Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 10 11 [12] 13 14 ... 42

Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368760 times)

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: The Nomads (0.8.1)
« Reply #165 on: August 09, 2012, 11:52:06 PM »

Hi Nomads fans. I know it's been painfully long since the last update here, so here's a tidbit.

Attached are two files; one is the current version of my generified "Armada Controller" - a class which implements the spawn point plugin at its lowest level and controls the fleets more directly. Currently it controls only the single leader fleet with a set of waypoints; but the plan for implementing the escort fleets is very straightforward now, and you can clearly see where that logic will go now. The second file is an example instantiation of the controller class, which you might place in a sector gen plugin, say for a faction.

I have tested this class in-game, with Nomads, using the placeholder sprite for the Oasis, and it's pretty cool to see it act out my orders in the way I intended.

I am going to be releasing the finished Armada Controller in the very near future on Github and on the forum so that others might benefit from its structure, and even fork a version of it, should they wish to extend it. It could function in a script library stand-alone type mod, but I'd actually rather individual mod authors include a version of it in their project so that if any of the API's change, they can continue to use the still-working version they originally included and tested in their mod.


Anyway. So, progress. It is highly probable that finishing the sprite for the Oasis will take longer than writing the rest of the code for the Armada controller, and that's because I'm going to take extra good care to detail it. I want it to be an icon of the faction, and so it needs to be cleaner than some of my other sprites.

[attachment deleted by admin]
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: The Nomads (0.8.1)
« Reply #166 on: August 10, 2012, 11:48:36 PM »

Here's a video of the finished generic armada waypoint controller class in action!

http://youtu.be/i3BsEO9M7rU

I'll soon be releasing this with The Nomads v0.8.9, which will include this re-usable positioning/spawning/waypoint script, but with a subclassed version that adds Nomad-specific cargo and resupply scripted events (so that you can start finding their ships and weapons randomly at stations throughout the entire sector). My intention is that anytime they pass by a station close enough, they'll pop in for a pit stop to resupply and might leave some weapons behind, or even a mothballed hull. I also intend that their fleets will have some appropriate replacement parts in their inventory which will hopefully have a chance to drop.

If you're curious about the details of the implementation, I'll be explaining more in further updates.



[attachment deleted by admin]
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: The Nomads (0.8.1)
« Reply #167 on: August 11, 2012, 12:20:47 AM »

woooooowwwww  ;D  But they don't brake formation. Is it possible to make their formation more fluid like ships in fleet on starmap?
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: The Nomads (0.8.1)
« Reply #168 on: August 11, 2012, 10:20:02 AM »

I tried that for a while, but what happens is they completely forget about the fleet they're supposedly guarding. Basically after the armada had encountered one or two pirate scouts, the entire thing was scattered across the map. So now I force them into a rigid formation, and I think it looks closer to the effect I was going for. You won't mistake that armada for anything else, anyway.
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: The Nomads (0.8.1)
« Reply #169 on: August 11, 2012, 11:41:00 AM »

Lol ok, so they each going for they own way huh? True nomads  ;D
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: The Nomads (0.8.1)
« Reply #170 on: August 11, 2012, 06:35:38 PM »

Dat Oasis ship :D

Something to fear? or something to pick on? :P

Interesting use of the armada script though for sure, is it possible to switch the target it's orbitting mid campaign? say if the central fleet was destroyed it'll automatically select another fleet in the armada to orbit? or something like that? xP
Logged

robokill

  • Captain
  • ****
  • Posts: 424
  • Hey, over there stop looking at my guns!
    • View Profile
Re: The Nomads (0.8.1)
« Reply #171 on: August 11, 2012, 06:39:38 PM »

will there be ship systems
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: The Nomads (0.8.1)
« Reply #172 on: August 11, 2012, 08:20:15 PM »

@FlashFrozen: definitely something to pick on. It has to be defended, because its a ship focused primarily on the comfort of its populace. The armada protects it and provides for it. But, it has a lot of hull hitpoints and a fortress shield. As for switching targets, its definitely possible; I just don't do it. If the colony fleet goes down, the remaining escort fleets scatter and raid the system. Then, a week or two later, another armada will spawn. The effect being there will usually be one of these roaming around, stirring up trouble.

