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ryleyra

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Reply with quote  #31 
Quote:
Originally Posted by MarkBell
Is the shuttle value included in the stock vesselData file?


No, that was just a suggestion I made. My idea was to provide a fighter type that could be used by ANY ship, and give the Fighter Bay a function even for non-carriers. The shuttle would not be heavily armed, and could even be unarmed. It would be basically for role playing or for a sixth player to participate on any ship.

I didn't realize it at the time, but if a ship has shuttles but the "carrier" tag is not set, they will not be launched when the ship is created as an NPC. I was going to give carriers shuttles too, but it would probably be better to give a ship either fighters or shuttles. Although I suppose Thom could make it so shuttles are not launched by the AI.

MarkBell

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Reply with quote  #32 
OK, edited with ryleyra's updates.  I'll definitely do race declaration as the next block.
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MarkBell

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Reply with quote  #33 
Updated the first post with new info on Monsters - the meshes and textures are now accessible in the /dat folder, although you can't change statistics (speed, turn rate, etc).
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MarkBell

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Reply with quote  #34 
OK, edited post #3 to now be a reference for setting up races in vesselData - please let me know if I missed something!
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ryleyra

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Reply with quote  #35 
I would add that race IDs must be unique. That's implied, but should probably be stated explicitly, since you noted they are "arbitrary". To be honest, I have never made race ID's non-sequential, but they probably follow the same rules as hull IDs. I suspect also that race ID's 0 and 1 are reserved and the game won't function without them.

Vary your examples. Instead of "Starfleet Miranda", "Dominion Battlecruiser", "Terran_Empire Akira" how about "Starfleet Miranda", "Colonial Battlestar", and "Imperial Star Destroyer"? As the saying goes, if you steal from one source it's plagiarism, if you steal from more than one source it's research. [biggrin]

As far as I know, the "loner" tag is optional, and I don't know what it does. Note that BioMechs are controlled by the Monsters setting, and aren't effected by difficulty, so I don't think the theory that "loner" controls the difficult at which the ships appear is correct. Loner may control how ships appear in fleets, (i.e. they don't) or may effect the AI, but I haven't done enough experimentation to prove that.

The important tag is "hasspecials". (formerly "elite", and you might want to mention that, for mods previous to 2.4) There HAS to be a "hasspecials" tag or the game will crash. The same is true of "biomech", if you include Monsters. So you must have at least one of each of the tags "standard", "support", "hasspecials" and "biomech".

I'm not sure "whalelover" and "whalehater" work. I've confirmed that the AI blocks "CHASE_WHALE" and "AVOID_WHALE" work, in scripts, but I've never seen Torgoths or Arvonians appear in an Invasion mission with those blocks defined. So if they do work, it's totally independent of the defined AI. I don't think that's relevant to your guide, though. One thing I will say is that the "whalelover" and "whalehater" tags can be used in missions to distinguish Torgoths from Arvonians, so you might note that those missions could select between races in your mod accordingly.

You need to include the "jumpmaster" tag. That tag only applies to player races, and reduces the jump countdown and adds the Combat Jump control to player ships of that race. You don't have any jumpmaster races in your Star Trek mod, but I would expect the Colonials from Battlestar Galactica to be jumpmasters, and I made a lot of ships in my Strike Force Seven mod jumpmasters, like the Babylon 5 White Star.

Unfortunately, "jumpmaster" doesn't add the Teleport special to friendly/enemy ships, but it would be neat if it did. [biggrin]


MarkBell

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Reply with quote  #36 
Good points, as usual.  

I've made race ID's non-sequential in previous versions of my mods, and Artemis didn't complain about it.  Race ID="1" probably is reserved as a friendly, although I haven't confirmed that.

Hey, plagarism is the sincerest form of flattery!  Good point, though, updated.

Hm, I didn't realize loner wasn't well defined - I'm pretty sure it defines how it appears in fleets, but I don't know if you can have a hasspecials enemy that's not a loner.  Time for more testing, I suppose.

I've seen Arvonian Fleets attack Torgoth Fleets in Invasion Mode, so at least the Invasion Mode whalelover and whalehater AI functions as one might expect.  Mission Scripting nuances are outside the purview of this guide [tongue]

Totally forgot the jumpmaster tag - I'll get that in.

Thanks for the checks - always looking for feedback!

