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November 6th, 2004, 12:00 AM
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Major
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Join Date: Oct 2000
Location: New York, NY
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Pointer Mod -- v1.2 Released
Level I of every component and facility is there right now, so enjoy. I've already written some very basic AI which uses the QNP Hybrid system very well, but I've made some changes to the data files since then so the AI isn't playable right now. It uses the latest Version of the Image Mod.
This mod will require players to play differently depending on what techs they research. Because the tech tree dictates how a player will play it's been expanded and altered into separate tech branches. Racial techs have been incorporated into the main tree.
All ships require reactor components to move and the QNP Hybrid propulsion system should make for some interesting ship designs. Miniaturization is a factor at higher Construction tech.
There's a heavy emphasis on electronics and computers. Electronic components shrink in size very fast, but at highter tech levels cramming your ships full of sensors and things will make your individual ships more expensive.
You may see some things that remind you of your favorite scifi universes...
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November 6th, 2004, 12:50 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Pointer Mod
Level 1 of components and facilities are finished?
/me inserts shameless plug for my Templatizer program!
Why do the colony modules get more expensive as you increase in tech level, with only a marginal increase in cargo capacity?
Incidentally, where'd you get the name "Pointer Mod" from? All the references to other mods?
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November 6th, 2004, 10:28 PM
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Major
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Re: Pointer Mod
I've been using the Tech Gridder to expand all the components and stuff. What does your Templatizer do? Same thing? I've been doing most of this by hand.
As for the Colony components, I don't really know why they increase in cost. That's really dumb. I'll just put them back the other way.
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November 6th, 2004, 11:00 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: Pointer Mod
This templatizer does pretty much the same thing as the tech gridder, yeah. Just in a different way
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The Ed draws near! What dost thou deaux?
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November 25th, 2004, 08:15 PM
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Major
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Re: Pointer Mod
Finished all the weapons now. Just Stellar Manipulation and Facilities to finish.
I think I'll make the crew quarters and life support work with the scale mounts like the engines.
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November 30th, 2004, 07:53 PM
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Major
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Re: Pointer Mod
I'm done with all the components now and almost all of the facilities. I've started working on the AI, but I can't get them to design colony ships. Arrggg!
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December 1st, 2004, 01:07 AM
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Shrapnel Fanatic
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Re: Pointer Mod
AI designing colony ships in mods can be a real nightmare... do you have any scale mounts involved? For Adamant, I have a scale mount required for colony modules to be mounted. This confused the AI to no end, and it ended up adding eihter none, or 2-3 of them. I ended up with this design:
================================================== ===
Name := Colony (Rock)
Design Type := Colony (Rock)
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 661
Size Maximum Tonnage := 661
Num Must Have At Least 1 Ability := 0
Minimum Speed := 24
Desired Speed := 24
...
Majority Comp Spaces Per One := 0
Majority Comp Ability := Colonize Planet - Rock
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 4
Misc Ability 1 Name := miscellaneous abilities not related to colony ships.
================================================== ===
The AI designed all colony ships with only one colony module. However, this caused the AI to design all types of colony ships (Rock, Ice, and Gas) from the beginning of the game. Ice and Gas ships had no colony modules. It was strange. So, I added three new components that do absolutely nothing, are free, require 0 kT, and have 1 hit point, one for each colony type. They require the appropriate colony tech. They have only ability AI Tag 10, 11 or 12, depending on the type of colony ship. The new colony ship design looks like this:
================================================== ===
Name := Colony (Rock)
Design Type := Colony (Rock)
Vehicle Type := Ship
Default Strategy := Don't Get Hurt
Size Minimum Tonnage := 661
Size Maximum Tonnage := 661
Num Must Have At Least 1 Ability := 1
Must Have Ability 1 := AI Tag 10
Minimum Speed := 24
Desired Speed := 24
...
Majority Comp Spaces Per One := 0
Majority Comp Ability := Colonize Planet - Rock
Secondary Comp Spaces Per One := 10000
Secondary Comp Ability := Weapon
Num Misc Abilities := 4
Misc Ability 1 Name := miscellaneous abilities not related to colony ships.
================================================== ===
Now, the AI designs colony ships with a single colony module, and can only design an Ice colony ship when it has that dummy component available, which is the same time it has Ice Colony Modules available.
Hopefully that was of some use to you...
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December 1st, 2004, 01:44 PM
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Captain
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Re: Pointer Mod
Couldn't you just have put an AI Tag on the colony modules?
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Nick (bearclaw)
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December 1st, 2004, 03:19 PM
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Major
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Re: Pointer Mod
I'm using scale mounts, but not on the colony components. Just on the engines and supply components.
I tried cutting and pasting the default AI colony ship designs, but the AI designs nothing. Not even crappy colony ships that don't go anywhere.
[img]/threads/images/Graemlins/PointRight.gif[/img] BTW, here's the latest Version. All components are done and I even threw in a MAC gun a la Halo 2.
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December 1st, 2004, 03:33 PM
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Shrapnel Fanatic
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Re: Pointer Mod
Quote:
bearclaw said:
Couldn't you just have put an AI Tag on the colony modules?
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The AI adds a colony module to the ship design on its own. Normally, without using mounts, it seems to not place a second one on there from the must have abilities. But when the components are mounted, it seems to confuse the AI and it places 2 or 0... I don't forsee an AI Tag on the colony module itself being of use, though it is possible...
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