[MOD] Dynamic Systems V6.d

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Patupi
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Re: [MOD] Dynamic Systems V5

Post by Patupi » Sat Jun 02, 2012 2:00 am

I wonder if you could work a kind of proximity system to individual 'friend-ness'? IE, mostly just the ship you attack (in a one off event) would get ticked at you, but if it's buddies were close enough (or that particular Sovereign had a high 'group friend' factor) they'd also attack. Might make a more fluid variation between different sovereigns. Ones with an established military or honor structure would likely help their friends. Rogue groups, anarchists etc would likely not... though the Anarchists themselves might be a exception. Wouldn't they attack pretty much everyone?

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Re: [MOD] Dynamic Systems V5

Post by ronelm2000 » Sat Jun 02, 2012 8:51 am

Patupi wrote:I wonder if you could work a kind of proximity system to individual 'friend-ness'? IE, mostly just the ship you attack (in a one off event) would get ticked at you, but if it's buddies were close enough (or that particular Sovereign had a high 'group friend' factor) they'd also attack. Might make a more fluid variation between different sovereigns. Ones with an established military or honor structure would likely help their friends. Rogue groups, anarchists etc would likely not... though the Anarchists themselves might be a exception. Wouldn't they attack pretty much everyone?
As a nice add, if you are being attacked, if someone with the same sovereign happens to pass by, they'll attack the one attacking you. ;)

Same thing with enemies.

ie. HelpFactor
[[ If a travelling ship is being attacked by enemy sovereign ships (no more than its HelpFactor) and its HP is less than 30%, everyone within the HelpFactor's range (in terms of ls) will help the target by attacking the attacker. If a station is being attacked... if its remaining HP can become less than HelpFactor (percent) after a certain period of time (w/c is the time it takes to get to the station from the nearest stargate btw), it will set ships with the same sovereign to temporarily defend the station. ]]
Example:
svCommonwealth = 10
svCorporate = 25
svCentuari = 1
svCharonPirates = 4
svAres(1) = 8
svAres(2) = 30 <-- Ares Rebels
svAnarchists = 0
svKorolov = 20
svSung = 18

So according to the graph, if I attack a Freighter (and me alone -- if 10 or above people are attacking the freighter, this won't happen) on its way to Eridani and it has 70% dmg, all ships with the same sov. within 10 light-seconds will attack me. If I attack a Corporate Trading Post and (assuming it takes 30 seconds to reach it from the nearest stargate) it's taking 1% dmg/sec, if the damage becomes 45%, the dmg will become 75% in 30 seconds. So before that happens, a squad (or maybe everyone) will be sent to that near stargate to defend the station.

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Re: [MOD] Dynamic Systems V5

Post by Patupi » Sat Jun 02, 2012 4:01 pm

I like it. Nicely organized.

One thing that I always hated was that if a friendly station, in the middle of a furball, gets real low on hitpoints, one stray shot from you can get you blackballed and hauled off to prison at the next Commonwealth station you land at. Is it possible to change it so when a station is destroyed the person who dealt the most damage to it gets 'tried' for the destruction? Possibly even send a special retaliation fleet against just that individual so it has an effect on non-player ships? Not sure if there is any way to gauge it other than assigning a separate arrayed variable (variable list in xml?) to measure damage over time, including who did the damage. Probably gives a time limit to who to assign blame to... but have to be careful with that. If you make it a list of a certain number of impacts on the station, rather than time based, then someone couldn't 'cheat' and do a little damage here, little damage there, wait over time, and destroy the station without repurcussion. Of course that wouldn't work with stations that heal, but you get what I mean.

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Re: [MOD] Dynamic Systems V5

Post by PM » Sat Jun 02, 2012 4:16 pm

ronelm2000 wrote:When I finish a CSC mission (last mission being the "Send Supplies To" mission), I can't switch Player drones, and often times I get freezes. >.> So I tried putting the CSC Overwrite in Dyanamic Systems v5 in XML comments and it got fixed.

Conclusion: [Compatibility Issue: PlayerDrones v5]?
This is a known issue (ticket #770), but there is nothing I can do to fix it other than overwrite CSC such that they do not offer the missions that break ship changing. Other mods that feature ship changing also break after accepting supply delivery or Juan Carlos missions.
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Re: [MOD] Dynamic Systems V5

Post by RPC » Sun Jun 03, 2012 3:22 am

I actually changed from overriding the CSC to overriding the CSCBase as all I wanted to do was add extra weapons ;)

For the ideas on helpFactor, Drako gave me some code to get reinforcements from other stations in the system, but for angry stations holding grudges I can't do anything about that. For more fined tuned cotrol I'd like to separate the amount of ships attacking before ships start to help, and the radius this happens in. No ships are usually within 10 ls of another unless they're already in a fleet ;)

Good news is that there's a ticket on trac for station anger and it's slated for 1.09 IIRC ;)
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Re: [MOD] Dynamic Systems V5

Post by RPC » Sun Jun 10, 2012 7:44 pm

Reuploaded at 1052 downloads. Updated to V5.b. (and can a Xelerus admin add the "prior mods of the month" tag? I don't like how Xelerus keeps resetting it >.<)

Changes made are:

-Mining AI added for early mining colonies. Not added to ferians b/c of the lag issue.

-names of X atks Y hopefully fixed

-retaliation ships no longer follow to Elysium

-station graphics:

Special thanks to Patupi for contributing station graphics. He added the small reconstuction station, and scaffolding for other stations.

