The Final Strike

A place to discuss mods in development and concepts for new mods.
AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

The Final Strike

Post by AdmiralZo » Thu Sep 22, 2016 7:19 am

This adventure is focused on the conflict between The Fleet and the Ares; taking place in the Outer Realm and in a new chain of systems branching off Dantalion.

You pilot an Aquila and the aim is to help The Fleet acquire enough information through various missions, to locate the Ares Homeworld and invade it!


This adventure consists of:

16 star systems
Many new and unique missions
4 side quests


Progress

Currently, the topology is completed and so are several of the main missions. Just the side quests and some balancing issues need to be fixed.


This is my first mod....so expect me to be asking for lots of help... :D :D

relanat
Militia Commander
Militia Commander
Posts: 343
Joined: Tue Nov 05, 2013 9:56 am

Re: The Final Strike

Post by relanat » Thu Nov 10, 2016 5:03 am

Update, please? I'm looking forward to this one. Sounds great.

User avatar
DigaRW
Militia Commander
Militia Commander
Posts: 309
Joined: Thu Jul 30, 2015 3:10 pm
Location: Deep dark space/Indonesia

Re: The Final Strike

Post by DigaRW » Thu Nov 10, 2016 6:11 am

Interesting, I'll wait the releases.
Semesta I.G.C
Great corporate that feature a new items and challenges!
YourCORP
Build your very own corporation!
Trade Item Extension
New misc items, foods and resources!
StrongBox
Open it up to get a random equipments!
Flare Weapons
New weapons that have very unique abilities!

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Sat Nov 12, 2016 9:47 am

Thanks!! :D

Almost done now. 3 out of the 4 side quests are completed. Currently, I'm focused on adding the final touches on the main missions/story line.

I forgot to mention that this takes place roughly 5-6 years after the normal game. It's interesting that you can visit the wreck of the Iocrym Command Ship and destroyed research stations in Heretic.


One little issue - I can't seem to get it working on 1.7 Beta 2. It works fine on 1.7 Alpha 2c though. The adventure doesn't even show up when you start a new game...

User avatar
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1308
Joined: Tue Aug 19, 2014 10:17 pm

Re: The Final Strike

Post by JohnBWatson » Sat Nov 12, 2016 8:21 pm

I wouldn't worry too much about that right now. George is in the middle of changing some things, so whatever needs to be done for backwards compatibility will probably be handled later.

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Mon Nov 14, 2016 9:23 am

I wouldn't worry too much about that right now. George is in the middle of changing some things, so whatever needs to be done for backwards compatibility will probably be handled later.
I see, thanks. :D

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Fri Dec 16, 2016 2:54 am

Does anyone have any ideas for some unique CSC missions? I'm looking for both simple missions and several more interesting and complex ones. Thanks.

User avatar
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1308
Joined: Tue Aug 19, 2014 10:17 pm

Re: The Final Strike

Post by JohnBWatson » Fri Dec 16, 2016 8:58 am

AdmiralZo wrote:Does anyone have any ideas for some unique CSC missions? I'm looking for both simple missions and several more interesting and complex ones. Thanks.
Here are a few things that I've been planning:

Individual missions:

- Destroy a (non - Ares) capital ship terrorizing the civilian population of a system.

- Protect a Fleet installation from being overtaken by Rogue Fleet personnel.

- Join a battle already in progress between the Fleet and the Ares.

- Salvage supplies from a destroyed Aurochs.

- Destroy an Ares station that is in the process of preparing a strike force to attack the CSC.

- Repel a massive Kobol raid on a major Commonwealth station. The raid could be supported by any Kobol stations in the system.

- Evacuate a Fleet installation in a system that has been abandoned.

- Escort a CSC out of a system that has been deemed a lost cause. After the mission completes, the CSC is present in the system that the stargate it used leads to.

- Deliver classified intelligence to another CSC or Fleet installation via a ROM.

Larger chains:

- Diplomacy with the Ranx Empire, seeking a ceasefire so that the Fleet can focus on the Ares. As former Commonwealth citizens, the people would be open to it, as would some factions of their military. Political conflicts could emerge with the Ringers, given that the Ranx are another potential source of petracnium for the Fleet.

