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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Oct 05, 2007 4:19 pm Post subject: FTL drive system |
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If my sources are right (that being the omnipotent Captain Kwok) the next patch release will cover stellar event fixes....aka..WORKING FTL Drive system!!!
I already have it scripted, might just have to tweak it a little but once that patch comes out I should follow up with a near complete BSG mod release that will include a working AI and FTL drive system, two of my biggest projects I wanted to get completed for this MOD.
Stay tuned
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ekolis Virtual Guru

Joined: Aug 04, 2003 Location: Cincinnati, OH, USA
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Posted: Fri Oct 05, 2007 4:40 pm Post subject: |
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Woohoo!
Though I imagine in this case "omniscient" more fits the bill
This FTL idea might work for Star Trek or Star Wars type propulsion as well, might it not?
"Figuring out the UI is half the fun!" - Xintis, fan of both SE5 and WarioWare
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Oct 05, 2007 6:31 pm Post subject: |
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I would think so. My intentions on it will be that every ship will have to have an FTL drive if they want to be able to "open and Close - close will be automatic" jump points.
I have the MainEvents_Script already coded to close ALL warp points after each turn. A limitation to this approach is that you could use the warp point as much as you wanted (within engine points) even if you didn't have FTL drives on your ship. So to fix that approach I aslo coded the warp points that were created to be one-way and close immediately after going through. Though ships in a fleet will pose my next hurdle (hope the function 'need component X to use warp point' is also activated).
To fix the 'damaged' warp point open/close component on the ship I just added regeneration ability to the component and after a turn there fixed and operational.
I'm just hoping ALL steller manipulation, functions and abilities are activated in this next patch then I'll already be set to go with both options.
The only modifications you would have to make would be the animations/sounds events when the warp point opens and closes, which is an easy task.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Wed Oct 10, 2007 6:58 pm Post subject: |
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Hi, I'm back. Does anyone know when next pach will be released??
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Kepper Space Emperor

Joined: Jun 01, 2006
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Posted: Wed Oct 10, 2007 8:46 pm Post subject: |
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Some time after SE 5 next patch, it any luck wil came in this week
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Wed Oct 10, 2007 11:11 pm Post subject: |
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Kepper is right, I'm shooting for after the next patch of the main game. That patch addresses some of the major points I was conversing with Aaron about (stellar manipulation functions for the AI and Main Event Scripts).
Once its out I still have to finish some classes before I commit some major time to the mod, classes will be done early November.
I have some major upgrades coming that I already have most of the coding done, mainly the AI is now operational. Its not where I want it yet (specialized for each race/faction) but its playable where you'll get a fight.
I'll have to work the AI to use the FTL drive system and set up some more component script write-ins so the AI will use ship, unit and component types.
I've worked the AI to the point where Ai will build fleets with composite make up (10 cruisers, frigates and destroyer size, 2-3 battleships, 1-2 dreadnoughts and depending on the fleet type, carriers and specialty ships) and actually use them to explore, defend or attack.
The Cylon shipset has been split into TOS and RDM so the AI is easier to work with and also gives a more varied option for races.
Things yet to do:
Diplomacy, Intel and Espionage scripting. Not sure where to go with these yet and right now not a big priority until my big ones are finished.
Still have some shipset tweaks to do, I do find time during school to do some texturing and modeling (hence the re-dues on the frigate, destroyer, cruiser and cylon colony ships) so I still have some due outs on some ships (mainly the Baseships for all races).
I have some unit ideas that I'll probably borrow from the Ground Combat Mod to give that area some boost in flavor. I have units with moving parts (attack helicopter for one) and specialty types to add in. Some major AI changes for ground combat as well.
Keep your ideas coming, I do consider them all and have implemented allot into the mod already.
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mrWHO Space Emperor

Joined: Jul 28, 2007
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Posted: Fri Oct 12, 2007 9:20 am Post subject: |
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1.58 is released . I have a question:
Does 1.58 contain fixes of previous patchs or do I need to keep 1.44 installation file in case I would need to reinstall SEV ??
Anyway I'm looking forward to next mod release (and stand alone shippack).
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Oct 12, 2007 3:51 pm Post subject: |
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Keep 1.44 installed if you want to play with the BSG Mod, I just now working through the errors produced by the patch (mainly settings and such) and should have an updated fix for BSG Mod.
Going to try and get the FTL drive system in the patch as well since I already have it coded, just need to set the availability of the drive so the AI empires can have access/use it.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Oct 12, 2007 4:33 pm Post subject: |
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IT WORKS!!
I did a preliminary test with some quick scripting and I get the warp points to close after each turn! A rudimentary FTL system is workable!! I'm so happy......
I have a ton of homework to finish before I can start working the script modifications and patch fixes so please be patient, I promise it will be worth the wait.
Can't believe the FTL finally works.....
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CapnKy Space Emperor

Joined: Jan 01, 2005
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Posted: Fri Oct 12, 2007 7:09 pm Post subject: |
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| isopsyco wrote: | | To fix the 'damaged' warp point open/close component on the ship I just added regeneration ability to the component and after a turn there fixed and operational. |
On the one hand I'd suggest removing the trait that causes them to be destroyed (you could do this in SE4, at least) but on the other hand it's a neat representation of the drives needing to recharge between jumps. 
Unofficial Adamant 0.16.xx Bug Hunter
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Fri Oct 12, 2007 8:14 pm Post subject: |
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Some reason its hard coded in the game engine that when you use a stellar creation/destruction device ability it damages it?!?!
The way it is now will allow only one per ship therefore it can only open one warp point/jump point.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Tue Oct 23, 2007 10:40 pm Post subject: |
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Update: FTL drive system is 100% operational as far as all warp points will close at end of turn.
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Praetorian_Dust Space Emperor

