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Spaceempires.net :: Ship Wreckage Events and Objects :: View topic
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Ship Wreckage Events and Objects
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isopsyco
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PostPosted: Sun Nov 11, 2007 11:12 pm    Post subject: Ship Wreckage Events and Objects Reply with quote

I've been working on the after combat event debris fields where a player could scrounge technology and or resources/supplies. Here is a demo shot of my attempt.

Looking for input on how and frequency of use. My intent is to have all space combat where a ship(s) is destroyed trigger an end of turn event to place a battle debris field on the strat map.

After the turn processes it will treat the field as a mineable (such a word?) area where you can recover resources and possibly technology if the visiting empire is below the tech of the destroyed ship(s).



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jimbob
Space Emperor


Joined: Nov 11, 2007

PostPosted: Mon Nov 12, 2007 4:10 am    Post subject: Reply with quote

Very nice idea! I'd love to have this in a game. Is it possible to have mineability (now it's a word!) in proportion to the resources need to build the destroyed ships?

My suggestions:
1) perhaps a low percent chance of technology recovery - possible?
2) perhaps have some minor dangers inherent to going into the field. Dud bombs, fuel stores and batteries blowing up, stuff like that...
3) do your images rotate in place? That'd be super-nifty.

Good stuff!

(my 0.02Cdn = 0.0211587USD)


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isopsyco
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PostPosted: Mon Nov 12, 2007 2:13 pm    Post subject: Reply with quote

They do rotate just like an asteroid field does. However, my only glitch is the display in the sector view. I have to use storms since I can create/destroy them using script events linked to actual ship battle events.

The mining, tech and hazards can and are being implemented via the stellar abilities and event script.

I'm still working on the display for the storm once you get into the sector, I may have to just use bitmap images, not as effective and stunning as 3d models.


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Source
Space Emperor


Joined: May 23, 2007

PostPosted: Tue Nov 13, 2007 8:25 am    Post subject: Reply with quote

Why not link asteriods to the storm script and then just make new asteriods that look like broken up ships and crew men and all that stuff

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isopsyco
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PostPosted: Tue Nov 13, 2007 11:23 am    Post subject: Reply with quote

because the only way to make asteroids is by blowing up planets, no function inside the scripts to create them...

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zephey
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PostPosted: Fri Nov 16, 2007 11:46 pm    Post subject: Reply with quote

Hey Iso, this is a great idea. I had been hoping that some one would try this. Never thought it would be possible though, lol. Again, looks great and can't wait till it is done.

Question, what do you need help with? I have been tinkering with SE5 and would like to help with some of the more techinical specs of the mod. I can't any advanced stuff, but if you need some minor things done, just tell me what to do and I will give it a shot.


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isopsyco
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PostPosted: Sat Nov 17, 2007 6:52 pm    Post subject: Reply with quote

I know I would like to get the tech tree and components cleaned up. Due to the scripting nightmare I ran into with incorporating new tech I decided to keep the basic Balance mod tech tree. I can change the names of the components (that way I can go into the AI scripts and just do a simple name change:)) to something more BSG like.

If you would like to work the tech tree and component match up and error check (probably some play testing Wink) I can send the latest release to you so you can see what kind of ideas we can come up with.

I do have some tech/components that I will take the time to integrate into the AI (FTL drive is almost done) so I'll work those. But if you see something that I overlooked just post it here.

Appreciate the help. The mod is almost done, just have the two major projects to fix (FTL AI use and ship wreckage display system) before I can call it an official release (non-beta).


FRAK THIS!


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zephey
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PostPosted: Mon Nov 19, 2007 4:21 am    Post subject: Reply with quote

Send me what you got and I will try my best.

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mrWHO
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Joined: Jul 28, 2007

PostPosted: Wed Nov 21, 2007 7:43 pm    Post subject: Reply with quote

It's silent here. Any tasety screenshots to fill this emptiness ??

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isopsyco
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PostPosted: Thu Nov 22, 2007 3:04 pm    Post subject: Reply with quote

Holiday season, I just got back from an internet starved area of the nation called the Upper Peninsula, 26Kbyte speed for dial up....blazing..

Don't worry, I'll be hitting this mod heavy after Thanksgiving (and after the premier of RAZOR!!).

Just a warning though, I'll be doing the scripting for the AI and related events, not much to show in terms of a screen shot Smile


FRAK THIS!


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isopsyco
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PostPosted: Fri Nov 23, 2007 10:07 pm    Post subject: Reply with quote

For those keeping an eye on this thread...I have the wreckage scene graphics done, both the system model display (as seen above in the screenie) and now the sector view graphics (which was much harder since I had to use storm types!!).

