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Messages - LazyWizard

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1441
Mods / Re: Economy Mod (in development)
« on: June 14, 2012, 02:19:59 AM »
Feature list:

    CORE (required for the mod to function):
    • Master economy object - runs the mod's timed events and keeps track of the factions
    • Faction support - Each faction has their own separate economy
    • Player information - Provide some way for the player to monitor the economy
    • Trading runs [BLOCK] - Successful convoys contribute to a faction's funds

    DYNAMIC (actually make the economy do something):
    • Technology lists - Per-faction technology availability (required for other features)
    • Ship purchasing [BLOCK] - Buying fleets costs a faction credits
    • Fleet builder - Fleets change depending on how many credits a faction can spare
    • Improved spawn points - Hook spawn points into the fleet builder
    • Dynamic cargo - Trade convoys intelligently select their inventory (being re-written)
    • Faction defeat - Remove bankrupt factions

    MISC (extras/feature creep):
    • Donations - Allow the player to directly contribute to a faction's funds
    • Trust - Player's knowledge of a faction's economy is based on relationship with that faction
    • Convoys use inventory - Convoys use ships in cargo, then strip/repair/sell them at the station
    • Multi-sector support - Low priority

    Legend:
     * Implemented and working
     * In, but not thoroughly tested yet
     * In progress/unstable feature
     * Upcoming feature
     * [BLOCK] - API methods to allow this feature are not in the current Starfarer version, so I'll have to write workarounds

    Note that upcoming features might change if something turns out to be unworkable.
    [/list]

    1442
    Mods / Economy Mod (yes, it's still in development)
    « on: June 14, 2012, 02:16:29 AM »
    LazyWizard's Economy Mod

    What will be included:

    First and foremost, trade convoys will serve a purpose other than bringing the player new toys. They will also be the primary money-makers for factions (there might be other ways for a faction to earn credits, depending on balance needs). While there won't be direct player control over the economy, you will be able to hunt down and destroy these fleets to weaken a faction, with the possibility of eventually driving them out of the sector if you are aggressive enough. Alternatively, you could protect these fleets, leading to more and better supplies showing up in stations. It's up to you.

    And because not every player wants to end up the sole survivor in a dead sector, I'm also planning on including ways to resurrect dead factions.

    What might be included:

    The big idea is dynamic fleets. Instead of creating their fleets from a static file somewhere, the faction will build a custom fleet based on available funds, technology, and need.

    There are other ideas floating around, but I hate getting people's hopes up. Really, the plan is to include whatever I can get working. If you have any requests, I'd love to hear them.

    What won't be included:

    Player trading. Sorry, but there's no efficient way to monitor that right now. If this changes, I'll let you know.


    For a more detailed look at the various components of this mod, as well as the current progress on each, see the next post in this thread.


    Mod compatibility:

    Unfortunately, this won't be compatible with most other mods right out of the box. However, any mod maker who wants to integrate these systems into their own mod has my full permission to do so, though they should keep in mind they will have to tear it out once the real economy arrives. I've tried to keep this all easy to implement, though there is some work involved. I'll go into detail on that some other time.

    Screenshots:
    Spoiler
    [close]

    ---------------

    Original post:
    Spoiler
    I got bored yesterday and decided to throw a mod together. There's not much to show yet, but I'd like to officially introduce:

    LazyWizard's Economy Mod

    (note: this wall of text is temporary. I'll replace it with something more coherent as the mod progresses)

    So what will this mod actually do?

    Exactly what it says: add an in-game economy. It will also optionally add an endgame to Starfarer; more on that in a bit.

    The current plan (subject to change as I explore what is possible with the API) is to give each faction a limited amount of funds to buy ships, weapons, and supplies with. Funds will be spent buying trading fleets, and lost when those fleets are destroyed. Trading fleets will get greater inventories as their available funds increase. This gives players a choice: you can protect these fleets so the station will be stocked with more goods and ships (and future fleets will carry higher-tech stuff). Or you can destroy them to damage a faction's economy and weaken their future fleets. Factions who are taking massive damage to their economy will start spawning fewer, larger fleets - this is so a low-level player can't take a faction out singlehandedly - as well as fast-but-powerful fleets to hunt down attackers (two Odysseys with Augmented Engines and a dozen fighter wings? Hell yes!). If a player manages to continue their piracy despite this, they can leave the faction unable to afford replacement ships, and thus effectively defeated - hence, an endgame.

    I plan on releasing two versions of this mod. One will be as described above. The other will provide a constant flow of resources from out-of-sector to poor factions (representing support from back home), preventing permanent annihilation for those who don't want their game to end.


    Why are you making this? You do know Alex is going to add a real economy to the game later, right?

    Yes, I do know that. I fully expect this mod to be completely overshadowed and abandoned once the real thing materializes. This whole mod is actually an excuse: an excuse to learn the Starfarer API, an excuse to re-learn Java after letting my skills rot in favor of C#, an excuse to code something interesting. Usually when I make something like this I keep it to myself, but I've read that others want a more dynamic Corvus and I figured I could help.

