Tereanan Empire Mod (New Thread)

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posted on July 17th, 2011, 12:39 am
If you post the ODFs I'm sure someone can help here  ^-^
posted on July 17th, 2011, 12:56 am
Well, I know it has something to do with the weapons because there was no crash when I took them out.  Also, there doesn't seem to be anymore problems with my models being invisible, just brighter than they should be.  That's funny, now that I reported the error, it's not crashing anymore.

EDIT:
The model is brighter than I wanted it to be, but at least it's not as bright as it was or transparent.
posted on July 17th, 2011, 9:19 am
If it crashes the moment it's finished building it is probably a problem with the first level of weapon odfs. Try removing the weapons from the odf and add them one by one, find out which it is.
posted on July 17th, 2011, 1:26 pm
Sorry, but the bug is gone now and I don't know what happened.  Anyways, I have some previews of the Tereanan Defense Drone.  In this screenshot, there are about 7 whole fleets of drones.  I started with maybe 10.  They're supposed to replicate themselves every 4 minutes starting 2 minutes after they've been built.  The drones are about 10 times bigger than what I wanted, so I'm going to scale them down a bit by using the scale SOD command.

By the way, the drone's micro-replicator doesn't seem to consume special energy.  It's supposed to consume 10 special energy.  The phaser now consumes 5 special energy, like it's supposed to.  The drones have 10 special energy and can't regenerate it.

Attachments

Defense_Drones.png
posted on July 17th, 2011, 1:58 pm
TChapman500 wrote:Sorry, but the bug is gone now and I don't know what happened.  Anyways, I have some previews of the Tereanan Defense Drone.  In this screenshot, there are about 7 whole fleets of drones.  I started with maybe 10.  They're supposed to replicate themselves every 4 minutes starting 2 minutes after they've been built.  The drones are about 10 times bigger than what I wanted, so I'm going to scale them down a bit by using the scale SOD command.

By the way, the drone's micro-replicator doesn't seem to consume special energy.  It's supposed to consume 10 special energy.  The phaser now consumes 5 special energy, like it's supposed to.  The drones have 10 special energy and can't regenerate it.


Question for you, how are you "replicating" the drones?
posted on July 17th, 2011, 2:19 pm
The drones are equipped with a micro-replicator that allows them to replicate themselves every few minutes provided that they have the special energy required.  However, the replication system seems to have a few bugs.  Here's the code for the replication system.

Version 1, use replacementInstant.  Result, doesn't use special energy.
Code: Select all
wpnname = "Micro-Replicator"
tooltip = "Micro-Replicator"
verbosetooltip = "AUTOTOOLTIP-terW_drone2.odf"
buttonslot = 0
replacementmode = 0
replacement0class0 = "ter_drone"
specialenergycost = 10
replacementkeepowner = 1
replacementinstantai = 1
replacementinstantdelay = 120
replacementinstantcycle = 240
replacementinstantplayer = 1
replacementkeepname = 1
replacementignorefleetcap = 1
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 1
replacementregisterasnew = 1
replacementcreationtype = 1
overridesubsystem = 0
speakonattack = 0
attackspeech = 0


Version 2, use shotDelay.  Result, doesn't go off.  Even tried it with the techtree.
Code: Select all
wpnname = "Micro-Replicator"
tooltip = "Micro-Replicator"
verbosetooltip = "AUTOTOOLTIP-terW_drone2.odf"
buttonslot = 0
replacementmode = 0
replacement0class0 = "ter_drone"
specialenergycost = 10
replacementkeepowner = 1
//replacementinstantai = 1
//replacementinstantdelay = 120
//replacementinstantcycle = 240
//replacementinstantplayer = 1
replacementkeepname = 1
replacementignorefleetcap = 1
classlabel = "replaceweapon"
special = 1
shotDelay = 240
replacementmaintainorders = 1
replacementregisterasnew = 1
replacementcreationtype = 1
overridesubsystem = 0
speakonattack = 0
attackspeech = 0


Where did I go wrong?
posted on July 17th, 2011, 3:15 pm
when I get home I'll see if I can help you with this.
posted on July 17th, 2011, 4:07 pm
Okay, but here's the current code.

