Sooo I guess (objGetItems gSource "* +Board") is a pointer?as Betel wrote some time ago, "Be careful on not storing any objects or pointers or lists containing them." using objSetData.
I'm trying (objSetData gPlayerShip "dfItem" theItem)
where theItem is in the station. I need to set it because the Dockscreens move to a standalone where gSource doesn't reference the station anymore (as I understand, anyway)
What could I use to set theItem without using a pointer? Can it be done in two steps?
1 (setq theItem1 (objGetItems gSource "* +Board")
2 (objSetData gPlayerShip "theItem2" theItem1)
I'd love to hear your take on it. I was trying to mimic D&D rules (d20 ver3.5 to get geeky about it) albeit, extremely watered down.I have actually been working on a writeup that i wanted to post regarding this idea. It is not quite done yet, so I will try to finish it up for this weekend. I have been reading up on some old wargame strategies and gameplay mechanics, and have tried to include some of them.
lol, I need a new IRC client (my MIRC expired) and I am online at very irregular times. I'm in Canada but work nights so I'm online usually after 9pm local (GMT - 4 Hours)Again... It would be really cool to chat with you in irc about this . I'll stop bugging you about it as soon as you do as i say! j/k
Exactly.A mod like this will require quite alot of lists to look up in for reference values. When it comes to which ships can carry units, my proposal would be to determine that 'on the fly' (in the same initialize function) based on the ships level, the system level and the ships mass/cargo capacity. All of these values can be determined from script.
A primary list with all the ships that MIGHT have troops, if the current wreck is not on the list, no troops.
If it is on the list, check a list (one per soverign) and randomly choose which troop to spawn, and the number of troops modified by the system level.
Cargo/mass/shiplevel would be considered when building the initial list,
OOohhh Track the player's relation with a soverign and/or number of kills in the system to spawn more/better troops in their ships. This could be the enemies mobilizing/drafting their reserves, outfitting their soldiers with better equipment.
I'm currently looking for some graphics if anyone knows where to find some, or better yet, make some (?!) That would be totally awesome!
I'm looking for item icons (96x96) for the troop items and maybe some neat dockscreen backgrounds (800x600) Pics of Ship interiors, cargo bays, corridors, etc.
Right now I'm studying Korolov.xml to see what I can/cannot do with the <Display> tags in Dockscreens. Try and spice it up a little!
I like these ideas. I still haven't figured out where the player is going to get their troops. Droids are the easiest answer as they can be bought and sold. Realisticaly, noone is going to want to be your boarding party as their survivability rating is 0%. The mercs would be a nice touch. Maybe give the player some choices in the DS for "sabotaging" the life support, (oops, that was the reactor... BOOM!) hehehe or use biological/chemical warfare, irradiate the ship, your ship, the loot. Scuttle the wreck ( I saw that somewhere already)As for the problem of attacking a ship that has a huge army (or you have none) we talked on irc about the possibility of introducing mercenaries, and have the player have a 'phone number' to call and ask for assistance. For a price of course. Also, the player could pummel the ship with WMD weapons, thereby reducing the troops onboard (and possibly damaging the loot), before docking with the wreck and clearing out the stragglers.