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Star Wars: A Galaxy in Chaos (Mod by Rifraf and Majestic)

Majestic

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Have you tried copying my turret files from Clash of Empires? I don't recalling having to pick a target for it to fire. I am sure there is a line of code somewhere that allows it to automatically select a target without player interference.
 

Rifraf

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I remember about a year ago I tried your turrets hoping to use the code in a mod, but couldn't get it working then. I was going to look at them again, but had to pick up a friend at the airport so will try it this evening and can report back
 

Rifraf

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Success........Finally......:excited:In the turrets odf you have to change ainame = "StarbaseProcess" to ainame = "CraftProcess"

So now the turrets auto-rotate when an enemy ship comes into range. As I mentioned before I did change the ClassLabel to "craft" as well and am using the "restrictfirearc" command with smaller "firearc" values

Sometimes it's the smallest of victories :D
 

CABAL

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You should PM Dom, either here or at FO, so he can include that in the Guide.
 

Majestic

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That's great news Rifraf, success the winners choice! :D
 

Rifraf

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You should PM Dom, either here or at FO, so he can include that in the Guide.
Already on that. Thank you for the advice though.

And thanks to both of you for the help too.
 

Rifraf

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Does anyone know how to make a weapon damage shields only and not the hull of a ship for the Rebel Ion cannon? Can that be done in FO without specials?
 

CABAL

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Does anyone know how to make a weapon damage shields only and not the hull of a ship for the Rebel Ion cannon? Can that be done in FO without specials?
This can be done in FO. You need to use a unibeam or unitorpedo as the ordnance and that needs the line damagemode = 2.
 

Rifraf

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Picture time. Got all the Rebel Capital ships in/functional that Majestic sent me some time ago and several of the Imperial Stations.
 

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Rifraf

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And a few more
 

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Majestic

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Wow that looks awesome I haven't had a chance to see many of my models in-game yet. Great work Rifraf. :D
 

Terra_Inc

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Aww, that looks really cool! :thumbsup:

BTW, are those the stock FO pulses you're using?
 

Rifraf

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Thanks Terra. Yes everything is stock FO save for Majestic's ship and station models/textures
 

Rifraf

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Can you set up research so that upon completion of a research item you are granted say 500 dilithium? I guess this would be like collective connections for the Borg correct? Instead of supply you could make it whatever?
 

CABAL

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Can you set up research so that upon completion of a research item you are granted say 500 dilithium? I guess this would be like collective connections for the Borg correct? Instead of supply you could make it whatever?
Slapping a ResourceWeapon on the pod and setting oneTimeMode = 1 should do it.
 

Rifraf

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Update time and a couple of questions.

So with the exception of a couple missing ships/stations (Maj will get those in time) everything in the mod is in place and playable. Research (however that will be implemented) is really the biggest thing left to do including deciding which specials/passives will be present and is a work in progress.

In the mean time I'm starting to tackle balancing and am looking for tips/ideas. Every race has some of each class of ship. Forgetting specials/passives for a moment some ships have a generally specific purpose and others are just acquired on your way up the research ladder.

If a ship has twice the armor and firepower of another do others find making it simply twice as expensive a good compromise everything else excluded or is that pretty generic? I don't want each team to have clones of each others ships so it's a game of who builds fastest so any tips you can offer will help nudge me in the right direction.
 

CABAL

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One system would be to have some multi-purpose/backbone/generalist ships that can fill in anywhere but also have no outstanding strengths or weaknesses with a wider array of specialist ships. Anti-fighter, anti-capital, maybe something particularly effective against workers, etc. My current project uses a variant of this type with corvettes, frigates, destroyers, cruisers, and carriers each having different roles in the fleet. Frigates and cruisers are generalists with some extra anti-station stuff on the cruisers. Corvettes are kind of like a cross between scouts and stock destroyers. Destroyers intercept missiles and have anti-fighter weapons. Carriers launch fighters to attack from a safe location. Pros are that it's easy for players to learn (counter this type of ship with this other type of ship, regardless of race) and it's easy to balance. Cons are that individual ships of a particular type may not have a whole lot of character compared to other systems and the coding can be tedious.

Or you could have damage and armor types with a rock-paper-scissors dynamic. Warcraft 1-3, Starcraft 1 (and 2, I expect), the Command & Conquer series, and even Mass Effect 2 and 3 all used this kind of approach. Pros are that it's pretty easy to visualize what the game will look like and it doesn't usually take players too long to figure the system out. Cons are that it takes a lot of damage exceptions (the default damage on an ordnance may be just a reference for you to decide how much more or less it should do to a particular ship) and, though this one is subjective, it's really common.

