Welcome to Spaceempires.net
Login or Register

Search
Modules
 Home

 Discussions
 Forums
Access restricted to our members Members List
 SE IRC Chat
 SEnet News
 Newsletter
 News by Topic
 News Archive
Access restricted to our members Submit News
 Files & Links
 Downloads
 Shipyards
 Upload File
 Web Links
 SEnet Content
 Content (Stories)
 FAQ
 Game Info
 Hangman
 ModWorks
 Top 10
 Strategy
 Surveys
 User Content
 Fan Fiction
 Image Gallery
 Pages
 SE.net Info
Access restricted to our members Feedback
 Recommend Us
Access restricted to our members Statistics
 Search
 Staff
 Your Info
Access restricted to our members Journal
Access restricted to our members Private Messages
 Your Account

User Info
· Welcome, Anonymous
Membership:
· New: majorgreg
· New Today: 0
· New Yesterday: 0
· Overall: 2827

People Online:
· Visitors: 157
· Members: 0
· Total: 157

  

Spaceempires.net :: FTL drive system :: View topic
Forum FAQ :: Search :: Memberlist :: Usergroups :: Profile :: Log in to check your private messages :: Log in


FTL drive system
Goto page 1, 2, 3, 4  Next
 
Post new topic   Reply to topic    Spaceempires.net Forum Index -> Battlestar Galactica
View previous topic :: View next topic  
Author Message
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Fri Oct 05, 2007 4:19 pm    Post subject: FTL drive system Reply with quote

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


Back to top
ekolis
Virtual Guru


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

PostPosted: Fri Oct 05, 2007 4:40 pm    Post subject: Reply with quote

Woohoo! Very Happy
Though I imagine in this case "omniscient" more fits the bill Wink
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


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Fri Oct 05, 2007 6:31 pm    Post subject: Reply with quote

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.


Back to top
mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Wed Oct 10, 2007 6:58 pm    Post subject: Reply with quote

Hi, I'm back. Does anyone know when next pach will be released??

Back to top
Kepper
Space Emperor


Joined: Jun 01, 2006

PostPosted: Wed Oct 10, 2007 8:46 pm    Post subject: Reply with quote

Some time after SE 5 next patch, it any luck wil came in this week

Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Wed Oct 10, 2007 11:11 pm    Post subject: Reply with quote

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.


Back to top
mrWHO
Space Emperor


Joined: Jul 28, 2007

PostPosted: Fri Oct 12, 2007 9:20 am    Post subject: Reply with quote

1.58 is released Very Happy. 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).


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Fri Oct 12, 2007 3:51 pm    Post subject: Reply with quote

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.


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Fri Oct 12, 2007 4:33 pm    Post subject: Reply with quote

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.....


Back to top
CapnKy
Space Emperor


Joined: Jan 01, 2005

PostPosted: Fri Oct 12, 2007 7:09 pm    Post subject: Reply with quote

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. Smile


Unofficial Adamant 0.16.xx Bug Hunter


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Fri Oct 12, 2007 8:14 pm    Post subject: Reply with quote

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.


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Tue Oct 23, 2007 10:40 pm    Post subject: Reply with quote

Update: FTL drive system is 100% operational as far as all warp points will close at end of turn.

Back to top
Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Wed Oct 31, 2007 12:15 am    Post subject: Reply with quote

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?

Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Wed Oct 31, 2007 12:22 am    Post subject: Reply with quote

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.


Back to top
Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Sat Nov 03, 2007 12:04 am    Post subject: Reply with quote

What about events recognisition? Will all opening and closing warp holes flood the news?

Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Sat Nov 03, 2007 3:32 pm    Post subject: Reply with quote

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.


Back to top
Praetorian_Dust
Space Emperor


Joined: Feb 28, 2006
Location: Texas, USA

PostPosted: Sun Nov 04, 2007 8:55 pm    Post subject: Reply with quote

Good, I wasn't sure you had thought of that. Event flooding is horrible when you're looking for something specific.

Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Mon Dec 03, 2007 5:18 pm    Post subject: Reply with quote

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!


Back to top
machitis
Space Emperor


Joined: Jan 02, 2008

PostPosted: Wed Jan 02, 2008 11:24 pm    Post subject: Reply with quote

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.


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Thu Jan 03, 2008 1:59 am    Post subject: Reply with quote

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!


Back to top
Feygan
Space Emperor


Joined: Aug 02, 2007

PostPosted: Mon Mar 17, 2008 9:05 am    Post subject: Reply with quote

Just wondering the current condition of the FTL system?

Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Mon Mar 17, 2008 1:26 pm    Post subject: Reply with quote

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!


Back to top
zephey
Moderator
Moderator


Joined: Jan 14, 2007

PostPosted: Tue Mar 18, 2008 10:37 pm    Post subject: Reply with quote

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.


Back to top
Greystar
Space Emperor


Joined: Jan 08, 2008
Location: 8th Dimension

PostPosted: Wed Mar 19, 2008 4:05 pm    Post subject: Reply with quote

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.


Back to top
isopsyco
Moderator
Moderator


Joined: Dec 31, 2006
Location: Always moving...

PostPosted: Wed Mar 19, 2008 4:46 pm    Post subject: Reply with quote

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!


Back to top
Display posts from previous:   
Post new topic   Reply to topic    Spaceempires.net Forum Index -> Battlestar Galactica All times are GMT
Goto page 1, 2, 3, 4  Next
Page 1 of 4

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB
All logos and trademarks used on this site, all comments and stories posted for reading, all files hosted for download,
and all art work hosted for viewing are property of their respective owners; all the rest copyright 2003-2010 Nolan Kelly.
Syndicate news: SpaceEmpires.net News RSS Feed - Syndicate forums: SpaceEmpires.net Forums RSS Feed
Page Generation: 0.25 Seconds