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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

FTL Drive system

Isopsyco's picture
Submitted by Isopsyco on Fri, 2007-10-12 11:36. SE:V MODs

Well, after several emails and scripting attempts to ensure the stellar functions really didn't work, I was crest fallen. Now with Arron's patch out that included stellar manipulation functions in the event main script, I now have a working FTL drive system!!!

I'll have it scripted properly after some home work, and have the BSG Mod updated with the scripts and latest patch so you can too, experience a FTL drive system!!

‹ Negative costs Component leveling error ›
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Romulus68's picture
Mod Designer

Re: FTL Drive system

Submitted by Romulus68 on Fri, 2007-10-12 12:49.

Wahoo!!

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Arkonide's picture

Re: FTL Drive system

Submitted by Arkonide on Fri, 2007-10-12 15:09.

Amazing!

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Re: FTL Drive system

Submitted by Innuendo on Fri, 2007-10-12 18:24.

That's great, I'm looking forward to playing around with it after my current games are over. Thanks for your efforts.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Tue, 2007-10-23 06:33.

I got them to work, however it only closes one per turn. I thought I looped the instructions to close ALL the warp points. Anyone familiar with script code to see where I might have gone wrong?

//------------------------------------------------------------------------
// Main
//------------------------------------------------------------------------
function Main returns boolean
begin
// Close Warp Points
call sobjWP_list.clear()
call Sys_Get_List_Of_Space_Objects_Of_Type(SPACE_OBJECT_TYPE_WARP_POINT, sobjWP_list, FALSE, FALSE, 0)
set listWP_count := sobjWP_list.count()
set loopWP_count := 1
set Index_WP := 1
if (listWP_count > 0) then
set objWP_id := sobjWP_list.Get(Index_WP)
call Sys_Close_Warp_Point(objWP_id)
call sobjWP_list.clear()
call Sys_Get_List_Of_Space_Objects_Of_Type(SPACE_OBJECT_TYPE_WARP_POINT, sobjWP_list, FALSE, FALSE, 0)
set listWP_count := sobjWP_list.count()
endif

This is about the seven re-write to try different ways of closing the warp points so if the script logic looks redundant and over kill its because of that.

Here is another attempt, same result: only one warp point each turn:

//------------------------------------------------------------------------
// Main
//------------------------------------------------------------------------
function Main returns boolean
begin
set lng_Datafile_Event_Text_ID := Sys_Load_Datafile(0, AI_MAIN_EVENT_EVENTTEXT_TXT)
call Sys_Get_List_Of_Space_Objects_Of_Type(SPACE_OBJECT_TYPE_WARP_POINT, sobjWP_list, FALSE, FALSE, 0)

set listWP_count := sobjWP_list.count()
set loopWP_count := 0
if (loopWP_count

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Tue, 2007-10-23 06:37.

I found a work around that gets one warp point per empire (neutral or otherwise) each turn so it keeps up with potential warp point creation. So by the end of each turn all the warp points are closed.

Some functions for stellar objects are currently not functional either (turbulent ability). This would all be solved if the turbulent type warp point ability was active where it closes as soon as a ship goes through it.

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Captain Kwok's picture
Mod Designer

Re: FTL Drive system

Submitted by Captain Kwok on Tue, 2007-10-23 07:25.

I've posted over at SE.net a possible solution.


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: FTL Drive system

Submitted by Fyron on Tue, 2007-10-23 09:57.

Link to the solution: http://home.spaceempires.net/ftopict-3083-.html

The turbulence ability does damage to ships passing through WPs; it does not close them.


SpaceEmpires.net | Space Empires Wiki

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Tue, 2007-10-23 17:24.

Fyron and Captain Kwok have given me the solution to the warp point closing problem and I just verified that it works as intended (until the auto close warp point feature is fixed) so the FTL drive is a major go!

Now just need to code the AI to use FTL drives and the official non-beta version of the BSG Mod will be out.

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Re: FTL Drive system

Submitted by Innuendo on Tue, 2007-10-23 17:55.

That's great news Isopsyco. Looking forward to playing your mod.

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Arkonide's picture

Re: FTL Drive system

Submitted by Arkonide on Wed, 2007-10-24 10:13.

Really nice! FTL is much more interesting and more realistic, IMHO. I will start a game with your mod shortly after it is out.
Thanks Isopsyco!

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Mod Designer

Re: FTL Drive system

Submitted by Gideon on Thu, 2007-10-25 18:38.

