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Posted: Sun Aug 13, 2006 1:28 pm
by LittleBear
StationAI just says LaunchDefenceShip. It is specifing the right Defence Ship thats the problem, as vipers will help the rebels and player!

My tweaked stationAI just makes the Burger more agressive, at every Condition (yellow / red) I've added a LaunchDefenceShip. Giles Station does't seem to bother much with launching Defence ships and usually defends itself with its turrets, so it maybe that whatever the AI says the Burger will do the same. I suppose if I take out the ScanforOffenders / ScanforOffence bits from stationAI, this would stop it turning its turetts on the offender Mongoose fighters.

Come back to this, as I need to script 2 Interlode stages and then the final mission. In the first a debries field is added where the burger used to be and rebel cobras and mongooses fight it out in the system. A chance of the player being attacked by Mongose fighters when he makes jumps is also added. The planet desription changes.

Once kills and a dice role are met an iNEWS broadcast appears in which the Dictator announces a Counterstrike against the rebels. Deamon Class Cruisers now battle the rebels in the system and there is a chance of the player being attacked by A Crusier and fighters.

Once a final kill and dice role condition is met, the player is offered the last mission. The rebels have learned the location of the Dictatorship's fleet. Destroy the Dictator's flagship, suported by Cruisers and fighters.

Still then got to go back and re-playtest. For development all victim ships have been added 100m from the witchspace beacon, so I knew where the blighters were so I could playtest. In the final version I'll add a few moons and giants to each featured system. Eg victim1 Be Soin, will be enjoying a holiday near the Forest Moon. I'll put his ship near the Forest moon and the player will have to go and find him.

Reckon about 3 weeks to do all this. But the end is in sight!

Posted: Sun Aug 13, 2006 4:35 pm
by LittleBear
"Ship : Deamon Class Cruiser (Ramon Shipyards)

Early combat testing of this model revealed a weakness in the defensive capabilities of this Military Destroyer. Early models suffered from a lack of firepower at the rear of the vessel. Captains reported small ships fuel injecting past the Destroyers plasma turrets and hitting the Cruiser in it's vulnerable rear.

Governor Tarkin immediately recalled all ships from front-line service and for some months the entire fleet was berthed at Ramon Shipyards, undergoing a full refit.

The result is a deadly fighting machine. In addition to 5 plasma turrets, the Deamon boasts both military and captured Thargoid lasers fitted on all views. 12 ECM Hardened Missiles are fitted as standard." (from Jane's Military Ships 3024 edition).

Posted: Sun Aug 13, 2006 6:01 pm
by LittleBear
Earlier In this (massive) thread I posted with a problem over how to change a systems Govenment type. I now have this sorted!

If you want to change a Govenment type, then include in the Script:-

"setSpecificPlanetInfo: 6=13=government=0"

6 = The Galaxy (Galaxy 1 is zero, so change to 7 needs the no.6)
13 = The planet number (get the number from the wiki)
0 = The Govement type. (0 is Anachy, 7 is Corperate State. The other Govenment types have values inbetween)

At the fall of the DeathBurger, the system becomes an Anachy (0), as the Rebels and Dictaorship fight it out. At the end of the OXP when the rebels (with the players help) prevail, the system becomes a democary (6). I then code:-

"setSpecificPlanetInfo: 6=13=government=6"

Took me ages to figure this out, so I thought I'd post it!

Image

Posted: Sun Aug 13, 2006 6:46 pm
by Arexack_Heretic
nice planetpic of the moon.
How'd you do that?

Posted: Sun Aug 13, 2006 6:54 pm
by LittleBear
Running dajts new exec. This is the standard planet. (daljts new exec adds mars type planets (like this one) and earth style planets to the oniverse). Think he's working on further planet types. Every Sytem has a Unique planet!

Only the Eszausve Gas Giants and the moon are my OXP features, the Main Planet shown in the Pic is just the planet Dajt's code happened to replace the normal Eszausve planet with.

I've playtested with both execs. The oxp works with both. If you have the old exe. then you still get the standard oolite planet. The OXP gives you the moon plus the gas giants. If you have the new exec. then you get a dajt planet as the main planet, plus the OXP moon and giants.

This was why I used addmoon rather than addplanet to add my OXP planets, as addplanet won't work properly if you have dajit's new exec. But addmoon works whichever branch you run.

EG: This is Lave (no OXPing by me) with the new EXEC.

Image

Think he's working on other new planet types, but this branch only works on the PC at the moment. Currently unique earth type planets and mars type planets for PC Oolite!

