[Mod]Hell's Trinity

Post about your finished mods here.
Drako Slyith
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Fri Mar 18, 2011 5:56 am

Have you considered putting a wingman in? Perhaps once you complete x number of missions a rebel asks to come with you.
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ThePrivateer
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Fri Mar 18, 2011 5:59 am

Drako Slyith wrote:Have you considered putting a wingman in? Perhaps once you complete x number of missions a rebel asks to come with you.
I have acutally, but at the time, the coding broke (around .8 it was) -- I will attempt to re-implement it again in this new addition.

Drako Slyith
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Fri Mar 18, 2011 6:04 am

I like wingmen. You can use them as shields against scary Phobos :D But they do make the game seem more complete. If you haven't already got it working, feel free to use my code I have in the Network (systems.xml, the wingman is at the bottom, the code for pulling him in is just above that)
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Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?

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ThePrivateer
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Fri Mar 18, 2011 6:49 am

Drako Slyith wrote:I like wingmen. You can use them as shields against scary Phobos :D But they do make the game seem more complete. If you haven't already got it working, feel free to use my code I have in the Network (systems.xml, the wingman is at the bottom, the code for pulling him in is just above that)
Thanks! :D

I might use that...I struggled alot with wingmen. >.<

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ThePrivateer
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Sat Mar 26, 2011 12:09 am

Well, over the last week I have been surging ahead with Hell's Trinity, thanks to everyone's help on scripting and such like that. This is the biggest update I have ever done to this mod, and I think it shows. Aside from swapping the player to a Ronin/A, giving him new weapons and shields, I have also made a new graphic for the select adventure screen.

The biggest addition so far is the mission system, which now allows the player to complete several missions in the Lincoln System, up to destroying an Ares Shipyard. You can get wingmen now, all customized with different speech, ships and weapons, and you might notice a lot of other changes - I replaced the Sung Station graphic with an armoured commonwealth station one, and tweaked dockscreens everywhere.

Thanks to everyone who helped out! :mrgreen:

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ThePrivateer
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Mon Mar 28, 2011 6:02 am

Ok, in order to keep things nice and easy (and to make sure people are using a current version of Hell's Trinity) I have released the so-called Beta, however the mod is still not finished.

You cannot "succeed" in the game and the main storyline is still incomplete. However, Lincoln has received a major re-work, and so the next version of Hell's Trinity will work on fixing up Bismuth and ultimately Orion. This could still take some time, so it's for this reason I decided to release the Beta. The old .8 was so basic compared to this I feel it only fair to let people play with this while I fix up the rest of it.

So, without further ado, here is Hell's Trinity Beta.

Thanks to everyone who has made this possible! :mrgreen:

The full changelog is here :

Code: Select all

*0.9*
++ Restructured XMLs to use Module System
+ AresOutposts in Lincoln track number destroyed
++ Lincoln Shipyard
	++ Dockscreens
	++ Missions
		+Basic X-Y Kill Outpost
		+Destroy Shipyard Mission
+ Added Linocoln Alpha, Beta
+ Added Attack Coding (much thanks to Prophet, RPC and Wolfy for helping me here)
+ Added Wingman - Rachael
+ Added Wingman - Rahjiit
+ Added ThunderStorm|LightingVeil weapon
+ New shield/replaced player R1 with it
+ Expanded most of the Rumour sections
- Removed the rebels and Marlo missions
% Removed CorporateOnDestroy from most stations
% Modified Ares prescence in Bismuth
% Modified most T-Lisp speech to use \" quotations
% Changed image for Lincoln Station
% Rewrote Information Screens for Lincoln Station
% Rewording of other Lincoln Station dockscreens
% Changed Player Ship to Ronin image
% Updated Shield Image for Ronin
% Changed Player Weapon to a laser weapon
% Changed Support Ships to Ronins
% New Graphic for loading screen (used GIMP and Luminous)
% Weakned outpost armour
% Changed weapon type of player
% Weakened ares stations across the board
% Changed Bismuth Station dockscreens to work better
% Changed Bismuth Station to armed cwealth station *0.9*