Question:

How does this interact with the abilities:

Stop Open Warp Point
---and---
Stop Close Warp Point

As seen on the:

System Gravitational Shield Facility
?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
GidMod

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Mod Designer

Re: FTL Drive system

Submitted by Gideon on Thu, 2007-10-25 18:38.

Question:

How does this interact with the abilities:

Stop Open Warp Point
---and---
Stop Close Warp Point

As seen on the:

System Gravitational Shield Facility
?

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
GidMod

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Fri, 2007-10-26 19:59.

I haven't tested it yet but, according to the mod docs and scripting docs, if the stop warp point ability is activated then the system is locked out until its dropped.

I have some scripting code I'm working on that will allow a percentage chance to open an FTL jump (comparing technology levels and distance and such) to a system that has stop warp point opening.

In essence the closer you are to the system using the stop WP open feature the higher the chance of slipping through.

I currently have it opening only in the outer system hexes. Would like to make this selectable so you could jump right into a system or right next to a planet bypassing some defenses (of course I have a programed chance for error in jump calculations causing damage and such).

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Re: FTL Drive system

Submitted by Atomizer4 on Fri, 2007-10-26 21:44.

The system gravitationsl shield facilities need an off switch rather than destroying them to open/close warp points.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sat, 2007-10-27 16:09.

I plan to just remove the stop close/open WP ability just because the concept of navigational hazards will be incorporated into the jump trajectories.

I have all WP opening in the outer ring anyway so right now there is no navigational error. The closer you get to the sun and in combination with how far you are jumping will set the navigational error value.

I might code in the stop close/open ability to just increase the navigational error factor calculation.

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Mod Designer

Re: FTL Drive system

Submitted by Gideon on Wed, 2007-10-31 12:31.

To be flatly honest, I still don't know why this kind of technology isn't included in the stock game.

It could be some sort of late game tech. In the late game we can make planets...heck we can make whole STARS!... I really think that a "jumpdrive", "hyperspace", or other sort of component is not beyond the bounds of the game.

There could even be the option of a distance traveled over time component, as the game already knows how much distance is between each star.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Captain Kwok's picture
Mod Designer

Re: FTL Drive system

Submitted by Captain Kwok on Wed, 2007-10-31 14:49.

You could consider the ability to open a warp point and travel to another system near instantaneously is better than what most FTL drives might deliver. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Mod Designer

Re: FTL Drive system

Submitted by Gideon on Wed, 2007-10-31 15:08.

Except that your entry and exit points are limited by fixed locations that can be mined and/or have sentry satellites and/or stations. That provides a strategic option beyond the warp point web.

The idea of time to travel was posited as an option, as certain conceptual drive systems (like space fold) would be instantanious.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Wed, 2007-10-31 16:06.

I just like the option of jumping into a system without being constrained to a warp point.

Essentially all it does it force one to change tactics in guarding against FTL drive equiped ships (like perimeter mining, patrol ships and such).

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Mod Designer

Re: FTL Drive system

Submitted by Gideon on Wed, 2007-10-31 16:33.

Isopsyco wrote:
I just like the option of jumping into a system without being constrained to a warp point.

Essentially all it does it force one to change tactics in guarding against FTL drive equiped ships (like perimeter mining, patrol ships and such).

At any rate, I like what I've seen in this. You've done a great deal of effort to take what was widely considered "impossible" and make it a reality.

Personally, I think this is a great mod. Keep it up.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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HeberMagalhaes's picture

Re: FTL Drive system

Submitted by HeberMagalhaes on Wed, 2007-10-31 22:03.

How are you planning to deal with empire communications? If theres no active WP linking you and them you will lose contact.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 07:42.

HeberMagalhaes wrote:
How are you planning to deal with empire communications? If theres no active WP linking you and them you will lose contact.

Obviously some more issues to work through, not sure how to approach that one yet, may have to force contact each turn once initial contact is made. Have to look at the scripting commands for establishing empire communication and such, see what options there are.

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Reiver's picture

Re: FTL Drive system

Submitted by Reiver on Thu, 2007-11-01 08:40.

One minor thought: If you give forces the ability to open warp points wherever they want to (For example, right beside a planet), it becomes infinitely harder to defend against said attacks - a perimeter patrol becomes worthless if they drop an invasion force directly beside your planet, move one square, and engage in hostilities...

...of course, this may be intentional - it forces players to defend individual planets rather than systems as a whole. I'm just pointing things out, not assuming you hadn't already thought of them. Eye-wink

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Romulus68's picture
Mod Designer

Re: FTL Drive system

Submitted by Romulus68 on Thu, 2007-11-01 10:48.