Joined: Feb 28, 2006 Location: Texas, USA
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Posted: Wed Oct 31, 2007 12:15 am Post subject: |
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What about what happens when you set up the stellar stopper facility for some reason, thus cutting you off from your own empire? Does this FTL effect obsolete this facility because of the resulting cut-off?
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Wed Oct 31, 2007 12:22 am Post subject: |
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Right now I have those facilities unavailable until I get the code scripted to induce a navigational error when transiting a WP. This will require MM to unlock/activate some WP functions.
My work around until then will be that the FTL jumps will only put you in the outer most ring of the system (with current engine movement points, even with top tech, won't get you to the inner planets in one turn).
Some options I'm working with will be to reduce speed/movement points of enemy ships in lei the no WP ability.
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Praetorian_Dust Space Emperor

Joined: Feb 28, 2006 Location: Texas, USA
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Posted: Sat Nov 03, 2007 12:04 am Post subject: |
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What about events recognisition? Will all opening and closing warp holes flood the news?
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Sat Nov 03, 2007 3:32 pm Post subject: |
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| Praetorian_Dust wrote: | | What about events recognisition? Will all opening and closing warp holes flood the news? |
Ive modified the script in the events script to account for that. I won't know for certain until I get the AI using FTL drives and navigating around the quadrant.
It is removed from the auto closing event, so no message is sent. However, I do have the event linked to sensor ability (DRADIS) that if someone sets an FTL jump point up and the Empire's sensor can detect it, then they get a message that there DRADIS picked something up.
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Praetorian_Dust Space Emperor

Joined: Feb 28, 2006 Location: Texas, USA
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Posted: Sun Nov 04, 2007 8:55 pm Post subject: |
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Good, I wasn't sure you had thought of that. Event flooding is horrible when you're looking for something specific.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Mon Dec 03, 2007 5:18 pm Post subject: |
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I've worked a skeleton script outline to have the AI use the FTL drives, three functions to check distance to target versus FTL range, alternate route selection if enemy present and alternate route selection if out of FTL range.
Looks like I'll just plant these functions in the current ship orders so the AI scripting won't be so massive after all.
FRAK THIS!
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machitis Space Emperor

Joined: Jan 02, 2008
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Posted: Wed Jan 02, 2008 11:24 pm Post subject: |
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So do the AI use FTL in the latest release? If so, are there any game settings necessary for the AI to work properly (such as seeing all the systems or whatnot)?
I started a single player game and none of the AI have left their systems 30 turns into the game.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Thu Jan 03, 2008 1:59 am Post subject: |
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unfortunately not yet, the AI scripting is tedious. Allot of bug and testing to get the AI to use it correctly.
I do have the colonization/explore scripts close to being done so I may get that out in a release soon.
I would like to get the attack and defense use of the FTL down for the AI, that is being done in conjunction with developing the individual empire AI. Its a major overhaul of the game, no wonder no one has attempted this before!!
FRAK THIS!
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Feygan Space Emperor

Joined: Aug 02, 2007
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Posted: Mon Mar 17, 2008 9:05 am Post subject: |
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Just wondering the current condition of the FTL system?
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Mon Mar 17, 2008 1:26 pm Post subject: |
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Waiting for Aaron to create/input a light year distance function into the next patch (said he would). Thats the only hang up for the AI using the FTL drive system. Most of the code is written, with the exception of determining the distance an empire can travel with its current FTL drive range (in light years).
The current scripting system uses the WPs that are connected to determine distance/explored/unexplored ect lists so the empire can expand and explore.
Hopefully soon...
FRAK THIS!
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zephey Moderator


Joined: Jan 14, 2007
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Posted: Tue Mar 18, 2008 10:37 pm Post subject: |
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If/when Aaron puts in the light year function, it might mean that I can get some of those components working.
I have noticed that getting things balanced is the hardest part.
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Greystar Space Emperor

Joined: Jan 08, 2008 Location: 8th Dimension
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Posted: Wed Mar 19, 2008 4:05 pm Post subject: |
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When this function actually works I'd probably start using the BSG mod. I've been following it I like the show but I'd like to see all your functions work the way the modder more or less intended before trying it. At the moment I mostly play Balance Mod. This concept sounds very interesting and I do like both the new and old show. HOWEVER, is this only going to include the Colonials and the Cylons or will it be possible to use other races and additional shipsets? I don't like being restricted to specific races even if that's the modders intent. Also will it be possible to replace shipsets (like any other mod) with ones that I like to use.
Thanks for creating this mod and keeping the SEV modding community moving forward with new ideas.
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isopsyco Moderator


Joined: Dec 31, 2006 Location: Always moving...
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Posted: Wed Mar 19, 2008 4:46 pm Post subject: |
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In the end the shipset style will the neostandard for the included shipsets (colonial, dark terran and cylons). You can add/use other shipsets you just wouldn't have the neostandard additions (nor the AI if they select a non-neostandard).
The AI will work with either shipset type.
FRAK THIS!
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