Overview
The outlaw miners are an old faction, but currently suffer from power-creep. They lack the ability to be relevant in their higher-level spawns and are basically loot bags (although the turrets ARE dangerous for a while at least). This proposal is a draft for a system to increase performance at higher levels without overpowering them at early levels. This will comprise several areas of change:1. Alterations to existing equipment
2. New equipment
3. New ship classes
4. Revised encounter tables
5. Station code
Why it's on the forums
I'm not putting this to Ministry or Git yet because it's not quite ready. I need to plug some holes left by removing SM&M-specific things from the mix. There were also balance issues and old methods of writing up things that need to be updated. Thus, I'm hopeful I can get some good reviews of the code and suggestions for alterations and changes before finalising this as a submission.Unfortunately there is a lot of code here, which makes it a pain to go through. but that's also why it has be be critiqued before it goes live.
1. Alterations to existing equipment
Currently, the outlaws use the standard mining laser. However for it to fit with the proposed new equipment the current graphical effect (the last of the old-style laser effects) has to be removed. Instead, the mining laser would use the standard laser effects, giving it a red/orange beam similar to a Bolide. This allows for the heavy mining laser to use a green beam, and the advanced to use a purple beam. It also fits with the standard colour-coding of how powerful a beam is.I would also take the time to fix the performance of the mining charges by giving them perfect (100%) passthrough, thus making their (virtual weapon) code look like this:
Code: Select all
<ItemType UNID="&vtSeismicScannerPower;"
name= "seismic scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "2"
>
<Weapon
type= "area"
damage= "blast:3d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
powerUse= "500"
passthrough= "100"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#ffd4cb"
secondaryColor= "#f24b29"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itSeismicScannerPod;</Data>
</StaticData>
</ItemType>
<ItemType UNID="&vtClassAExcavationPower;"
name= "class A excavation power"
virtual= "true"
level= "3"
>
<Weapon
type= "area"
damage= "blast:4d6; mining:5"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "20"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "120"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
<ItemType UNID="&vtClassBExcavationPower;"
name= "class B excavation power"
virtual= "true"
level= "5"
>
<Weapon
type= "area"
damage= "blast:6d6; mining:6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "25"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "180"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
<ItemType UNID="&vtAdvancedScannerPower;"
name= "advanced scanner power"
virtual= "true"
inherit= "&baSeismicScannerPower;"
level= "6"
>
<Weapon
type= "area"
damage= "blast:5d6"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
sound= "&snArmorHit1;"
>
<Effect>
<Shockwave
style= "glowRing"
width= "2"
glowSize= "12"
primaryColor= "#f7ffcc"
secondaryColor= "#d1f229"
/>
</Effect>
</Weapon>
<StaticData>
<Data id="podType">&itAdvancedScannerPod;</Data>
</StaticData>
</ItemType>
<ItemType UNID="&vtClassCExcavationPower;"
name= "class C excavation power"
virtual= "true"
level= "8"
>
<Weapon
type= "area"
damage= "thermo:8d12; mining:7"
fireRate= "30"
expansionSpeed= "80"
missileSpeed= "0"
lifetime= "38"
passthrough= "100"
powerUse= "500"
canHitSource= "true"
>
<FireEffect
sound="&snArmorHit1;"
>
<Flare
style= "fadingBlast"
radius= "240"
primaryColor= "#ffc29a"
lifetime= "8"
/>
</FireEffect>
<Effect>
<Shockwave
style= "image"
>
<Image imageID= "&rsShockwave3;"
imageX= "0"
imageY= "0"
imageWidth= "512"
imageHeight= "128"
/>
</Shockwave>
</Effect>
</Weapon>
</ItemType>
2. New equipment
To enable levelled ship spawning, additional mining equipment is required. SM&M++ includes dual versions of mining lasers, but these are not included in this proposal for reason of simplicity (and because they're Tinker items).Heavy mining laser
This weapon is designed to appear on the Borer II. It is a turbolaser-derived mining weapon that packs a powerful punch at short range. It uses the following code (from SM&M++, description can/should be reworked):
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<ItemType UNID="&itHeavyMiningLaser;"
name= "heavy mining laser"
attributes= "commonwealth, energyWeapon, majorItem, miningEquipment, specialty"
level= "4"
frequency= "uncommon"
value= "3000"
mass= "3000"
description= "An improved mining laser, used to vaporise rocks with high boiling points or ablative properties and expose viable ores."
>
<Image imageID="&rsItems2;" imageX="96" imageY="96" imageWidth="96" imageHeight="96"/>
<Weapon
type= "beam"
repeating= "4"
damage= "laser:3d4+2; mining:3;"
fireRate= "36"
lifetime= "15"
powerUse= "100"
effect= "&efLaserBeamDefault;"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
This weapon is designed to appear on the late-game Borer III. It is an exceptionally powerful laser, but is impractical for combat. It has the notStandard attribute, and as such requires IMU membership to purchase (though it will spawn on borers regardless of whether CC is installed). It uses the following code:
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<ItemType UNID="&itAdvancedMiningLaser;"
name= "advanced mining laser"
attributes= "commonwealth, energyWeapon, majorItem, miningEquipment, notStandard"
level= "6"
frequency= "uncommon"
value= "20000"
mass= "4000"
description= "The most powerful mining laser currently in service with the Commonwealth, this state-of-the-art device is less efficient, but far more practical than most plasma-based mining tools. "
>
<Image imageID="&rsItems2;" imageX="96" imageY="96" imageWidth="96" imageHeight="96"/>
<Weapon
type= "beam"
repeating= "4"
damage= "laser:8d4+2; mining:4;"
fireRate= "38"
lifetime= "15"
powerUse= "200"
effect= "&efLaserBeamDefault;"
sound= "&snLaserCannon;"
>
</Weapon>
</ItemType>
3. New & altered shipclasses
Borer II
To enable it to be held back for later systems, the Borer II is refitted with a heavy mining laser:
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<ShipClass UNID="&scBorer-II;"
manufacturer= "United African States"
class= "Borer II"
type= "gunship"
defaultSovereign= "&svOutlawMiners;"
attributes= "genericClass, outlawMiners"
mass= "200"
thrustRatio= "6"
maxSpeed= "10"
cargoSpace= "25"
>
<!-- Configuration -->
<Armor
armorID= "&itReactiveArmor;"
count= "4"
/>
<Devices>
<Device deviceID="&itHeavyMiningLaser;"/>
<Device deviceID="&itClass1Deflector;"/>
</Devices>
<Maneuver
maxRotationRate= "5.0"
rotationAccel= "0.8"
/>
<Items>
<Item count="1d6" item="&itHelium3FuelRod;"/>
</Items>
<!-- Image and Effects -->
<Image imageID="&rsBorer;" imageX="0" imageY="0" imageWidth="72" imageHeight="72"/>
<Effects>
<Effect type="thrustMain" posAngle="180" posRadius="14" posZ="-25" rotation="180"/>
<Effect type="thrustMain" posAngle="122" posRadius="25" posZ="0" rotation="180"/>
<Effect type="thrustMain" posAngle="-122" posRadius="25" posZ="0" rotation="180"/>
<Effect type="thrustMain" posAngle="180" posRadius="14" posZ="25" rotation="180"/>
</Effects>
<!-- AI and Behavior -->
<AISettings
fireRateAdj= "30"
fireAccuracy= "90"
perception= "4"
/>
<Events>
<OnCreate>
(block (baseOre maxLootValue)
; There is a chance that we have some small amount of ore
(setq maxLootValue (random 100 500))
(switch
; 20% chance of fuel instead of ore.
(leq (random 1 100) 20)
(objAddItem gSource (itmCreate &itHeliumAssembly; (random 1 8)))
; If we have a base and it has ore then we have some of
; that in our cargo.
(and aBaseObj (setq baseOre (random (objGetItems aBaseObj "t +Ore"))))
(objAddItemByValue gSource baseOre maxLootValue 'credit)
; Otherwise we ore appropriate to the system
(objAddItemByValue gSource (itmCreate (sysGetRandomOreType) 1) maxLootValue 'credit)
)
; Chance of fuel rods in addition
(if (leq (random 1 100) 50)
(objAddItem gSource (itmCreate &itHelium3FuelRod; (random 1 4)))
)
)
</OnCreate>
</Events>
</ShipClass>
The Borer III is a fairly rare ship, appearing in the later part of the game. It's basically a more powerful Borer II, fitting the Advanced Mining Laser:
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<ShipClass UNID="&scBorer-III;"
manufacturer= "United African States"
class= "Borer III"
type= "gunship"
defaultSovereign= "&svOutlawMiners;"
attributes= "genericClass, outlawMiners"
mass= "200"
thrustRatio= "6"
maxSpeed= "10"
cargoSpace= "25"
explosionType= "&vtBlastExplosion1;"
>
<!-- Configuration -->
<Armor
armorID= "&itHardenedReactiveArmor;"
count= "4"
/>
<Devices>
<Device deviceID="&itAdvancedMiningLaser;"/>
<Device deviceID="&itClass2Deflector;"/>
<Device chance="10" deviceID="&itArmorRepairDevice;"/>
</Devices>
<Maneuver
maxRotationRate= "5.0"
rotationAccel= "0.8"
/>
<Items>
<Item count="1d6" item="&itHeliumAssembly;"/>
</Items>
<!-- Image and Effects -->
<Image imageID="&rsBorer;" imageX="0" imageY="0" imageWidth="72" imageHeight="72"/>
<Effects>
<Effect type="thrustMain" posAngle="180" posRadius="14" posZ="-25" rotation="180"/>
<Effect type="thrustMain" posAngle="122" posRadius="25" posZ="0" rotation="180"/>
<Effect type="thrustMain" posAngle="-122" posRadius="25" posZ="0" rotation="180"/>
<Effect type="thrustMain" posAngle="180" posRadius="14" posZ="25" rotation="180"/>
</Effects>
<!-- AI and Behavior -->
<AISettings
fireRateAdj= "30"
fireAccuracy= "90"
perception= "4"
/>
<Events>
<OnCreate>
(block (baseOre maxLootValue)
; There is a chance that we have some small amount of ore
(setq maxLootValue (random 100 500))
(switch
; 20% chance of fuel rods instead of ore.
(leq (random 1 100) 20)
(objAddItem gSource (itmCreate &itHeliumAssembly; (random 1 8)))
; If we have a base and it has ore then we have some of
; that in our cargo.
(and aBaseObj (setq baseOre (random (objGetItems aBaseObj "t +Ore"))))
(objAddItemByValue gSource baseOre maxLootValue 'credit)
; Otherwise we ore appropriate to the system
(objAddItemByValue gSource (itmCreate (sysGetRandomOreType) 1) maxLootValue 'credit)
)
; Chance of fuel rods in addition
(if (leq (random 1 100) 50)
(objAddItem gSource (itmCreate &itHeliumAssembly; (random 1 4)))
)
)
</OnCreate>
</Events>
</ShipClass>
Oromo II
With expanded usage of the Oromo and Sotho, later-game versions are required. This code is very SM&M++ rather than vanilla: it has a range of devices that can turn up. I have however simplified it to only a choice of three weapons: the slam cannon, heavy slam cannon, and Moskva 33. It performs like a somewhat worse version of the Ronin/C:
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<ShipClass UNID="&scOromo2;"
manufacturer= "United African States"
class= "Oromo II"
type= "gunship"
defaultSovereign= "&svOutlaw;"
attributes= "genericClass, outlaws"
size= "53"
mass= "200"
thrustRatio= "4"
maxSpeed= "20"
cargoSpace= "25"
>
<!-- Configuration -->
<Armor
armorID= "&itCeralloyArmor;"
count= "4"
/>
<Devices>
<Table>
<Device chance="35" deviceID="&itSlamCannon;"/>
<Device chance="35" deviceID="&itHeavySlamCannon;"/>
<Device chance="30" deviceID="&itShtormRepeater;"/>
</Table>
</Devices>
<Maneuver
maxRotationRate= "9.0"
rotationAccel= "1.0"
/>
<Items>
<Item count="1d6" item="&itHelium3FuelRod;"/>
</Items>
<!-- Image and Effects -->
<Image imageID="&rsOromo;" imageX="0" imageY="0" imageWidth="80" imageHeight="80"/>
<Effects>
<Effect type="thrustMain" posAngle="180" posRadius="37" posZ="0" rotation="180" sendToBack="3,4,16,17"/>
</Effects>
<!-- AI and Behavior -->
<AISettings
fireRateAdj= "20"
fireAccuracy= "85"
perception= "4"
combatStyle= "advanced"
/>
</ShipClass>
I do not have workable code available for this ship at present: the SM&M++ version is too powerful and uses a lot of my own devices. I would suggest that if created, this ship have similar armor (ceralloy or heavy ceralloy), and mount a heavy blast weapon as an omni weapon, such as a Mark I howitzer. My encounter code later is made with the assumption that such a ship exists.
Improved Hammerhead?
I do not have working code for this, but a hammerhead variant using the Moskva 21 might be a suitable thing. Currently my encounter code (below) uses Zulus as the earliest available escorts. A Hammerhead III or similar craft would allow the outlaw miners to solely use the Hammerhead family by moving the 2 current versions into the base-level slots. It would also get the Moskva 21 into the game outside of the Arena.
4. Revised encounter tables
tbOutlawBorerEncounters
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<ShipTable unid="&tbOutlawBorerEncounters;">
<LevelTable>
<Ship levelFrequency="uuurr v----" count="1" class="&scBorer;"/>
<Ship levelFrequency="---uc cur--" count="1" class="&scBorer-II;"/>
<Ship levelFrequency="----- vrucc" count="1" class="&scBorer-III;"/>
</LevelTable>
</ShipTable>
Code: Select all
<ShipTable unid="&tbOutlawMinerEscorts;">
<LevelTable>
<Ship levelFrequency="curv- -----" count="1" class="&scZulu;" orders="escort"/>
<Ship levelFrequency="urvv- -----" count="1" class="&scZulu-II;" orders="escort"/>
<Ship levelFrequency="-uurv -----" count="1" class="&scHammerhead;" orders="escort"/>
<Ship levelFrequency="uuccu rv---" count="1" class="&scHammerhead-II;" orders="escort"/>
<Ship levelFrequency="--ruc urr--" count="1" class="&scOromo;" orders="escort"/>
<Ship levelFrequency="--rru urr--" count="1" class="&scSotho;" orders="escort"/>
<Ship levelFrequency="----- ruccc" count="1" class="&scOromo2;" orders="escort"/>
<Ship levelFrequency="----- -vruu" count="1" class="&scSotho2;" orders="escort"/>
tbOutlawMinerEncounters
This is a big table. It could probably be made a lot smaller by using the other levelled tables to cut corners.
Code: Select all
<ShipTable unid="&tbOutlawMinerEncounters;">
<LevelTable>
<Ship levelFrequency="ucu-- -----" count="1" class="&scBorer;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Ship chance="80" count="1d2" class="&scHammerhead;" orders="escort"/>
</Escorts>
</Ship>
<Ship levelFrequency="-ucur -----" count="1" class="&scBorer;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Ship chance="80" count="1d2" class="&scHammerhead-II;" orders="escort"/>
</Escorts>
</Ship>
<Ship levelFrequency="-ucu- -----" count="1" class="&scBorer;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Table>
<Ship chance="60" count="1d4" class="&scHammerhead;" orders="escort"/>
<Ship chance="30" count="1" class="&scBorer;" orders="escort"/>
<Ship chance="10" count="2" class="&scBorer;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="--ucu -----" count="1" class="&scBorer-II;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Table>
<Ship chance="60" count="1d4" class="&scHammerhead;" orders="escort"/>
<Ship chance="30" count="1" class="&scBorer;" orders="escort"/>
<Ship chance="10" count="2" class="&scBorer;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="---uc u----" count="1" class="&scBorer-II;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Table>
<Ship chance="20" count="1d6" class="&scHammerhead;" orders="escort"/>
<Ship chance="30" count="1d3" class="&scBorer;" orders="escort"/>
<Ship chance="40" count="1d3" class="&scHammerhead-II;" orders="escort"/>
<Ship chance="10" count="1" class="&scBorer-II;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="----u cu---" count="1" class="&scBorer-II;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Table>
<Ship chance="10" count="1d8" class="&scHammerhead;" orders="escort"/>
<Ship chance="20" count="1d4+1" class="&scBorer;" orders="escort"/>
<Ship chance="45" count="1d4+1" class="&scHammerhead-II;" orders="escort"/>
<Ship chance="25" count="1d3" class="&scBorer-II;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="----- ruuuu" count="1" class="&scBorer-II;" eventHandler="&evOutlawMinerBehavior;">
<Escorts>
<Table>
<Ship chance="20" count="1d4+1" class="&scBorer;" orders="escort"/>
<Lookup chance="70" count="1d4+1" table="&tbOutlawMinerEscorts;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="ruuuu ur---" count="1" class="&scT31ArmedTransport;" eventHandler="&evStdConvoyEncounterBehavior;">
<Items>
<Item chance="50" count="8d20" item="&itSmartCannonShell;"/>
<Lookup count="1" table="&tbStoneAsteroidOre;"/>
</Items>
<Escorts>
<Lookup count="1d4+1" table="&tbOutlawMinerEscorts;"/>