I'll be doing the scripting for this event to get it in game, once everything is going smooth with the event usage I'll do one for every ship type in the BSG mod (or close to it, plus a general wreckage scene for default).



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BlueTemplar
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Joined: Mar 27, 2007

PostPosted: Fri Nov 23, 2007 10:38 pm    Post subject: Reply with quote

Are they slowly rotating?

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isopsyco
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PostPosted: Fri Nov 23, 2007 10:45 pm    Post subject: Reply with quote

In the system view they do, but in the sector view I just went with a standard bitmap display. When I did have all the individual bitmaps depicting each section the rotation and graphics looked very speckled and messy due to the blending process.

I still plan to see if I can get the graphics to rotate but at a later time, I'm working through the script code right now so the event can happen....


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isopsyco
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PostPosted: Tue Nov 27, 2007 2:55 am    Post subject: Reply with quote

I have the event now creating debris fields after combat. A screenie of the Peggy inside the debris field after an attack.


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zephey
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PostPosted: Tue Nov 27, 2007 4:36 am    Post subject: Reply with quote

Looking awesome

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isopsyco
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PostPosted: Wed Nov 28, 2007 1:18 am    Post subject: Cylon Wreckage Reply with quote

All right, finished the RDM Cylon wreckage scene and debris field. I think I'll just do a Terran and TOS Cylon and move on to the AI portion. I have an idea to use racial trait to determine wreckage type, which is also added to the game by the way...


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isopsyco
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PostPosted: Mon Dec 03, 2007 5:15 pm    Post subject: Reply with quote

I have four wreck scenes completed and the script finished to activate them after a battle. Still have the salvage activation and destruction/clean up code for the wrecks to do. Should be a little easier than the creation set Smile

More screenies to follow...


FRAK THIS!


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Kaar
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Joined: Nov 10, 2005

PostPosted: Wed Dec 05, 2007 9:50 pm    Post subject: Reply with quote

May I just say that this is a most excellent concept. I would say make the chance of new tech very low, seeing as, after reactors have blown and ammunition stores have exploded, not a lot would be left intact, but, maaaan, this is such a cool concept.

Any chance we might be able to incorporate this into other mods? (With more generic-looking debris, of course...) Throw me a PM or whatever if you'd like


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isopsyco
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PostPosted: Wed Dec 05, 2007 10:38 pm    Post subject: Reply with quote

I have no problem releasing the code once I'm done, its pretty straight forward to implement as long as one knows how to use the script compiler (or I might do a generic mod with just the event).

The biggest hiccup I've encountered is that there is no function to determine what type of shipset is used by what empire, so I had to use other methods and its not perfect. However, I do plan on using a generic debris field just because it so much easier to code in, so yes a generic one is do out.


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isopsyco
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PostPosted: Mon Dec 10, 2007 8:13 pm    Post subject: Reply with quote

I have everything working the way it should, every time there is a ship destroyed a debris field is created in its place AND according to the shipset type (that took awhile to figure out).

The only thing left to figure out is the salvage operation, which I have working. You take your ship into the field, use your salvage team (new component) to do the operation and resources are gathered with a percent chance to recover research points based off tech level differential. The only part left to do is actually award the points, have to figure out this resource stuff.


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isopsyco
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PostPosted: Wed Dec 12, 2007 4:39 pm    Post subject: Reply with quote

I found a really cool component symbol for the salvage team! Brings back some memories! Anyone recognize it?


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Sunnendei_Tinco
Space Emperor


Joined: Oct 20, 2006
Location: Calgary, Alberta, Canada

PostPosted: Thu Dec 13, 2007 3:18 pm    Post subject: Reply with quote

Once upon a time a junkman had a dream...

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isopsyco
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PostPosted: Fri Dec 14, 2007 3:40 am    Post subject: Reply with quote

I remembered it by accident looking for some pictures to use as the salvage operation event pic and came across that. I can't find the title anywhere! Not even on Netflix or Amazon Sad

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isopsyco
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PostPosted: Mon Dec 24, 2007 1:29 am    Post subject: Reply with quote

Update for this event: its done!! I finally got the scripting 99% correct (I'm sure there is some room for improvement).

I couldn't get the event to selectively display whatever ship was destroyed since there isn't a method or function to determine the shipset one is using.

However, i did get it to determine the number of ships destroyed to then spawn a small, medium, large and huge debris field.

The salvage operation works as well, it does a rudimentary check to determine amount salvaged and a random chance for tech points in random tech area. I'll be refining this event with better selection and determination criteria in the future, just wanted to get it out before the holidays!!


FRAK THIS!


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Feygan
Space Emperor


Joined: Aug 02, 2007

PostPosted: Sun Feb 17, 2008 1:52 pm    Post subject: Reply with quote

Just wondering if this has progressed to the stage where it can be added into other mods or no?

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