I had mentioned this before in an older thread.

Make a restriction that you can't jump into a system to a point within say 8 hexs of a mass. IE....you can't jump beside a planet. Where you jump to must be outside 8 hexs from a mass (planet, star or asteroid field).

This will create system jump points that can be strategically defended. Systems with more astral bodies will have very narrow jump points while sparce systems will have many.

All you need is the 'Check' in the start of the FTL jump. If the player chooses a bad spot the FTL jump fails and the ship doesn't move. It will make it challenging to explore a new system as you will probably have to choose the outter ring to get a safe FTL jump spot. Maybe, failed jumps go bad? Damage? lost in space? Just use up supplies?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 11:05.

Romulus68 wrote:
I had mentioned this before in an older thread.

Make a restriction that you can't jump into a system to a point within say 8 hexs of a mass. IE....you can't jump beside a planet. Where you jump to must be outside 8 hexs from a mass (planet, star or asteroid field).

This will create system jump points that can be strategically defended. Systems with more astral bodies will have very narrow jump points while sparce systems will have many.

All you need is the 'Check' in the start of the FTL jump. If the player chooses a bad spot the FTL jump fails and the ship doesn't move. It will make it challenging to explore a new system as you will probably have to choose the outter ring to get a safe FTL jump spot. Maybe, failed jumps go bad? Damage? lost in space? Just use up supplies?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

I currently have the jump spots only opening in the outer most ring (entry side) so one can't jump right on top a planet (unless that planet is in the outermost ring, then its just a bad stratgic location, or a good one if you turn it into a military base). Opening a WP or FTL jump spot can be done anywhere in the system but an error calculation is made to determine damage or catastrophe level.

Once MM activates more of the WP ability functions, I can get a little more fancy with the FTL jump error calculations.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 11:05.

Romulus68 wrote:
I had mentioned this before in an older thread.

Make a restriction that you can't jump into a system to a point within say 8 hexs of a mass. IE....you can't jump beside a planet. Where you jump to must be outside 8 hexs from a mass (planet, star or asteroid field).

This will create system jump points that can be strategically defended. Systems with more astral bodies will have very narrow jump points while sparce systems will have many.

All you need is the 'Check' in the start of the FTL jump. If the player chooses a bad spot the FTL jump fails and the ship doesn't move. It will make it challenging to explore a new system as you will probably have to choose the outter ring to get a safe FTL jump spot. Maybe, failed jumps go bad? Damage? lost in space? Just use up supplies?

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

I currently have the jump spots only opening in the outer most ring (entry side) so one can't jump right on top a planet (unless that planet is in the outermost ring, then its just a bad strategic location, or a good one if you turn it into a military base). Opening a WP or FTL jump spot can be done anywhere in the system but an error calculation is made to determine damage or catastrophe level.

Once MM activates more of the WP ability functions, I can get a little more fancy with the FTL jump error calculations.

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Romulus68's picture
Mod Designer

Re: FTL Drive system

Submitted by Romulus68 on Thu, 2007-11-01 13:41.

Is it possible to set the FTL jumps spots like I described?

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 14:55.

Romulus68 wrote:
Is it possible to set the FTL jumps spots like I described?
With the current settings, functions and game mechanics, no. The jump 'hazard' has to be pre-determined and the location of the jump start and end must be known prior to each turn execution.

I would have to alter the actual Open Warp Point command and have it execute several other lines of code (to check where it will open in, how far and what other hazards to add to the over all calculation) so you could have a menu such as: Select Jump Destination and select jump destination inside of system.

I do know that the game does execute functions within the script code during the players turn (example is the auto finish command in the ship construction window) so I do think you can set up some conditions similar to the requirements stated above, just not sure how to do that yet.

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ekolis's picture
Mod Designer

Re: FTL Drive system

Submitted by ekolis on Thu, 2007-11-01 15:11.

Since the "create warp point" function does not let you specify an endpoint within the target system, would it be possible to have some code that runs at the end of each turn after any warp points are created and *moves* the far end of the warp point to some specified or random location? Or is there no "move stellar object" function?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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Romulus68's picture
Mod Designer

Re: FTL Drive system

Submitted by Romulus68 on Thu, 2007-11-01 15:38.

Are you going to get messages in every turn that the Warp points are opening and closing? That would need to be disabled to avoid huge mail logs.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 17:30.

ekolis wrote:
Since the "create warp point" function does not let you specify an endpoint within the target system, would it be possible to have some code that runs at the end of each turn after any warp points are created and *moves* the far end of the warp point to some specified or random location? Or is there no "move stellar object" function?

