyperspace as well.
[close]

Vengeance generators can be configured in the settings file (data/config/AIWar/vengeanceGenConfig.json).
[close]

Feedback, etc. etc. welcome!
(and if you want to help me color the sprites like MesoTroniK keeps telling me to, that'd be great)
« Last Edit: June 15, 2016, 04:14:01 AM by Histidine »
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HELMUT

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Re: [0.65.2a] AI War v0.1
« Reply #1 on: June 06, 2015, 09:23:33 AM »

Those weird shields are very pretty. I feel like this is the kind of faction that could be very strong in large fleets due to their overlapping shields protecting each others, like Exigency.

For the sprites. The weapons mounts feels very out of place with the ships, same thing for the weapons. Spriting weapons adapted to their style shouldn't be too hard... I think? Spriting with pure white stuffs can be tricky sometimes.

Also, personal idea, i think those ships would look good with a passive glow effect on them. Like phase ships, but white, maybe?

About fixing the sprites, the mounts in particular. Perhaps you should ask to Tartiflette, it shouldn't be too hard for him to make them "not strapped on". Plus he's been asking for help for his Seeker mod so you could exchange some services.
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603bill

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Re: [0.65.2a] AI War v0.1
« Reply #2 on: June 06, 2015, 11:07:15 PM »

Just gave the mod a try and I have to say, excellent work so far.  Looking forward to more.

Also, the blossom field has a bug, where if you vent while it is active, the shield gets the benefit anyway when its turned back on.
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Ahne

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Re: [0.65.2a] AI War v0.1
« Reply #3 on: June 17, 2015, 01:51:18 PM »

cool ships i like it, another faction with good use as alien invaders ^^
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Histidine

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Re: [0.65.2a] AI War v0.2
« Reply #4 on: June 20, 2015, 08:15:55 PM »

AI War 0.2
Download

Changelog
Code
v0.2
* Add Dark Spire
* Add new ship: Obsidian-class infiltrator (phase combat troop transport)
* Add new weapon: Heat Ray (large energy)
* Add "new" weapon: Acid Jet (medium ballistic)
* Rename Cullinan to Corundum (free up the name for a possible future ship)
* AI should use Matrix Hardening more aggressively
* AI should be less likely to leave forcefield up to the point of overload
* Forcefields work correctly with hard flux damage weapons (SS+/Templars)
* Battleship forcefield contracts more when taking damage
* Edit Spire ship sprites so mounts stand out less
* Add more ship names
* New sprite for Minaret Station
* Fix not being able to pay tolls of other factions (!!)
* Fix Blossom Field not being properly deactivated by venting/overload; possible AI issue
* Fix Zeolite's Hammer variant using too many OPs
* Maybe fix ships being able to use their forcefields when mothballed and escaping
* Fix Flint's Matrix Hardening outline offset
* Add Version Checker support

New ship:
Spoiler

Obsidian-class infiltrator
A Spire "medium" combatant refitted with troop bays and Domain phase coils. Representing a dramatic break from typical Spire doctrine, the Obsidian is capable of stealthily inserting a company of marines deep into hostile territory, and putting the hurt on anyone who mistakes it for a typically vulnerable transport.

[close]

Old/new mount sprite comparison:
Spoiler

old/new

[close]

And a new gameplay feature:

The Dark Spire
Spoiler


An evil splinter group of the Spire, whose sole purpose seems to be the destruction of all who are unlike them. They will hunt and kill anyone who crosses their path, relentlessly and without mercy... they cannot be reasoned with, bought or persuaded. Beware!
[close]

Vengeance Generators
Spoiler

These strange structures can be found floating in space in various systems. It seems that death and destruction in combat stimulate these... devices, and when they are sufficiently charged the entire generator network unleashes fearsome fleets upon the Sector.



The rules are:
Spoiler
  • Each FP of ship killed in the same system as a generator gives it 0.25 points of charge, and half that much at all other generators in the Sector.
  • When a generator's charge reaches or exceeds 250, it spawns a fleet with an amount of FP equal to its charge (multiplied by a random number from 0.75 to 1.25), and sends that fleet to go attack a random hostile market in its own system (if there isn't one, or the generator is in hyperspace, it goes for a random hostile market anywhere in the Sector). The generator's charge is reset to zero.
  • When this happens, each generator other than the triggered one also gets a spawn at half the strength of the primary spawn with the same rules. Secondary spawns do not discharge their generators.
  • Dark Spire are hostile to everyone, and cannot be befriended. Their only use for anyone who is not them is as decorative debris.

