Device questions

Freeform discussion about anything related to modding Transcendence.
Post Reply
Noctmagus
Anarchist
Anarchist
Posts: 2
Joined: Mon Mar 26, 2012 5:56 pm

1. is it possible to give a misc deceive stealth characteristics. I've tried to make a cloaking device and I have idea if it has any effect, it does not appear to.
<MiscellaneousDevice
powerUsed= "10"
stealth= "2800"/>
</ItemType>
1b. Can stealth be a negative value?

2. Can you create virtual armor and equip it as an additional general armor component?

3. How do you create a new device type? I've created a simple deceive that recharges shields, and would like to make shield support devices non stackable.
RPC
Fleet Admiral
Fleet Admiral
Posts: 2876
Joined: Thu Feb 03, 2011 5:21 am
Location: Hmm... I'm confused. Anybody have a starmap to the Core?

I'm pretty sure cloaking is only for armors. I haven't seen a stealth device using xml.
1b. Probably not.
2. No
3. Not really.
These were all really good ideas, but I'm not sure if the engine allows it.
There is a stealth mod here: http://xelerus.de/index.php?s=mod&id=560
But otherwise, I think that's the most people have tinkered with it.
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Image
Image
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.
User avatar
alterecco
Fleet Officer
Fleet Officer
Posts: 1658
Joined: Wed Jan 14, 2009 3:08 am
Location: Previously enslaved by the Iocrym

The current stealth system is really limited. Something to talk about for a future update definitely.
Get your own Galactic Omni Device
Get it now. It's free!!
Image
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

since 1.06a stations can be stealth.
afaik, stealth is a value that goes from 0-100. Increasing values will decrease the distance of the playership being detected by enemy AI. With 100, AI ships never detect the playership.
shanejfilomena
Fleet Officer
Fleet Officer
Posts: 1533
Joined: Tue Mar 22, 2011 8:43 pm
Location: Alaska
Contact:

digdug wrote:since 1.06a stations can be stealth.
afaik, stealth is a value that goes from 0-100. Increasing values will decrease the distance of the playership being detected by enemy AI. With 100, AI ships never detect the playership.
In Heretic last night ( 1.08 ) I noticed a curious Stealth with the Lairs : I seen the Red on my screen but not the LRS : until I was almost on them.

Of course I knew they would be there, I knew they can take me to Domina if I got too close without my LongReach active........
But the Stealth of their station was the only time I actually observed such behavior. Once I got a lock on them / got close enough they did show on the LRS. But by that time the little Critters were dooling for my cargo hold full of fuel :)

And THANK YOU, THANK YOU, THANK YOU : Last night I had 4 : count them : 4 : Xenophobe Worldships in my game :)
I like them, I love the goodies off the Defenders and can do with a dozen of those, but 4 to 6 is tops on Worldships because they are pretty strong and flying without tricks I was still thirsty for 2 more even if I could not sell of all the loot I had :)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
User avatar
WillyTheSquid
Militia Lieutenant
Militia Lieutenant
Posts: 195
Joined: Wed Jan 18, 2012 4:32 pm
Location: Rotterdam, The Netherlands

TransGeek & I are working on (semi-)autonomous, (semi-)stationary, (re-)deployable defense/utility/mining platforms for the next Mining Pack version. I have a ton of ideas -- and this could be used to add an interesting construction/(re-)deployment dynamic to the game. It could also be used as a framework for RPC's eventual Real-Time-Strategy (RTS) mod.

One of these structures would be a stealth-granting area-of-effect platform (an LRS jammer or somesuch) that cloaks all friendly/allied ships within its range. If it were possible to dynamically stealth nearby ships, this could also be used to have a enemy electronic-warfare style ships.

What do you all think? I would love to submit a bugtrac request for this feature, but I am thoroughly swamped in wiki work, modding projects, new love interest in my life, studying for university midterms and writing academic term papers. I really can't be arsed to learn how to submit a proper bugtrac report. Anyone care to help out?
Image

“Normal people believe that if it ain't broke, don't fix it. (Modders) believe that if it ain't broke, it doesn't have enough features yet.” -Scott Adams

Resident mod-cobbler-together, freakspawn-fixer-upper & musical eclectro-ecumenologist.
If you love something, tweak it and twist it. Keep bending it until it breaks. Rip it apart, remix it, rebuild it. Kill your darlings and stitch them together again.

JOIN US ON IRC. IT KICKS ASS. JOIN THE HIVE MIND.
Place cursor on link. Click link. Never look back.
User avatar
Star Weaver
Militia Commander
Militia Commander
Posts: 311
Joined: Sun Nov 07, 2010 10:20 pm
Location: . . . between the stars and the warm black sky . . .

Noctmagus wrote:1. is it possible to give a misc deceive stealth characteristics. I've tried to make a cloaking device and I have idea if it has any effect, it does not appear to.

1b. Can stealth be a negative value?

2. Can you create virtual armor and equip it as an additional general armor component?

3. How do you create a new device type? I've created a simple deceive that recharges shields, and would like to make shield support devices non stackable.
1. Source indicates no; stealth is only mentioned on armor and missiles (?!), plus a hardcoded bonus for being in nebula.

1b. Possibly. The source indicates that stealth as applied to a ship in the engine is a value from 0 (blindingly visible) to 15 (completely cloaked), with a default of 4. (The nebula bonus bumps you up by 2 on this scale). I can't figure out how the code to turn XML stealth values into this data works, so I can't tell if it accepts negative numbers, but there is a small amount of room to make things more visible than default if it does. I don't know if the player would /notice/ the difference there, though.

2. Not as an armor piece, but you could create a virtual device that puts an overlay on the ship and in the overlay you can write custom responses to armor/shield damage events. You could make a device that diverts 100 points of damage from the armor and then destroys itself, as a simple example.

3. There are (now?) events that let you deny installing or uninstalling a device, which you could use to prevent a second copy of a device from being installed.

http://wiki.neurohack.com/transcendence ... xml/events -- this isn't complete, other information is scattered about in the changelogs and bugtrackers and stuff, but it's a start as far as events go. If you need to track down more information you can hop into IRC too. Just ask a question and someone will probably see it :).
Image
Image
Image
User avatar
Star Weaver
Militia Commander
Militia Commander
Posts: 311
Joined: Sun Nov 07, 2010 10:20 pm
Location: . . . between the stars and the warm black sky . . .

WillyTheSquid wrote:...One of these structures would be a stealth-granting area-of-effect platform (an LRS jammer or somesuch) that cloaks all friendly/allied ships within its range. If it were possible to dynamically stealth nearby ships, this could also be used to have a enemy electronic-warfare style ships.

What do you all think? I would love to submit a bugtrac request for this feature, but I am thoroughly swamped in wiki work, modding projects, new love interest in my life, studying for university midterms and writing academic term papers. I really can't be arsed to learn how to submit a proper bugtrac report. Anyone care to help out?
Does this work for you?

http://wiki.neurohack.com/transcendence/trac/ticket/847

I saw two equeally useful ways to implement your stealth stuff so I threw them both up there for George to think about :).
Image
Image
Image
Post Reply