Transponder, reinforcement, beacon and SOS roms.

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Aury
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Location: At the VSS Shipyards in the frontier, designing new ships.

what do these do?

I hope that when i'm done:
Transponder roms will get you a few friendly enemy ships (the rarer ones that don't come alone as enemy reinforcements) as wingmen, maybe even changing their alliance to you, though if that happens, those roms would be exceedingly rare.

Reinforcements/SOS roms will call in (for friendlies) a group of friendly ships (once again, as wingmen). An enemy reinforcement rom will have a dice-roll chance of either allying them with you or spawing b-lining attackers

Beacon roms look like the other two (they all share the same unknown types), but are more common. They spawn a large group of b-liners, not the puny little ones you get as encounters but a nice little task force. Occasionally a single or a few larger ships will spawn.

There will also be a special Transponder rom that you can recieve for saving the antarctica. When you save the antartica, the captain will give you this rom and tell you to give it to the admiral. If you use it, you get a pair of phobos escorts. If you give it to admiral decker, he'll forgive you (aka you get the lamplighter) and (if i can get it to work) some of the ares stations will become friendly, (maybe 25%?) representing the peace agreement between one of the Ares factions and the commonwealth. However, saving the antarctica will be harder.
The ares stations I hope will provide as follows:
Ares shipyard- drydock, weapons sales, armor sales, shield sales
Ares commune- just like a commonwealth settlement
Ares outpost- refuel at a low cost

These roms can be found in wrecks, as well as for sale, though all as unknowns at first, except the "fleet reinforcements" (which will NOT help you against the aquilas sent to kill the antarctica- they'll just sit back and fly around.)


Just a little help needed: I can't use the "q" button to issue orders... I could make them behave as autons but i wanted them to behave as normal wingmen.

a sample

Code: Select all

	<ItemType UNID="&itTransponderROMCommonwealthSOS1;"
			name=				"Reinforcement Transponder ROM"
			level=				"1"
			value=				"1000"
			mass=				"1"
			frequency=			"uncommon"
			unknownType=		"&itUnknownROM;"
			modifiers=			"Info; MinorItem"

			description=		"This ROM uses a ship's communication's array to call for reinforcements."
			>

		<Image imageID="&rsItems1;" imageX="192" imageY="96" imageWidth="96" imageHeight="96"/>

		<Invoke>
		(block (ship)
			; How many wingmen to make:
			<!-- (setq aCountWingmen 2) - is commented out for testing -->
			(setq gStart Nil)
				; Get the list of gates in the system
				(setq gateList (sysFindObject gSource "G"))
				(block Nil
					(setq gStart (item gateList 0))
					; Find the stargate
					(setq gStart (item gateList 0))
				)
			; Create the ship
			(setq shipwingman
				;set number of wingmen to generate
				(for i 0 2
				(sysCreateShip 
					&scRoninA;
					gStart
					&svWingmen;
					)
				)
				)

			; Escort shipwingman
			(shpOrderEscort shipwingman gSource)

			; Determine these are Wingmen, not autons
			(objSetObjRefData gSource (cat "Wingman" i) shipwingman)

			; Identify the item
			(itmSetKnown gItem)

			; Welcome message
			(objSendMessage gSource Nil "Reinforcements enroute.")

			; Remove the item from the player's list
			(objRemoveItem gSource gItem 1)
			)
		</Invoke>
	</ItemType>
(shpOrder gPlayership 'barrelRoll)

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F50
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One I finish the pirate mod, I will create not only dockscreens for the Ares, but missions as well (if it isn't done already).

The only problem I have had with stations selling stuff is that if you decide not to fight for the Ares, you get tons of loot same as if you blew up a CW station. Right now I've circumvented that in my pirate mod by calling in a freighter, but I would prefer (and perhaps will have) to just delete all items in a station, and then create the loot (but that takes work ;)).
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Aury
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F50 wrote:One I finish the pirate mod, I will create not only dockscreens for the Ares, but missions as well (if it isn't done already).

The only problem I have had with stations selling stuff is that if you decide not to fight for the Ares, you get tons of loot same as if you blew up a CW station. Right now I've circumvented that in my pirate mod by calling in a freighter, but I would prefer (and perhaps will have) to just delete all items in a station, and then create the loot (but that takes work ;)).
perhapse you could give me help with the freighter... or maybe just make them (much) tougher nuts to crack?
(shpOrder gPlayership 'barrelRoll)

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Periculi
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Actually, F50, all the stations and ships use the same dockscreen for looting, so it would be an easy matter to add some more complicated filtering there- you can easily have dsLoot fire off some scripts that enum the Items and remove certain types or even all of them and/or have the treasure draw done from a treasure table.

If you want to see what I am talking about, I have a Loot mod in the works with some features that add some new dimensions of risk to the enterprise, and a Salvage system that makes it more challenging to get ship and station installed equipment. (no more will a ship's armor you were just pounding holes in be conveniently located in the same ship's cargo hold to loot...) I am still adding features, so it will be a few weeks before I release it, and it might be post-release for 0.99, if things work out for George's next release.
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