By default, vengeance generators can be found in the following systems:
  • Magec
  • Valhalla
  • Askonia
  • Corsica (Interstellar Imperium)
  • Rama (Blackrock Drive Yards)
  • Gigas (Shadowyards Reconstruction Authority)
  • Rasht (Mayorate]
  • Breh'Inni (Junk Pirates)
  • hyperspace


In Nexerelin (or if the random config option is used), each system has a 50% chance to have a generator, and there will always be one in hyperspace as well.
[close]

Vengeance generators can be configured in the settings file (data/config/AIWar/vengeanceGenConfig.json).
[close]
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Flying_Whale

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Re: [0.65.2a] AI War v0.2
« Reply #5 on: July 11, 2015, 04:28:31 AM »

Where can I find those white ships?
I've already faced those dark ones, died after nearly a minute))
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Histidine

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Re: [0.65.2a] AI War v0.2
« Reply #6 on: July 11, 2015, 06:58:23 AM »

Where can I find those white ships?
Spire markets sell them. In vanilla (and Nexerelin's Corvus mode) the Spire inhabit the Gemstone system in the northeast area of the map.

There aren't any enemies in Gemstone to fight usually, but bounties sometimes end up there and the Spire also put bounties on their enemies. You can also trade with them, though this won't get you past 50 reputation.
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Flying_Whale

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Re: [0.65.2a] AI War v0.2
« Reply #7 on: July 12, 2015, 06:25:50 AM »

Thank you very much.
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Thule

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Re: [0.65.2a] AI War v0.2
« Reply #8 on: August 03, 2015, 05:38:33 PM »

Code
24387 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.AIW_GravityDrainPlugin.init(AIW_GravityDrainPlugin.java:180)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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MesoTroniK

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Re: [0.65.2a] AI War v0.2
« Reply #9 on: August 03, 2015, 05:56:37 PM »

You are not using the latest version of Starsector.

Thule

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Re: [0.65.2a] AI War v0.2
« Reply #10 on: August 03, 2015, 06:35:02 PM »

SAY WHAT!?!?!  thanks  ::)
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Histidine

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Re: [0.65.2a] AI War v0.2.1
« Reply #11 on: August 07, 2015, 09:53:32 AM »

Just a small update with various small items I did but never got around to publishing.


Amethyst (DR) champion cruiser

AI War 0.2.1
Download

Changelog
Code
v0.2.1
* Officially add Amethyst-class champion cruiser, with a new Tachyon Burst ship system
* Add a special bonus to the Gemstone system (hint: look in Alumina)
* Add vengeance generator to Rock (Metelson)
* Reduce Zeolite spam in fleets/markets
* AI should use Gravity Drain more aggressively
* Tweak some description texts
* Fix battles being counted twice for vengeance generation (efficiency doubled to compensate)
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Aklyon

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Re: [0.65.2a] AI War v0.2.1
« Reply #12 on: August 07, 2015, 12:13:11 PM »

Spire in Starsector? Awesome.

Histidine

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Re: [0.65.2a] AI War v0.2.2
« Reply #13 on: August 25, 2015, 06:43:25 AM »

The main feature in this one is the revamp of forcefields to use a modified vanilla shield instead of a manually coded projectile remover. This lets it stops beams, wrecks and asteroids, while also fixing various behavioral issues with the previous implementation. Thanks to MesoTroniK for the suggestion!

Also now features a couple of interaction music tracks, by Arcen composer Pablo Vega.


Changelog
Code
v0.2.2
* Redo forcefields
    * Now use a (mostly) hidden vanilla shield, modified by plugin to have the desired behavior
    * This lets it stop beams and asteroids (and other ships)
        * Beams will not cause shield to contract, but will keep it from regrowing
    * Remove Crystalline Hull hullmod now that beams no longer penetrate forcefields
        * To compensate, Sulfur has all its weapon arcs doubled (5° -> 10°)
        * To compensate, Zeolite is cheaper to buy/run and a lower DP cost
    * Matrix Hardening now reduces EMP damage as well
    * Replace Blossom Field shipsystem with Gemfire (boosts all weapons)
* Add interaction music, by Pablo Vega
* Ship lights have higher minimum alpha; display even when venting or overloaded
* Photon lance shader lights less bright
* Fix Matrix Hardening using wrong stats
* Fix double flagships in Spire test mission

Despite the ship sprites still being plain as ever, I think it's ready to be moved to the main mods subforum. Could a moderator do this, please?
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DinoZavarski

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Re: [0.65.2a] AI War v0.2.2 (update 2015-08-25)
« Reply #14 on: October 02, 2015, 01:38:23 PM »


There is a typo in data/config/sounds.json that prevents the game from starting on Linux - o line 60 "VotM_TitleTheme.ogg" must be changed to "VoTM_TitleTheme.ogg".

Nice mod btw, do you plan to port other ships? Roaming Nexus enclaves for example can be implemented in SS.
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Me no know, me no understand, me just root...
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