- Escort a convoy of Scarabs towards Point Juno over several systems. You can procedurally generate this mission so that every system presents a different threat based on the stations therein - systems with high Kobol or Rogue Fleet presence could feature raids, the Ares could mass at the opposing stargate in systems they control, and, in stations with a large Commonwealth presence, one of the freighter captains might try to run off with his supplies and take them to his home station, leading you to either destroy his ship or follow him there and confront him.

- Methodically clear an Ares - infested system. The AI would have to be configured similarly to Charon so that stations collaborate with each other in defending against the player, forcing him to either clear it through the missions or face a much more difficult fight.

- Escort some Aurochs - class ships to an Ares supply depot to make a forced entry and take it over. Defend the captured supply depot against an attempt by the Ares to destroy it, then protect some additional freighters as they bring the captured supplies back to the CSC. Finally, escort the Polar - class freighters docked at the station out of the system. After success, another mission is added to the standard roster - watch as a friendly (auton - modified) Polar makes a suicide run on an Ares station, then lead your squadron in finishing off the survivors.

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Fri Dec 16, 2016 9:18 am

Wow, great ideas JohnBWatson! Would you mind if I steal borrow some? :D

User avatar
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1308
Joined: Tue Aug 19, 2014 10:17 pm

Re: The Final Strike

Post by JohnBWatson » Fri Dec 16, 2016 10:31 am

AdmiralZo wrote:Wow, great ideas JohnBWatson! Would you mind if I steal borrow some? :D
Sure, go ahead.

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Sun Jan 08, 2017 3:24 am

Code: Select all

<Ships>
		<Ship count="3d6" class="&scFerianMiner;" orders="mine" controller="ferian"/>
</Ships>
Is the 'ferian' controller hard-coded or can it be set as something else?

Code: Select all

<OnMinerDestroy>
		(block (miner)
			(setq miner (sysFindObject gSource "s +aresMiner;"))
						
			(shpCancelOrders miner)
			(shpOrder miner 'gate gSource)

			(sysAddObjTimerEvent 1000 gSource "LaunchMiners")
			)
</OnMinerDestroy>
Also, why doesn't this work? The error comes up with 'Numeral expected'.

User avatar
Xephyr
Militia Captain
Militia Captain
Posts: 795
Joined: Fri Dec 14, 2007 1:52 am
Location: Orion Arm, Milky Way

Re: The Final Strike

Post by Xephyr » Sun Jan 08, 2017 3:28 am

AdmiralZo wrote: Is the 'ferian' controller hard-coded or can it be set as something else?
Acceptable values are. from what I know:

zoanthrope
fleetcommand
auton
gaianprocessor
Nil

They're all hardcoded. If you want different ship behavior you should have an <Events> section on the ship class that handles it.
Project Renegade (Beta) : "The Poor Man's Corporate Command!"
"Cowards die many times before their deaths; The valiant never taste of death but once. " -Julius Caesar as written by William Shakespeare, a notorious permadeath player.

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Sun Jan 08, 2017 3:31 am

Ok, I'll try that. Thanks.

NMS
Militia Commander
Militia Commander
Posts: 349
Joined: Tue Mar 05, 2013 8:26 am

Re: The Final Strike

Post by NMS » Sun Jan 08, 2017 3:40 am

sysFindObject returns a list. shpCancelOrders and shpOrder only take a single ship. If you want to apply those to all the ships meeting the criteria, you'll need to use something like:

Code: Select all

(enum (sysFindObject ...) theShip
    (block nil
        (shpCancelOrders theShip)
        ...
    )
)

AdmiralZo
Militia Lieutenant
Militia Lieutenant
Posts: 149
Joined: Wed Feb 11, 2015 10:32 am
Location: Scouring Dantalion System for CSC Antarctica...

Re: The Final Strike

Post by AdmiralZo » Sun Jan 08, 2017 8:24 am

It works now. Thank you. :D

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests