When Spektor says that 0.4 will come out soon
(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
Hurray! Another multiplayer clone project. :)
- Srul
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- Hak86
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Re: Hurray! Another multiplayer clone project. :)
Srul wrote:When Spektor says that 0.4 will come out soon
(yeah, i played with dev mode a bit, i didn't want to wait for poor old man having a heart attack)
I must ask, what game is that?
This is a bad signature.
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Re: Hurray! Another multiplayer clone project. :)
Hak86 wrote:I must ask, what game is that?
If I'm not mistaking it's Rimworld
- Srul
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Re: Hurray! Another multiplayer clone project. :)
kcd.Spektor wrote:Hak86 wrote:I must ask, what game is that?
If I'm not mistaking it's Rimworld
You aren't mistaking
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Re: Hurray! Another multiplayer clone project. :)
Small update:
1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.
P.S.
This most probably doesn't make any sense to anyone yet.
But I was so frustrated with the time that was required to add new versatile events,
so now that I have fixed that issue I am so happy that I just want to share this great new with everyone
1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.
P.S.
This most probably doesn't make any sense to anyone yet.
But I was so frustrated with the time that was required to add new versatile events,
so now that I have fixed that issue I am so happy that I just want to share this great new with everyone
- Srul
- Posts: 209
- Joined: Wed Feb 17, 2016 7:32 pm
Re: Hurray! Another multiplayer clone project. :)
kcd.Spektor wrote:Small update:
1. I've refactored a bit the event loader - so now it is easier(faster) to add versatile events.
Also it allows to add more complex events.
P.S.
This most probably doesn't make any sense to anyone yet.
We don't even know what the hell is that and how it works...
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Re: Hurray! Another multiplayer clone project. :)
Srul wrote:We don't even know what the hell is that and how it works...
Yeah exactly
But to make it a bit more clear for everyone else:
This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore
- Srul
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Re: Hurray! Another multiplayer clone project. :)
kcd.Spektor wrote:This change that I did, makes the thought - "Is it possible that a0.4 will be out by the end of the week?" - not sound impossible anymore
*faints*
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Re: Hurray! Another multiplayer clone project. :)
Small update:
1. Just finished making events for random pirate encounters
Overall is something around 1200 variants of pirate encounters
2. Did a test run with a basic starting ship against the pirates - twas quite fun
Though a bit too hard, particularly because the events for meeting trader ships(which could allow you to repair your ship) are not yet made
So I've decided to first make the trader events and then the RAI events.
4. Also I've decided that I will add the capacity numbers that some of you were asking for.
Meaning - make energy capacity of systems(Particularly - the engines and the hyper drive) visible with numbers and not only fill-bars
3. Updated the TODO list.
1. Just finished making events for random pirate encounters
Overall is something around 1200 variants of pirate encounters
2. Did a test run with a basic starting ship against the pirates - twas quite fun
Though a bit too hard, particularly because the events for meeting trader ships(which could allow you to repair your ship) are not yet made
So I've decided to first make the trader events and then the RAI events.
4. Also I've decided that I will add the capacity numbers that some of you were asking for.
Meaning - make energy capacity of systems(Particularly - the engines and the hyper drive) visible with numbers and not only fill-bars
3. Updated the TODO list.
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Re: Hurray! Another multiplayer clone project. :)
Small update:
If anyone is interested - herse the contents of an event xml file with some descriptions.
If anyone is interested - herse the contents of an event xml file with some descriptions.
Code: Select all
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<event type="SECTOR_EVENT" name="Trader attacked by pirate">
<level>1</level> //Event level - only events with level same or lower than the SHIP'S level are applied
<chance>10</chance> //% of probability of event being applied
<only_empty>1</only_empty> //Will make event only be applied if the sector is empty
<sector>8:19</sector> //Sector coordinates where event may take place
<sector_type>14</sector_type> //Sector type where event may take place
<random_ship>1</random_ship> //If set to 0 then all ships will be added, if to 1 then only 1 randomly taken.