</Escorts>
</Ship>
<Ship levelFrequency="----- vruur" count="1" class="&scT55ArmedTransport;" eventHandler="&evStdConvoyEncounterBehavior;">
<Items>
<Item chance="50" count="8d20" item="&itSmartCannonShell;"/>
<Lookup count="1d2" table="&tbStoneAsteroidOre;"/>
</Items>
<Escorts>
<Lookup count="1d6+1" table="&tbOutlawMinerEscorts;" orders="escort"/>
</Escorts>
</Ship>
</LevelTable>
</ShipTable>
tbOutlawMinerProspector
Code: Select all
<ShipTable unid="&tbOutlawMinerProspector;">
<LevelTable>
<Ship levelFrequency="ucu-- -----" count="1" class="&scBorer;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Ship chance="80" count="1d2" class="&scHammerhead;" orders="escort"/>
</Escorts>
</Ship>
<Ship levelFrequency="---uc u----" count="1" class="&scBorer-II;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Table>
<Ship chance="60" count="1d4" class="&scHammerhead-II;" orders="escort"/>
<Ship chance="30" count="1" class="&scOromo;" orders="escort"/>
<Ship chance="10" count="2" class="&scBorer;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="--vru u----" count="1" class="&scBorer-II;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Table>
<Ship chance="60" count="1d4" class="&scOromo;" orders="escort"/>
<Ship chance="30" count="1d3" class="&scBorer;" orders="escort"/>
<Ship chance="10" count="2" class="&scBorer-II;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="----- vucu-" count="1" class="&scBorer-III;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Table>
<Ship chance="10" count="1d6" class="&scHammerhead;" orders="escort"/>
<Ship chance="10" count="1d3" class="&scOromo2;" orders="escort"/>
<Ship chance="30" count="1d3" class="&scBorer;" orders="escort"/>
<Ship chance="40" count="1d3" class="&scHammerhead-II;" orders="escort"/>
<Ship chance="10" count="1" class="&scBorer-II;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="----u currr" count="1" class="&scBorer-III;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Table>
<Ship chance="25" count="1d2" class="&scBorer-III;" orders="escort"/>
<Lookup chance="50" count="1d4+1" table="&tbOutlawMinerEscorts;" orders="escort"/>
<Ship chance="25" count="1d3" class="&scBorer-II;" orders="escort"/>
</Table>
</Escorts>
</Ship>
<Ship levelFrequency="----- ruccc" count="1" class="&scBorer-III;" eventHandler="&evStdMiningBehavior;">
<Escorts>
<Table>
<Lookup chance="75" count="1d4+1" table="&tbOutlawMinerEscorts;" orders="escort"/>
<Ship chance="25" count="1d3+2" class="&scBorer-III;" orders="escort"/>
</Table>
</Escorts>
</Ship>
</LevelTable>
</ShipTable>
This is an all-new table, as outlaws in vanilla notably do not have reinforcements. My alterations to stations would have them gain them, but if this is not desired then this table is still required in order to spawn guards.
NOTE: This was designed for far more powerful Sotho IIs than I'm proposing here, as are all the other ship tables. It will require fine-tuning as a result.
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<ShipTable unid="&tbOutlawGuardReinforcements;">
<LevelTable>
<Ship levelFrequency="ccurv -----" count="1" class="&scHammerhead;" orders="guard"/>
<Ship levelFrequency="uuccu rv---" count="1" class="&scHammerhead-II;" orders="guard"/>
<Ship levelFrequency="--ruc urr--" count="1" class="&scOromo;" orders="guard"/>
<Ship levelFrequency="---vr urr--" count="1" class="&scSotho;" orders="guard"/>
<Ship levelFrequency="----- -uccc" count="1" class="&scOromo2;" orders="guard"/>
<Ship levelFrequency="----- --ruu" count="1" class="&scSotho2;" orders="guard"/>
<Ship levelFrequency="ccurv -----" count="1" class="&scHammerhead;" orders="patrol" patroldist="5"/>
<Ship levelFrequency="ucccu rv---" count="1" class="&scHammerhead-II;" orders="patrol" patroldist="5"/>
<Ship levelFrequency="--ruc urr--" count="1" class="&scOromo;" orders="patrol" patroldist="5"/>
<Ship levelFrequency="---vr urr--" count="1" class="&scSotho;" orders="patrol" patroldist="5"/>
<Ship levelFrequency="----- -uccc" count="1" class="&scOromo2;" orders="patrol" patroldist="5"/>
<Ship levelFrequency="----- --ruu" count="1" class="&scSotho2;" orders="patrol" patroldist="5"/>
</LevelTable>
</ShipTable>
tbOutlawBorerReinforcements
This table is used to call in new borers.
