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Arrew

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Player Expansion Mod


I just want to upload something I've been playing around with.

It's a mod but the nice thing is that only the server needs it, though for clients to "see" the visual changes they will need it installed also.

The mod makes the play area, ie the sector, ten times larger than before. Using Ryleyra's new miniaturize mod files and graphics. Bases and explosions are also bigger. To compensate for the new size player ships now move five times faster and can shoot ten times as far.

Enemy ships are now twenty times faster and are 200% more powerful. Most importantly there are now more than twice as many enemy ship classes. While they aren't as flashy as the new special enemies I scripted they do add a bit more variety. They also pack a lot more ordnance so point defence is now very important so you may need to work in teams to attack enemy formations.

For best results please play with a limited sensor range.

Scouts are the primary Warp vessel and are used to scout the new larger sector, finding enemies, providing jump coordinates and shooting down enemy drones.

Other "Capital" ships should use Jump which is now considerably more effective in this larger environment. Avoid using the "Light Cruiser" unless you are playing with only a single player ship.

I wanted to include Fish's skyboxes but the file size is too big so download and install that from here; http://artemis.forumchitchat.com/post/2k-skyboxs-for-artemis-7291010?trail=15

I wanted to include some new sound files but the files are too large.

I don't really know how to make a mod installer so back up all files first and then replace them with the new ones provided.

This might be the last thing I upload for a while, Summer War excluded, so let me know what you think.

 
Attached Files
zip Artemis_Expansion_Beta.zip (16.31 KB, 35 views)

Arrew

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You can play anyway you want but I kind of imagined this new harder Artemis being played by fleets of player ships arranged something like this...

Scouts would use warp, be lightly crewed and not use science or the captains map, relying on LRS for navigation. This give a rough and ready feel, like they are in a smaller scout ship.


All other "capital ships" use jumps. With limited sensors Scouts preform an important role by giving jump and enemy positions. The Missile Cruiser and Dreadnaught are primarily used so that all 3 ships employed give a very different play style. Each with different abilities and tactics making the game more interesting and giving variety. Consoles can be doubled up with the Captain on the the Science console, maybe even helm too, instead of the Captains map meaning the ship needs less crew and individuals have more to do. I think giving more to do is important.


One ship is assigned as the flagship. The admiral uses the captains map, the only person to use it unless his ship is destroyed and the chain of command passes to someone else, to organize the battle from there. Note that the Admiral is not the Captain of the ship, that role is performed by the fleet Captain, the Admirals number 2. That could have two meanings I guess HAHAHA!


The Admiral and Comms officers have their own channel and orders and inter ship messages go through the Comms officers giving them more to do, again enhancing the game for them by giving them more to do, and adding realism. If the the Scouts are staffed by one man crews they could also share a tramspeak channel like squadron of fighters. This could add a whole new kind of role play that Artemis hasn't had before.
ryleyra

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This looks like an interesting addition. I'll go on the record as saying I'm completely behind your use of my mod, since I did give permission for the files to be reused.

Keep an eye out for any updates from me, though, because I will probably end up altering the A version of the mod. I went with a higher efficiency rating like you suggested, instead of lowering the energy use in artemis.ini, and the results have been good so far.
Arrew

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Thanks Ryleyra. Like I said you make the best stuff.

I redid the artemis.ini to try and reproduce the effect you had which Jump which I really liked. But still allow the scout to, well scout. I used your B version as a base to start from and with Fish's new skyboxes the enemies are visible as dots when you can fire at them, which is kind of realistic and keeps the game, mechanically the same. So that's why I went for B over A in the end. I also increased the size of bases to make them more impressive.

I would have really liked to have done something more interesting with the new enemies like I did with the ones in the sandbox but the programming just wont let me. I kind of feel like we've hit the limit on what we can do with Artemis.

What do you think about altering the "black hole"? I was thinking that maybe we could swap it for a planetoid or something, but have no idea what files to mess around with. What do you think Ryleyra, is it doable?
ryleyra

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I don't think you could replace a black hole with a planetoid, as you would still be drawn into it. However, I've established from experimentation that you can place a generic mesh of a planet around a black hole, big enough to hide it, and the ship will be drawn into "orbit" around it. [biggrin]

Planets should be truly impressive at this 10X scale.

Arrew

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Even if they get drawn into the gravity and destroyed that would be cool.

Gen. Meshes only work in scripts though, not the standard game.
Richard

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Hi, Is there a updated version of the Player Expansion Mod?

If I want to do it by myself, what should I change? What parameters should I have to rewrite in vessalData.xml or artemis.ini (or other files)?

I think I only need to tweek:
-the camera distance
-the camera angle
-the scale of every single vessel (10 times smaller) except bases.

Am I correct?

Thanks
Richard

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Reply with quote  #8 
I changed the camera distance, the camera angle, the scale and the pushradius... and it worked!


Ok, not a impressive deed, but I´m quite pleased!

[smile]
Arrew

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Reply with quote  #9 
Hi Richard. Sorry for not getting back to you sooner. Just saw your message. Good Job.

Man, that's impressive. Throw in some new models and that's a mod [biggrin].
Arrew

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Reply with quote  #10 
I totally forgot I ever made this.

Having transitions from one sector to another is cool from a programming point of view but larger sectors which are visible by LRS is much more authentic.

For telling bigger stories a larger persistent play area would be much more epic. Watcha think?
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