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

PostPosted: Tue Feb 19, 2008 8:46 pm    Post subject: Reply with quote

it could be added into other mods, however it uses some existing stellar objects (storms in this case) that other modders would have to deal with. If anyone wants to use the script code and other data files/models they just need to ask. Currently school is got me swamped and I don't have the time to extract all the files and related stuff to release a stand alone mod for this feature.

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Feygan
Space Emperor


Joined: Aug 02, 2007

PostPosted: Tue Feb 19, 2008 8:48 pm    Post subject: Reply with quote

Can you give a list of the files that would need to be extracted for use?

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isopsyco
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PostPosted: Wed Feb 20, 2008 8:45 pm    Post subject: Reply with quote

off the top of my head:

component.txt (you would have to extract the salvage component since the component.txt for BSG is different)
external_events.CSF and %Empire%_main.CSF (I can provide the uncompiled script so you could cut and paste the functions)
several xfile.x models and associated textures from the BSG pictures folder (stellar I think)
stellarability.txt
stellar_Xfile.txt

I think thats all of them. When I get the free time I'll set up a independent mod for use with stock SEV and Balance (since Captain Kwok provides the uncompiled script files).


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Axussriddare
Space Emperor


Joined: Oct 19, 2008
Location: Bet you wanna know eh? So do I.

PostPosted: Sun Oct 19, 2008 4:11 pm    Post subject: Reply with quote

Could you remove the old storms? It is really annoying when my salvage teams can salvage stellar storms. Also a suggestion: Larger debree fields with higher chance for tech and resources, and perhaps ships that have run out of supplies. Can you create these fields when a ship is abandoned because of lack of maintainance?

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Feygan
Space Emperor


Joined: Aug 02, 2007

PostPosted: Sun Oct 19, 2008 4:18 pm    Post subject: Reply with quote

Just wondering if you have had a change to make any progress on the independant mod part of this?

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isopsyco
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PostPosted: Mon Oct 20, 2008 11:52 am    Post subject: Reply with quote

School has been (continues to be) a heavy work load, not seeing much time to do any real work until break.

As for the ideas and errors, I'll get the errors fixed and will incorporate the ideas of other ship wreck options. I originally planned to do this except the code and model requirements grow non-linearly everytime a new option goes in Smile I mainly went for proof of concept for the release of the mod.


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Darkshado
Space Emperor


Joined: Oct 10, 2007
Location: Montreal

PostPosted: Tue Jun 09, 2009 8:54 pm    Post subject: Reply with quote

Any updates on the separate mod project you had for this?
I haven't read all the code involved yet, is it possible to have both "normal" storms and debris fields simultaneously?


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isopsyco
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PostPosted: Wed Jun 10, 2009 12:47 am    Post subject: Reply with quote

One could code it so both can exist, you just need to put a name check on the event so you don't salvage a normal storm Smile as for the separate mod, I haven't separated the code into a stand alone. I'm not sure what kind of generic debris field one would use, maybe a bunch of junk that doesn't represent any type of ship. Either way, have to get through finals this week...

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Darkshado
Space Emperor


Joined: Oct 10, 2007
Location: Montreal

PostPosted: Wed Jun 10, 2009 12:54 am    Post subject: Reply with quote

Okay, have some good finals, and I might try to fish out the code on my own then. In any case I'm pretty busy with real life myself so I have limited time to devote to this.

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Darkshado
Space Emperor


Joined: Oct 10, 2007
Location: Montreal

PostPosted: Wed Jun 10, 2009 4:42 am    Post subject: Reply with quote

Okay, I think I have seen all the code involved...

I notice there's no way to really know how many ships were lost at a given location, and that even getting the ship counts is a bit involved due to lack of relevant functions.

I'll probably try to modify your Player_ship_Count_BSG function for it to work from the externalevents file as I can't practically start modding the AI files like you can if I'm going to follow the Balance Mod closely.

(I *might* try my hand at making a Pirate AI much further down the road, but at this stage I'm still working on getting something playable.)

And on another topic, you might want to comment tag components and such that you changed from stock, if only to save you some headache down the road.

Goodbye,

Darkshado


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rnl
Space Emperor


Joined: Jun 02, 2008

PostPosted: Wed Jun 10, 2009 11:30 pm    Post subject: Reply with quote

Does this concept has AI support? I was looking at the code and couldn't tell. Thanks for any comments.

Add-on?
I've been cont to look at your code and was wondering what function reduce wreckage storms until nothing.

Rnl


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

PostPosted: Thu Jun 11, 2009 10:44 am    Post subject: Reply with quote

It does now, the AI seeks out debris field storms and attempts a salvage operation. The code is separate from the event itself since its part of the individual empire ship orders - which is a complete re-write from the stock scripts.

To get the number of ships lost at the location I use the empire log to get the empires involved and take a difference from the stored ship count versus the current ship count, so there is a potential to have more than one combat between the same empires that would produce inaccurate debris field ship counts. I was thinking of taking the total battles the empire was involved in and distributing a weight value to total to the ship lose total.

I haven't introduced a timed reduction of the debris field, not sure how one would do that without more event storage use. But it is possible...


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rnl
Space Emperor


Joined: Jun 02, 2008

PostPosted: Fri Jun 12, 2009 1:54 pm    Post subject: Reply with quote

Hi, I was looking at the code some more and here's some options I came up with, good or bad.

- Switch to the event save data setup: Time,Size,location,system
- Use mark Mine field setup with is a storm at location to get the AI to go location.
- The switch allow for the reduction in the storm size, adjustment in point collected and chance of collected something.
- Change based of get points to storm size, level of comp, and number of comps, instead of flat 80%

Otherwise your storm setup is good and works well of course, thanks for making it. I'm not sure if all the above will work the way it's suppose to, this is SEV at all, but I believe it will. Let me know what you think.

Rnl


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

PostPosted: Sun Jun 14, 2009 12:42 pm    Post subject: Reply with quote

I do plan to get the AI to do exactly what a human player would do for the debris fields (and all the other options I made for the BSG mod).

I have some time this week before my next quarter begins Smile Will work the AI tactics and strat AI scripts, finally get the AI to do some real fighting.


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