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<ShipTable unid="&tbOutlawBorerReinforcements;">
<LevelTable>
<Ship levelFrequency="uuurr v----" count="1" class="&scBorer;" orders="guard"/>
<Ship levelFrequency="---uc cur--" count="1" class="&scBorer-II;" orders="guard"/>
<Ship levelFrequency="----- vrucc" count="1" class="&scBorer-III;" orders="guard"/>
</LevelTable>
</ShipTable>
5. Revised station code
(Note: This is the code for all the outlaw stations, because I did pretty much the same things to all of them...wider but defined ranges to appear, and the new reinforcement and guard code)
Code: Select all
<!-- STATION TYPES -->
<!-- Asteroid Mine, Titanium Ore -->
<StationType UNID="&stAsteroidMineTitanium;"
name= "outlaw titanium mine"
sovereign= "&svOutlawMiners;"
inherit= "&baOutlawMine;"
attributes= "enemy, envEarth, envAvoidsAir, generic, human, outlawMiners, outlaws, populated, settlers"
abandonedScreen= "&dsAbandonedStation;"
armorID= "&itCeramicPlate;"
hitPoints= "75"
multiHull= "true"
canAttack= "true"
explosionType= "&vtKineticExplosion2;"
ejectaType= "&vtStoneAsteroidEjecta;"
>
<!-- Encounter Info -->
<Names noArticle="true">Asteroid T%1%0%0%0</Names>
<Encounter
levelFrequency= "uccur ----- ----- ----- -----"
locationCriteria= "++asteroids"
/>
<Encounters frequency="uncommon">
<Lookup table="&tbOutlawMinerEncounters;"/>
</Encounters>
<!-- Trade and Items -->
<Items>
<Item count="2d6" item="&itTitaniumOre;"/>
<Table>
<Lookup chance="40" count="1" table="&trConsumables3;"/>
<Lookup chance="40" count="1" table="&trMinorItem3;"/>
<Lookup chance="20" count="1" table="&trMajorItem3;"/>
</Table>
</Items>
<!-- Ships and Defenses -->
<Ships>
<Table>
<Group chance="25">
<Ship count="2d3" class="&scTenhoveSentinel;" orders="patrol" patrolDist="5"/>
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="40">
<Lookup count="4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d6" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="35">
<Lookup count="1d3+1" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Ships>
<!--SM&M++ Reinforcements-->
<Reinforcements minships="4">
<Table>
<Group chance="50">
<Lookup count="1d4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="50">
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<ImageVariants>
<Image imageID="&rsStations1;" imageX="512" imageY="0" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="128" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="256" imageWidth="128" imageHeight="128"/>
</ImageVariants>
<DockingPorts
portCount= "8"
portRadius= "70"
/>
</StationType>
<!-- Asteroid Mine, Palladium Ore -->
<StationType UNID="&stAsteroidMinePalladium;"
name= "outlaw palladium mine"
sovereign= "&svOutlawMiners;"
inherit= "&baOutlawMine;"
attributes= "enemy, envEarth, envAvoidsAir, generic, human, outlawMiners, outlaws, populated, settlers"
abandonedScreen= "&dsAbandonedStation;"
armorID= "&itHeavyCeramicPlate;"
hitPoints= "90"
multiHull= "true"
canAttack= "true"
explosionType= "&vtKineticExplosion2;"
ejectaType= "&vtStoneAsteroidEjecta;"
>
<!-- Encounter Info -->
<Names noArticle="true">Asteroid L%1%0%0%0</Names>
<Encounter
levelFrequency= "-uccu ur--- ----- ----- -----"
locationCriteria= "++asteroids"
/>
<Encounters frequency="uncommon">
<Lookup table="&tbOutlawMinerEncounters;"/>
</Encounters>
<!-- Trade and Items -->
<Items>
<Item count="2d6" item="&itPalladiumOre;"/>
<Table chance="50">
<Lookup chance="40" count="1" table="&trConsumables4;"/>
<Lookup chance="40" count="1" table="&trMinorItem4;"/>
<Lookup chance="20" count="1" table="&trMajorItem4;"/>
</Table>
</Items>
<!-- Ships and Defenses -->
<Ships>
<Table>
<Group chance="25">
<Ship count="2d3" class="&scTenhoveSentinel;" orders="patrol" patrolDist="5"/>
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="40">
<Lookup count="4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d6" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="35">