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious :P

The problem I ran into was this: External Events executes at end after every player has gone, before each player begins there turn, the empire main script executes, so I there is no real spot to put the code to execute once the WP is open.

I think there may be a way to trigger an event function based on WP opening, similar to what happens when you hit auto complete in the ship construction screen (it executes the portion of the script governing the best available components per design type).
I'm going to ask the community at large if anyone has attempted that. My guess is that I'll be the guinea pig for this type of scripting.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Thu, 2007-11-01 17:31.

Romulus68 wrote:
Are you going to get messages in every turn that the Warp points are opening and closing? That would need to be disabled to avoid huge mail logs.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

That was the first thing that went when I was testing the script code Smiling

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Netra's picture

Re: FTL Drive system

Submitted by Netra on Tue, 2007-11-13 17:49.

I was wondering how is the AI handling the FTL? And on a side note i usually focus my defences on individual planets anyway, unless they are non-essential example planets i colonize purely for ruins Sticking out tongue

-United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Tue, 2007-11-13 18:41.

The AI is a work in progress, I'm having to script several orders for it to cope with the No Warp Point scenario. So far it will colonize and explore using FTL. I just have to incorporate the sub commands into the rest of the ship orders.

That way a fleet can jump into any system and wreck havoc Smiling

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Netra's picture

Re: FTL Drive system

Submitted by Netra on Tue, 2007-11-13 19:00.

Sweet...well at least until they do it to me Sticking out tongue Sounds to me that the biggest concern is maintaining communications with other empires without warp points :/ Too bad you couldn't just script in construction of base outposts that open and close warps for all over the place...all be it its doings would have to be prevented from showing up in news (heh long news list every time Sticking out tongue) and I'd imagine with all the empires doing it, it could slow the end turn down some...

- United we stand, divided we fall...but dam it you touch my cheez its and not even god will be able to save you!

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groovyfishguy's picture

Re: FTL Drive system

Submitted by groovyfishguy on Wed, 2007-11-14 14:16.

Sounds like a lot of fun Isopsyco Smiling

Groovy Baby Yeah!

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Wed, 2007-11-14 14:31.

This and a couple other ideas associated with Battlestar Galactica mod are my babies right now, really enjoy how SEV lets one mod almost everything to fit your wants.

BSG Mod next release will be a whopper of a mod, almost getting SEV in its entirety changed. From GUI to messages to shipsets to mechanics.

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Romulus68's picture
Mod Designer

Re: FTL Drive system

Submitted by Romulus68 on Thu, 2007-11-15 15:25.

Instead of trying to figure out how to maintain contact. Why not script it so that everyone starts in contact from the start? and stays in contact throughout the game?

Just brainstorming ways to make it work.

Versus closing the warpoints. Can you make them cloak at the end of the turn? They reamin, so contact channels remain in effect.

Maybe a set of hidden warppoints from game start linking the systems.

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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Reiver's picture

Re: FTL Drive system

Submitted by Reiver on Thu, 2007-11-15 17:58.

Hmmmm.

Is it possible to modify warp point properties? If so, you could attempt to rig a system where every system is connected to other systems, but via completely unusuable warp points. Of course, this could well screw with pathfinding etc, but it's just an idle thought.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Fri, 2007-11-16 18:31.

I'll give those ideas some effort and see what happens. I know cloaking won't work, can't cloak any stellar object Sad

As for initial contact at the beginning, I think I can get a script control to maintain status of when one first meets an empire and the contact is lost. I think I have that licked.

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Re: FTL Drive system

Submitted by jimbob on Sun, 2007-11-18 02:05.

I think Reiver's idea could be implemented by making the original warp points so small that no ships can pass through them. Make the max tonnage say 10 kT.
Perhaps as an interesting wrinkle you could set the size just big enough to send some of the smaller drones through.

Just a thought.

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Cerberus's picture

Re: FTL Drive system

Submitted by Cerberus on Sun, 2007-11-18 04:03.

Does the size limit on WP actually work??

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Re: FTL Drive system

Submitted by marhawkman on Sun, 2007-11-18 11:14.

Nope. the game actually has 5 sizes. only two are used, and even then it doesn't have any effect. The game only generates small warp points around black holes, and those always have a secondary characteristic that does damage.

