[New Mod-Tower Defense] Star Genesis 00

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NMS
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Fri Mar 03, 2017 7:51 pm

I'd like to try it, but the Zaelon ships are missing masks, so it won't load.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Fri Mar 03, 2017 10:40 pm

Sorry about that I added the masks now.
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sat Mar 04, 2017 3:52 am

Updated at 1243 downloads. It works now.
STAR GENESIS GITHUB LINK
Changelog:
-added manual
-fixed various crashes
-nerfed starbase energy regen from 75/sec to 75/10sec
-spawn with 2 energy collectors at start
-fixed enemies using the player pool for energy
-buffed aciman and durkham capital ships
-durkham elite fighters buffed
-warnings for station hp added
-solar collectors spawn even with no energy
-added masks to zaelon units
-fighters spawn every 10 sec instead of 45 sec
-durkham and zaelon ships removed as starters

-Energy upkeep for stations:
laser turret [-5 energy/5 seconds]
missile turret [-10 energy/ 20 seconds]
hangar bay [-30 energy/ 10 seconds ? ]
mining colony [-20 energy/ 5 seconds]
Energy charge for stations:
Starbase: +75 /second
Solar Collector: +20 /second
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Sat Mar 04, 2017 7:42 am

I... win?
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Adventure Star Genesis 00
Fate Escaped the Sample Adventure
Game Unregistered
Genome Human male
Score 10,000
Ship class Ipegu
Time played 25 minutes and 55 seconds
Version 1.7

DAMAGE SUSTAINED

class V deflector 2

EXTENSIONS

The Stars of the Pilgrim HD
The Stars of the Pilgrim Soundtrack

FINAL EQUIPMENT

ion streamer
Type 1 Vertical Launch System
class V deflector
24 segments of quadrocarbide armor
Nova-100 reactor
(damage control party)

ITEMS INSTALLED

(damage control party)
advanced ceralloy armor
class V deflector
Nova-100 reactor
slam cannon

WEAPONS FIRED

ion streamer 10
slam cannon 14
Type 1 Vertical Launch System 2
Type 4 Stealth Missiles 1
Some of the dockscreens don't work and no enemies showed up.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sat Mar 04, 2017 9:45 am

OMG how did that happen :/
Did you use Xelerus or github or multiverse?
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sat Mar 04, 2017 1:35 pm

The bug that's causing it is probably when the ship AI gets bugged out and can't swivel all the way before turning around, resulting in ships flying away instead of flying towards. I dunno how you managed to finish the game though D:

I have no idea what to do, should I just update the art assets? I'm using outdated art by now I bet...
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NMS
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Sat Mar 04, 2017 6:27 pm

That's the version you linked on GitHub. I ran out of things to do, so I went exploring, pushing against the force field, and found the outbound stargate.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Sun Mar 05, 2017 5:55 am

Okay, after looking at the code I have a theory. It looks like time is supposed to be suspended while the changelog is displayed. But it wasn't. At least, I was slowly using fuel. So if I spent long enough in that screen, which I probably did, the first wave could have started, and the recurring timer <IHaveNoIdeaWhereTheyAreSpawningFrom> would still have been going and suspended them.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Sun Mar 05, 2017 8:28 am

@ NMS sounds like it. Apparently sysStopTime has a max duration and I got lazy and set it to 50000 ticks but I dunno how to fix it. Maybe just refresh StopTime and resume on exit? Does sysStopTime even work still?
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Sun Mar 05, 2017 3:56 pm

Yeah, it's used by the gem of contrition, so it still works. I realized it doesn't apply to the player, so that explains the fuel use. You might need to specifically suspend the player ship to make it impossible to die by leaving it open too long. I definitely didn't leave that screen open for 50000 ticks (over 25 minutes), but you could use a recurring timer to keep time stopped and set a variable to stop it when the screen is closed, just to be safe.

So the bug may just be that timers set the tick that they trigger when they're created and it isn't increased while time is stopped. So they don't check to see if they should trigger while the object they're on is suspended, but they effectively continue counting down and trigger immediately when the object is resumed if they've run out. You can avoid this by starting them when the screen is closed, instead of when the game starts, if the screen is going to be shown.

Also, I confirmed that it works if you close the screen in a reasonable amount of time.