Drako Slyith
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Thu Mar 31, 2011 11:56 pm

I found something that's not really a bug, but still a problem. Mostly, there are way too many ships wandering, way too far out. In Orion, I had to go this far before I passed the cloud of sandstorms:
Wandering much bug.png
Wandering much bug.png (16.97 KiB) Viewed 1773 times
I did a range test, and I found that the targeting computer found from where I was to system center was 1405 (ls I think). There were hundreds if not thousands of them, making my game lag on autopilot.
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Play in over 100 systems in a network. Play the 2011 Mod Of the Year
and the highest rated mod on Xelerus, The Network.
Play the July Mod of the Month, Fellow Pilgrims!
Play My other mods as well
(Drako Slyith)* I am a person
(Eliza chatbot)> Do you believe it is normal to be a person?

FourFire
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Tue Sep 04, 2012 4:06 pm

This is really loads of fun!
I am a little sad though, because it crashes randomly on a station explosion (I'm using version 1.08f)
I tried to save/reload and it crashed five times in succsession on the same station errorlog:

Code: Select all

09/04/2012 17:54:34	Loaded extension: Extensions\Log\Captain's log.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Log\renamer.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\AutoDrop.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\configureScreen.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\EmptyWrecksExplode.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\ExAsteroid.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\FreeEquipAll.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\IdentifyScreen.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\NamedOre.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\NoDockNavBeacon.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\NoMoreKeyHints.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\Occupied.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\RememberEuropaCode.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\SalvagersUpgrade.xml
09/04/2012 17:54:34	Loaded extension: Extensions\Preferences\SealedCargo.xml
09/04/2012 17:54:35	Loaded extension: Extensions\Preferences\SFStargateDockNGo v02.xml
09/04/2012 17:54:35	Loaded extension: Extensions\SFItemGraphicsLT v010 1_04.xml
09/04/2012 17:54:35	Loaded extension: Extensions\SFSpaceStations v092 1_03.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\Bobby_packers\Packer Resources.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\Bobby_packers\Packer ResourcesTG.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\Bobby_packers\Packer.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\Bobby_packers\PackerTG.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_AsteroidScanner.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_CargoPods.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_IngotsArmors.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_MiningColonyUpgrade.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_MiningWeapons.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\TG_WTS_RawMaterialsProcessor.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\WTS_MiscItemsGFX_Override.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\WTS_NewFuels.xml
09/04/2012 17:54:35	Loaded extension: Extensions\TG_WTS_MiningPack\WTS_OreGFX_Override.xml
09/04/2012 17:54:35	Loaded extension: Extensions\Utility Items\systemscannercheap.xml
09/04/2012 17:54:35	Loaded extension: Extensions\Utility Items\UtilityItems.xml
09/04/2012 17:54:40	Loaded adventure: Extensions\Functions\Hell's Trinity\Hell's Trinity.xml
09/04/2012 17:54:41	Loaded game file version: 1000806
09/04/2012 17:56:14	Crash in CBaseShipAI::CalcEnemyShipInRange
09/04/2012 17:56:14	Unable to continue due to program error.

program state: OnAnimate
program state: updating object behavior
obj class: CShip
obj name: Lincoln-class Alpha gunship
obj pointer: 9a22be0
CStandardShipAI
Order: 1
m_State: 15
m_pDest: 9a22be0 Lincoln-class Alpha gunship (CShip)
m_pTarget: none
m_pNavPath: none
game state: in game


Please contact [email protected] with a copy of Debug.log and your save file. We are sorry for the inconvenience.

09/04/2012 17:56:18	End logging session
Huh. /spoiler doesn't work for some reason...
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}

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RPC
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Wed Sep 05, 2012 2:13 am

ThePrivateer hasn't been on for quite some time now.
EDIT:
Also, necro?
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