[New Mod-Tower Defense] Star Genesis 00
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Sorry about that I added the masks now.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Updated at 1243 downloads. It works now.
STAR GENESIS GITHUB LINK
Changelog:
-added manual
-fixed various crashes
-nerfed starbase energy regen from 75/sec to 75/10sec
-spawn with 2 energy collectors at start
-fixed enemies using the player pool for energy
-buffed aciman and durkham capital ships
-durkham elite fighters buffed
-warnings for station hp added
-solar collectors spawn even with no energy
-added masks to zaelon units
-fighters spawn every 10 sec instead of 45 sec
-durkham and zaelon ships removed as starters
-Energy upkeep for stations:
laser turret [-5 energy/5 seconds]
missile turret [-10 energy/ 20 seconds]
hangar bay [-30 energy/ 10 seconds ? ]
mining colony [-20 energy/ 5 seconds]
Energy charge for stations:
Starbase: +75 /second
Solar Collector: +20 /second
STAR GENESIS GITHUB LINK
Changelog:
-added manual
-fixed various crashes
-nerfed starbase energy regen from 75/sec to 75/10sec
-spawn with 2 energy collectors at start
-fixed enemies using the player pool for energy
-buffed aciman and durkham capital ships
-durkham elite fighters buffed
-warnings for station hp added
-solar collectors spawn even with no energy
-added masks to zaelon units
-fighters spawn every 10 sec instead of 45 sec
-durkham and zaelon ships removed as starters
-Energy upkeep for stations:
laser turret [-5 energy/5 seconds]
missile turret [-10 energy/ 20 seconds]
hangar bay [-30 energy/ 10 seconds ? ]
mining colony [-20 energy/ 5 seconds]
Energy charge for stations:
Starbase: +75 /second
Solar Collector: +20 /second
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
I... win?
Some of the dockscreens don't work and no enemies showed up.NMS
Adventure Star Genesis 00
Fate Escaped the Sample Adventure
Game Unregistered
Genome Human male
Score 10,000
Ship class Ipegu
Time played 25 minutes and 55 seconds
Version 1.7
DAMAGE SUSTAINED
class V deflector 2
EXTENSIONS
The Stars of the Pilgrim HD
The Stars of the Pilgrim Soundtrack
FINAL EQUIPMENT
ion streamer
Type 1 Vertical Launch System
class V deflector
24 segments of quadrocarbide armor
Nova-100 reactor
(damage control party)
ITEMS INSTALLED
(damage control party)
advanced ceralloy armor
class V deflector
Nova-100 reactor
slam cannon
WEAPONS FIRED
ion streamer 10
slam cannon 14
Type 1 Vertical Launch System 2
Type 4 Stealth Missiles 1
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
OMG how did that happen :/
Did you use Xelerus or github or multiverse?
Did you use Xelerus or github or multiverse?
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
The bug that's causing it is probably when the ship AI gets bugged out and can't swivel all the way before turning around, resulting in ships flying away instead of flying towards. I dunno how you managed to finish the game though D:
I have no idea what to do, should I just update the art assets? I'm using outdated art by now I bet...
I have no idea what to do, should I just update the art assets? I'm using outdated art by now I bet...
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
Okay, after looking at the code I have a theory. It looks like time is supposed to be suspended while the changelog is displayed. But it wasn't. At least, I was slowly using fuel. So if I spent long enough in that screen, which I probably did, the first wave could have started, and the recurring timer <IHaveNoIdeaWhereTheyAreSpawningFrom> would still have been going and suspended them.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
@ NMS sounds like it. Apparently sysStopTime has a max duration and I got lazy and set it to 50000 ticks but I dunno how to fix it. Maybe just refresh StopTime and resume on exit? Does sysStopTime even work still?
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
Yeah, it's used by the gem of contrition, so it still works. I realized it doesn't apply to the player, so that explains the fuel use. You might need to specifically suspend the player ship to make it impossible to die by leaving it open too long. I definitely didn't leave that screen open for 50000 ticks (over 25 minutes), but you could use a recurring timer to keep time stopped and set a variable to stop it when the screen is closed, just to be safe.
So the bug may just be that timers set the tick that they trigger when they're created and it isn't increased while time is stopped. So they don't check to see if they should trigger while the object they're on is suspended, but they effectively continue counting down and trigger immediately when the object is resumed if they've run out. You can avoid this by starting them when the screen is closed, instead of when the game starts, if the screen is going to be shown.
Also, I confirmed that it works if you close the screen in a reasonable amount of time.
The ships you're trying to get rid of with the recurring event probably appear because of sysCreateShipwreck. The wrecks it creates may have a chance to come with live enemies (and probably salvagers).
Other issues:
- I lost on wave 2 to the crazy number of gunships with missiles. I guess I'll try spending all my scrap on laser turrets?
- When docked at the base it displays 0 scrap and you can't afford to refuel.
