Homeworld-style Adventure Study MKII

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FourFire
Militia Captain
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Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

The following is the values I use for the salvage ship:

<!ENTITY scIAVSalvage "0xDBAC2222">

Code: Select all

<ShipClass UNID="&scIAVSalvage;"
			manufacturer=		""
			class=				"light IAV"
			type=				""

			mass=				"25"
			cargoSpace=			"5"
			thrust=				"100"
			maneuver=			"8"
			maxSpeed=			"25"

			leavesWreck=		"100"

			attributes=			"commonwealth, genericClass"
			>

		<Armor>
			<ArmorSection start="270" span="180" armorID="&itHeavyOmskArmor;" enhanced="250"/>
			<ArmorSection start="90"  span="180" armorID="&itHeavyOmskArmor;" enhanced="250"/>
		</Armor>

		<Devices>
			<Table>
				<Device item="&itOmskDeflectorII;" enhanced="250"/>
				<Device item="&itArmorRepairDevice;" enhanced="100"/>
				<Device item="&itArmorRepairDevice;" enhanced="100"/>
				<Device item="&itArmorRepairDevice;" enhanced="100"/>
			</Table>
		</Devices>

		<Image imageID="&rsIAVLight;" imageWidth="48" imageHeight="48"/>

		<AISettings
			aggressor=			"true"
			fireRateAdj=		"10"
			fireRangeAdj=		"50"
			fireAccuracy=		"90"
			perception=			"4"
			/>

		<DriveImages>
			<NozzleImage imageID="&rsDriveExhaust;" imageX="48" imageY="0" imageWidth="48" imageHeight="48"/>
			<NozzlePos x="-43" y="5"/>
			<NozzlePos x="-43" y="0"/>
			<NozzlePos x="-43" y="-5"/>
		</DriveImages>

	</ShipClass>
As I said before, it fixes most of the bugginess where they will refuse to dock if you move as they approach you; however if you never stop and keep moving about they tend to build up, especially if there's lots of loot.
Suggestion: Maybe instead of spawning a new ship to gather loot, you can just repurpose the current closest, returning salvage ship to pick up that loot too (just so long as the total RUs and all the items are kept track of. If the cargohold is full then it ignores repurpose commands and docks asap.

Another bug: If you have loot bearing salvage ships, and you use the [G]rbit Mothership, Cov[3]r mothership or [J]ock all ships Now commands, then the salvage ships do that, and you permanently lose the loot RUs and Items.
Possible fixes:
1. make all Salvage and Boarder ships ignore all such commands
2. Let them follow commands but add a check so that the ship in question remembers that it's carrying loot, and will deposit that loot whenever it next docks with the mothership.

I'll test the new version, but AFAIK manufactured squads are borked so that they instantly run off to the gate unless you quickly [J]ock all ships Now, and then when you launch them again, you have to immediately command them or they gate out.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
FourFire
Militia Captain
Militia Captain
Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

I changed some things, see the mod page (if someone disagrees with my changes, play the mod first, then let us discuss reverting it).
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
RPC
Fleet Admiral
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Update at 4.24.15
Changelog:
-installed targeting rom
-spaced out docking ports for the mothership slightly
-sorted dockscreens
-made the mothership slower so that scuttlers can dock easily
-gave the mothership the hyperspace drive. At the price of 2RUs per 1 light second, you too can warp through space!
-gave mothership 2000 RU to start so you can build ships

TODO:
start screen image needs mask
do squadron AI
fix manufactured squads
fix up the data shown when making blueprint
make upgrade path formula
make recycle formula
get the gn drive on the mothership
set the cap for the mothership to 1.5GW
make tutorial/instruction manual for the mothership

I'm also scared of relying on PSD6 because if PM ever does update PSD7 the mothership mod will break. He always deletes old mods so there wouldn't even be an option to get PSD6 to play with this. Maybe we can make our own ship functions (or get permission from PM to clone his code)?
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PM
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RPC wrote:I'm also scared of relying on PSD6 because if PM ever does update PSD7 the mothership mod will break. He always deletes old mods so there wouldn't even be an option to get PSD6 to play with this. Maybe we can make our own ship functions (or get permission from PM to clone his code)?
I still plan to update PSD, but I do not have time now to work on it. It will be months before I can think about working on it; although depending how 1.6 turns out, I might accelerate development like I did for 120 facings ships before. It is becoming harder for me to maintain PSD6 because much of its code is ancient and arcane, and updates are merely patches to keep PSD6 running. I really need to rewrite much of the code for PSD7.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
FourFire
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Posts: 567
Joined: Sun Aug 12, 2012 5:56 pm

Both I an Adran have a copy of PSD6 (since we've both downloaded xelerus.de)

As for the formula for RU:

* For raw materials it should be a simple RU = X * mass in KG * itemLevel
* For trade goods, it could be the same as above, or with a higher X to symbolize that manufactured goods consist of 100% product grade material
* Armor should be the same as trade goods.
* For damaged devices X should be (X * Y) where Y is either 0.1 or 0.25 and X is as trade goods.
* For damaged armor half of it's repaired equivalent.
* Undamaged devices should be same as damaged except Y is 1 or 0.75

Of course this table is vague and subject to change if a better system is suggested.
RU is based on the instrumental value of the resources for the mothership, independent of what some other party is willing to pay for them.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
RPC
Fleet Admiral
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

One thing I noticed while modding was that a lot of the squadrons were being treated as several individual ships (like in View Hangar). I had originally wanted to make the squadron the base unit to order ships around, so that you can order a fleet of ~20 ships by just telling the leader what to do. They should also be displayed as a single unit "squadron One" in the hangar bay.