Oh and they look just as good in space! 8)

Posted: Wed Aug 16, 2006 4:23 pm
by LittleBear
A while back, I posted asking for help in scripting a delay. I was using planet number and dice roles to to this. I've found a simple way to cause a delay (without resorting to cumbersome d roles and planet numbers)

It is this. Include in the script:-

{
conditions = (
"galaxy_number equal 6",
"status_string equal STATUS_EXITING_WITCHSPACE"
);
do = ( "checkForShips: nosuchship",
{ conditions = ( "shipsFound_number equal 0" );
do = ( "increment: mission_assassins_jumpcount" );
},
);
},

As long as no other OXP developer calls their ship by the role "nosuchship", I have a script that counts the Hyperspace jumps the player has made. (Other OXP builders please don't do a ship with this role, or you'll mess up my jump count!)

When I want to script a delay, I just set the jumptcount to zero and make the next mission dependant upon the player having a certain number of kills and a certain jumpcount. That way, even if the player installed with the right number of kills to trigger the mission, he will still have a delay before the next mission is offered / next event occours.

Even if he meets the kill requirement, he will still have to make a certain number of jumps before he meets the jumpcount requirement.

Posted: Thu Aug 17, 2006 1:04 am
by Murgh
LittleBear wrote:
EG: This is Lave (no OXPing by me) with the new EXEC.
from that text, it would seem like there is some OXPing from Lave.oxp. what happens without?

will remember to avoid role nosuchship in the future ;)

Posted: Thu Aug 17, 2006 8:11 am
by LittleBear
Sorry forgot I had you Lave.oxp in!

The new exec overwrites your changes to the planet, but your additions to the description, the Learners, junk liners and moon are still there.

Posted: Thu Aug 17, 2006 2:26 pm
by LittleBear
Finally finished it! :D

Working:-

- 15 new missions.
- 22 new NCP ships (plus 1 Guest Ship).
- 1 new multi-planet System.
- 1 new weapon.
- 31 hand-coded mission briefing screens (including 7 iNEWS broadcasts)
- 24 hand-coded mission descriptions.
- 35 new Ship Communications Hails.
- 25 new Planet Descriptions.
- 17 new Images.

However, I still have quite a few things on my to-do list (and Heretic needs to finish the Deathburger) before the OXP will be in a fit state to upload to Oosat. To Do:-

1) Replace the planetnumber / d role delay script with the jump counter delay script for all missions.

2) Hide the victims somewhere in each system (at the moment they are all by the witchspace becon so I knew where they were for playtesting).

3) Make 9 other systems muti-planeted.

4) Improve the rebels AI. (They defend themselves well, but they are not
yet agressive enough at attcking the Mongoose fighters).

5) Better AI for the Deathburger (Think I'll be able to do this by looking at the Behomoth oxp).

6) Polish up some of the mission briefings and mark the mission planets.

Posted: Sat Aug 19, 2006 12:15 pm
by LittleBear
Started polishing up the OXP, adding new planets to all systems where OXP missions and events take place.

Creeping up on Be Soin whilst he is on a sightseeing holiday of Orramaor's companion planet:

Image

F7 Data entiries changed so that the featured systems fit the Assassins plot:

Image

Posted: Sat Aug 19, 2006 4:45 pm
by LittleBear
New item of equipment added. (In the game it will be awarded by the Guild once you obtain membership of The Brotherhood, rather than being available to buy in a shipyard - this is a test).

Image

Posted: Sun Aug 20, 2006 1:41 pm
by ovvldc
LittleBear wrote:
As long as no other OXP developer calls their ship by the role "nosuchship", I have a script that counts the Hyperspace jumps the player has made. (Other OXP builders please don't do a ship with this role, or you'll mess up my jump count!)
If you want this to interact only with your OXP, I suggest appending the name to be more specific to your project :).

Best wishes and congratulations with all the work!,
Oscar

Posted: Sun Aug 20, 2006 4:22 pm
by LittleBear
Ideally wanted to make a binary system with a red dwarf star, but coudn't make is luminous or give it a corrona with addPlanet or addmoon. Could we maybe have an addSun for the next version?

Looks okay as a large volcanic moon:

Image

Posted: Sun Aug 20, 2006 4:56 pm
by drew
Another vote for 'addSun' here!

Cheers,

Drew.

Posted: Tue Aug 22, 2006 9:28 am
by Arexack_Heretic
I visited Tianve yesterday... I must say I'd rather go thargoid-hunting. ;)