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Messages - Ophidios

#16
Ideas and suggestions / Re: semi-random events?
April 08, 2014, 01:05:41 PM
Quote from: carch on April 08, 2014, 01:03:50 PM
A group of miners have struck Microcline! (joking, dwarf fortress reference)

+1.  Requesting HFS.
#17
Fortunately, it's a much-requested feature, that they already intend on implementing.

http://forums.atomictorch.com/index.php?topic=75.0 (http://forums.atomictorch.com/index.php?topic=75.0)
#18
I feel like having all the icons visible would be crowded.  Perhaps just an arrow or icon for the currently-selected waypoint or target would be more appropriate?
#19
Modding info / Re: Interesting modding bug - help?
April 07, 2014, 12:15:30 PM
Quote from: DLirry on April 07, 2014, 03:27:08 AM
Hello!
I've tested your mod - it worked perfectly.
My guess is that your inner structure of .mpk file was not exactly correct. Root of every .mpk can have only 3 entities:
header.xml - mandatory
data - folder
content - folder

Meanwhile, a tip - it's better to to test mods in multiplayer mode:
first launch server .exe file from folder /server, and then launch client in multiplayer mode, enter "localhost" as address.
If something doesn't work right, you can just look at server app - it will, probably, show an error in scripts or xml...

I appreciate the response.  I don't want to jump to any goofy conclusions, but I am fairly sure that I had the structure correct.  I will whack everything and attempt again from scratch.  If I continue to have the same issue, I will post some screenshots and additional details as well.  I will also try a fresh download of the client.

@carch:

Unfortunately for me, it happened with repeated attempts.  I was able to revert all files back to normal and conversations worked fine 100% of the time.  On 3 separate occasions I installed the tiny mod, and on all 3 occasions it broke conversations.  Weird.
#20
Game discussion / Re: Question about Planets
April 06, 2014, 02:30:53 PM
Speaking of factories, I hope to all that is holy that a long-term goal involves using minerals to construct stations or to manufacture weapons/ammo.  I don't think I'm alone in saying that some X3 elements would be mighty welcome in this beautiful game.
#21
Modding info / Interesting modding bug - help?
April 06, 2014, 02:22:06 PM
So I was testing the waters for modding (I'm not completely new to scripting and game modding, so I figured why not?)

I started out simple by changing a line of dialog just to see how it all shakes out (adding the word TESTING to the Freedom faction dialog).  So I made a single text change to the "data/topics/any_jobs.js" file, packed ONLY that file (in the same directory structure) using the guidelines posted here, and made the appropriate changes to the Header file and the ModsConfig file.

But when I load a game with this mod activated, it causes all conversations with all characters to simply not trigger.  Clicking on them causes nothing to happen.

The any_jobs.js changes made:
using(ship);
using(relations);
using(npc);
using(console);

function OnCheckRequirements()
{
return true;
}

function OnStart()
{
}

function OnDialogue()
{
var npc_ship_id = topic.GetCurrentNpcShipId();
var faction = relations.GetShipFaction(npc_ship_id);

if(faction == "order")
{
topic.AddPhrase("100", "We, The Order, always have some job for gifted young fellows, like you.");
topic.AddPhrase("101", "If you feel like killing pirates and other criminals, you might want to talk to our Security Officer, he is in charge of this sort of stuff.");
topic.AddPhrase("102", "Talk to our Intendant for delivery and other supply jobs. Dull stuff, but well-paid.");
topic.AddPhrase("103", "You can visit our Commander, if you think you're ready for real challenges.");
}
else if(faction == "freedom")
{
topic.AddPhrase("200", "TESTING - Well, of course, brother, if you're looking for an honest work, we will gladly provide!");
topic.AddPhrase("201", "Talk to people on the station, there bound to be someone looking for some help.");
}
else if(faction == "fanatics")
{
topic.AddPhrase("300", "Our masters will highly appreciate your services to them. Working for masters is the only way to true ascension.");
}
else if(faction == "pirates")
{
topic.AddPhrase("400", "We'll give you job, just don't blew it.");
topic.AddPhrase("401", "Go talk with someone on the station.");
}
else
{
topic.AddPhrase("500", "Well, try to walk around the station, ask some people, maybe you'll find some job.");
}

}


The header.xml file:
<?xml version="1.0" encoding="utf-8"?>

<root>
<id>test</id>
<title>Language test</title>
<author>Ophidios</author>
<description>TESTING.</description>
<version>0.0.1</version>
<updated>06.04.2014</updated>
<modtype>2</modtype> <!-- 1 - server, 2 - client-server, 3 - client -->
</root>


And the ModsConfig.xml file:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_0.1.0</mod>
  <mod>test_0.0.1</mod>
</mods>


Everything looks kosher to me.  Anything I might be missing?
#22
Game discussion / Re: Question about Planets
April 06, 2014, 12:56:09 PM
Thanks!  This could be particularly scalable as well, as elements could be defined by rarity classes.

