Hi, I'm RPC and I've been working on this on/off for the last ~1.5 years I guess. Right now it's got the tentative name of "Star Network" but I'll probably change it into something cooler.
Right now here are some basic features already implemented:
-random topology
-system creation [ignore the nebula spawns though; I was working on that last time and still am]
-sovereign creation
-enemy and allied ship creation
-basic dockscreens
-new shield effects
Basically it's the bare bones of an adventure and right now the only way to have fun is a godmod ship.
My TODO list is huge and I'd rather not post that here.
There are a couple things I can't fix like the excessive bleeding in the beginning of the adventure (where the background is explained) and other derps.
Also the adventure takes a while to initialize as well (around a minute?).
tl;dr
The reason I'm bringing this up is because I have a two week span between end of finals and start of fall quarter so I just want to know if there are any ideas on what to do for it or just minor improvements since this is the time to bring it up.
Anybody want to look at it and have a go?
Star Network
Need ideas for where to take this megaproject
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
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.
Oh my God WHAT IN THE FLYING DUTCHMAN IS THIS?
So I spawn into a system with all my devices randomly installed and armor that is too big for me installed and some crazy powerful cruiser shield installed, then I dock with a sign and it teleports me to some system with an unpronounceable name that is filed with friendly dwarg and Ares that for some reason have crazy names like Cynthid and Laeasjdfaselfd whatever the heck the dwarg were. I couldnt install any of the 500 ton devices in my hold (understandably) and I couldnt sell anything. The only thing I could do was guess where these itty bitty and (frankly) wierd unnatural looking planets were because no orbit paths. I start a NEW game because the old game had two systems in it, and in the NEW game Aqullias are going around with paper fleet ships (they are all "babbens") at war with the charon pirates (Mithalides) and again, I cannot buy/sell anything and the armor is too big for me. WTF FML
So I spawn into a system with all my devices randomly installed and armor that is too big for me installed and some crazy powerful cruiser shield installed, then I dock with a sign and it teleports me to some system with an unpronounceable name that is filed with friendly dwarg and Ares that for some reason have crazy names like Cynthid and Laeasjdfaselfd whatever the heck the dwarg were. I couldnt install any of the 500 ton devices in my hold (understandably) and I couldnt sell anything. The only thing I could do was guess where these itty bitty and (frankly) wierd unnatural looking planets were because no orbit paths. I start a NEW game because the old game had two systems in it, and in the NEW game Aqullias are going around with paper fleet ships (they are all "babbens") at war with the charon pirates (Mithalides) and again, I cannot buy/sell anything and the armor is too big for me. WTF FML
I like it, all it needs is some major reworking and fine tuning, but I would be happy to help you with anything you like.
EDIT: It's not too complicated, thank goodness you can take out all the dynamic effects since the game does that automatically now. All we have to do is define the damage type and stuff like that. I still cant figure out the <![CDATA[ ]]> stuff, so I cant do much. I am removing the nebula effects you were working on as lets face it, its at best a long way from completion. I think we should take out most of the worlds graphics since George re-rendered everything, I plan to set up a working Commodities Exchange ASAP, since this project is already started/been worked on by a professional like you and Digdug, and I need to learn code, helping you out on this is my #1 priority, as it will negate most of my mod ideas anyway.
PS Spaghetti code!
EDIT: It's not too complicated, thank goodness you can take out all the dynamic effects since the game does that automatically now. All we have to do is define the damage type and stuff like that. I still cant figure out the <![CDATA[ ]]> stuff, so I cant do much. I am removing the nebula effects you were working on as lets face it, its at best a long way from completion. I think we should take out most of the worlds graphics since George re-rendered everything, I plan to set up a working Commodities Exchange ASAP, since this project is already started/been worked on by a professional like you and Digdug, and I need to learn code, helping you out on this is my #1 priority, as it will negate most of my mod ideas anyway.
PS Spaghetti code!
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- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
@digdug: I'm kinda working on it solo right now so yeah Backstory on that has drama so not posting it on forums.
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.
