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Spaceempires.net :: how do you create a comet? :: View topic
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how do you create a comet?

 
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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Tue Apr 29, 2014 3:09 am    Post subject: how do you create a comet? Reply with quote

I wanted to ask my fellow Modders if you know of a way to create a comet? It would be a space object that is like a ship but spwans at a random sector and if it hits a planet it would do massive damage ( like killing 1/3 of the population, worse conditions, decrease in planet value, ect) and if it hit a ship it would destroy it. If it hit a sun it could turn it into a supernova or black hole ect. I know if this is possible then it would be a lot of codes and IFF statements or maybe case statements.

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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Tue Apr 29, 2014 6:22 pm    Post subject: Reply with quote

You could make a "stellar phenomena" shipset, then make a stellar phenomena empire. You could cloak the HW and this HW would build comets, which you could warp via event script into different systems.

Damaging objects with comets would be easy I suppose, just set their strategy to Ram and give them tons of HP.


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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Tue Apr 29, 2014 9:45 pm    Post subject: Reply with quote

Skyburn wrote:
You could make a "stellar phenomena" shipset, then make a stellar phenomena empire. You could cloak the HW and this HW would build comets, which you could warp via event script into different systems.

Damaging objects with comets would be easy I suppose, just set their strategy to Ram and give them tons of HP.


Is there an easy way of doing this or what program would I use to make the shipset and how would I set up the scripts. I wish there was a manual of some kind with all the call functions and scripting examples


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Tue Apr 29, 2014 11:28 pm    Post subject: Reply with quote

NOTE: while "comet" is a valid stellar object type, I have not been successful in figuring out how to make them spawn.

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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Wed Apr 30, 2014 1:55 am    Post subject: Reply with quote

marhawkman wrote:
NOTE: while "comet" is a valid stellar object type, I have not been successful in figuring out how to make them spawn.

does SEV have a script for the comet stellar object type since it is valid? or is it just an event script?


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu May 01, 2014 12:13 am    Post subject: Reply with quote

murphy0512 wrote:
marhawkman wrote:
NOTE: while "comet" is a valid stellar object type, I have not been successful in figuring out how to make them spawn.
does SEV have a script for the comet stellar object type since it is valid? or is it just an event script?
The "Stellar object type" category includes, but is not limited to, Stars, planets, asteroids, warp points and storms. This is what the file says
Quote:
Allowable Values for Physical Type:
None, Planet, Asteroids, Storm, Star, Warp Point, Destroyed Star, Comet
If you were to create an entry like so:
Code:
Stellar Object Name        := Destroyed Star
Physical Type              := Destroyed Star
XFile Class Name           := Destroyed Star
Maximum Model Size         := 20.0
Hex Size                   := 1
Picture Index              := 0
Portrait Filename          := destroyed_star.bmp
Large Portrait Filename    := destroyed_star_lp.jpg
Description                := Solid core remnant of an eons old destroyed star.
Star Size                  := Medium
Star Age                   := Average
Star Color                 := Red
Star Luminosity            := Average
The game will use it whenever it has a reason to create a "Destroyed Star" object. If you put in something the game doesn't recognize, it'll give you an error before the game even loads.

I've been able to successfully use this object type... although it behaves strangely. AFTER the objects are spawned the game treats them the same way it treats Stars.

I have not had the same sort of luck with the Comet object type.


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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Thu May 01, 2014 12:24 am    Post subject: Reply with quote

marhawkman wrote:
murphy0512 wrote:
marhawkman wrote:
NOTE: while "comet" is a valid stellar object type, I have not been successful in figuring out how to make them spawn.
does SEV have a script for the comet stellar object type since it is valid? or is it just an event script?
The "Stellar object type" category includes, but is not limited to, Stars, planets, asteroids, warp points and storms. This is what the file says
Quote:
Allowable Values for Physical Type:
None, Planet, Asteroids, Storm, Star, Warp Point, Destroyed Star, Comet
If you were to create an entry like so:
Code:
Stellar Object Name        := Destroyed Star
Physical Type              := Destroyed Star
XFile Class Name           := Destroyed Star
Maximum Model Size         := 20.0
Hex Size                   := 1
Picture Index              := 0
Portrait Filename          := destroyed_star.bmp
Large Portrait Filename    := destroyed_star_lp.jpg
Description                := Solid core remnant of an eons old destroyed star.
Star Size                  := Medium
Star Age                   := Average
Star Color                 := Red
Star Luminosity            := Average
The game will use it whenever it has a reason to create a "Destroyed Star" object. If you put in something the game doesn't recognize, it'll give you an error before the game even loads.

I've been able to successfully use this object type... although it behaves strangely. AFTER the objects are spawned the game treats them the same way it treats Stars.

I have not had the same sort of luck with the Comet object type.



what about turning the comet into a shipset, empire, ect.
then edit everything so It will only make a ship only a few every few turns
ect
[/quote="Skyburn"] Skyburn wrote:
You could make a "stellar phenomena" shipset, then make a stellar phenomena empire. You could cloak the HW and this HW would build comets, which you could warp via event script into different systems.

