[SHIP][AE] The Tardis (Re-Mastered) [v014]

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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby RAD-82 » Mon Sep 14, 2015 5:39 am

I haven't looked through it all, but here are some things I've noticed.

In events_ships.xml.append, you are using SMALL/MEDIUM/LARGE in the autoReward tags. Those should be LOW/MED/HIGH, right?

At the start of sectors, you can make an extra Timelord when you already have one. You could have 7 Doctors by the time you reach the final sector, if you're willing to suffer the hull damage. Alternatively, you get higher rewards from cancelling this extra Timelord creation than if you just initially took the blue option for resources offered in the initial event.

The Master can change humans into Timelords/Masters? That seems unusual to me, but it is the Paradox, so I guess multiple Masters is intended.

Phase 2 of the boss battle, a certain item limits the reactor power of the flagship to 33. That is still enough power to fully power all the systems. Seems kind of pointless to limit the reactor to that value.

CE ready? It seems you've only attempted to take out blue choices for Crystals. You haven't taken the many CE sectors into account when modding starting beacons, while also allowing the player to bypass the hyperspace events on the vanilla starting events still used by CE. This can be fixed with mod:findWithChildLike since they use different text. Here is an example for the Engi sectors:

Code: Select all

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_ENGI"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

That should work on the vanilla Engi start event, while ignoring CE's hyperspace Engi start event of the same name. It should also work on CE's Engi start event that follows the hyperspace event, since that uses the vanilla Engi start event text.

Civilian sector issues? I failed to notice any of that.

----

No, I haven't tried the mod, so my feedback is pure theory.

edit: Replaced Regeneration with Corrupted
Last edited by RAD-82 on Wed Sep 16, 2015 7:06 pm, edited 1 time in total.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby stylesrj » Mon Sep 14, 2015 7:43 am

No, I haven't tried the mod, so my feedback is pure theory.


Hence why field testing is important. Because the math might add up, but then something unexpected happens and your game is ruined :(
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby Gencool » Mon Sep 14, 2015 8:23 am

Ah sweet! The big dogs are here to help :D

Rad- (fire augment) awesome, thankyou!

Sleeps- Glad to know it's a proper issue. Good idea, though that would make dups in CE

Rad- (big post) OK, lots here;

Small/med/etc; I tend to copy tags from existing code/tut pages, so that will have come from somewhere logical. I may change it in case though.

Extra time lord stuff- so, my original regen code used removeCrew to get rid of the old Doctor. Thing is you can specify a race in the deletion (see Virus), but if a crewmember of that race doesn't exist, it will take any existing crew member at random.
The only way to ensure you don't lose your companions when removing an old timelord is to check you have on first. Of course, you can only blue option events for items a player /has/, not those they /don't have/...

Basically yes, a player can swarm the Tardis with Doctors if they want, cuz there's no way to stop them, so I just had to make it an unattractive option.

The Master's events are based on NewSeason events- the multi masters are based on the time Simms turned every human on earth into a clone of himself.


I did not realise the 33 thing. I'll lower it.

That findChildLike thing is genius.
I have CE ready as it's compatible (has artillery, doesn't delete most CE options) but I don't play CE often so it's mostly based on player feedback.

Civvie stuff doesn't look like an issue in code, which is why it's so annoying. I think it's due to hardcoded stuff.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby RAD-82 » Mon Sep 14, 2015 12:50 pm

Gencool wrote:The only way to ensure you don't lose your companions when removing an old timelord is to check you have on first. Of course, you can only blue option events for items a player /has/, not those they /don't have/...

Blue options for non-existent things is possible.

I'm doing this off the top of my head, but I believe this is what you need: a blue option for zero timelords.

<choice req="crystal" lvl="0" max_lvl="0">

----

Boss reactor math: 8 shields + 8 drones + 9 (3*3) artillery + 2 (limited by event) engines + 3 medbay + 2 oxygen = 32 power needed
If you want to limit the reactor, it will need to be lower than 32.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby Gencool » Mon Sep 14, 2015 2:05 pm

That is definitely something that didn't work pre-AE, and I havn't tested since, but I'l have a go...
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby Gencool » Mon Sep 14, 2015 8:29 pm

The textlist trick won't work with all the sectors, for example Mantis just uses the one <text> tag.
I'm kinda lost on this now -_-
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby RAD-82 » Mon Sep 14, 2015 9:19 pm

The mod:selector will still work, it is just done differently. Here is the example code that readme_modders.txt in the SMM folder provides.