Destroying the scaffolding works similar to destroying the reconstruction station, and permanently destroys the station.
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Re: [MOD] Dynamic Systems V5

Post by RPC » Mon Jun 11, 2012 3:29 am

Also, I changed the CSC overwrite to the CSCBase as to remain compatible with PSD5, and changed the misleading title of the adventure extension to "Dynamic Systems Demo".
It was brought to my attention on IRC that some players thought the adventure was the mod, but the title is now fixed. Dynamic Systems should be played with the normal game's Adventure Extension (Domina & Oracus) and the other adventure is only there to showcase retaliation events. Sorry for the misleading title >.<
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Re: [MOD] Dynamic Systems V5

Post by FM3VP » Tue Jun 12, 2012 4:26 am

Great mod RPC :) but after playing a little while and mining, I found that sometimes the ore would disappear and the "Bring aboard" option would be gone, (Its not showing) and all that would show is leave. After digging around my extensions and all that, me and StarWeaver found that your DynamicSystemsStuff.xml is causing this. Just pointing it out so you know.
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Re: [MOD] Dynamic Systems V5

Post by RPC » Tue Jun 12, 2012 4:21 pm

Nice catch FM3VP. (I was using my autolooter, and never had to dock with the ores :P )
Reuploaded at 1073 downloads so borers don't steal ore. Redownloading is not needed if you don't mine anyways.
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Re: [MOD] Dynamic Systems V5

Post by RPC » Sun Sep 30, 2012 10:36 pm

Reuploaded at 1380 downloads. Lots of fixes that I can't remember, but one thing I do know is that Sung turrets don't call in a fleet to respawn anymore.
Uploaded because V6 is delayed as I'm working on Star Network.
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Re: [MOD] Dynamic Systems V5

Post by RPC » Wed Oct 31, 2012 4:51 am

Updated at 1507 downloads. SolarDragon on IRC pointed out that retaliations were borked and attacked you even when destroying a station wreck.
Dynamic Systems V5.d Preview:
Fixes:
-stations respawning twice fixed
-stations with destroyed wrecks now go scaffold => construction station => station
-retaliation fleets don't attack destroyed objects

Balance:
-scaffolds and construction stations weaker
-scaffolds have no regen rate

New Features:
-Solar items usable (since sun is dangerous). This means that they regen fuel faster. (both armor and patcher)
-Added patrolling Aquilas. They have the Nomad Salvager AI, but should be really helpful in clearing out systems.
If you find a random empty Phobos wreck, that's probably an Aquila at work.
-Buffed Tinker stations. They now have 3 Moskva 33's.


Previous tags are: Quality approved, Prior Mods of the Month, Misc,
Featured, Challenge, A.I./Behavior,
Adventure Extensions, Recommended Mods, Ship (Enemy),
Ship (Player), Station
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Dynamic Systems V5 - So many bodies!

Post by Viymese » Tue Dec 04, 2012 2:57 am

So um... you know how the centauri retaliate after you destroy their bases and squads of men? Well don't use the Stronger Centauri mod at the same time because you are all kinds of screwed if you do!
That and going with out a scuttle mod to clear the bodies makes it so that going to and from a system with some many odd bodies causes you to become stuck in the system unable to go back if it is too hard...

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Re: [MOD] Dynamic Systems V6

Post by RPC » Sun Jan 20, 2013 5:37 am

Updated at 1791 downloads.
List of changes and fixes:

-CW stations get a fleet of Britannias to defend them when system level is greater than 5 (basically past St. Katharine's)
-Militia relay positions of enemy relatiation fleets if you're in the militia
-CW defense turrets regen health and have a missile launcher

-destroying wrecks of commonwealth stations does not send you to jail
-Cargo stealing weapon is available to players (as a BM weapon)
-scaffolds don't spawn at the sun
-Xenophobe invasion event has less ships so games lags less
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Re: [MOD] Dynamic Systems V6

Post by Bruno » Wed Feb 06, 2013 3:10 pm

Hello!

I have a question.

Firstly, you know I like this mod very much. But there is one thing that annoy me:
Most of the early game mission-running for Korolev shipping become unavailable quickly, because it is never long before someone sends a squad to destroy "Charon Pirate Fortress" in system. And when this happens, Korolev won't give out missions anymore. It takes away something from the flavour of the game. This also apply to Arco Vaughns container habitat.

This may also be a problem for later mission-related buildings, but I have not played there much yet.

So the question is if it is possible to make retalitation/strike fleets ignore Arco Vaughns container and the Korolev-Charon pirate fortresses?

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Re: [MOD] Dynamic Systems V6

Post by pip » Wed Feb 06, 2013 10:14 pm

Just a thought....

Maybe it's not the best idea ever to have freighters wandering about with korolov containers and piles of expensive ores (sometimes in excess of 100t).
Seriously, anyone with even half an ounce of patience can get hold of 100k+ credits without ever leaving Eridani just from harvesting the inevitable dogpile of random wrecks that forms around the gate.

Makes things far too easy.
Of course this is offset somewhat by the sheer volume of everything going on, and many of the side-quests being rendered impossible to complete (or even start in some cases).

I'm curious as to whether the korolov transports wandering about were specifically intended to carry these expensive and easily saleable goods, or were they just copied from escort mission xml?

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