    And if I run into some missing API functions and nudge Alex about them, well, it's all for the benefit of the rest of the modding community, right? (sorry in advance, Alex! :D)


    Will this be compatible with other mods?

    With the way I have it set up now, only with extremely simple mods like ship tweaks. Corvus.java is extensively modified, and I plan on completely revamping the spawn points as well. Eventually I'll have to rewrite almost all of the faction data unless I can get direct fleet building to work (other modders: is there an API hook to add/remove ships from a fleet directly?).

    However, if after I release this any enterprising modder wants to add my systems to their existing mod, feel free! Just remember it will eventually be obsoleted. ;)


    So what do you have so far?

    Mostly a headache ;). Like I said, it's been a long time since I touched Java, and that was Java 1.6. Janino is 1.4 with a few 1.5 features bolted on. Half my time is spent being frustrated at what I can't remember anymore, or at features Java lacks that C# has; the other half is being #!% that what I do remember isn't implemented in Janino. Progress should speed up as I re-acclimatize myself.

    However, I do have a very basic economy server up and running. At the moment it's less than 300 lines of code, but the basics are there: it stores the necessary information on a faction's economy, can register new factions and look up existing ones, add/subtract funds, and prints out a nice financial report every in-game week. Right now it's running dummy data (it isn't hooked into Corvus yet beyond creating the economy server and filling it with faction data), but my next task is to start getting hooks into events going on in the sector (mainly tracking the status of trade fleets for now). The current short-term goal is to have trade fleets earn money for their faction upon delivery. Next I want them to base their cargo on how much that faction can afford. I'm taking this one step at a time.


    When will you release a working version?

    I honestly don't know. Probably not soon. I've been able to make cheap hacks to get around current limitations in the API. It's entirely possible that I'll run into a brick wall where the API hooks for something I absolutely need don't exist yet, and I'll have to wait for the next release.

    If I do release soon, it won't be even slightly balanced, playable, or fun. I'm mostly concerned with getting the basic systems in place, not making sure all the math works out. That part requires extensive testing, and that's what you all are for. :D


    If it won't be released for a while, why bother putting up a post now?

    Simple. I needed a break feedback. Comments, ideas, awed praise, that sort of thing. And if another modder spots something in my description that will give me a headache implementing, it'd be nice to know now so I can redesign.


    And finally, for anyone who cares (and somehow made it through that massive wall of text):

    Who the heck are you? What experience do you have?

    I'm just some guy, nobody special. You'll probably see me around the forums sometime. I don't post often, but when I do, I make them way longer and more technical than I need to. (Case in point! ;))

    As for my experience, I'm a hobbyist game developer. I've also made game mods for my own personal use for over a decade. As for real experience, I was a programmer on a MUD (proto-MMO) for six years. Not much else to tell.


    Wait, you make us read that massive novel and don't even give us a screenshot?

    What, really? It's an economy mod, it has the most boring screenshots in...

    You know what? Fine. Whiner. :)
    Spoiler
    [close]
    [close]

    1443
    Modding / Re: starfarer coop
    « on: June 13, 2012, 06:34:34 PM »
    just curious.
    why is it for legal reasons?
    what do you mean by legal reasons in this case?

    Because the source code is copyrighted material, and doing any changes to it, for profit or otherwise is considered reverse engineering by the law, which is a very illegal activity. So yeah, not really an option

    Sorry, I have to correct you here. Reverse engineering is completely legal in the US and EU for the purposes of making products play nice together (which I believe also covers mods). The problem is that you can't include any part of the original product in the derived one (however, you can legally make a working replica from the information you gathered). That's why Minecraft mods are packaged as collections of .class files that you have to manually add to the Minecraft jar, (part of) why Oracle is suing Google*, and why The Dark Mod didn't go standalone after the source code to Doom 3's engine was released (as TDM uses copyrighted Doom 3 assets that would be extremely difficult to replace in a mature product).

    On the darker side, it's also why app markets are flooded with clones of Top 10 games. The copiers didn't use the original assets, just the gameplay style and rules that took the original authors years to perfect, and thus they are totally legal. (yes, copyright law is kind of a pet peeve of mine)

    tl;dr: You can make mods however you wish. Actually distributing a modified Starfarer along with your mod would be the highly illegal part, and that's what you would need to do to add third-party multiplayer (or hand out rebuilt-from-scratch Starfarer .class files that would take ten times the effort to produce, be annoying for the end-user, and break every time there was an update as you mentioned earlier; you know, the way Minecraft does it ;)).

    And yes, this means that you can do whatever you want** with purchased software if it's for personal use only.

    *they claimed the Android Java VM included code from the Sun/Oracle Java VM, although the lawsuit was mostly because Oracle wants a cut of Android's profits
    **minus whatever basic consumer rights you waived signing the EULA

    1444
    Suggestions / Re: Unrealistic but cool idea
    « on: June 13, 2012, 04:56:48 PM »
    Starfarer can't claim hardness when Kinetic rounds are used for shields and not armor.