That would require specific hardware in order to be able to detect the classes at all (a basic scanner could only detect common elements, an advanced scanner could detect uncommon elements, and a "full spectrum scanner", or whatever, could detect rare elements), with an appropriate skill tree that increases the percentage chance that a particular resource deposit would become visible when pinged.  This would allow for it to not only be skill-based, but also to place the emphasis on the hardware as well.  It would encompass both ends of the game dynamics (and, more importantly, add to the bulk of skills for us to spend these hundreds of extra points on).

In fact, just thinking about it makes me wish I was good enough at JavaScript that I could just start assembling a mod for it myself.
#23
Game discussion / Re: Question about Planets
April 06, 2014, 06:36:23 AM
In my thoughts, it would depend on whether it makes sense according to the game lore for the planets to be mostly colonized/civilized, or if most of them are barren balls of rock.

If it's the latter, then a simple mining/exploration menu like the mobile game Out There could work fine, or even better, a miniature exploration/resource gathering top-down like in Star Control 2 would also be pretty great.  Particularly if there were scanning elements involved as well.  Maybe something like a key-press to initiate a sort of "radar blip" that would reveal any resources hidden in it's range, which could then be extracted with a mining device.

Just a thought.
#24
Ideas and suggestions / Tracking Speed
April 06, 2014, 06:30:26 AM
Included in the weapon tooltips, it would be very nice to see some numerical representation of weapon tracking speeds (since they are all different).

Additionally, it would be nice to be able to affect this with pilot skills.

As a side note, it would also be a nice feature if we could CTRL-click multiple items for sale, purchase, jettison, or destroy.  A "Sell All" button wouldn't hurt either.  :)
#25
Ideas and suggestions / Re: Ability to set waypoints
April 05, 2014, 10:04:39 PM
Along that note, it would also be great if you could hit an Autopilot, like in Freelancer (or Star Control 2), and just auto-cruisers to your point of interest.  Double clicking it from the galaxy map to set it as a nav target (providing an off-radar pip), then press a button or "shift+a" to engage autopilot.
#26
Game discussion / Re: Balance issues
April 05, 2014, 10:02:30 PM
I did, but I don't think it's a game difficulty issue as much as it simply is a player education issue.

I had the same problems, until I realized that I simply hadn't upgraded past civilian equipment.  It's not too hard to find a ship alone by itself and vaporize it.  A few cargo drops and you're upgrading or selling for credits to buy new stuff.  Then the game isn't too bad.

The other side of the gulf is pretty nuts, also.  Once you get yourself into a heavy frigate or light cruiser, all the enemy ships become way too easy.  And a Heavy Cruiser?  Forget about it, ha ha.  You can vaporize a mob of like 6 enemy ships in about 5 seconds.
#27
Game discussion / Re: thoughts on mining
April 05, 2014, 08:20:20 PM
Yes, I agree that the XP value should be decreased significantly.  Also, I think that the risk does not weigh evenly to the gain.  The monetary balance feels right for everything, but the fact that I can simply put two rotary AC 20P cannons on my freighter, and rip anything that approaches to shreds before my shields even drop, it makes the idea of mining too easy.  It should be something that is either done in turtling around the stations (safe) or require a multi-player escort of a fighter ship to be generally profitable.
#28
Ideas and suggestions / 2 Suggestions
April 05, 2014, 08:17:32 PM
GREAT GAME!

I've got about 3.5 hours in so far, and I really like what has been done so far.  This has massive potential.  It's like Star Control 2 and Freelancer had a baby.

2 things I would like to see that I have thought of so far - One, there should be a visible, real-time way to track fuel quantity in flight (other than the <50% pop-up).  Perhaps a thin, orange bar below the bars for shield/energy/hull?  Additionally, I think it would be nice to see a HUD element showing current ship speed.

Just a few thoughts for the moment.  I'll be happy to report back if any others pop up.