<Lookup count="1d6" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Ships>
<!--SM&M++ Reinforcements-->
<Reinforcements minships="4">
<Table>
<Group chance="50">
<Lookup count="1d4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="50">
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<ImageVariants>
<Image imageID="&rsStations1;" imageX="512" imageY="0" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="128" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="256" imageWidth="128" imageHeight="128"/>
</ImageVariants>
<DockingPorts
portCount= "8"
portRadius= "70"
/>
</StationType>
<!-- Asteroid Mine, Ceralloy Ore -->
<StationType UNID="&stAsteroidMineCeralloy;"
name= "outlaw ceralloy mine"
sovereign= "&svOutlawMiners;"
inherit= "&baOutlawMine;"
attributes= "enemy, envEarth, envAvoidsAir, generic, human, outlawMiners, outlaws, populated, settlers"
abandonedScreen= "&dsAbandonedStation;"
armorID= "&itPlasteelPlate;"
hitPoints= "150"
multiHull= "true"
canAttack= "true"
explosionType= "&vtBlastExplosion1;"
ejectaType= "&vtStoneAsteroidEjecta;"
>
<!-- Encounter Info -->
<Names noArticle="true">Asteroid C%1%0%0%0</Names>
<Encounter
levelFrequency= "--ruu cur-- ----- ----- -----"
locationCriteria= "++asteroids"
/>
<Encounters frequency="uncommon">
<Lookup table="&tbOutlawMinerEncounters;"/>
</Encounters>
<!-- Trade and Items -->
<Items>
<Item count="2d6" item="&itCeralloyOre;"/>
<Table chance="25">
<Lookup chance="40" count="1" table="&trConsumables5;"/>
<Lookup chance="40" count="1" table="&trMinorItem5;"/>
<Lookup chance="20" count="1" table="&trMajorItem5;"/>
</Table>
</Items>
<!-- Ships and Defenses -->
<Ships>
<Table>
<Group chance="25">
<Ship count="2d3" class="&scTenhoveSentinel;" orders="patrol" patrolDist="5"/>
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="40">
<Lookup count="4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d6" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="35">
<Lookup count="1d3+1" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Ships>
<!--SM&M++ Reinforcements-->
<Reinforcements minships="4">
<Table>
<Group chance="50">
<Lookup count="1d4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="50">
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<ImageVariants>
<Image imageID="&rsStations1;" imageX="512" imageY="0" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="128" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="256" imageWidth="128" imageHeight="128"/>
</ImageVariants>
<DockingPorts
portCount= "8"
portRadius= "70"
/>
</StationType>
<!-- Asteroid Mine, Duranium Ore -->
<StationType UNID="&stAsteroidMineDuralloy;"
name= "outlaw duranium mine"
sovereign= "&svOutlawMiners;"
inherit= "&baOutlawMine;"
attributes= "enemy, envEarth, envAvoidsAir, generic, human, outlawMiners, outlaws, populated, settlers"
abandonedScreen= "&dsAbandonedStation;"
armorID= "&itPlasteelPlate;"
hitPoints= "150"
multiHull= "true"
canAttack= "true"
explosionType= "&vtBlastExplosion2;"
ejectaType= "&vtStoneAsteroidEjecta;"
>
<!-- Encounter Info -->
<Names noArticle="true">Asteroid D%1%0%0%0</Names>
<Encounter
levelFrequency= "---uc cur-- ----- ----- -----"
locationCriteria= "++asteroids"
enemyExclusionRadius="40"
/>
<Encounters frequency="uncommon">
<Lookup table="&tbOutlawMinerEncounters;"/>
</Encounters>
<!-- Trade and Items -->
<Items>
<Item count="3d8" item="&itDuralloyOre;"/>
<Table chance="25">
<Lookup chance="40" count="1" table="&trConsumables5;"/>
<Lookup chance="40" count="1" table="&trMinorItem5;"/>
<Lookup chance="20" count="1" table="&trMajorItem5;"/>
</Table>
</Items>
<!-- Satellites -->
<Satellites>
<Orbitals distance="8" angle="45">
<Station type="&stOutlawTurret;" imageVariant="2"/>
</Orbitals>
<Orbitals distance="8" angle="225">
<Station type="&stOutlawTurret;" imageVariant="0"/>