<min_event_qty>3</min_event_qty> //Minimal count of applying this event at the same time
<max_event_qty>7</max_event_qty> //Maximal count of applying this event at the same time
//When current event is selected to be applied - it will be applied a random amount of times selected between min_event_qty and max_event_qty
//So if you want it to be applied only once then set min_event_qty and max_event_qty to 1
//This does not limit the amount of times the event can appear in the game
<trigger_message>You have run into</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event
<trigger_message>a ber</trigger_message> //These messages will be sent to the passengers of the ship that triggered the event
<broadcast_message>Hear me all</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied
<broadcast_message>Tis I the pongo bob</trigger_message> //These messages will be sent to everyone who is in the sector to which the event is applied
<add_ship>
<gen_ship_model>GEN_SHIP_MODEL_NAME1</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list
<gen_ship_model>GEN_SHIP_MODEL_NAME2</gen_ship_model> //When the ship is generated - it will use 1 random model of gen ship from this list
<quantity>1</quantity> //How many ships to add
<ship_name>Trader</ship_name>
<ship_crew>Trader Bobby</ship_crew>
<ship_crew>Trader Smithy</ship_crew>
<ship_owner>Trader Bobby</ship_owner>
<random_pos>1</random_pos> //1 for random ship position in sector
<pos_x>12.4</pos_x> //if random pos is not selected then ship x position will be this
<pos_y>111.65</pos_y> //if random pos is not selected then ship y position will be this
<min_missile_ammo>6</min_missile_ammo>
<max_missile_ammo>12</max_missile_ammo>
<min_drone_ammo>6</min_drone_ammo>
<max_drone_ammo>12</max_drone_ammo>
<min_scrap>5</min_scrap>
<max_scrap>13</max_scrap>
<min_health>10</min_health>
<max_health>20</max_health>
<distress>Someone help! We are being attacked by pirates!</distress> //This message will be used when distress messages can be seen on the map
<ai type="AUTOREPAIR"></ai> //CONSTANTLY REPAIRS SHIP AND SYSTEMS
<ai type="LIFE_SUPPORT"></ai> //TRUNS ON AUTO DOORS CLOSE, ALL O2 AND MEDICAL SYSTEMS
<ai type="ANTI_LIFE_SUPPORT"></ai> //TRUNS OFF ALL O2 AND MEDICAL SYSTEMS
<ai type="SHIP_HUNTER"> //ATTACKS ANY SHIP IF IT'S NAME IS THE TARGET NAME
<ai_target>TARGET SHIP NAME</ai_target>
</ai>
<ai type="SHIP_CLASS_HUNTER"/> //ATTACKS ANY SHIP IF IT'S CLASS IS THE TARGET CLASS
<ai_target>TARGET SHIP CLASS</ai_target>
</ai>
<ai type="MOB_HUNTER"/> //ATTACKS SHIP IF IT HAS THE TARGET AS CREW OR OWNER
<ai_target>TARGET MOB OR PLAYER NAME</ai_target>
</ai>
<ai type="SHIP_SPAWNER"></ai> //SPAWNS RANDOM GEN SHIPS EVERY COUPLE OF MINUTES. NEW SHIPS COME WITH SENTRY AND AUTOREPAIR AIs, OWNED BY THE SAME OWNER
<ai type="SENTRY">
//SHOOTS EVERYONE EXCTEPT:
//if(!host.owner.isEmpty() && s.isCrewOrOwner(host.owner))
//if(!s.owner.isEmpty() && host.isCrewOrOwner(s.owner))
//if(isFriend(s.owner))
//if(isFriend(s.ID))
</ai>
<ai type="EXPLORER"></ai> //CHARGES HD TO FULL THEN JUMPS IN RANDOM DIRECTION
<ai type="LEVEL_LOADER"></ai> //LOADS SECTOR LEVEL WHEN SERVER STARTS, AND KEEPS IT LOADED, AS IF A PLAYER IS ONLINE IN THAT SECTOR
<ai type="SECTOR_FINDER"> //CONSTANTLY ADVANCES TOWARDS THE TARGET SECTOR, CAN RETREAT IF ARRIVES TO A SECTOR WITH THREAT LEVEL HIGHER THAN SHIPS LEVEL.
<ai_target>32:12</ai_target> //TARGET SECTOR X:Y
</ai>
<ai type="ENEMY_SHOOTER"></ai> //ATTACKS ANY SHIP IF IT IS IN ENEMY LIST OR IF CREW OR OWNER OF THAT SHIP IS IN ENEMY LIST
<ai type="ROGUE_AI_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE ROGUE AI
<ai type="PIRATE_OWNER"></ai> //CONSTANTLY GIVES OWNERSHIP OF THE SHIP TO THE PIRATES
</add_ship>
<add_ship model="ANOTHER_GEN_SHIP_MODEL_NAME">
...
</add_ship>
</event>
<event type="ENTER_SECTOR">
//JUST LIKE SECTOR EVENT - but applied only on entering the sector
</event>
<event type="SCAN_SECTOR">
//JUST LIKE SECTOR EVENT - but applied only on scanning the sector. Not yet implemented!
</event>
<event type="ADD_SHIP_WG"> //THESE EVENTS ARE APPLIED ON UNIVERSE GENERATION
//SAME AS IN SECTOR EVENT
//BUT NO sector_type parameter
//And + has random_sector parameter
<add_ship model="GEN_SHIP_MODEL_NAME">
//SAME AS IN SECTOR EVENT
</add_ship>
</event>