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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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Thanks a lot! I was thinking why some of the dialogs work but others not. I wonder if you know another useful tricks?
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#2
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so there is no way to add some sound file to make the space more "human"?
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#3
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http://img31.imageshack.us/img31/6814/starwolves7.jpg
Well, Mediocre success. I managed to fully impliment Pirate military convoys, however, my original plan called for the military convoys to be divided into four tiers, starting off with the rookie stuff and eventually ending with very high-quality gear (well, for pirates), with the level of escort determined by the quality of the goods inside the transports. However, RandomContacts really, really, -really- dislikes tiered systems, and unless I modify large sections of randomcontacts.script (which I am not comfortable enough with Lua to do). On top of this, I had difficulty getting any of my scripts to work properly. They would properly add modules to a ship's inventory, but for some odd reason they would not add ships despite having the correct function. I eventually gave up, and decided to modify the already-existing FillTraderSimple function to my needs. It works, quite well actually, but it means that the tiered system I originally planned for is gone (Although it works with randomcontacts now), thus all Pirate convoys are rather heavily guarded with Third and Fourth generation ships. The only thing that is left is to clean up the mess I made a little, and impliment convoy fleets for all the major factions, and than modify all the location scripts so that they spawn. So far, I only plan on introducing USS, Triada, Inoco, Patrol, Pirate, Old Empire, and New Empire convoy fleets (the remaining factions are too small to bother with). Convoys will be heavily defended, Pirate and Patrol convoys will have mainly third and fourth generation ships (mainly because neither faction has any fifth generation ships), while the rest will have fourth and fifth generation ships guarding them (corporates would be more fourth-generation heavy, while both Old and New Empires would be heavier on fifth generation). Loot inside the transports is randomized, and can be anywhere from First generation to fifth generation, weapons are randomized the same way. Convoys will be mainly located in systems where the faction in question has a strong presence, mainly to prevent the situation of free loot coming about because an MSF fleet stumbled upon a New Empire convoy. Ultimately, the reason why I implimented them is that I wanted to give the player more ways to acquire fighter hulls other than either buying them, or attacking a faction's warehouse for them. If you do not like a faction, you are free to whack their convoys for free ships and loot, and even law-abiding neutral citizens can join in the fun by whacking pirate convoys (Although Pirates and Imperial Patrols generally have lesser loot, you wont ever find any fifth generation ships)... I am considering adding an SOS system for Military convoys, but that might be thinking too far ahead. Last edited by Nanaki; 04-02-2010 at 01:00 AM. |
#4
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#5
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that is, to find a way adding radio comm sound file to docking procedure
say, if ok, u will hear a vioce "please go to docking bay 7" if not, then u might hear "docking request denied", or what ever it suits the situation. ![]() |
#6
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the internal code doesn't have such possibilities for now
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#7
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I just completed implimentation of the Military convoys. They can only be found in secure sectors (although a few iffy sectors have Patrol/Pirate convoys), and have approximately a 20% chance to spawn. Patrol convoys may spawn in some MSF-dominated systems, but with only a 10% chance. Pirate convoys may spawn in some Triada-dominated systems, but also with only a 10% chance. Convoys are mostly the same, having very heavy escorts.
In addition, I also made most stations in the universe indestructable. This is to solve issues with stations accumlating damage because of ship AIs (Random spawns, usually, although a few systems like Kruger even the normal spawns have this issue) colliding with them and causing them to slowly accumulate damage (as there is no way to repair stations, and stations themselves do not have self-repair) as they are collided with again and again. Although I may replace the indestructable code with code that instead sets the HP of all alive stations in a sector to 100% every time you enter a system. This would solve the issue as well, and still allow you to blow up stations, but considering blowing up most stations produces no tangible award, it is kinda pointless (and I am not that good at lua, the more complex the code the more likely I will screw it up). Cargo Containers are still destructable though, but they are largely exempt from the original issue since AI ships never get close to them. Last edited by Nanaki; 04-02-2010 at 07:13 PM. |
#8
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#9
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Is nobody interested in random contacts?
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#10
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What these convoys do except bringing more life to the space. They give missions or something?
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