- Docking ports are all really far from the stations.
- A few dockscreen actions related to upgrading either say "We can't do this yet." or don't seem to do anything at all.
- As I demonstrated, the system has an outbound stargate and the gravity field isn't strong enough to overcome some ships' thrust.
So the bug may just be that timers set the tick that they trigger when they're created and it isn't increased while time is stopped. So they don't check to see if they should trigger while the object they're on is suspended, but they effectively continue counting down and trigger immediately when the object is resumed if they've run out. You can avoid this by starting them when the screen is closed, instead of when the game starts, if the screen is going to be shown.
Also, I confirmed that it works if you close the screen in a reasonable amount of time.
The ships you're trying to get rid of with the recurring event probably appear because of sysCreateShipwreck. The wrecks it creates may have a chance to come with live enemies (and probably salvagers).
Other issues:
- I lost on wave 2 to the crazy number of gunships with missiles. I guess I'll try spending all my scrap on laser turrets?
- When docked at the base it displays 0 scrap and you can't afford to refuel.
- Docking ports are all really far from the stations.
- A few dockscreen actions related to upgrading either say "We can't do this yet." or don't seem to do anything at all.
- As I demonstrated, the system has an outbound stargate and the gravity field isn't strong enough to overcome some ships' thrust.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
@NMS
Thanks, I would never have guessed that sysCreateShipwreck makes live ships too >.<
For the other concerns:
Also upgrades are coded in <OnGlobalUniverseCreated> of the same xml, if you want cheaper/different upgrades you can mess with them there.
Noted, I'll kill the non-functional dockscreens. As for the outbound stargate, it was to stop errors with ships without commands but I guess with the new shporder commands isn't necessary anymore. I'll also slow down the thrust speed for the Aciman.
@digdug
Thanks, I also never knew that -1 would permanently suspend time >.<
Thanks, I would never have guessed that sysCreateShipwreck makes live ships too >.<
For the other concerns:
The waves are hardcoded in the <Attacked> event in StarGenesis00. If 2nd wave is too hard you can change it but of course I will be making my own adjustments as well.- I lost on wave 2 to the crazy number of gunships with missiles. I guess I'll try spending all my scrap on laser turrets?
Also upgrades are coded in <OnGlobalUniverseCreated> of the same xml, if you want cheaper/different upgrades you can mess with them there.
Code: Select all
- When docked at the base it displays 0 scrap and you can't afford to refuel.
- Docking ports are all really far from the stations.
- A few dockscreen actions related to upgrading either say "We can't do this yet." or don't seem to do anything at all.
- As I demonstrated, the system has an outbound stargate and the gravity field isn't strong enough to overcome some ships' thrust.
@digdug
Thanks, I also never knew that -1 would permanently suspend time >.<
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Updated the github version.
Changes:
hopefully fixed sysstoptime
fixed refueling/repairing issue
fixed having bad dockscreens for upgrades
reduced Aciman thrust
I have no idea how to change docking ports because I can't define them with the <dockingports> tag.
@NMS: also, try building the Durkham capital ship or upgrading missile defenders/hanger fighters to Moskva33's so that you can take down the heavy gunships with interiors.
Changes:
hopefully fixed sysstoptime
fixed refueling/repairing issue
fixed having bad dockscreens for upgrades
reduced Aciman thrust
I have no idea how to change docking ports because I can't define them with the <dockingports> tag.
@NMS: also, try building the Durkham capital ship or upgrading missile defenders/hanger fighters to Moskva33's so that you can take down the heavy gunships with interiors.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
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.
Get on Discord for mod help and general chat
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.
You aren't using the same conditions for whether to show the changelog and whether to start the attack. So if the changelog is set to not show again, but there's a new version, the timer will be started twice (I'm not sure what the consequences of this are.) Instead, just start it in the same switch that shows the log if you aren't showing the log:
Also, I think you should use (sysStopTime -1 nil) to stop all objects, including the player ship. Never mind, this doesn't work. Working on a solution.
Code: Select all
(switch
;first check if the new changelog version recently set is higher than the old changelog version
(gr (RPCGlobalRead "SG00_NEW_Changelog_Version") (RPCGlobalRead "SG00_OLD_Changelog_Version"))
;true means show the changelog
(sysAddObjTimerEvent 30 gSource "Changelog")
;if that fails, check if the player set Don't Show This Again to true
(eq (RPCGlobalREAD "DONOTSHOW") True)
Nil ; --- This is where you should start the attack timer ---
;else: start changelog dockscreen timer:
(sysAddObjTimerEvent 30 gSource "Changelog")
)
I went through this before in Playership Drones, when trying to freeze both MorningStar and playership at the start of Eternity Port games. Nil as an except does not work, but using another object, such as a virtual dummy station works at freezing the player and everything else (except your virtual dummy object).
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.
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.