[MOD] Dynamic Systems V6.d

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Patupi
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I'm actually working on a semi dynamic (semi because it'll require hard coded lists :/) ways of adding new construction sprites. It'll probably show up on a V5.b update or something.
A series of girders pasted over the original sprite for the station or something? That could certainly work. Re what we were talking about the other day if you had a series of stationdestroy/stationcreate instances you could start with the girder overlay for the 1st section, do the original station behind the girders for part 2 and then when complete remove the girders. Actually, if it's rebuilding a station I guess it would be girders on top of the damaged station 1st, then the new station underneath, then just the station.

On what I've been doing on my current permadeath game, I've finally realized why I had so much trouble with the Urak Warlords early on. It wasn't just Dynamic Systems, it was all the extra Urak weapons that WE5 gave them. I only recently went through the XMLs for WE5 and they do have an awful lot of new weapons for them :) But still, I got past them eventually.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Yeah, using girders as an overlay on a destroyed station graphic would work great. I don't know if there's a station version of SysCreateShipwreck though :(
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ronelm2000
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RPC wrote:Actually, this mod was inspired by the Black market, Corp, and ferian retaliations. The BM sends Molotoks, corp sends their cruiser, and the ferians send a whole nest to attack you ;)

Yeah, the ring segments don't count as a station because I got complaints about retaliation levels going up too fast and Dragons showing up >.>

I'm actually working on a semi dynamic (semi because it'll require hard coded lists :/) ways of adding new construction sprites. It'll probably show up on a V5.b update or something.
*EDIT: if you want I could show you how to add ferian retaliations...
That would be nice.
Patupi wrote:Sung Fortress? With the 'ring' made up of four weapon emplacements? Ahh, haven't smashed one of those yet in DS5. So the 'ring' segments weren't regenerating with construction stations?
They do regen, but the positions are usually all wrong....
Patupi wrote: Ferrian warriors are pretty nasty. I thought it was bad when the enhanced retaliation for Urak comes at me (mainly because it happens earlier, with the player having weaker equipment), but Ferrian would be nasty! Only one shot at a time true, but that shot HURTS!

BTW, I usually leave it up for Autons (or Playerdrones) to kill Ferians. :P But then there's these limitations that keep me from exploiting my usual farming method.... XD

... and then there's Oracus' HARASS Power from 400+ New Weapons....
Last edited by ronelm2000 on Wed May 30, 2012 12:45 pm, edited 1 time in total.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Ferian retaliation add:
Open DynamicSystemsStuff.xml
1. Look for

Code: Select all

(block (Retaliationshiptype escorttype pos sov theLeader cnt name level sovTest test ship Retaliationname metacnt)
in that block will be a switch.
2. Add the ferian sovereign.
so add the code right above line ";For CW"

Code: Select all

; For Ferians
					;and it's a station [since I also register freighters now to add some loot]
					(and
						(eq &svFerianMiners; sovTest)
						(not (objIsShip aObjDestroyed))
						)
						;in the next block, we will define the local vars for ships and fleetcounts
						(block Nil
							;make destructible before switch
							(staSetStructuralHP aWreckObj 100)
							(switch
								(and
								;no Ferian vs Nil [dead ship's explosion]
									(not (eq (objGetSovereign aDestroyer) Nil))
								;no Ferian vs Ferian
									(not (eq (objGetSovereign aDestroyer) &svFerianMiners;))
								;It would be weird if the Ferians attack your auton but not you
									(not (eq (objGetSovereign aDestroyer) &svFriendlyAuton;))
								;no Ferian vs Ringers
									(not (eq (objGetSovereign aDestroyer) &svRingers;))
									)
									(block Nil
										;I set the local variables to Nil because local variables carry over to blocks within blocks
										(if
											(ls (ObjGetData gSource "RPCFerianRetaliate") 50)
											(objIncData gSource "RPCFerianRetaliate" 5)
											)
											(setq level (objGetData gSource "RPCFerianRetaliate"))
											(RPCCreateSovereignAtkFleet SovTest level aDestroyer 'attack (typGetDataField (objGetSovereign aObjDestroyed) 'name) (typGetDataField (objGetSovereign aDestroyer) 'name))
										)
								)
							)
Next, define the retaliation fleet for the ferians. I just made one up for you:

Code: Select all

		(eq sovTest &svFerianMiners;)
						(block Nil
							(switch
								;retaliationlevel
									;scFerianMiner
									;scFerianWarrior
								(leq level 9)
									(block Nil
										(setq Retaliationshiptype &scFerianMiner;)
										(setq cnt (random 3 6))
										)
									(block Nil
										(setq Retaliationshiptype &scFerianWarrior;)
										(setq cnt (Divide (objGetData gSource "RPCFerianRetaliate") 2))
										)
										)
								
							(setq escorttype Retaliationshiptype)
							)
Add that right before the line "; For Korolov freighters".
I think that's pretty much it.
Tell me if it doesn't work.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Also, forgot something:
for respawning:
find <RespawnStation> and add:

Code: Select all

;ferian miners
						(eq &svFerianMiners; sovTesting)
							(block Nil
								(setq Freightertype &scFerianWarrior;)
								(setq Escorttype &scFerianWarrior;)
								(setq cnt 5)
								)
in front of the first ";centauri warlords" you find. It should be within the <RespawnStation> tag. Happy hunting! :D
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ronelm2000
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I've yet to test, so I'll probably EDIT this when it works. XD
(EDIT: Yup, working as usual...)

