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Messages - jeeplaw

#31
Game discussion / Re: Do Aliens Respawn?
April 08, 2015, 09:59:01 PM
Not sure about aliens, but Pirates will respawn as per the code in the js files. I'm pretty certain that if they don't respawn, a mod can be made easy enough :D
#32
I've got a mod I'm working on that does the following:

1) You can buy a freelancer hunter license at space ports
2) When equipped (or maybe just in inventory), everytime you kill a pirate, you gain %0% credits. I'm basically going to mimic this function in the collision.js file:

actions.InvokeTrigger("onNpcDie",
            {
                killer_ship_id: args.caster_id,
                ship_id: args.ship_id,
                npc_id: game.GetShipOwner(args.ship_id)
            });
    }

    var level = ship.GetLevel(args.ship_id);
    var exp_earned = 150 + Math.pow(level, 1.3);
    var money_earned = 300 + Math.pow(level,1.3);

    if (args.caster_id > 0 && game.IsShipPlayerControlled(args.caster_id))
    {
        ship.SetCurrentValueDelta(args.caster_id, "experience", exp_earned);
        ship.SetCurrentValueDelta(args.caster_id, "money", money_earned);
    }
}


But what I'm not piecing together is this line in in the localization file:

Line 235: Notifications.Money.Added:                                                  %amount%d added

How do I call that value?



I guess what I'm asking is, whenever i kill a pirate, what is the code to add some amount to the player?

edit: ok, i learned how to do it..partially..still have a question.

if (args.caster_id > 0 && game.IsShipPlayerControlled(args.caster_id))
    {
        ship.SetCurrentValueDelta(args.caster_id, "experience", exp_earned);
      player.AddMoney("jeeplaw", 100500);
      player.AddExperience("jeeplaw", 100500);

THAT WORKS. But, that's not going to work for a real mod to be released. Why isn't player.AddExperience(PLAYER, 100500); working? I've got using(player); in the header of the file.
Something isn't adding up.
#33
I tried the old console commands and those aren't working. What's a good way to spawn an item and place it into inventory? Thanks
#34
Mods / Re: tools for modding?
April 06, 2015, 09:16:39 PM
Has anyone created an xml editor or js editor just for modding?
#35
Game discussion / Steam Keys?
April 03, 2015, 07:59:35 AM
Lurler,
How do we go about getting our steam keys for the old guys who have been around for awhile?
#36
Mods / Re: Breaching the Core Full Mod Discussion
April 03, 2015, 05:38:38 AM
Is this mod now compatible with the steam release?
#37
Game discussion / Re: Is VoidExpanse ready for gold?
December 29, 2014, 09:38:33 AM
Raven makes some incredibly valid points. I'm with him, I like you guys as a dev team. If you charged more for the game, I'd still buy it to support you. I've got the sort of insight that comes as a gamer who just turned 40 and who grew up with the all the greats, and not so greats, of all the games inside the space genre. I also interact with software dev teams on a daily basis, qa teams, marketing and distribution from the 50k foot and sometimes down to the 10 foot level.

So with that, I need to temper what the game should be with what you guys have the resources to do.

Any game you make should be fun. And as it is today with the upgrade paths, the skill tree, and quest system - sure it's fun for a bit, until the outer layers get peeled back to show the game for what it really is. It's not very deep. And that's fine. For the price point you're offering it, and for what you guys set out to do (from what we can all see), you wanted to build a fun game, and it is.

It's not the level of the X3 series, and that's more than fine. It's not an empire building game. It's not as shallow as SPAZ, and that's more than fine too. Is it as loot heavy as Drox Operative? Nope, and that's cool too.

But in my mind, what's missing from "going gold", is the procedural generation of the fun events that happen within any given star system that allows you to hang your hat on something. You guys have the framework for something great. Hammish has explored that, the other Danish fellow (I assume he's Danish?) has graphically modded ships as well. So you've proven to provide a really good framework to add on and mod the game and to allow the community to participate.

In my mind, you guys need something, ANYTHING, to stand out in the crowd. Serious question, and this is coming from someone who is often involved in multimillion dollar software publishing deals: what makes your game so great within the marketplace that enables it to stand out from someone else, to garner someone else's hard earned money to go to YOU?

So, again in my opinion:
1) Graphics are where they need to be
2) Music is where it needs to be
3) Platform is stable
4) Environment is large enough
5) Easy to use interface

6) Mission generation is too static, needs to be more varied
7) More random events or at least build us a mission generator front end.
8) A sense of allowing the player to feel that he is a part of the environment as opposed to just going sector to sector randomly picking up goods, or killing pirates
9) Crafting sounds good but again..to what greater good? To build the biggest, baddest ship? What is the reason to entice someone to keep playing? Eradication of pirates, aliens? Amass fortune?

Like I said, great framework and a fun time waster for upgrading ships, bigger weapons, better killing..but in the end that's all it is right now. Keep on going though, you guys as a dev house are definitely worthy of our support!
#38
What's the easiest way to add the game to Steam?
#39
Mods / Re: Breaching the Core Full Mod Discussion
December 06, 2014, 07:13:27 PM
Hammish, should i hold off installing your current version just to wait for the steam release (windows)
#40
Oh, I meant in terms of release information. I figured you guys were bent on getting out the steam release so that you could continue with other coding objectives. I'd be curious what you did want to plan to come to the table with when you guys go live with version 1.0 of the full release. Will the content be that much different? It's a shame you couldn't bring Hammish on board for a small independant subcontractor fee to have him assist you guys :D That dude seems on top of the stuff in terms of reverse engineering how to make things works, modelling for ships, changing out the talent tree, etc.  ;D
#41
Hey guys,
Just perusing the forums and noticed not a ton of activity dev side, figured it was because you were/are getting the steam port ready for ga code release. Is there anything you can put together for us fans of your game that will have us look forward to new and exciting things?

Love the game as it seems to be a great framework to build a ton of content into it. Different factions, ships, weapons, scripted events based on timers, etc, etc. Would love to see a flourishing universe built out for greater interactivity. My guess it's a resources issues (number of devs, dev requests, etc)?

Anyways, thanks for the continued development of a great framework!
#42
Game discussion / New Hulls
October 12, 2014, 04:50:53 PM
One of the thing that draws me to almost any space game is the amount of hulls you can choose from to buy and upgrade. Do you guys have a bunch of new ones coming in at any time? :D

Keep up the great work btw, big fan and early adopter here.

Hoping to see more random battle/mission generators in the future. Ie- come across a sector and theres a battle between factions going on and you can jump in and gain xp/money.

Maybe also an option to buy Kill Certificates for any given faction so that when you kill pirates or other hated faction members, you get rewarded in credits too?
#43
Game discussion / Re: Awesome game so far
October 12, 2014, 04:39:34 PM
Impressive..crafting? Can't way to see where this goes
#44
Game discussion / Re: Working on new quests and topics
October 12, 2014, 04:38:38 PM
What about a mercenary job board? I'm a monster fan of the Mechwarrior series where different clans/houses would have contracts on certain individuals. There you could select a credit range (difficulty) of a job you wanted to take on and the system would autogenerate a mission. That could keep replay up for a long time.
#45
Heads up on the selling ore (or stackables) bug! Crashes every single time you try to sell it to the shop. Otherwise it's stable. Just can't sell ore and make money