[MOD] Dynamic Systems V6.d

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FourFire
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Tue Feb 12, 2013 9:41 am

Single route missions being boring: one should be able to specialize roles in the militia in the same way you can choose Korolov, or the arena to qualify for a military ID.

You should be able to choose between courier, search and destroy, supply X and escort missions.
I suggest the following mission types:
#1, Supply X
"[Insert base here] has a shortage of [choose either food, meds, ore/ingots*].
Resupply them with at least [tonnage here OR value here] of [chosen commodity here]."

#2, Courier
"Take these [insert tonnage here] of [generic military clone of Korolov containers or actual Korolov containers] to [other station] in [other system] you have [time limit]."
[insert a clone of the radiation countdown but with a longer clock and less frequent update messages].

#3, Search and destroy
"We have [discovered/detected/heard rumor of] an [infestation/occupation/gathering] of [insert CW militia hostile sovereign which has at least two stations in system].
[cleanse this system of/remove all/destroy all] [hostile] bases in this system."

#4, Escort
[the current freighter mission, maybe altered slightly so that the militia freighters have Class II or Class III shields and a sensible armor such as lightblastplate]

Otherwise I don't have that many ideas apart from some sort of raider attack on St. Katherine's Arcology (2-5 raid platforms try to blow up 3-8 of the outer ring stations then retreat to a marauder outpost.)
Last edited by FourFire on Tue Jun 25, 2013 8:25 am, edited 1 time in total.
(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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pip
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Thu Feb 14, 2013 8:58 pm

Something to look at: Stations don't seem to recognise or care about contaminated ships.

Usually when you dock somewhere with a glowing ship you get either a cleanup crew or an earful of abuse, currently I'm getting business as usual and a complete disregard for my steadily fraying nerves.

[edit]
Also, the gates linking to Rigel seem to be derped still - they just led back to previous systems.
(Don't know about St. Kats, can't seem to find it. lol)

Bruno
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Sun Mar 17, 2013 10:34 am

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RPC, I think that you might have overdone the final Dwarg Retalitation :P

This is only a small part of the total behemoth fleet, that came pouring out of the stargate for about a minute after dwarg colony was destroyed for last time.

I just sat there with mouth open, looking at a neverending flow of behemoths, ready to lay complete waste to everything in the system :twisted:

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RPC
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Sun Mar 17, 2013 1:40 pm

Actually, the same thing happened in Turn 4 of Succession #3. It was a fight between a Ranx DN and ~20-40 Dwarg behemoths... the explosion that killed them all would've been awesome to see.
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Bruno
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Sun Mar 17, 2013 8:35 pm

Wow... This was at least 120+ Behemoths, and I made them appear again too, in a new system by destroying many Dwarg colonies, so that they all chased me! :o

And they also follow between stargates! So I had a death fleet slowly following me through systems with WMD morningstar cannons. It was quite interesting. I could lead them past all kinds of stations and watch the fireworks.

As the horde slowly thinned out, I could do things like activate Defend then parking in the middle and Shatter 20 of them at once. Or Circle of Wrath. It was like New years ewe :D

I think I made 1.000.000 credits from loot.

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Patupi
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Mon Mar 18, 2013 7:46 am

I'm not sure if it's a conflict between this and uncharted systems but I'm still getting some unwarranted 'pirate' and criminal claims on the latest update. One recurring one is getting a military mission to take a sung vessel, then getting either commonwealth or Korolev sending a fleet after me when the enemy ship is destroyed. The message is 'X faction sends a fleet after the Y vessel class ', ie my ship. Normally the message says the 'independent merchant' when they attack me . It has happened with other ships, but Sung ships, especially Sung transports, seems to be a main one. It's happened quite a lot.

On the trade imbalance issues, I do like the idea of spreading the type of cargo found, miscellaneous items instead of all Korolev cargo containers, based on the level of the system. The salvage ideas seem interesting, though I think that if you do use a timer based 'station salvages remains of battle' thing it should be a little more than 60 seconds! It could get very frustrating to get things swept up before you can even check out the results. Sometimes battles (or consecutive battles) last a fair while, especially if your armor/shields are upgraded beyond your weapons.

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RPC
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Mon Mar 18, 2013 11:00 am

WB Patupi.
Yeah, it's weird. I'll look into the pirate issue.

I also haven't done the station looting aspect yet. I'll keep in mind to have it check every ~2 minutes? Is that too short?