I've also considered an advantage/disadvantage system for a mod. Each ship would have a number of advantages (ex: long range, fast speed, bonus damage to stations, etc.) and an equal number of disadvantages (ex: reduced accuracy, unshielded, short sensor range, etc.). In this case, costs would be scaled to health and damage and having every advantage countered by a disadvantage would hopefully provide the rest of the balance. It also allows individual ship classes to have more character than a rigid type system and would be relatively easy to do the ODFs for, particularly with having few, if any, exceptions for damage, hit chance, etc. Each advantage and disadvantage would be listed in the ship's tooltip. Pros are that this system allows for completely unique ship classes and has more likely variations than the second option while being easier to code. Cons are that the potentially massive number of variations may take players longer to learn. I'm not really familiar with any games that use a system like this so I'm not sure.

Or you could go for a mix. A battleship could describe a unit with a specific role defined by it's use of specific damage and armor types along with a specific set of advantages and disadvantages. Individual battleship classes would be differentiated by an additional advantage and an additional disadvantage to make them distinct.

Whether or not caps should be used is also something to consider. The Super Star Destroyer could be a massive anti-everything ship that takes a fleet to kill, but then you should probably either make it prohibitively expensive (which can keep them from ever being built) or put a cap on them. You could also use a general population cap like the stock officer system. This can keep people from simply spamming ships and force them to build their fleet more carefully, but it's harder to limit the entire fleet in a balanced fashion than to limit specific units.
 

Rifraf

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That is tremendous help and helps point me in the right direction. Thank you
 

Rifraf

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Another question. Is it possible to make it so that as a ship exits the shipyard a countdown starts on an upgrade option? Meaning as soon as it's built you have say 30 seconds to decide if you want to upgrade that ship to it's next level, but if you don't then after the countdown passes you are left with that ship as normal and can never upgrade it again?
 

Rifraf

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Can someone explain passive abilities to me please? Some ships in FO have them however is it kind of a smoke and mirrors thing in that it's just a +/- percent damage increase/reduction or something?

Like the Intrepid has:
(passive: Autonomous Defense AI - strong versus medium range, weak versus support vessels)

It's nothing you research and is basically just a tooltip however, why is there an odf for it passive_autodef.odf??

wpnname = "Autonomous Defense AI"
tooltip = "Autonomous Defense AI"
verbosetooltip = "AUTOTOOLTIP-passive_autodef.odf"
classlabel = "UtilityWeapon"
shotdelay = 0

In game it says like +15 % damage against medium ships and -60 against support ships.
 

CABAL

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The effects are actually coded into the weapons and ordnances as exceptions. In this instance, the Intrepid's main weapons have exceptions for bonus damage to a list of ships and exceptions for reduced damage to another list of ships. The Autonomous Defense AI ODF is just a dummy so that the player has something they can look at.
 

Rifraf

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I kept looking through all the passives and since they all appeared to be generic files with a description I couldn't understand how they worked. I started comparing odf's for ships and their weapons/passives and started to figure it was all those insane amounts of different damage variables in every ship's weapon files.

I guess one's imagination is the only limit. I see in FO that generally all races have High density shield generators, Autonomous Defense AI, etc.. Generally just variations in ships to vary their usefulness against others/situations. Thanks for explaining it.
 

Rifraf

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Can someone assist me with build buttons? I have some generic build buttons for the ships that are all 64 x 64 24 bit non-compressed TGA's. They are all named properly and all under

@reference=64

in the global sprite file however, in-game when I try to build ships only some of the buttons show up. I'm not understanding why some do and some don't?

b_imp_immobilizer gbimp_immobilizer 0 0 64 64

doesn't show in the build list buttons in the shipyard, but

b_reb_cr90 gbreb_cr90 0 0 64 64

does.
 

Terra_Inc

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Huh. :confused: The only thing I can think of right now are the material settings. Could you perhaps post the build button sprite file so I can take a closer look?
 

Rifraf

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Thanks Terra however, I got it fixed last nite before bed. I'm not sure what the issue was, but all I had to do is open and resave the TGA again and then they all showed up in game. Weird
 

Terra_Inc

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Thanks Terra however, I got it fixed last nite before bed. I'm not sure what the issue was, but all I had to do is open and resave the TGA again and then they all showed up in game. Weird

Yeah, that's weird. Anyway, good to hear it's fixed. :thumbsup:
 

Rifraf

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Well, I thought it was fixed. A couple of the images keep disappearing for no reason at all. Who knows?

Anyway, I thought I'd post a pic of the tooltips. Trying to keep them simple, but provide relevant information. What do others think?
 

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Zelph

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Seems good and informative. Minor nitpick, turbolasers is one word. :)
 

Rifraf

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I didn't realize it was one word. At least it's an easy fix. Thank you.
 

Majestic

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Looking good mate. I haven't had a chance to look at what you sent me yet either. Sorry about that.
 
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