I'll see what I can do to make this happen but so far I just got to fixing up dockscreens again and looking at what TVR did with the code.

*edit:

Beta of the beta (just the .xml this time):
-removed "view all ships" option from the shipyard
-mothership reactor now refuels at a slow rate
-mothership has 1.5 GW reactor
-removed xenophobe fighters as stock fighters
-fixed up manufacture squad dockscreen a bit
TODO:
start screen image needs mask
do squadron AI
fix manufactured squads
fix up the data shown when making blueprint
fix up squad data
for some reason ships are getting twice the amount of weapons installed
make upgrade path formula
make recycle formula
make tutorial/instruction manual for the mothership
Attachments
Mothership (2).zip
(31.31 KiB) Downloaded 258 times
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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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.
TVR
Militia Commander
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Posts: 334
Joined: Sat Sep 08, 2012 3:26 am

-Realigned driveEffects
-Added "Scrap ship" to Hangar Bay
-"Advanced LRS" installed by default on all fighters
-Manufactured ships are now PSD by default, fixing autogate bug
-More backend functions, basic framework for Ship Design Editor

@RPC

Nice work, I've added to the last update but can't seem to access Xelerus to upload it, newest version attached to this post.

The reason why there are double devices installed on each produced fighter is because the current manufacture function does not strip base shipClass devices. We can run (dr912WipeOut) in (msManufactureFighter) to change that.

Basic framework exists for squadrons, but it hasn't been tested yet.

Should we update the salvage shuttle code to something like the current docking system for fighters?

Ship Design is also on the TODO list, it's partially implemented.
Attachments
mothership.xml
(184.24 KiB) Downloaded 273 times
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RPC
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Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Should we update the salvage shuttle code to something like the current docking system for fighters?
Yeah, ideally they would be a part of the hangar bay as well.

I can update on Xelerus if you want me to as well.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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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.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Even though I have a midterm this week >.>
changes
-option to take current facing as angle for hyperspace drive
-RU total in hangar bay
-message player when hyperspace recharge complete
-recall all units makes them 'wait then go to mothership
-made piloting the mothership from a fighter possible again
-launch all squads should exit dockscreen

TODO:
start screen image needs mask
do squadron AI
fix manufactured squads
fix up the data shown when making blueprint
fix up squad data
for some reason ships are getting twice the amount of weapons installed
make upgrade path formula
make recycle formula
make tutorial/instruction manual for the mothership
option to install items in cargo bay to fighters
make it possible to drop a marker beacon so the mothership loots anything in that area
add cost in squadron design editor
add option to rename squadron design
need to remove "destroyed drone" messages
need autorepair option before launching fighters
ability to install stuff in cargo hold to fighters
need to be able to modify ship loadouts in view hangar
when gating, scuttlers accidentally getting added to hangar bay instead of returning and giving RUs
recalling ships with I->J also recalls scuttlers
need option to pilot squadron
need a way to see research progress
add way to research enemy ships
make it possible to kill stuff when you warp
repair all drones option in hangar bay
sort out items to install when editing ships
Attachments
mothership.xml
(186.08 KiB) Downloaded 277 times
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
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.
StealthX051
Commonwealth Pilot
Commonwealth Pilot
Posts: 80
Joined: Sat Jul 26, 2014 5:26 pm

Sorry guys, no development for me for quite a long time. Have to do my final exams.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

No problem stealthx, grades first.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
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.
TVR
Militia Commander
Militia Commander
Posts: 334
Joined: Sat Sep 08, 2012 3:26 am

TODO

Code: Select all

Upgradeable components of the Mothership:

Just add RUs

-Linked weapon slots
-Device slots
-Max armor weight
-Armor segment count
-Hangar capacity
	* Maximum berth tonnage
	* Berth count
-Launch capacity
-Production rate
-Production variety
-Production tech level
-Materials recycling efficiency
-Reactor output
-Drive power
-Sensor range
-Interior HP
-Salvage shuttle configuration
-Research module
-Hyperspace recharge
Any other ideas?
Fiction is reality, simplified for mass consumption.
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TVR
Militia Commander
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Joined: Sat Sep 08, 2012 3:26 am

@RPC, StealthX, FourFire

What license would you guys prefer releasing this as?
Fiction is reality, simplified for mass consumption.
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StealthX051
Commonwealth Pilot
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Posts: 80
Joined: Sat Jul 26, 2014 5:26 pm

Attribution
CC BY

Given that I ripped the textures right from Gearbox, I think this license fits. I don't know anything about licenses so correct me if I'm wrong. Still on hiatus for 3 more weeks.
TVR
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-Fixed boarding module save/reload bug
-Added device description to Hangar Bay

@StealthX

No worries, this was always a project for the long haul. Hope the finals are going well.

It is possible that we may one day have original models, so that licensing would no longer be a problem. Currently, our fair use justification for using HW graphics comes from being noncommercial and placeholder.
Fiction is reality, simplified for mass consumption.
PGP: 0x940707ED, 5DB8 4CB4 1EF5 E987 18A0 CD99 3554 3C13 9407 07ED
Bitcoin: 1LLDr7pnZDjXVT5mMDrkqRKkAPByPCQiXQ
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