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Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Posted: Sat Sep 13, 2014 6:05 am
by Russian Rockman
Estel wrote:rannl wrote:Estel : sure, a "chance" or "weight" could be added as a rule, making all weapon types of a specified group have an extra chance to be selected. Another thought is to add this to specific weapons, but with a negative value, i.e. making weapons more rare. This way we could add some nasty surprises which might pop up once in a while
This may be good if you add things like chain artillery.

Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Posted: Sun Sep 14, 2014 2:47 am
by stylesrj
Ok, this is odd...
I looked at the intel and it told me the engines of the Flagship were detached from the rest of the ship.
So I thought "I can board there and they can't do a thing to stop me"
Boy was I wrong. The troops did some odd turns between several doors on the ship and suddenly they were in the engine room, threatening my crew. Intentional or hilarious bug?
And it also said it would come with a Cloaking Device (which I assumed was in Phase 3)
Nothing of the sort turned up in any phase.
Re: [Beta Phase] Flagship Randomizer 0.6 for CE
Posted: Sun Sep 14, 2014 10:20 am
by Sleeper Service
Door links might have not reset across all layouts then. I'll have to re-do them all I guess...
Not sure what is up with the wrong text about cloaking either.
/Edit:
Flagship Randomizer 0.65 (Beta)
- Fixed: Wrong door links across all possible layouts
Re: [Beta Phase] Flagship Randomizer 0.65 for CE
Posted: Sun Sep 14, 2014 6:42 pm
by ahmedoo
I don't know if this bug is still in common but when I played 0.6 the second phase of the "layout with big rooms good for flak guns" was broken.
http://zapodaj.net/52e6cc87fe83a.bmp.html
And one more thing: do you consider minimizing differences between rooms in all three phases? I mean that when I got the layout with big rooms in other phase some rooms was smaller and f.e. shield rooms was bigger (from 2 to 4 tiles) in third phase. I understand relocating, but rescaling is strange to me.
Re: [Beta Phase] Flagship Randomizer 0.65 for CE
Posted: Sun Sep 14, 2014 6:52 pm
by rannl
Here's a link to what might be version 0.7.
http://www.mediafire.com/download/wfq4e ... or_0.7.zip
I've added a weight of x3 for ion, beam and NHD weapons, which are selected after the main guns. Looks like there are a lot more of ions/beams in the generated ships.
If you might want to experiment on the random chance, edit the meta_weapon_pool.xml file found in the FlagshipGeneratorSource\Weapon Data directory.
Change the weight attribute of the tag
<Predicate key="ION,BEAM,NHD" weight="3" />
(non fraction, positive numbers).
Re: [Beta Phase] Flagship Randomizer 0.65 for CE
Posted: Sun Sep 14, 2014 7:00 pm
by Sleeper Service
ahmedoo wrote:And one more thing: do you consider minimizing differences between rooms in all three phases? I mean that when I got the layout with big rooms in other phase some rooms was smaller and f.e. shield rooms was bigger (from 2 to 4 tiles) in third phase. I understand relocating, but rescaling is strange to me.
That was not intended. Can you specify how that layout looked/how the description was phrased?
/Edit:
I guess you observed that in phase three of the same layout you posted the screenshot from? I think I got it fixed in that case.
Flagship Randomizer 0.71 (Beta)
- Added a weight of x3 for ion, beam and NHD weapons
- Some problems and inconsistencies in the "massive" room layout fixed
Re: [Beta Phase] Flagship Randomizer 0.71 for AE and ACE
Posted: Sat Sep 20, 2014 9:04 pm
by ahmedoo
I got some event in the last sector when I found rebel flagship in third phase but unfinished. This third phase isn't the same third phase that I got later. Is it possible to repair this event?
http://zapodaj.net/f7e50cb977572.bmp.html
BTW How is going progress to full release in this addon?
Re: [Beta Phase] Flagship Randomizer 0.71 for AE and ACE
Posted: Sat Sep 20, 2014 10:15 pm
by NarnKar
Ahmedoo, the Flagship Construction and the Rebel Flagship are completely unrelated events.
Re: [Beta Phase] Flagship Randomizer 0.71 for AE and ACE
Posted: Sat Sep 20, 2014 10:26 pm
by stylesrj
Ahmedoo, the Flagship Construction and the Rebel Flagship are completely unrelated events.
Hmmm... but what if they were not?

Re: Flagship Randomizer 1.0 for AE and ACE
Posted: Sun Sep 21, 2014 10:34 pm
by Sleeper Service
Yep that event won't be affected. We didn't bother with that.
Thanks for all your help, I think we can call this a stable release now.
Flagship Randomizer 1.0 (Beta)
- "Look at data" options fixed
- Possible drone system power for phase one nerfed to prevent the flagship from using multiple high tier drones simultaniously