Damaging objects with comets would be easy I suppose, just set their strategy to Ram and give them tons of HP.[/quote]


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Thu May 01, 2014 2:38 am    Post subject: Reply with quote

you'd need to ask Skyburn more about that, I'm not well versed in that aspect of it.

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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Thu May 01, 2014 11:59 am    Post subject: Reply with quote

I wonder why they put comet as a valid "space object", but haven't done anything with it. Unless it was meant for us modders. Maybe I could make just an event script for now untill I mod more with shipsets and figure out how to make a comet shipset.

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Skyburn
Space Emperor


Joined: Mar 12, 2008

PostPosted: Fri May 02, 2014 1:19 am    Post subject: Reply with quote

I was thinking that the comet would just be a ship. If you're good with art you could always make it look like one, but you could easily get the functionality you want even if it doesn't look like a comet. You would have "comets" built at a cloaked HW and can then send them around space however you like.

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ekolis
Virtual Guru


Joined: Aug 04, 2003
Location: Cincinnati, OH, USA

PostPosted: Fri May 02, 2014 3:56 am    Post subject: Reply with quote

murphy0512 wrote:
I wonder why they put comet as a valid "space object", but haven't done anything with it. Unless it was meant for us modders. Maybe I could make just an event script for now untill I mod more with shipsets and figure out how to make a comet shipset.


Probably something he planned to add to the game, but never found time for. Oh well, it's probably better than SE4's silly "comet systems" that do nothing at all... Razz


That's no space station - it's a spreadsheet!


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri May 02, 2014 7:38 am    Post subject: Reply with quote

ekolis wrote:
murphy0512 wrote:
I wonder why they put comet as a valid "space object", but haven't done anything with it. Unless it was meant for us modders. Maybe I could make just an event script for now untill I mod more with shipsets and figure out how to make a comet shipset.
Probably something he planned to add to the game, but never found time for. Oh well, it's probably better than SE4's silly "comet systems" that do nothing at all... Razz
Like illusions and monsters... Hmmm... I should try that as a space object type sometime...

Se4's comet systems basically consisted of a giant comet floating in space... and by giant I mean Red-Giant sized... seriously... they were bigger than stars... it was dumb.


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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Fri May 02, 2014 10:28 pm    Post subject: Reply with quote

Skyburn wrote:
I was thinking that the comet would just be a ship. If you're good with art you could always make it look like one, but you could easily get the functionality you want even if it doesn't look like a comet. You would have "comets" built at a cloaked HW and can then send them around space however you like.

Im still learning modding, but how would you cloak a HW? and getting the right functionality. Also I have a design already made with Wings 3D, but have not done anything with it (like setting up firing points, speed, component slots, ect.) I have not seen a tutorial on how to mod shipsets (unless im blind lol) but I would like to learn more. All I have done so far with modding is making my own version of Gigantic / Enormous planet sizes and resetting values on various things. not much with making my own facilities or components. (to me the tech chart is very confusing) I give so much credit to BM with the new tech chart, but still don't understand how to mod it or even add levels or items


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marhawkman
Space Emperor


Joined: Mar 24, 2008

PostPosted: Fri May 02, 2014 11:47 pm    Post subject: Reply with quote

Well, cloak abilities work almost anywhere. For my own amusement I once made a racial trait give the player an empire wide cloak ability... and it worked. Every single thing that they had could be cloaked! Including their HW. BUT... there's a catch. Cloaked planets have an output of 0. Minerals, research, construction... ALL of it!

Some mods have cloak facilities that let a player cloak their planets. I think B5W uses it as a ruin tech.


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murphy0512
Space Emperor


Joined: Jan 30, 2014

PostPosted: Fri May 02, 2014 11:50 pm    Post subject: Reply with quote

marhawkman wrote:
Well, cloak abilities work almost anywhere. For my own amusement I once made a racial trait give the player an empire wide cloak ability... and it worked. Every single thing that they had could be cloaked! Including their HW. BUT... there's a catch. Cloaked planets have an output of 0. Minerals, research, construction... ALL of it!

Some mods have cloak facilities that let a player cloak their planets. I think B5W uses it as a ruin tech.

So how would that empire create said "comet" if they cannot produce resources?


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edge8400
Space Emperor


Joined: Dec 08, 2010

PostPosted: Fri Aug 29, 2014 4:03 pm    Post subject: Reply with quote

Seems it may be easier to create the stellar object and then manipulate it using event scripting than to try and set it up as a special shipset. Using functions that exist in current mods a course could be set and then the comet moved each turn. Course info would be noted and saved similar to current timed event data.

As a stellar object it can be destroyed with ramming ships or tectonic bombs or other planet damaging weapons. A call to the planet destroyed function or planet damaged function can be made if it collides with another stellar object. In addition, as a stellar object it could be mined or deflected or populated with an outpost.

The tough part is simulating movement with regards to an orbit. Does it remain constantly visible in a single system or does it disappear only to appear X turns later in the same system or another system?


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