BTW, would it be a good idea if there's an option for Destroyed Colonies to "Call for Backup" option or something? It kinda saddens me whenever I see a colony destroyed simply too soon. :P Plus, it adds some kind of Escort + Defend mission. Funny, if I can try Ares outposts / Huari too and they become friendly temporarily... XD
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Blah, missions are hard to code :P
I'm actually looking through GiantCabbage's Mission Framework mod to see if I can make dynamic ones though....
;)
That's V6 stuff :P
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ronelm2000
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RPC wrote:Blah, missions are hard to code :P
I'm actually looking through GiantCabbage's Mission Framework mod to see if I can make dynamic ones though....
;)
That's V6 stuff :P
It doesn't have to be a mission...

My visualization of the "Call Backup" function...

<OnCallBackup>

Code: Select all

sovereign = checkOutpostSovereign
PlayerSovereign = sovereign
DisplayMsg("Some stuff about thanking player....")
stargate = checkForNearestStargate
if (CheckForEnemies(checkOutpostSovereign, stargate, 50 ls) == true) 
	; Proably send a lot more forces
else 
	; Send usual respawning force
<OnRespawn>

Code: Select all

; Two things can happen here: go back to old sov. or keep new sov.?
DisplayDock(KeepOldSov_OR_KeepNewSov)
if (KeepOldSov)
	if (IsEnemies(oldSovereign, PlayerSovereign))
		TeleportPlayer(PlayerPosition + 60 ls in PlayerDirection)
	PlayerSovereign = oldSovereign
else
	if (not IsEnemies(oldSovereign, PlayerSovereign))
		PlayerSovereign += oldSovereign  ;Lol, I just thought it was possible, eh?
Of course, I have no right to force things.... :D
This is just my own imagination.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Ok, so you want stations to call backups when under attack? Sounds doable if it's only NPC backup, but checking if the player defended the station is very hard to do.
As for the respawn func, I don't know what you mean by new and old sovereign O.o
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ronelm2000
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RPC wrote:Ok, so you want stations to call backups when under attack? Sounds doable if it's only NPC backup, but checking if the player defended the station is very hard to do.
As for the respawn func, I don't know what you mean by new and old sovereign O.o
Thinking about it... does player have a sovereign? And Old and New sov refers to switching sovereigns with the sovereign of the outpost he defended? :3 (Old sov referring to whatever sov he was before the pseudo-mission?)

Gaaaaaaaaaah..... *shrugs*
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

The player does have a sovereign, but I have no idea why you would want to switch them, please explain.
/me is confused.
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ronelm2000
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RPC wrote:The player does have a sovereign, but I have no idea why you would want to switch them, please explain.
/me is confused.
...it's probably just me wanting to actually dock at Ares outposts and actually helping them win the war. :P
...or actually wanting to destroy a nice large red-dotted metropolis called St. K's?

Oh well, time for bug report:

When I finish a CSC mission (last mission being the "Send Supplies To" mission), I can't switch Player drones, and often times I get freezes. >.> So I tried putting the CSC Overwrite in Dyanamic Systems v5 in XML comments and it got fixed.

Conclusion: [Compatibility Issue: PlayerDrones v5]?

Of course I'm using Network too, so it might be that. Still searching for the root of the problem....
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

D: yeah, that's a compatibility issue, will get a fix out soon.

As for helping the Ares I've been toying with the idea that I'd incorporate some version of Dynamic Soveriegns where the player is neutral to all factions from the start, and has to choose allies carefully. Of course, it would rely on some dynamic missions and dock screens, but is doable. Slated for V7 ;)
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Patupi
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If that does happen we'd need careful calculation as to how things change. You don't want a stray shot to get the commonwealth your enemy! The one time I tried dynamic sovereigns (actually with Dynamic Systems aswell) it didn't go so well. How would missions work if you don't have a sovereign as an enemy and have to attack them to complete a mission? I know most missions are voluntary (eg mining base ones) but there might need to be some reworking of mission statements, or even giving different missions based on who you hate/like/don't care at present. Not sure on that.

(EDIT: Hmm, from some of how vanilla Trans responds to attacks perhaps we could do something like a dual 'friend' status? One for a ship/station, and one for the sovereign. If you attack a ship, it's likely to attack back (probably take more than one shot, unless they have had a REALLY bad day!), but the rest nearby might not. Do it enough and the whole sovereign would become your enemy. Basically each ship would be much more sensitive to it's own damage than those nearby, but the sovereign would have a slow build up of animosity based on what you've done. Plus the sovereign animosity... friend level, what ever you call it, would be the base level. Some ships you attack might stay individually an enemy untill you escape the system or kill them, others might eventually give up, their animosity gradually going down until it hits their sovereign's level)
RPC
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Patupi wrote:How would missions work if you don't have a sovereign as an enemy and have to attack them to complete a mission
Yeah, it would be designed so that you'd have to pick your enemies wisely to get ahead in the game, access new faction specific weapons, and rise up in rank in a certain faction. There will be repercussions (read: assassinations >.> ), but hopefully as a player you'll be prepared ;)
Patupi wrote:(EDIT: Hmm, from some of how vanilla Trans responds to attacks perhaps we could do something like a dual 'friend' status? One for a ship/station, and one for the sovereign. If you attack a ship, it's likely to attack back (probably take more than one shot, unless they have had a REALLY bad day!), but the rest nearby might not. Do it enough and the whole sovereign would become your enemy. Basically each ship would be much more sensitive to it's own damage than those nearby, but the sovereign would have a slow build up of animosity based on what you've done. Plus the sovereign animosity... friend level, what ever you call it, would be the base level. Some ships you attack might stay individually an enemy untill you escape the system or kill them, others might eventually give up, their animosity gradually going down until it hits their sovereign's level)
:D
I love those ideas, will definitely incorporate them when I make the framework! :D
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