Found this little gem in the xml
Unfortunately it's not working yet. This is not a game crashing problem (especially since its not implemented yet) but I would like to better understand it, so if any of you would like to explain what exactly that its supposed to do and how its supposed to do it, I would be REALLY grateful.
Code: Select all
<Events>
<OnCreate>
(block (ItemList sov OldName NewName)
;(printTo 'log "test ObjGetTypeData to see if it's what I need!")
;(objGetTypeData gSource attrib)
;specialize the station if it's a colony station:
(setq sov (ObjGetSovereign gSource))
;(printTo 'log (setq OldName (objGetName gSource)))
(setq OldName (objGetName gSource))
(switch
(objHasAttribute gSource 'colony)
(block (SpecialtyList SpecialtyChance Specialty)
;random:
;gas = fuel station
;people = habitat station
;food = agricultural station
;ores = mining station
(setq SpecialtyList (list 'fuel 'habitat 'agricultural 'mining))
(setq SpecialtyChance (divide 100 (count SpecialtyList)))
(Setq Specialty (randomTable
SpecialtyChance (item SpecialtyList 0)
SpecialtyChance (item SpecialtyList 1)
SpecialtyChance (item SpecialtyList 2)
SpecialtyChance (item SpecialtyList 3)
))
;if there are tons of asteroids, turn into mining colony
(if
(gr (count (SysFindObject gSource "tN:50 +asteroid;")) 25)
(setq Specialty 'mining)
)
;stock items and set buy/sell rates
(switch
(eq Specialty 'fuel)
(block Nil
(setq SpecialtyAttribs (list 'fuel ))
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +food;" (random 110 190))
(objAddSellOrder gSource "* +fuel;" (random 60 90))
)
(eq Specialty 'habitat)
(block Nil
(setq SpecialtyAttribs(list 'lux))
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +food;" (random 110 190))
(objAddBuyOrder gSource "* +fuel;" (random 110 190))
(objAddSellOrder gSource "* +lux;" (random 60 90))
;[habitats sell specialists and crew]
)
(eq Specialty 'agricultural)
(block Nil
(setq SpecialtyAttribs(list 'food))
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +fuel;" (random 110 190))
(objAddSellOrder gSource "* +food;" (random 60 90))
)
(eq Specialty 'mining)
(block Nil
(setq SpecialtyAttribs(list 'ore))
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +fuel;" (random 110 190))
(objAddBuyOrder gSource "* +food;" (random 110 190))
(objAddSellOrder gSource "* +ore;" (random 60 90))
)
)
;(printTo 'log "ItemsToAdd")
;(printTo 'log Specialty)
;(printTo 'log SpecialtyAttribs)
;(printTo 'log (cat " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "; +" (item SpecialtyAttribs 0)"; "))
(switch
(eq Specialty 'mining)
(block Nil
;(printTo 'log (setq ItemsToAdd (typFind (printTo 'log (cat "i +" (item SpecialtyAttribs 0)"; ")))))
;THIS LINE RETURNS "Identifier Expected"
;(setq ItemsToAdd (typFind (printTo 'log (cat "i +" (item SpecialtyAttribs 0)"; "))))
(setq ItemsToAdd (typFind (printTo 'log (cat "i +"(typGetDatafield (ObjGetSovereign gSource) 'name) (item SpecialtyAttribs 0)"; "))))
;(printTo 'log "mining specialty went through!")
)
(block Nil
;(printTo 'log (setq ItemsToAdd (typFind (printTo 'log (cat "i +"(typGetDatafield (ObjGetSovereign gSource) 'name) (item SpecialtyAttribs 0)"; ")))))
(printTo 'log (cat "i +"(typGetDatafield (ObjGetSovereign gSource) 'name) (item SpecialtyAttribs 0)"; "))
(setq ItemsToAdd (typFind (cat "i +"(typGetDatafield (ObjGetSovereign gSource) 'name) (item SpecialtyAttribs 0)"; ")))
;(printTo 'log "mining switch went through!")