Also, another thing I've been thinking about is if station looters should clear wrecks. Would this get in the way of Playership Drones and the shipwright?
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Patupi
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Tue Mar 19, 2013 9:26 am

I'd say yes it would get in the way of PSD a little, but if restricted to close to a base it'd probably be OK. They're clearing a safe zone around their facility and if the ship you wanted to salvage was too close... well there are others around. Usually.

Oh and one of the other 'pirate' issues that kept recurring was one particular vessel that hunted either me or another target. That larger version of the smuggler transport, the long grey box ship... forget the name of it. Every time I've killed that one Korolev has hunted me down!

Bruno
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Tue Mar 19, 2013 12:06 pm

Patupi wrote:Oh and one of the other 'pirate' issues that kept recurring was one particular vessel that hunted either me or another target. That larger version of the smuggler transport, the long grey box ship... forget the name of it. Every time I've killed that one Korolev has hunted me down!
Yes! Those buggers are troublesome, they can hunt you, but belong to Korolev, so if you're unlucky and have to kill it, you could get a squad of Wolfens killing you.

This also goes for the smuggler transports with escorts by the way. I used to shoot them down out of habit to see if they had ID chips or something else interesting inside, and now I get Ronins and Wolfens after me from Korolev. It doesnt make much sense, these guys are smugglers after all, Korolev should be glad they are out of business.

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RPC
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Tue Mar 19, 2013 1:53 pm

Bruno:
Yeah, it's definitely a bug. Apparently I was looking for ships with +freighter to see if it's korolov but the smuggler ship and the sung ship also have that modifier.
I'll get out a fix after I come back from school.
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Patupi
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Tue Mar 19, 2013 7:09 pm

I'm glad you know what the problem is. Half the time that's the longest thing with fixing programming... figuring out what happened! :)

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RPC
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Tue Mar 19, 2013 11:07 pm

Updated DySys so it's now at V6.a.
Updated at 2068 downloads, renamed to V6.a and updated for version 1.2a. I lost the tags again though. (thanks to digdug for adding them again :D )

Changes:

-fixed Dwarg retaliation levels to cap out at ~12 behemoths.

-freighters don't carry Korolov crates anymore. Instead, they carry an assortment of items generated from Vanilla itemtables based off the systemlevel. (tell me if too much items spawn or excessively high level items spawn though)

-Uraks nerfed again

-Created the Tech Slaver for the Sung to replace Dragon Slavers. It breaks Sung naming conventions so people know it's a mod ship.

-Other freighters like the Sung and the Black Market freighter don't count as Korolov ships. Also, the EI500 doesn't show up as a pirate anymore.

-Corporate Cruiser buffed with a Corporate Railgun and some escort ships.

Still working on the station looting mechanic and fixing the borer mission but the fixes here are important enough to warrant another release.

Another thing: I turned off the notifications for retaliations -- I'm working on a dockscreen that will show sovereign relationships and amount of anger instead.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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KA101
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Sun Mar 24, 2013 5:07 pm

RPC wrote:WB Patupi.
Yeah, it's weird. I'll look into the pirate issue.

I also haven't done the station looting aspect yet. I'll keep in mind to have it check every ~2 minutes? Is that too short?

Also, another thing I've been thinking about is if station looters should clear wrecks. Would this get in the way of Playership Drones and the shipwright?
Is it possible to have the timing based on the distance between the station & the battle? I'd thought that once the battle ends (measured by: no more hostiles and/or no shots fired for 10 seconds) it'd take $DISTANCE + $PREP_SCROUNGER* seconds for the scrounger-ship to launch. That ought to give the player at least a minute or two.

*Scroungers aren't so into it that they're sitting in their ship with the engines warmed up and ready to go as soon as a battle ends. I'd figure 10-30 seconds minimum.

Is it possible to split the difference and have station looters mark wrecks as visited? Otherwise, I'd suggest a 20-ls clearing radius or something similar.

Thanks much.

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RPC
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Mon Mar 25, 2013 4:42 pm

KA101: yeah, I was planning on clearing the wreck but I'm having 2nd thoughts since the PSD shipwright needs wrecks...
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

FourFire
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Tue Mar 26, 2013 5:27 pm

RPC wrote:KA101: yeah, I was planning on clearing the wreck but I'm having 2nd thoughts since the PSD shipwright needs wrecks...
How about this: have the station clear wrecks only in a certain radius around them - up to the mass which the Rotolooter is set to. If Rotolooter is absent, then have the stations only clear the three lightest wrecktypes in that system.
(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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