Jump to content


Sûlherokhh

Member Since 02 Feb 2006
Offline Last Active Nov 05 2014 03:04 AM

Topics I've Started

[SUB MOD] PR - Advanced Tech Tree Edition

14 January 2014 - 04:07 PM

I've been working on an advanced Tech Tree for PR 1.2.

It's about 70% done and incorporates three main features:

  • Carrier research and upgrade always require the complement to be buildable as well (fighter/freighter research/upgrade as a prerequisite)
  • Starting the campaigns at a Tech Level higher than 1 also upgrades all units available at lower Tech Levels
  • AI controlled faction uses a simplified upgrade mechanism. It simply advances the Tech Level and therefore upgrades everything in a single jump using a simple timer and a random function for free.

I also incorporated several other things i found important, mainly those i used to modify Chih's SubMod (reinforcement and ground fighting capabilities of Heroes, extended Hero and Hero Recruitment Text Strings for Hero Units and Planets) as well as a complete description of all ship complements in the ship's encyclopedia info. This transfers over to the Droid Log Tech Tree unit descriptions, so you know which fighters to research to be able to research carrier ships. I also pushed around the Droid Log Tech Tree's units to more suitable x,y locations (arranged logically and somewhat more to the right side, so you can ready encyclopedia info without covering the tree underneath.

 

I am considering waiting for PR 1.3 before release, but if i am done before that, i'm pretty sure i'll post it anyway. :)

 

 

At least now i am a pro in scripting. :D


Space Battle: Full Stop

26 November 2013 - 12:57 PM

It's so annoying that Starships are able to go Full Stop without decelerating.

  • It's unrealistic and looks stupid.
  • It forces following ships of the same size using the same plane to intersect with the stopped ship in impossible ways.
  • The SIMPLE_SPACE_LOCOMOTOR forces the ship to go Full Stop when deliberately attacking a target within range.

I tried several venues to fix it. One failure was to use land based locomotors that don't have the problem. Another one was to use the obsolete STARSHIP_LOCOMOTOR, but apart from the incomplete implementation and the completely different look, the AI doesn't use it and so it's futile to even try. The last failed attempt was to use some of the land movement based xml tags that limit movement, or unused tags i found in swfoc.exe, for example:

<Space_Full_Stop_Command>no</Space_Full_Stop_Command>

Did anyone else try to fix this mod-unrelated issue?