)
)
;add asteroids to mining colonies if there aren't any around:
(if
(SysFindObject gSource "t +asteroid;")
;true:
Nil
;False:
(RPCCreateAsteroidCluster gSource (random 0 90) (random 90 180) (random 30 50) (random 50 70) (random 25 50))
)
(enum ItemsToAdd Item (block (Amt)
(setq Amt (random 0 20))
;(printTo 'log "added" Item)
(PrintTo 'log (typGetDatafield Item 'name))
(objAddItem gSource (itmCreate Item amt))
))
;rename colony
(objSetName gSource (cat (typGetDatafield (ObjGetSovereign gSource) 'name)" "Specialty" " 'Colony))
;(enum SpecialtyAttribs Finder (block Nil
; (setq ItemList (lnkAppend ItemList (typFind " +"(objGetSovereign gSource)Finder"; ")))
; ))
;add as data:
(ObjSetData gSource "Specialty" Specialty)
)
;init everything else
(block Nil
(switch
(objHasAttribute gSource 'metropolis)
(block (Attrib)
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +food;" (random 110 190))
(objAddBuyOrder gSource "* +ore;" (random 110 190))
(objAddBuyOrder gSource "* +fuel;" (random 110 190))
(objAddSellOrder gSource (cat " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "minorEquipment; ") (random 80 90))
;stock minor items
;(printTo 'log "minor items")
;(printTo 'log (setq Attrib (cat 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "minorEquipment; ")))
(setq Attrib (cat 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "minorEquipment; "))
(setq ItemsToAdd (TypFind Attrib))
(enum ItemsToAdd Item (block (Amt)
(setq Amt (random 0 20))
;(printTo 'log "added" Item)
(printTo 'log (typGetDatafield Item 'name))
(objAddItem gSource (itmCreate Item amt))
;(printTo 'log (typHasAttribute Item attrib))
))
;(printTo 'log "minor items END")
)
(objHasAttribute gSource 'shipyard)
(block (Attrib Attrib2 ItemsToAdd2)
(objSetTradeDesc gSource &ecCreditEconomy; 200000 5000)
(objAddBuyOrder gSource "* +food;" (random 110 150))
(objAddBuyOrder gSource "* +ore;" (random 110 150))
(objAddBuyOrder gSource "* +fuel;" (random 110 150))
;stock major and minor items
;(printTo 'log "Minor Items")
;(printTo 'log (setq Attrib (cat (printTo 'log 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "minorEquipment; "))))
(setq Attrib (cat (printTo 'log 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "minorEquipment; ")))
(setq ItemsToAdd (TypFind Attrib))
(enum ItemsToAdd Item (block (Amt)
(setq Amt (random 0 20))
;(printTo 'log "added" Item)
(printTo 'log (typGetDatafield Item 'name))
(objAddItem gSource (itmCreate Item amt))
;(printTo 'log (typHasAttribute Item attrib))
))
;(printTo 'log "minor items END")
;(printTo 'log "Major Items")
;(printTo 'log (setq Attrib2 (cat 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "majorEquipment; ")))
(setq Attrib2 (cat 'i " +"(typGetDatafield (ObjGetSovereign gSource) 'name) "majorEquipment; "))
(setq ItemsToAdd2 (TypFind Attrib2))
(enum ItemsToAdd2 Item (block (Amt)
(setq Amt (random 0 20))
;(printTo 'log "added" Item)
(printTo 'log (typGetDatafield Item 'name))
(objAddItem gSource (itmCreate Item amt))
;(printTo 'log (typHasAttribute Item attrib2))
))
;(printTo 'log "major items END")
)
)
)
)
)
</OnCreate>
</Events>
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Basically I jumped the gun and tried to differentiate stations through code by giving them items and stuff.
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.
By the time you posted that, I had figured out what it was supposed to do. Now all I need to figure out is how.
The main thing that is blocking the way now is the commodities exchange and the fact that I cant get more than three systems per spawn. Best to set it up like Vanilla Trans by having definite systems that must be connect and such, only replacing whats inside with randomness.
