[MOD] Dynamic Systems V6.d

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RPC
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[MOD] Dynamic Systems V6.d

Post by RPC » Thu Jun 16, 2011 7:17 am

V3 sports extensive overhaul to the code and provides
-station recreation
-a retaliation framework for those modders who would like to include a sovereign, but not a full blown Adv-Ex.

I'm been having some trouble uploading to the V2 mod (whatever I downloaded after uploading was the V2 stuff even though the filesize was 570, the size of V3)
so I decided to just upload it as a new mod. The Adv-Ex that comes with this is really hectic now that station recreation is out. Well, good luck in the Trans universe!
Download it here: Dynamic Systems V3 (requires 1.06)
*EDIT: changed title to DySys V5
*EDIT: changed title to DySys V6
*EDIT: changed title to DySys V6.a
*EDIT: changed title to DySys V6.d
Last edited by RPC on Tue Mar 19, 2013 11:07 pm, edited 4 times in total.
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Re: [MOD] Dynamic Systems V3

Post by RPC » Tue Jun 21, 2011 6:06 am

Updated at 79 dl's
V3 updated
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Re: [MOD] Dynamic Systems V3

Post by shanejfilomena » Tue Jun 21, 2011 10:02 am

you adjusted for the Evil 1.06?

I am not liking all the changes in 1.06...Ill have to run it with all weapons loaded, it skeers me :)LOL
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Re: [MOD] Dynamic Systems V3

Post by RPC » Wed Jun 22, 2011 5:01 pm

Yeah. That, and station respawning was /way/ too fast.
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Re: [MOD] Dynamic Systems V3

Post by RPC » Wed Jul 20, 2011 10:22 pm

Reuploaded. Hopefully I killed that "stations respawn in the sun" bug. If that happens again, please PM or make a comment.
Also, credits to CodeCannon for the help in the respawn code, thanks :D
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Re: [MOD] Dynamic Systems V3

Post by shanejfilomena » Thu Jul 21, 2011 12:19 am

I like my code to respawn: simple but effective: just leaves alot of dead things laying around that annoy me.
However: in Lumen.......I would not care, it is a battle zone, if there are things to hide behind I'll take it :)

1.06 turned out to be very tame: i was hoping for more aggression out of it but I do not understand why I thought that....

but it gave me millions of ideas......I just have to try to make them work :)
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Re: [MOD] Dynamic Systems V3

Post by Val » Sun Jul 24, 2011 12:25 pm

I think I've found a bug: respawned stations no longer appear on the radar, even after I've been close to them. They reappeared on the map.

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Re: [MOD] Dynamic Systems V3

Post by RPC » Sun Jul 24, 2011 12:47 pm

:/
After playing with V3.a for a while, I think that the old stations are not being destroyed properly. What you need to do is to get a weapon with WMD and destroy the old base's wreck before destroying the new one. I'll work to fix this shortly. Thank you for reporting the bug.
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Re: [MOD] Dynamic Systems V3

Post by Hatsuya Kanzaki » Sun Jul 24, 2011 3:56 pm

RPC wrote::/
After playing with V3.a for a while, I think that the old stations are not being destroyed properly. What you need to do is to get a weapon with WMD and destroy the old base's wreck before destroying the new one. I'll work to fix this shortly. Thank you for reporting the bug.
I often do this, but makes me wanna stop supporting NAMI products once I got my hands on the Punk Geek-made weapons (mod)

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Re: [MOD] Dynamic Systems V3

Post by Val » Sun Jul 24, 2011 5:48 pm

Could the respawn rate be reduced a little? It can get frustrating that if you are not looking for a few seconds, all the stations are suddenly rebuilt. I would like to do an escort mission to a specific place, carefully and time consumingly destroy a strong and dangerous station in the way, hurry to the mission giver as fast as I can, but the enemy station is rebuilt before I can get through there with the freighter.

Maybe store some values, like how strong the specific factions are in a system, and if one faction is nearly completely wiped out, they should not be able to reconstruct a huge fortress just two screens away from a bunch of their strongest enemies fortresses.

Maybe some "influence" or "power" rating that influences the probability and speed of respawning could be useful? This rating could then be modified by doing missions, destroying stations, etc.

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Re: [MOD] Dynamic Systems V3

Post by RPC » Sun Jul 24, 2011 6:06 pm

Maybe store some values, like how strong the specific factions are in a system, and if one faction is nearly completely wiped out, they should not be able to reconstruct a huge fortress just two screens away from a bunch of their strongest enemies fortresses.

Maybe some "influence" or "power" rating that influences the probability and speed of respawning could be useful? This rating could then be modified by doing missions, destroying stations, etc.
I was thinking of using this kind of rating as well. It could be extended to a faction AI that could "carry over" star systems.
The problem really is how to determine the value. Like, should it be arbitrary? What checks should I run? The mission part may be hard, because I'll probably have to hack missioncode just to check if the player is doing them or add some myself. However, I will add this on the TODO for Sandbox :D

As for the respawn rate, yes, I will have to turn it down.
The problem was that the respawn code used aObjDestroyed, and if you call a timer instead the code wouldn't work.
I was creating freighters randomly at a place 800-1200 light seconds from the sun to slow the reconstruction, but it seems that the RNG will hate the player and spawn it just so that it only takes 5 seconds to respawn. :/
I also tried storing aObjDestroyed as data, but if another station gets destroyed, the data would be overwritten :/
I just did a permadeath on 1.06a and I was frustrated that stations respawned too fast.
(sorry if the technical details bored you)
Anyways ....
;tldr
Hint: If you're patient enough, you could wait for the freighter that respawns those stations and kill it before it respawns the station. 8-)
(I was never that patient unfortunately....)
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Re: [MOD] Dynamic Systems V3

Post by RPC » Fri Jul 29, 2011 5:53 pm

Ok, reuploaded at 271 downloads and hopefully I stopped the:
1. invincible stations bug
2. respawn spamming bug
Thanks for reporting them guys.
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Re: [MOD] Dynamic Systems V3

Post by RPC » Sun Jul 31, 2011 1:47 am

Reuploaded at 271 downloads (sorry to those 4 downloaders!).
I rewrote some code so it doesn't require luck and blind timing to work properly.
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Re: [MOD] Dynamic Systems V4

Post by RPC » Fri Aug 26, 2011 3:02 am

A little present for all those kids going back to school....
DySys V4 is out!
Some changes:-
-Retaliation fleets follow player
-no hiding on planets
-no hiding on asteroids
-suns have solar events/ they also have plasma damage
-move back to old station respawn [with the offset so that stations don't become invincible]
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Re: [MOD] Dynamic Systems V4

Post by RPC » Fri Aug 26, 2011 3:39 am

Also, if its too laggy, I'm willing to tone things down a bit.
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