</Orbitals>
</Satellites>
<!-- Ships and Defenses -->
<Ships>
<Table>
<Group chance="25">
<Ship count="2d6" class="&scTenhoveSentinel;" orders="patrol" patrolDist="5"/>
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;" />
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;" />
</Group>
<Group chance="40">
<Lookup count="4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d6" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="35">
<Lookup count="1d3+1" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Ships>
<!--SM&M++ Reinforcements-->
<Reinforcements minships="4">
<Table>
<Group chance="50">
<Lookup count="1d4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="50">
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<ImageVariants>
<Image imageID="&rsStations1;" imageX="512" imageY="0" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="128" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="256" imageWidth="128" imageHeight="128"/>
</ImageVariants>
<DockingPorts
portCount= "8"
portRadius= "70"
/>
</StationType>
<!-- Asteroid Mine, Pteracnium Ore -->
<StationType UNID="&stAsteroidMinePteracnium;"
name= "outlaw pteracnium mine"
sovereign= "&svOutlawMiners;"
inherit= "&baOutlawMine;"
attributes= "enemy, envEarth, envAvoidsAir, generic, human, outlawMiners, outlaws, populated, settlers"
abandonedScreen= "&dsAbandonedStation;"
armorID= "&itCeralloyArmor;"
hitPoints= "200"
multiHull= "true"
canAttack= "true"
explosionType= "&vtBlastExplosion2;"
ejectaType= "&vtStoneAsteroidEjecta;"
>
<!-- Encounter Info -->
<Names noArticle="true">Asteroid P%1%0%0%0</Names>
<Encounter
levelFrequency= "----u uurrv ----- ----- -----"
locationCriteria= "++asteroids"
enemyExclusionRadius="40"
/>
<Encounters frequency="uncommon">
<Lookup table="&tbOutlawMinerEncounters;"/>
</Encounters>
<!-- Trade and Items -->
<Items>
<Item count="2d6" item="&itPteracniumOre;"/>
<Table chance="50">
<Lookup chance="40" count="1" table="&trConsumables6;"/>
<Lookup chance="40" count="1" table="&trMinorItem6;"/>
<Lookup chance="20" count="1" table="&trMajorItem6;"/>
</Table>
</Items>
<!-- Satellites -->
<Satellites>
<Orbitals distance="8" angle="45">
<Station type="&stOutlawTurret;" imageVariant="2"/>
</Orbitals>
<Orbitals distance="8" angle="135">
<Station type="&stOutlawTurret;" imageVariant="1"/>
</Orbitals>
<Orbitals distance="8" angle="225">
<Station type="&stOutlawTurret;" imageVariant="0"/>
</Orbitals>
<Orbitals distance="8" angle="315">
<Station type="&stOutlawTurret;" imageVariant="3"/>
</Orbitals>
</Satellites>
<!-- Ships and Defenses -->
<Ships>
<Table>
<Group chance="25">
<Ship count="1d2+4" class="&scBorer-II;" orders="guard"/>
<Lookup count="1d2" table="&tbOutlawGuardReinforcements;" />
</Group>
<Group chance="40">
<Lookup count="4" table="&tbOutlawBorerReinforcements;" />
<Lookup count="1d6" table="&tbOutlawGuardReinforcements;" />
</Group>
<Group chance="35">
<Ship count="1d6" class="&scOromo2;" orders="patrol" patrolDist="5"/>
<Lookup count="1d4+1" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d2" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Ships>
<!--SM&M++ Reinforcements-->
<Reinforcements minships="4">
<Table>
<Group chance="50">
<Lookup count="1d4" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d3" table="&tbOutlawGuardReinforcements;"/>
</Group>
<Group chance="50">
<Lookup count="1d3" table="&tbOutlawBorerReinforcements;"/>
<Lookup count="1d4" table="&tbOutlawGuardReinforcements;"/>
</Group>
</Table>
</Reinforcements>
<!-- Image and Effects -->
<ImageVariants>
<Image imageID="&rsStations1;" imageX="512" imageY="0" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="128" imageWidth="128" imageHeight="128"/>
<Image imageID="&rsStations1;" imageX="512" imageY="256" imageWidth="128" imageHeight="128"/>
</ImageVariants>
<DockingPorts
portCount= "8"
portRadius= "70"
/>
</StationType>