A slightly modified version of The Network should do fine for galaxy generation, a better system generation system (orbit paths please), get rid of the modder made planets and replace them with new Vanilla stuff (since its rerendered and bigger so scale changes slightly) and more sovs/items/ship varients and that should be it.
The main thing that is blocking the way now is the commodities exchange and the fact that I cant get more than three systems per spawn. Best to set it up like Vanilla Trans by having definite systems that must be connect and such, only replacing whats inside with randomness.
A slightly modified version of The Network should do fine for galaxy generation, a better system generation system (orbit paths please), get rid of the modder made planets and replace them with new Vanilla stuff (since its rerendered and bigger so scale changes slightly) and more sovs/items/ship varients and that should be it.
Well I went to the IRC, and after pestering Digdug and Vak, I finally understand Tlisp! Not entirely mind you, but what I don't know I can look up in the wiki and Xelerus, I still need to learn some of the basics but I just wanted to say, thank you from the bottom of my heart, to both of you.
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Just had to share this (I love random names )
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 have one tip: could you have the weapon damage/shield regen rounded to the nearest whole interger upon random device generation?
Also: could you bias weapon generation further (say 10% further) towards higher damage fewer shots in the case of the kinetic and laser rapid fire weapons, because massive particle spam causes insane lag especially when you're baiting two factions to go kill eachother's bases.
Also: could you bias weapon generation further (say 10% further) towards higher damage fewer shots in the case of the kinetic and laser rapid fire weapons, because massive particle spam causes insane lag especially when you're baiting two factions to go kill eachother's bases.
(func(Admin Response)= true){
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
if(admin func(amiable) = true)
Create func(Helpful Posts)
else func(Keep Calm and Post derisive topics)}
-
- Miner
- Posts: 36
- Joined: Wed Aug 28, 2013 3:24 pm
Shields
In my game I have 2 classifications of shields-
A shield is actually a group of shields, right, left, from, and back. You can divert a small amount of energy from the next closest shield to reinforce one that is being pounded, but you risk leaving the weakened sides exposed. They take damage on a 1to1 basis but higher tech levels can ablate damage better.
A force "field" is one energy field that protects the entire ship, it has an AR rating that must be beat for the field to take damage. Like for example an AR 10 field gets attacked but the damage isn't more than 10 so the field takes no damage, it regenerates slower than the "Shield" but is harder to damage.
I don't think this is possible in Trans but just thought I'd pass some ideas that I had for my game.
http://talesfromspace.tripod.com/pages/equipment.html is where you'll find a bit more cohesive info about my tech from before I cooked my brain.
I also had a pretty decent description of damage types, pros and cons of using say lasers over plasma etc, they have no bearing on Trans but still. If you find anything that interests you and you want to use it you're more than free to do so. I don't think I'm capable of continuing with my game anymore anyway.
In my game I have 2 classifications of shields-
A shield is actually a group of shields, right, left, from, and back. You can divert a small amount of energy from the next closest shield to reinforce one that is being pounded, but you risk leaving the weakened sides exposed. They take damage on a 1to1 basis but higher tech levels can ablate damage better.
A force "field" is one energy field that protects the entire ship, it has an AR rating that must be beat for the field to take damage. Like for example an AR 10 field gets attacked but the damage isn't more than 10 so the field takes no damage, it regenerates slower than the "Shield" but is harder to damage.
I don't think this is possible in Trans but just thought I'd pass some ideas that I had for my game.
http://talesfromspace.tripod.com/pages/equipment.html is where you'll find a bit more cohesive info about my tech from before I cooked my brain.
I also had a pretty decent description of damage types, pros and cons of using say lasers over plasma etc, they have no bearing on Trans but still. If you find anything that interests you and you want to use it you're more than free to do so. I don't think I'm capable of continuing with my game anymore anyway.
I believe both kind of shields you spoken of is possible, though the first might need to be implemented as armors. They're very interesting, and I might make variants of them if you don't mind.
Yes, look at my avatar, I have a wyvera type ship.