Inspired by Resident-Pyromaniac's thread, I like to start a wishlist for 1.07. Here is my wishlist:
* Function that dynamically changes an item type (UNID) to another type, while preserving all of the applicable attributes (enhancements, charges, and the like) of the previous item type. Currently, when changing item type is desired, the item must be uninstalled, searched for again, and removed; then create the new item, add the attributes, then install if applicable.
* Function to dynamically add or remove "linkedFire" attribute to existing items. In 1.06, the developer must create new linkedFire versions of every standard weapon. This is a lot of work, and doing the same for custom weapons is impractical.
* AI treats linkedFire weapons as secondary weapons, and playerships treat secondary weapons as linkedFire weapons. This is so when the player changes ships and the AI takes control of the old playership, the AI can use the ship's guns effectively.
What do YOU want in 1.07?
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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.
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This would be a useful function. Definitely add it to Trac, if you can.PM wrote:Inspired by Resident-Pyromaniac's thread, I like to start a wishlist for 1.07. Here is my wishlist:
* Function that dynamically changes an item type (UNID) to another type, while preserving all of the applicable attributes (enhancements, charges, and the like) of the previous item type. Currently, when changing item type is desired, the item must be uninstalled, searched for again, and removed; then create the new item, add the attributes, then install if applicable.
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Also, for LinkedFire and objSetFireArc to work properly ( so that weapons target only objects in their arc).
That is all. (Pretty please!)
That is all. (Pretty please!)
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Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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Currently there are three ways in which weapon behavior is controlled:PM wrote:* Function to dynamically add or remove "linkedFire" attribute to existing items. In 1.06, the developer must create new linkedFire versions of every standard weapon. This is a lot of work, and doing the same for custom weapons is impractical.
1. The weapon type itself defines some behavior (<WeaponClass> definition)
2. An enhancement on the weapon alters/adds some behavior
3. The device mount on which the weapon is installed alters/adds some behavior (<Device> element)
Depending on what you're asking for, there may be different ways to do it:
A. You may want all weapons in the game to be linkedFire weapons for the player to use. I don't think this is a good idea because the game is not balanced for that. This is the equivalent of making all weapons omnidirectional.
B. You may want a station (or something) that charges the player to convert an existing weapon to a linkedFire weapon. This takes care of the balance issue (as long as you are discriminating in the kinds of weapons that you convert). I think this should be handled with an enhancement, and it could be done in 1.07. [And there should also be an enhancement that gives omnidirectional firing ability.]
C. You may want a station (or something) that charges the player to turn one of the ship's device mounts into a likedFire mount. In this case, any weapon installed on that mount will have the linkedFire attribute. In order for this to work, we need to introduce a new concept: a device mount enhancement. Unfortunately, this also requires the player to be able to select which device mount a certain weapon is installed in. That means that we would have to change all the device installation screens. I think this is a good idea, but it will take a while to do--definitely not for 1.07.
I like the idea of the AI treating linkedFire weapons as secondary. That could be done in 1.07.PM wrote:* AI treats linkedFire weapons as secondary weapons, and playerships treat secondary weapons as linkedFire weapons. This is so when the player changes ships and the AI takes control of the old playership, the AI can use the ship's guns effectively.
In order for the reverse to work, the player ship would have to have the secondaryWeapon attribute on its device mounts. Again, this would run into the problem in C above that none of the device installation code discriminates between device mounts. In order for this to work, this would require C.
p.s.: I find these threads useful because it allows the whole community to discuss some of the priorities for each version. Thanks!
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I posted this suggestion in Resident-Pyromaniac's "What do YOU want in 1.06? " thread, but was so late to the game (May 29th, more than two weeks after the last preceding post) that I'm afraid that almost no one saw it. Please excuse me for repeating myself. I really believe that this change would be easy to make and very worthwhile.Yama wrote:After you choose what item to drop, I'd like to see the Teraton fabricator interface ask you how many, the way the interface asks you how many of an item you want to sell or donate at other types of station. This this would make using the fabricator far faster and less tedious, without affecting the balance of the game in any way.