Code: Select all

<mod:findWithChildLike type="abc" child-type="def">
  <mod:selector a="1" b="2" ...>abc</mod:selector>
</mod:findWithChildLike>


Instead of replacing the a="1" with a load="START_BEACON_{whatever}", we now replace the abc with the actual text.

Code: Select all

<mod:selector>You've entered a poorly charted area of space that's known to be home to the Mantis. Ensure your hull plating is up to scratch and that you have enough fuel in the tank to make it through.</mod:selector>


However, CE made a textList for it, so you will still need to include one with <mod:selector load="START_BEACON_MANTIS_TEXT"/> for CE users.

I'll eventually look through the CE files for all of these sector start beacons. I expect a little bit of free time later tonight for it.

edit:

Here are all the necessary lines for the starting beacon events in CE. If any of these are duplicates of vanilla starting beacons, like the Engi beacon shown in a previous post, then don't use them twice.

Code: Select all

events.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="CE_START_BEACON_CIVILIAN_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="SE_START_BEACON_CIVILIAN_HOME_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_engi.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_ENGI"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_QUARANTINE_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_mantis.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_MANTIS_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_nebula.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_NEBULA"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="SE_START_BEACON_HAZARD_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_INDUSTRIAL_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_pirate.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_OUTLAW_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_rebel.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_REBEL"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_AUTO"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_rock.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_ROCK"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_slug.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_SLUG"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_zoltan.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_ZOLTAN"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_AI_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


dlcEvents_anaerobic.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="START_BEACON_LANIUS"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


events_boss.xml.append

<mod:findWithChildLike type="event" child-type="text"> <mod:selector load="SE_START_BEACON_FED_TEXT"/>
  <mod-append:choice hidden="true" req="DOCTOR_VOUCHER">
    <text>(Regeneration Aura) Listen to the Tardis</text>
    <event load="START_BEACON_DOCTORCHOICES"/>
  </mod-append:choice>
  <mod-append:choice hidden="true" req="MASTER_VOUCHER">
    <text>(Corrupted Aura) Activate the Paradox Machine</text>
    <event load="START_BEACON_MASTERCHOICES"/>
  </mod-append:choice>
</mod:findWithChildLike>


edit: Replaced Regeneration with Corrupted
Last edited by RAD-82 on Wed Sep 16, 2015 7:09 pm, edited 1 time in total.
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v011]

Postby Gencool » Wed Sep 16, 2015 8:53 am

Duuuude thank you so much!
You should combine this with karto's Universal Start Beacon. Could be versy useful for a lot of people...


Edit Also that max=0 thing works! Can't believe it! Makes the events look so much nicer!
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby Gencool » Wed Sep 16, 2015 12:24 pm

Updated the first post with the relevant changes!
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Re: [SHIP][AE] The Tardis (Re-Mastered) [v013]

Postby stargateprovider » Wed Sep 16, 2015 4:52 pm

Hm, you removed the civilian sector, I don't like it.

I'm not sure what caused that bug with the sector, but I think that may have been this code in sector_data.xml.append (taken from v010):

Code: Select all

<mod:findName type="sectorDescription" name="CIVILIAN_SECTOR">
       <mod:findLike type="startEvent">
         <mod:removeTag />
      </mod:findLike>
      
      <mod-append:startEvent>START_BEACON_CIVILIAN</mod-append:startEvent>
</mod:findName>

It doesn't remove the <!-- --> tags from the civilian startEvent so it's useless, you can try it in the SMM sandbox.

The other thing I noticed is that the event "START_BEACON_CIVILIAN" itself loads up the "INITIAL_START_BEACON_DOCTORCHOICES" instead of "START_BEACON_DOCTORCHOICES" which loads in every other sector.

So I changed the sector's startEvent the traditional way, because I don't quite understand the SMM advanced tags that well. The game didn't crash (checked 10 times).
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