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ryleyra

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Reply with quote  #37 
Quote:
Originally Posted by MarkBell

I've seen Arvonian Fleets attack Torgoth Fleets in Invasion Mode, so at least the Invasion Mode whalelover and whalehater AI functions as one might expect.  Mission Scripting nuances are outside the purview of this guide [tongue]


Well, that's pretty much behavior I would expect, but had not seen. Frankly, I think AVOID_WHALE would not cause the ship with that AI to attack a ship that hurt a whale. (Just because it doesn't say that) So I think the AI is built into Invasion modes and doesn't have to be specified. Just as there is no AI block to avoid mines and asteroids. (There is one to avoid black holes, but it doesn't seem to be used any more)

I suspect that the complex logic from Invasion mode doesn't apply in script mode. So a Torgoth wouldn't attack a whale in a mission script, unless you put the AI block. Then again, the AI block could simply be there to make a non-Torgoth hunt whales.

MarkBell

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Reply with quote  #38 
OK, so I loaded up a custom vesselData file with 3 player races defined, and Artemis had no problem at all with it.  Launched, docked, etc. So, tentatively, I'm going to say that more than 2 player races is doable.  If you have different types of fighters you want to use but you want specific fighters on specific ships, this might be the workaround.
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ryleyra

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Reply with quote  #39 
Quote:
Originally Posted by MarkBell
OK, so I loaded up a custom vesselData file with 3 player races defined, and Artemis had no problem at all with it.  Launched, docked, etc. So, tentatively, I'm going to say that more than 2 player races is doable.  If you have different types of fighters you want to use but you want specific fighters on specific ships, this might be the workaround.


I wish I had had the foresight to test that out, but I had already confirmed it for 2 player races. You can also subdivide a player race if you want only some of the ships to have jumpmaster.

*thoughtful* Hmmmmm. I bet I can subdivide the stock vesselData file so I can try out shuttles on certain TSN and Ximni ships.

The reason I haven't decided to experiment with fighters more is that you can't really vary them that much. They all have to have one and only one laser, and there's not that much call for different performance characteristics. The TSN and Ximni fighters are even identical. I'm guessing the big difference between "light" and "heavy" fighters is going to be how many missiles they carry.

What you really want is a mix, but what you get is one or the other. I'm hoping fighter classes are added soon.

MarkBell

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Reply with quote  #40 
Yeah, I can't wait to get more classes supported.

My ultimate dream would be a set of defined type tags (fighter, shuttle, etc) plus the ability to add undefined refining tags (armored, zippy, fgaljkhd, whatever) and add them to the tags to subdivide types. Then I could define "player fighter armored" and "player fighter zippy" separately. The carrierload would need split up into different type sections, so you'd have



<carrierload fighter zippy="2" armored ="3" regular="4" />



and that sort of thing. I could completely define a ship's hangar bay with a variety of craft.

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ron77

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Reply with quote  #41 

So, from a previous question and the subsequent answer I already learned that torpedo names are hard coded and cannot be changed. That's a shame.

But what about other behaviors? Right now, it seems, you can edit how much damage they deal but the choice between area of effect (AoE) and single-target damage seems to be hardcoded for each type of torpedo (i.e. Torp1, Torp2, Torp3, Torp4, and Torp5). Is this a correct assumption or is there a way to switch a Nuke from an AoE torpedo to a single-target damage torpedo?

MarkBell

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Reply with quote  #42 
As far as I can tell, torpedo behavior is 100% determined by type. You can change the EMP into an EMP-Nuke by changing the damage_per_tick to something greater than 0, but there's no way to have EMP, mines and nukes do anything but damage over time.
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MarkBell

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Reply with quote  #43 
I'll be updating this with 2.6 info as soon as it drops.  There have been some changes, mostly to fighters and carriers, that are going to make it a lot easier to have a varied hangar.
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ryleyra

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Reply with quote  #44 
Quote:
Originally Posted by MarkBell
As far as I can tell, torpedo behavior is 100% determined by type. You can change the EMP into an EMP-Nuke by changing the damage_per_tick to something greater than 0, but there's no way to have EMP, mines and nukes do anything but damage over time.


In my testing, I believe I found that changing the damage_per_tick of an EMP didn't effect anything. Or maybe I'm thinking of PShock. At any rate, don't be surprised if this doesn't work.

It IS possible to change the amount of damage a Nuke does, in order to make it "less of a Nuke".

MarkBell

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Reply with quote  #45 
Nope, you're right, damage per tick doesn't do anything at all on an EMP.
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