    Current kinetic weapons are already worthless against modern tank armor, that's why dedicated anti-tank weaponry exists. You can find stories of main battle tanks waltzing completely unharmed through war zones because the enemy lacks anything capable of breaching the hull. It's been this way since World War 2.

    Starfarer takes place over a thousand years in the future. I assume armor technology has advanced in leaps and bounds, while kinetics would still be limited to 'hit them hard and fast'. But if Starfarer shields work by preventing the passage of objects, then a high-velocity projectile would take a massive amount of energy to stop. Thus, they would remain in use as anti-shield weapons even though they aren't so great against armored targets.

    1445
    Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
    « on: June 11, 2012, 11:03:51 PM »
    I have a question about this change. The Odyssey's large mounts are in a weird place arc-wise, as there's no overlap between left/right until a fair distance from the ship, but at Tachyon Lance distances, the overlap is wider than a capital ship - here's what I mean. Will my Fire Support Odyssey now try to hit with all three Lances, or will the AI just use the two on the left?

    It'll fire with all three, but only if it's a Fire Support assignment (there, it actually evaluates a wide range of possible facings for optimal firepower). In regular, close-in fighting (even when it might be able to sneak in a shot with all three), it'll pick the left side.

    It should already be doing this in Fire Support mode, though - it's not a recent change.

    I just ran a few battles and hung back with my Odysseys, and yeah, they work perfectly. Sorry about that, I based my question on when I used to use one as a flagship and would go into autopilot for the ultra-long-range shots (but no Rally Fire Support active, I guess), combined with the more recent times when I was in the thick of things and saw only one or two beams go by, which isn't a very accurate metric either. ;)

    For the Phase Skimmer, will there be a UI element to show what your current vector is? And if so, can it be made universal? It would really help with lining up those pesky Reaper shots. :D

    The odyssey's ability seems like its going to limit it to tachyon lance use, sort of sad about that because i liked using it in close with autopulse lasers. Not using it's subsystem would feel like a waste, but no shields and 50% extra damage taken is just a death sentence for any high tech ship thats in anything but tachyon lance range. Not sure what i would have preferred tho.

    I agree. It's not that there's no benefit to using it with a close-range build. The problem is that a Tachyon build will never see any of those drawbacks unless they were already screwed. Remember, three lances with a 50% damage bonus means that every six-and-a-half seconds, a Tachyon build can do 6,750 damage from across the map with no meaningful downsides (and don't forget 3,375 EMP damage on top of that, or "only" 2,250 if EMP isn't boosted).

    Maybe just greatly increased weapon flux generation would work? With, say, +200% flux gen, it's more of an "I want you dead right now" thing, useful when your opponent has a weapon with a massive cooldown and you want them taken out before they can fire again. It also penalizes all builds equally.

    1446
    Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
    « on: June 11, 2012, 07:35:01 PM »
    Ship AI:
    • Improved logic for deciding which side to turn towards enemy for broadsides

    I have a question about this change. The Odyssey's large mounts are in a weird place arc-wise, as there's no overlap between left/right until a fair distance from the ship, but at Tachyon Lance distances, the overlap is wider than a capital ship - here's what I mean. Will my Fire Support Odyssey now try to hit with all three Lances, or will the AI just use the two on the left?

    Edit: direct link to image.

    1447
    Suggestions / Avoiding accidents by travelling slowly
    « on: March 26, 2012, 06:10:07 PM »
    From the 0.52a patch notes:

    • Added "Accidents" mechanic to handle fleets over various limits
      ..
    • Fixed bug where holding down the left mouse button to move in the campaign screen would not give the fleet its maximum speed unless the cursor was far enough away

    I didn't even know #2 was a bug; I think it would work as an official feature. I use it all the time, as the extra precision helps to get into position to 'bounce' faster enemies against System Defense fleets, which is practically the only way to reliably catch anything when you have a slow fleet.

    I also like the idea of reducing the risk of accidents by travelling below your maximum speed. I don't think it would be too unbalancing, as doing so means you're a sitting duck for any enemy that comes along, and the extra time it takes to get home will rack up the penalties for when you do need to speed away.

    1448
    Mods / Re: Star Wars Mod Update: v2.01
    « on: February 27, 2012, 09:39:44 AM »
    I'm really enjoying this mod, good work. :)

    I know this is a really minor detail, but some (all?) of the ship names show up strangely*.

    Quote

    *Also, please ignore the fact that I made the exact same mistake with fleet titles when I ported it to the campaign ;)


    Edit: After a bit of experimenting, it seems names are generated this way:

    Name1-class Variant2 Designation3

    1: From the 'name' field in ship_data.csv
    2: The displayName in the .variant file
    3: From the 'designation' field in ship_data.csv

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