@robokill: yes, I'll be equipping them with appropriate ship systems. Mostly high-energy focus, but the scorpion will get the fast missile racks (of course), and interestingly the gila monster when equipped with high maneuverability thrusters is able to better defend itself from faster-moving destroyers if it becomes absolutely necessary. You can also setup clever strafing runs with it. And I took someone's advice from earlier and gave the Doom Cannon slot about 4 degrees turn arc so that you can make small adjustments down range without turning the whole ship.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: The Nomads (0.8.1)
« Reply #173 on: November 30, 2012, 08:28:16 PM »

The Gila Monster ships is kind of pathetic, it costs too much has too little OP, has pathetic weapon mounts and terrible stats.  What is the point in it?  It needs a massive buff and the doom cannon is kind of a joke.
Logged

Lopunny Zen

  • Admiral
  • *****
  • Posts: 507
    • View Profile
Re: The Nomads (0.8.1)
« Reply #174 on: December 30, 2012, 11:22:56 AM »

i think the city ship needs more flight decks....everyone else's big ships have 2 or more but because this only has one i feel it gets left behind..especially for its price
Logged

Shoat

  • Captain
  • ****
  • Posts: 262
    • View Profile
Re: The Nomads (0.8.1)
« Reply #175 on: December 30, 2012, 12:58:44 PM »

The Gila Monster ships is kind of pathetic, it costs too much has too little OP, has pathetic weapon mounts and terrible stats.  What is the point in it?  It needs a massive buff and the doom cannon is kind of a joke.

The Doom Cannon will probably become a built-in (built-in weapons didn't exist back when this was first created), which will then allow for some buffs to it to make the Gila Monster a true anti-capital ship.
Logged

icepick37

  • Admiral
  • *****
  • Posts: 1788
  • Go.
    • View Profile
Re: The Nomads (0.8.1)
« Reply #176 on: March 12, 2013, 12:18:46 AM »

You still maintaining/furthering this effort? Did you want help at all? (I'd love to help with converting some things to internal weapons and the like)

Anywho. Some thoughts from playing recently: Yellow jacket is annoying, but sufficiently squishy if you ever catch it. I GUESS. (hateful things)

Love the Komodo. It's borderline op when you skirt that max flux level line with ridiculous overcharge and all masers on it, haha. Though there is the fact that you are then essentially running without shields. :) Will have to keep playing it, but really love everything about it. Art, balance, how it fits into the sector. It's good stuff.
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: The Nomads (0.8.1)
« Reply #177 on: March 12, 2013, 07:41:28 AM »

Hey thanks!

And yeah, I actually have an update to the Nomads almost ready to go. I just have to finish a last bit of scripting work to make them behave the way I want them to in the sector map, and put the finishing touches on my Oasis sprite.
Logged

Uomoz

  • Admiral
  • *****
  • Posts: 2663
  • 'womo'dz
    • View Profile
Re: The Nomads (0.8.1)
« Reply #178 on: March 12, 2013, 08:13:39 AM »

Hey thanks!

And yeah, I actually have an update to the Nomads almost ready to go. I just have to finish a last bit of scripting work to make them behave the way I want them to in the sector map, and put the finishing touches on my Oasis sprite.

WOAH! This is DEFINITELY interesting.
Logged

Sandremo

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: The Nomads (0.8.1)
« Reply #179 on: March 12, 2013, 09:41:35 AM »

Nice looking mod! I like the style. xD I have to confess though the first thing that came into mind from the name "The Nomads" were the nomads from freelancer. ._.

Anyway nice work with the mod!

-Sandremo

Edit: I noticed you did some thing to "Speed up the time" in the youtube video. O_O I didnt even know that time compression existed in starsector.
Logged
Pages: 1 ... 10 11 [12] 13 14 ... 42