Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment   Page 2 of 2      Prev   1   2
JSpaced

Avatar / Picture

Registered:
Posts: 112
Reply with quote  #16 
I don't really have any plans at the moment.
It's in a really rough stage right now: I've dropped in a model, changed some sound cues and fiddled with weapons timing and that's about it.

I have a laundry list of reasons why Artemis is no good for a Star Wars Sim:
Collision detection means you can't do proper capital ships
Can't simulate blaster fire
No turret cannon mode
Only one weapons console per ship (so no Han and Luke gunner action)
Limited 3D flight physics
No enemy fly past sounds
No enemy firing sound
(Those last two are pretty essential to a Star Wars sim)
Completely different FTL system

I'm not a programmer so I can't develop my own solution any time soon, so I'm looking elsewhere for a modifiable game engine.

I might see if Blender could be wrangled into a bridge simulator. Probably not this summer though.

__________________
"Universal law is for lackeys. Context is for kings."
ryleyra

Registered:
Posts: 2,846
Reply with quote  #17 
Quote:
Originally Posted by JSpaced
The modded game was a success and tied up our tabletop chapter nicely.
There's some odd behaviour from allies, in that you have to tell them to attack the nearest enemy by comms, which is great because it gave Comms something to do.
BUT: is there a better way to get spawned neutrals to attack enemies?


Yeah, allied ships have be to ordered explicitly to attack enemies. I suspect this is intentional; as you said, it gives Comms something to do.

I THINK the exception is "Defend". Most allied ships in Invasion Mode are given a "DEFEND" AI block, which directs them to attack all enemy ships within a given radius. The catch is, Comms must direct that ship to "Defend" a base or other ship via the command menu. So the AI block is useless without Comms, and the Comms command is useless without the DEFEND block. Some scripts, not understanding how it works, might not set the DEFEND block.

In my experience, though, Defend seems to work on bases. It doesn't seem to work to defend allied ships, unless the ship is fired on first. In all cases, it is more reliable to simply have Comms to direct the ship to attack, so I see Defend as more of a backup or emergency command.

sclassing

Registered:
Posts: 26
Reply with quote  #18 
Hi JSpaced!  MarkBell pointed me to your thread, and am super excited about the work you've done here.  I'm currently starting a Star Wars mod I'm planning on GM-ing for some guys in my church coming up in July.  Tie Fighters are on the agenda!  (https://artemis.forumchitchat.com/post/artemis-star-wars-mod-8099333)

Hope to be able to collaborate some with you if you're open to that.

Emet
ryleyra

Registered:
Posts: 2,846
Reply with quote  #19 
Quote:
Originally Posted by ryleyra


Yeah, allied ships have be to ordered explicitly to attack enemies. I suspect this is intentional; as you said, it gives Comms something to do.



I'll amend this statement. First of all, in Artemis 2.4, allied ships do not respond to Comms by default. The AI block has to be added to their stack for this to work. The default stack is now much more complete, and allies ships have more autonomy if not directed by Comms or given the FOLLOW_COMMS_ORDERS block. (They actually use the enemy stack, which lets them launch fighters and fire drones now)

Second, FOLLOW_COMMS_ORDERS, since it is usually the last thing in the stack, overrides all other AI logic. That's why I noted that allied ships have to be ordered to attack. I usually direct allies with Go Defend or directional commands, so if you do that you have to order them to attack. However, if you give them the "Proceed to Destination" command instead of "Attack Nearest Enemy" while an enemy is in range, they will usually begin attacking, and keep fighting until there are no more enemies around.

If you rebuild the AI stack, you can change the logic to put CHASE_AI_SHIP after FOLLOW_COMMS_ORDERS, or before it if you want to keep the default behavior. The same with CHASE_ANGER. (Normally CHASE_AI_SHIP would come before FOLLOW_COMMS_ORDERS and CHASE_ANGER and DEFEND would come after)

smalldragoon

Registered:
Posts: 9
Reply with quote  #20 
Hi all,
Sorry if it is my bad english but I don't understand where I can download the mod.
For you to know, I'm trying to merge multiple mods ( TSN big one, Galaxy and then potentially this one ) as a basis regarding sounds & graphics.
Then I will use it as a RPG game addd-on for some "space battle"
Thanks a lot for your answer and sorry again if it is an obvious answer
ryleyra

Registered:
Posts: 2,846
Reply with quote  #21 
I don't believe the mod was ever completed. My Mod Strike Force Seven does make use of a Millennium Falcon model and a Star Destroyer, which was itself listed from Arrew's Master Mod. You can search this forum for those mods.
JSpaced

Avatar / Picture

Registered:
Posts: 112
Reply with quote  #22 
Yes, I never finished it. I just completed two ships, enough to run the sequence for my game. The kids enjoyed it, which is the important thing.
I think my favourite bit was when the script caused the Republic ships to turn on them, including a communication transmission which explained it. The kids missed that key bit of information and were blaming each other for "upsetting the good guys". (Order 66 came into effect.)

__________________
"Universal law is for lackeys. Context is for kings."
smalldragoon

Registered:
Posts: 9
Reply with quote  #23 
HI ,
Thanks you both for your answers.
Ryleyra,
Thanks a lot. I saw your mode and I the model for my script !

 JSpaced, would you mind sharing your 2 models ? from my taste, they look very very nice and cool.
I intend to use this as part of a RPG game ( old style, around a table with real dices & paper )

Thanks!

ron77

Registered:
Posts: 109
Reply with quote  #24 
So, what became of this project? I can't seem to find a link to a finished mod, or even an unfinished one. [frown]
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.