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Author Topic: Making missions help.  (Read 4895 times)

craftomega

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Making missions help.
« on: April 05, 2012, 07:13:23 PM »

I decided to make some missions for minimash but i need some help.

A few questions.

1.Can you make enemy ships not retreat?
2.Can you make ships show up after a certain amount of time?
3.How do you limit the amount of ships that can be there at once?
4.Can you control enemy behavior so they protect a objective and dont leave?
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MrDavidoff

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Re: Making missions help.
« Reply #1 on: April 06, 2012, 06:10:17 AM »

I will bump this up, because Im interested in the topic myself.
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Upgradecap

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Re: Making missions help.
« Reply #2 on: April 06, 2012, 06:14:56 AM »

I decided to make some missions for minimash but i need some help.

A few questions.

1.Can you make enemy ships not retreat?
2.Can you make ships show up after a certain amount of time?
3.How do you limit the amount of ships that can be there at once?
4.Can you control enemy behavior so they protect a objective and dont leave?

1. It's not possible yet, that's only for the A.I to decided.
2. If you mean for the A.I side, when they bring up ships, that's also a no, because the A.I picks his own ships.
If you mean that they'll appear in your reinforcments pool after a set time, no, not yet.
3.Only way as of current is to limit the battlefield CP.
4. No, that's not possible either. Not as of current, but you can select their behavior in the missionDefinition.java, set it to "Attack" if you want them to charge you.
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MrDavidoff

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Re: Making missions help.
« Reply #3 on: April 06, 2012, 06:29:25 AM »

Well, that makes things much easier :D thnx !

But to elaborate-

3. So if I put five  "comm_relay"(s) on the map I will greatly extend the number of ships, or is there a limit?or limit to how many objectives are on the map (I mean a hard limit we know the game engine wont accept) and I wouldnt use five.. but say three + two others.
4. I already tried that and the captain AI is still not willing to stay for too long(which, hands down, would make sense in the battle), if I take example form the hunterorprey mission:

      api.initFleet(FleetSide.PLAYER, "HSS", FleetGoal.ATTACK, false);
      api.initFleet(FleetSide.ENEMY, "TTS", FleetGoal.ATTACK, true, 5);

what does the numbers at the end of the line mean ?

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Upgradecap

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Re: Making missions help.
« Reply #4 on: April 06, 2012, 06:31:56 AM »

I don't dare answering that question, because that information just slipped my brain >.<
but i don't think there is a hardcoded limit for batlefield CP, take a look at apophis Big Battles mod, which adds alot of more battlefield CP.
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MrDavidoff

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Re: Making missions help.
« Reply #5 on: April 06, 2012, 06:48:52 AM »

hehe, happens to me all the time mate :D

oki, Ill search for that mod, hopefully my brain will make some logic out of it. And I had another question bump my mind, but I think ill find answer in that mod, because large battlefield = large map and my question how big does the map can actually be.. and if i need to deal with background, but Ill check the mod and figure it out (heres hope).
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Vandala

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Re: Making missions help.
« Reply #6 on: April 06, 2012, 07:00:19 AM »

check the file ./data/characters/personalities.csv

Maybe it's useful, I'm not sure. It seems to be about AI behavior, but I don't know how it's implemented nor how the values work.

MrDavidoff

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Re: Making missions help.
« Reply #7 on: April 06, 2012, 07:23:03 AM »

Okay, so the name of the mod is actually Random BattleS 0.15 (for craftomega - if he will be interested)

and yep I thought about the captain AIs too, but havent experimented with them yet and I remember seeing them in the vanilla missions-

      api.addToFleet(FleetSide.PLAYER, "eagle_Assault", FleetMemberType.SHIP, false).getCaptain().setPersonality("fearless");

fearless and suicidal mostly.
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Thaago

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Re: Making missions help.
« Reply #8 on: April 06, 2012, 08:20:04 AM »

I'm pretty sure that Alex disabled the effects of personality because they were doing some screwy things without players being able to see the causes...
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craftomega

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Re: Making missions help.
« Reply #9 on: April 06, 2012, 08:47:07 AM »

I'm pretty sure that Alex disabled the effects of personality because they were doing some screwy things without players being able to see the causes...

sad panda.... thanks guys.
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Goblin_Jim

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Re: Making missions help.
« Reply #10 on: May 23, 2012, 05:37:13 AM »

This is a nice thread.
I'd like to make more missions of my own as well.

I really like the default ships we have in the game.
All I want is MORE missions. I love playing them. there's where you have to put all your tactical and strategical skills into
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Vandala

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Re: Making missions help.
« Reply #11 on: May 23, 2012, 06:00:04 AM »

This is a nice thread.
I'd like to make more missions of my own as well.

I really like the default ships we have in the game.
All I want is MORE missions. I love playing them. there's where you have to put all your tactical and strategical skills into

Look into your Starfarer install folder, go deeper into ./data then into ./missions

There are all the vanilla missions, if you want to make your own make a copy of one of the mission folders and start editing.

Its not that difficult even if it a little more complicated then editing other parts of the game its still rather simple.

You do have to remember to edit the "mission_list.csv" file, which is also in your ./starfarer/data/missions folder and add in your own.