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Messages - WarStalkeR

#1
I see, you want SHIELD feature to be short-term solution as well. Then you can even make SHIELD feature automatic. As long as all base owners are offline, SHIELD feature should be automatically enabled.

Thus, 3 Layers of Protection:
1) White Flag for very long term protection, when somebody goes to vacation. Must be enabled manually.
2) SHIELD Feature that protects bases during our sleep or work time, that should be activated automatically.
3) Active Defenses, such as turrets that will protect your base and buy some time, while you're in-game.
#2
Regarding SHIELD: As it seems what you want to implement here is "White Flag" feature, to ensure when players go offline for long term, they want to return after holidays/vacations and see their base intact. When base in "White Flag" mode nobody can access it or use it, i.e. all territory where it present should be effectively blocked. There should be 24 hour cooldown between each activation of "White Flag" mode. And "White Flag" mode can be disabled at any time.

To solve the issues with base protection in short term (when player goes to sleep, goes to school or goes to work), you need to implement Active Base Defenses, i.e. turrets, artillery, SAM sites & etc. Of course to work they should be supplied properly with ammunition and energy. As additional layer of defense you can add Shield Generators that will protect these structures from the permanent damage as long as there are energy reserves at the base. In addition you can implement some kind of drones that will repair buildings (if there are materials) and simple logistic drones (that will reload weapons) if there is ammunition in storage.

Of course, to ensure that base defense won't be invincible you will also need to implement heavy machinery such as Catapults (T1 tech), Tanks, MLRS & etc.
#3
Regarding Roofs: they should be solely used to cover/define area with walls and optionally with door as "indoor" area that isn't affected by weather effects and external environment. Indoor area of course can't be used for farming, unless equipped with greenhouse equipment (to sustain closed environment). If roof will be implemented as means to "hide" the base, means to scout/scan area should be implemented as well. Or, just make walls visible all the times, because "roof is being held by walls, thus walls are always visible" and such things as planning amount of explosives should be possible with ease.

Regarding Fog of War: implementing fog of war directly as in RTS not really suitable for CryoFall. What CryoFall needs is visibility mechanics, where non-static objects (i.e. animals, players, etc) are visible depending on their visibility levels, which affected by their actions (such as standing still, walking, running, shooting, consuming items, gathering loot or active usage of stealth generator/suit). This will allow nice stealth gameplay and at the same time it will prevent players from abusing it, since player won't be able to shoot while being invisible (1st/2nd shot (depends on weapon) will increase to the levels, where everybody will see the player from far away). Of course it should come with countermeasure features such as radar/scanner on base that will zero stealth (or max visibility) of the target with each radar/scanner swipe.
#4
Also, IMO, devs should switch to Coherent UI, which is easily moddable and accessible and don't have restrictions...
#5
Quote from: Strmy on April 08, 2015, 11:48:29 AM
i think constructing station is possible with api..
Generate it via script - yeah, it's possible. But actually construct it, equip it and install additional modules - nope.

I also hope to see research and manufacturing in game.

Anyway, this game has all chances to get to the level of EVE Online in top-down mode with action combat.
#6
Quote from: Hammish on April 07, 2015, 09:41:14 PM
New straight types of weapons I don't think they have the API for, but you can get creative with the existing classifications like in my mod BTC; you can put custom effects types on specific hulls to enable a new weapon 'subclass'.  For mine the major example is on the missile hardpoints.  Some ships are able to equip straight, old-fashioned missile weapons while others are carriers and have those hardpoints converted to fighter bays; they can no longer use missiles or rockets but instead launch strike craft.
This is certainly great idea (I've looked through your mod and you've implemented it really great), but I want to add weapon groups, which will allow to equip two types of weapon of different weapons or even omnipotent slots, which can mount any weapon type or even external equipment.

I also want to make dedicated slots for armor or add multiple slots for shields, reactors and engines, because if we are speaking about huge ships like dreadnoughts, which should have multiple reactors, shield arrays, radar arrays and multiple layers of armor - it is legit.

I also want to add weapons to stations and make them destructible and constructible (theoretically it is possible to make via consumable item).
#7
Quote from: Hammish on April 07, 2015, 09:41:14 PM
So far as I know from what was said in the past, UI modifications are forever out of play because they're handled by a different package inside the core engine.
Then they need to make an dynamic GUI, which will allow to use more then 5 weapons on the ship. Also, assigning only 3 mouse buttons for weapons is not enough in case with capital ships, any free unused "key" should be assignable for weapons. There also will be need in the group management for weapons and possibility to switch to automatic mode any of the weapons group and force it manually to fire.

Quote from: Hammish on April 07, 2015, 09:41:14 PM
New skills (and effects/qualifications) are already possible in the game and easily done.  BTC as an example, again, has a 100% custom skilltree and uses none of the vanilla skills.  You just need to manage the effects area first, then set up new skills to grant those effects, then establish a hierarchy for the skills (what comes before each in the skill tree).  The GUI will then handle interpreting the hierarchy and produce a tree.
Thanks. I've just placed my new skills in to different folder and they weren't processed. Now I've put them in to right folder :)

Also, for some reason I can't change engine's trails' color in ship's xml file. Any ideas? Found. Trail's color affected by engine ಠ_ಠ
#8
Hello dear AtomicTorch developers,

I've started modding VoidExpanse and already encountered some restrictions, so I will list here, what currently missing in modding API:
  • API implementations for changing UI. Important to make 10 weapon capital ships.
  • API implementations for adding new types of weapon.
  • API implementations for adding new skills and integrating them in to skill tree.
  • API implementations for adding new damage types.
  • API implementations for adding shields with different resistance types to counter different damage types.
  • API implementations for adding new equipment slots to ships.
  • A lot more to list, when I will finish trying various modding possibilities in VoidExpanse...