I think this could be done easily using a little bit of the code from, for example, the Commodity Exchange sell screens. I'm sure this could be done in a mod, but can't see any reason not to implement it in the vanilla game.
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I was drawing up plans for a framework that could allow for slot/mount selection (this was actually for positioning devices)
Having the ability to have mount enhancements would be really cool because it would allow for more flexibility.
Having the ability to have mount enhancements would be really cool because it would allow for more flexibility.
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Don't expect any content additions for small beta releases like this, especially ones that require new graphics.
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this is more an .xml feature then for the actual game.Gen.Marko wrote:in 1.07 i want normal and war prison and there you can exucite them or you can free them bi killing the defender(police) or pay the brieb. war prison is used by comonwealth and the ares and ringers.
Pilgrim Prisons WERE in the minds of some ....The ringers saw it there and told me.. give them time to get the details sorted, I am sure you wil get a Pilgrim Prison soon enough
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
i am happy with pilgrim prison and war prison was something for story if you free some warriors or a high general you will bi able to talk with the ares to help them in the war between comonwealth and the ares or to make piece between them.I am making a script for that
Appending this to the whole prisons idea: Occasionally capturing the pirate(s) from the ship(s) you just blew up and turning them over to the nearest commonwealth station for a reward. They act as normal loot.
This could carry over to the creation of in-universe prison stations: The more pirates and outlaws you turn in, the more chances you'll encounter a prison station that has been taken over due to mass breakouts, thus more missions, and thus more credits to be gained.
This could carry over to the creation of in-universe prison stations: The more pirates and outlaws you turn in, the more chances you'll encounter a prison station that has been taken over due to mass breakouts, thus more missions, and thus more credits to be gained.
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I think this is a great idea. Piracy prisoners could work very much like slaves. That sounds like a fun way to gain some credits and Commonwealth standing to me.DSMK2 wrote:Appending this to the whole prisons idea: Occasionally capturing the pirate(s) from the ship(s) you just blew up and turning them over to the nearest commonwealth station for a reward. They act as normal loot.
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okok........you guys are messing up my station now.......I started a "Prison" for the idea and to see how well I could do it : complete with ships : if you bail one out the ship escorts your ship...Kind of: it is one of my Pilgrim Ships, they don't play well with others exactly ( but they will not kill you ).the JailBreak I do not think I could do very well.....but I am sure I could get the Pilgrims to escort you if you destroy the Jail, IF they are MY Pilgrims, it will not be a Balance Issue because they are "Independent minded" and might forget what they were doing ( escorting you ).DSMK2 wrote:Appending this to the whole prisons idea: Occasionally capturing the pirate(s) from the ship(s) you just blew up and turning them over to the nearest commonwealth station for a reward. They act as normal loot.
This could carry over to the creation of in-universe prison stations: The more pirates and outlaws you turn in, the more chances you'll encounter a prison station that has been taken over due to mass breakouts, thus more missions, and thus more credits to be gained.
As for a Mission.....I am bad with that,the Best mission I ever did was a station that asks you to destroy..it.
LOL , accuses itself of Piracy and wants itself destroyed
NOW you want MORE?......you DO realize I have to build an entire system just to do the ONE jail testing? Missions require targets and that = more Jails.....your killing me. ( joke : It is beyond my ability to come up with a mission like this due to the design of the jail : i made it too well. but I hope it will be modified by others after I release the .xml )
Last edited by shanejfilomena on Tue Aug 09, 2011 5:30 am, edited 1 time in total.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Sounds good. Pirate ships could be equipped with "escape pods" that would function a lot like slave coffins. Occasionally you'd either find one in a wreck, or floating in space like a cargo crate after a shipwreck explodes. Playerships could also be equipped with with them so, on occasion when the plot calls for it, you might survive the destruction of your ship and be taken prisoner.alterecco wrote:I think this is a great idea. Piracy prisoners could work very much like slaves. That sounds like aDSMK2 wrote:Appending this to the whole prisons idea: Occasionally capturing the pirate(s) from the ship(s) you just blew up and turning them over to the nearest commonwealth station for a reward. They act as normal loot.
fun way to gain some credits and Commonwealth standing to me.
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