[New Mod] Ship Purchase (W.I.P.)

A place to discuss mods in development and concepts for new mods.
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Prophet
Militia Captain
Militia Captain
Posts: 826
Joined: Tue Nov 18, 2008 6:09 pm

Download now!

This mod turns the CW drydock, St Katharine's Arcology, Blackmarket shpyard and the ringer Shipyard into ship sales yards. I have an excellent new station graphic by SiaFu that will be added soon, possibly in addition to or to replace the current stations.
Once the ships are purchased they act like autons, accepting new commands and the ability for the player to take control of them (uses plyChangeShip! ) and enables you to upgrade them.

It is currently a work in progress but the core is stable enough for playtesting.

I am looking to add some more ships, try to balance costs and availability, and add more code to the AI.
Coming soon: The Syrtian War adventure mod!
A Turret defense genre mod exploring the worst era in Earth's history.
Can you defend the Earth from the Syrtian invaders?
Stay tuned for updates!
Jeoshua
Militia Lieutenant
Militia Lieutenant
Posts: 163
Joined: Sat Sep 06, 2008 3:48 pm

It would be great if there were some way to get a list of what kinds of ships and only give specific ships based on their point value and what system level you find yourself in at the time.

It'd be REALLY nice if there were a way for mod playerships to insinuate themselves into the buy screen. I mean, you might not ALWAYS want to run around in a godlike superdestroyer, but sometimes... just sometimes... ;D

I just thought of something actually... and I'm going to try modding it. Basically the idea is that yeah, the Auton-izing of the ships is cool but what if you aren't looking for a wingman, just a new ride? I think it might be possible to spawn 1-4 level appropriate, random ships with the playership attribute, then have them available for sale, as per George's example code.
Last edited by Jeoshua on Tue Aug 17, 2010 12:02 am, edited 1 time in total.
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Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

Docking to escorting ships can get icky due to a 'bug' in the way they work. (one of my gripes with how UGW was implemented)

I'd recommend going with a command interface (ie, a communication) to swap ships [comment made based on reading comments on xelerus; I havn't actually managed to download & play it yet though, so don't know if its still this way in the same version])
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Jeoshua
Militia Lieutenant
Militia Lieutenant
Posts: 163
Joined: Sat Sep 06, 2008 3:48 pm

Right now I'm working on making this mod give ALL playerships as an option. The price for them should be =5000 + Score*Level. If it works out, it'll be compatible with all mods that add playerships. Maybe add an adventure extension that is basically the vanilla game with only options for using the standard player ships, and requiring the player to purchase anything better.

If it works out, it would even be compatible with BrunenG's Playable Stock Ship mod... which would be @#$! awesome, no?

Edit: Nevermind, looks like this'll have to wait for Version 1.03. The code isn't there yet.
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