The ships you're trying to get rid of with the recurring event probably appear because of sysCreateShipwreck. The wrecks it creates may have a chance to come with live enemies (and probably salvagers).

Other issues:

- I lost on wave 2 to the crazy number of gunships with missiles. I guess I'll try spending all my scrap on laser turrets?
- When docked at the base it displays 0 scrap and you can't afford to refuel.
- Docking ports are all really far from the stations.
- A few dockscreen actions related to upgrading either say "We can't do this yet." or don't seem to do anything at all.
- As I demonstrated, the system has an outbound stargate and the gravity field isn't strong enough to overcome some ships' thrust.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by digdug » Mon Mar 06, 2017 12:53 am

you can sysStopTime with -1 time duration for stopping time indefinitely until you (sysStartTime)

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Mon Mar 06, 2017 1:24 am

@NMS
Thanks, I would never have guessed that sysCreateShipwreck makes live ships too >.<

For the other concerns:
- I lost on wave 2 to the crazy number of gunships with missiles. I guess I'll try spending all my scrap on laser turrets?
The waves are hardcoded in the <Attacked> event in StarGenesis00. If 2nd wave is too hard you can change it but of course I will be making my own adjustments as well.
Also upgrades are coded in <OnGlobalUniverseCreated> of the same xml, if you want cheaper/different upgrades you can mess with them there.

Code: Select all

- When docked at the base it displays 0 scrap and you can't afford to refuel.
- Docking ports are all really far from the stations.
- A few dockscreen actions related to upgrading either say "We can't do this yet." or don't seem to do anything at all.
- As I demonstrated, the system has an outbound stargate and the gravity field isn't strong enough to overcome some ships' thrust.
Noted, I'll kill the non-functional dockscreens. As for the outbound stargate, it was to stop errors with ships without commands but I guess with the new shporder commands isn't necessary anymore. I'll also slow down the thrust speed for the Aciman.

@digdug
Thanks, I also never knew that -1 would permanently suspend time >.<
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

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RPC
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by RPC » Mon Mar 06, 2017 4:44 am

Updated the github version.
Changes:
hopefully fixed sysstoptime
fixed refueling/repairing issue
fixed having bad dockscreens for upgrades
reduced Aciman thrust
I have no idea how to change docking ports because I can't define them with the <dockingports> tag.
@NMS: also, try building the Durkham capital ship or upgrading missile defenders/hanger fighters to Moskva33's so that you can take down the heavy gunships with interiors.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.

NMS
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Re: [New Mod-Tower Defense] Star Genesis 00

Post by NMS » Mon Mar 06, 2017 7:03 pm

You aren't using the same conditions for whether to show the changelog and whether to start the attack. So if the changelog is set to not show again, but there's a new version, the timer will be started twice (I'm not sure what the consequences of this are.) Instead, just start it in the same switch that shows the log if you aren't showing the log:

Code: Select all

 					(switch
 						;first check if the new changelog version recently set is higher than the old changelog version
 						(gr (RPCGlobalRead "SG00_NEW_Changelog_Version") (RPCGlobalRead "SG00_OLD_Changelog_Version"))
 							;true means show the changelog
 							(sysAddObjTimerEvent 30 gSource "Changelog")
 						;if that fails, check if the player set Don't Show This Again to true
 						(eq (RPCGlobalREAD "DONOTSHOW") True)
 							Nil ; --- This is where you should start the attack timer ---
 						;else: start changelog dockscreen timer:
 							(sysAddObjTimerEvent 30 gSource "Changelog")
)
Also, I think you should use (sysStopTime -1 nil) to stop all objects, including the player ship. Never mind, this doesn't work. Working on a solution.

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Re: [New Mod-Tower Defense] Star Genesis 00

Post by PM » Mon Mar 06, 2017 9:43 pm

NMS wrote:
Mon Mar 06, 2017 7:03 pm
Also, I think you should use (sysStopTime -1 nil) to stop all objects, including the player ship. Never mind, this doesn't work. Working on a solution.
I went through this before in Playership Drones, when trying to freeze both MorningStar and playership at the start of Eternity Port games. Nil as an except does not work, but using another object, such as a virtual dummy station works at freezing the player and everything else (except your virtual dummy object).
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