Code: Select all
wpnname = "Micro-Replicator"
tooltip = "Micro-Replicator"
verbosetooltip = "AUTOTOOLTIP-terW_drone2.odf"
buttonslot = 0
replacementmode = 0
replacement0class0 = "ter_drone"
specialenergycost = 10
replacementkeepowner = 1
replacementinstantai = 1
replacementinstantplayer = 1
replacementkeepname = 1
replacementignorefleetcap = 1
classlabel = "replaceweapon"
special = 1
shotDelay = 240
replacementmaintainorders = 1
replacementregisterasnew = 1
replacementcreationtype = 1
overridesubsystem = 0
speakonattack = 0
attackspeech = 0
posted on July 17th, 2011, 6:56 pm
I've put the micro-replicator on a test ship (renamed a venture class scout) with no special energy regen and I'm seeing your weapon create the new ship and keep the old one with full special. It could even be that it's keeping not the original ship but a new copy with fresh energy. I'm going to look at other replaceweapon lines from ship leveling and see if I can find an idea from them. 
posted on July 17th, 2011, 7:32 pm
Okay so I had an idea and changed this line
buttonslot = 0
to
buttonslot = 200

and put in a button for it on my ship and when pressed 10 special energy is lost, a new ship appears and then both ships have no special energy.  Now that new ship replicates an new ship on it's own no button use and it too has no special energy (keeps going on like this).  Create a new ship from the yard and wait and the self replication creates new ships with special energy.  Take either of those 2 new ships with special energy press the replicate button and now the new and old ships are without special energy. So from this I believe that the state of the ship "firing" this script is what is copied not the .odf like from a new ship built from a yard.
posted on July 17th, 2011, 7:39 pm
:x oh god.....I left to post and the game is almost non responsive due to drone spam  :crybaby: 300+ ships in on screen :blink:
posted on July 17th, 2011, 8:07 pm
Last edited by Ensign Expendable on July 17th, 2011, 8:20 pm, edited 1 time in total.
Okay I think I found what you want.  Add this line
concurrentChilds = 1
and now 1 and only 1 ship is made from the "firing" ship.

:blush: This what the Feds Avalon does for it's fighters (insert face palm smiley here).  I passed that up as an idea until i read the replaceweapon section in the Guide.

edit:
okay so I missed the fact that the special energy is still at full but now only one ship is made per copy and even my use of the button I put in does not create a new ship after the script is called (insert 2nd face palm smiley here).

edit again:
the replicated ships share the "firing" ships group number (once I grouped one as ctrl+2 every ship since that is automatically in that group).

deja vu:
okay now after leaving the game running while I got a drink the special energy depleted ship had a baby when I came back (insert 3rd face palm smiley here).  So I'm going to pull up the Avalons odf and see If i'm missing something else.
posted on July 17th, 2011, 8:31 pm
Last edited by Anonymous on July 17th, 2011, 8:33 pm, edited 1 time in total.
Ensign Expendable wrote: :x oh god.....I left to post and the game is almost non responsive due to drone spam  :crybaby: 300+ ships in on screen :blink:

Well, how quickly were you producing them?  Each drone should replicate itself every 4 minutes.  If you start with 10 drones, well then, that's 40 drones in about 6 minutes counting the build times.  80 drones in 12 minutes.  The idea is that ships fighting the drones are supposed to keep the numbers down.




I think the special energy has something to to with the "transfer" command being set to true by default, I'm testing it using the false value instead.

EDIT:
That worked.  Now to put it back to a passive and see if there's a way it can deduct energy.
posted on July 17th, 2011, 8:35 pm
I had a yard making them and I had about 12 on screen when I left it alone :sweatdrop:

I'm trying to use the Avalons fighter script now to see if I get closer to what you need.
posted on July 17th, 2011, 8:49 pm
Okay.  Well, I still can't get the special energy to go down when the replacementinstantplayer command is used.  I think it's a bug with that command because when it's not used and not a passive, special energy is used.
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