Siege Platforms and Other Stuff ( mod proposal)

Still can't get it out of my mind...

https://forums.sinsofasolarempire.com/384753

The long and the short of it is that I've been out for a while... b/w RL and other projects I've gotten very little done on the siege platform idea I had nearly a year ago.  What I really need is a modeler- given time, I could code most of it (I've already made some progress) but I can't really do anything model wise, which I found out when I tried a bit of XSI last year.  Since that fiasco I've stuck to coding, but the  modeling problem remains.

Aside from siege platforms I've also got a lot of headway on a new race idea (see above link) including a lot of lore.  Most of it remains a series of vague notions I have, as well as snippets of coding.  I've got four of the five Cap Ships coded, though not much else.  If anyone is interested in making a similar mod and has the time, I could use any help you could offer.

 

5,123 views 14 replies
Reply #1 Top

whats this siege platform supposed to look like or do? How big, what weapons? Lets have a sketch maybe.

Reply #2 Top

A seige platform is essentially a bigger, tougher version of a torpedo cruiser, that would be constructed from constructor frigates, and would act like a Vasari SB- big, tough and slow, designed to take on defenses.  Naturally it would be able to revert back to a constructor cruiser afterwards.  The whole idea was to give an alternative for the Vasari for sieging Vasari, but I figured that all the races could use them.

Reply #3 Top

Naturally it would be able to revert back to a constructor cruiser afterwards.  
End of quote

Don't know if thats possible?

Reply #4 Top

Naturally it would be able to revert back to a constructor cruiser afterwards.  
End of quote

Don't know if thats possible?

Reply #5 Top

Naturally it would be able to revert back to a constructor cruiser afterwards.  
End of quote

Don't know if thats possible?

Reply #6 Top

I think the support staff is trying to fix the server by kicking it and hitting it with a wrench.

If they worked for me they would be gone!

Reply #7 Top

Sorry for the long response.  I've been troubleshooting the Cap. Ships for the mod... I've gotten these errors, which I cannot comprehend:

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(279)

NeedsSingleTarget()

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)

(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)

(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Archive/TextFileArchive.cpp(183)

*stringSrc == _T('"') 

Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0  

I'm guessing there is some sort of logical fallacy that the game engine is rejecting, but I can't think of what it is...

btw, is there any way to add new weapon types?  I really only need to add two.. I suppose I could just steal the two new types from the Advent and Vasari SBs and rename the string to reflect the change,  but I'd rather not do that if there is an alternative.

Reply #8 Top

I think you can replace weapons in the ShipName.entity file but adding you need XSI to add a new mesh point and adjust its position and angle of fire. The weapons count is = to the count in the ShipName.mesh.



For the errors I'm not much into that yet but a lot of times its a spelling or bad space. Start slow and test as you go. Looks like Jscript in your file?

Reply #9 Top

Sorry for nor being explicit, what I meant by adding weapons was adding racial weapon types, not ship's weapon emitters; I'm doing a new race, so I need at least two new weapon types, one a "beam" (actually just a projectile- just really drawn out) and one an energy projectile.  The error messages appear alone, with no other message, and always cause a minidump.

Reply #10 Top

I've got a Diplomacy related question: you know that line at the end of a frigate file, the one that the new envoy cruiser use?  What exactly does it do?  Here it is:

allegianceDecreasePerRoundtrip 0.000000

As to the spawning ship thing, check out the Fleet Beacon (Vasari Phase Gate Ship Spawner) ability; one of the little side mods I'm working on is a mercenary recruiting building using similar abilities, but it can easily be reworked to spawn any frigate (or group of frigates) you want at whatever planet the caster is at.

Reply #11 Top

it is NOT 0.000000 for the envoys,i think that if you keep taking the envoys back & forward between your empire & the ones you are working with about 20 times, the envoy frigates get weaker on their allegance so that they could possibly either go neutral OR switch sides based upon the value in the envoys being 0.050000.

harpo

 

Reply #12 Top

I figured that it was something like that... I'm planning to incorporate it into my Mercenary mod (so they desert after a while), but I need to understand how it works to do that... so do they switch only to allied factions, same race factions, enemy factions, or some combination of the three?

Reply #13 Top

I do not know, but it can be tested in a game by taking an envoy back & forward between your empire  and an allies/neutral

harpo

Reply #14 Top

Ok.  I'm just about done coding my new race, but I still have to troubleshoot it, which will take quite a while..