For fun:
tiny:100
small:500
medium:(I don't quite remember, I think it was 2,500)
large:10,000
huge:100,000

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sun, 2007-11-18 11:42.

I found during my experimentation of creating WP using script code that its a generic WP, no abilities will be associated with it. The size function never worked for me, I tried that for a limiting factor, but pretty much gave up on any WP ability since the on created by stellar manip will only generate the generic one.

MM has to implement and change the WP creation code so the ones defined in the data file is the one created, not a basic generic one you can't modify.

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Re: FTL Drive system

Submitted by Sotho Tal Ker on Sun, 2007-11-18 22:26.

It would be cool to have generators that can create different sized wormholes... maybe even with special effects. Something to suggest to MM, I think.

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling
http://bt.spaceempires.net/browse.php - Mods and Shipsets for SEIV and SEV

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Wed, 2008-02-13 15:12.

Latest update on the FTL drive system: The AI won't be able to use it until a function for scripting is implemented that can determine light year distance. Its already in Aaron's hands and he says it will be out in a future patch.

Once this function is in, I can get the AI to use FTL drives.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Fri, 2008-03-21 20:35.

With Aaron's latest patch the BSG mod AI will be able to use the FTL drives! I'll start scripting this weekend!

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Arkonide's picture

Re: FTL Drive system

Submitted by Arkonide on Sat, 2008-03-22 12:37.

Great news!

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Mod Designer

Re: FTL Drive system

Submitted by battlespud on Sat, 2008-03-22 18:14.

YAYAYA
PS: since alot of the abilities in SEV are similar to SEIV it may be possible to cloak a warp point by means of a cloaking device. I was playing a mod in which there was insane monster techs (but no monsters?) and when i built a ship with a monster cloak it made everything in one splace invisible including planets, storms and other. Also, they did not appear on the owning empires screen as cloaked, they just were not there. They could not be detected by anything and for a ll purposes were invincible as they couldnt be attacked or damaged by ANYHING. i once started a bnlck hole in the sys with a fleet of cloaked near the star and they were undamaged when i uncloaked them.
I await eagerly. I loved the gritty galaxy FTL but the ai wouldnt do anything and i abandined it.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sat, 2008-03-22 20:10.

I have the basic frame work scripted already, I literally only needed a script function that gave the distance in light years so the AI could categorize what systems where in range of the empire's FTL drive. I just have to plug it in and start debugging the AI's choices.

The combat decisions will have to be overhauled with FTL drives since some different tactics will be available. I have allot of the script functions already written but again it all was based on that script function for determining light year distance.

Just the fact that Aaron and his crew actually listen and take action based on player/fan feedback made me a loyal fan.

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Mod Designer

Re: FTL Drive system

Submitted by battlespud on Sun, 2008-03-23 08:39.

I await eagerly
still waiting
im patient
...
*holds breath*
OMG
FINISH IT
SO SAY WE ALL!

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Re: FTL Drive system

Submitted by lookerbc on Sun, 2008-03-23 08:48.

SO SAY WE ALL! Smiling

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Mod Designer

Re: FTL Drive system

Submitted by battlespud on Sun, 2008-03-23 11:21.

We are soldiers and we will fight.
So say we all.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sat, 2008-06-28 14:57.

I finally got the FTL based game working with AI supported, just download the latest Battlestar Galactica Mod (4.0 at filefront or over at SE Net). You'll be presently surprised to see the AI moving from system to system...

AI is stock version 1.74 however with some minor tweaks, will be updating the AI's combat and creation styles later to match each empire.

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Re: FTL Drive system

Submitted by marhawkman on Sat, 2008-06-28 15:42.

BTW did you ever manage to get it to only close certain WPs?

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sat, 2008-06-28 20:39.

marhawkman wrote:
BTW did you ever manage to get it to only close certain WPs?

No I haven't tried to distinguish WPs yet, I might do something like that for my upcoming SG-1 mod where WP will be dialing addresses.

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Re: FTL Drive system

Submitted by marhawkman on Sun, 2008-06-29 05:34.

B5W mod would greatly benefit from having temporary WPs. Smiling

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sun, 2008-06-29 07:20.

marhawkman wrote:
B5W mod would greatly benefit from having temporary WPs. :)

Who's doing the B5 Mod? Would gladly add the event scripts for FTL like use.

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Re: FTL Drive system

Submitted by bouncebag on Sun, 2008-06-29 07:29.

is there an easy way of incorp. this FTL into a mod??

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sun, 2008-06-29 09:40.

bouncebag wrote:
is there an easy way of incorp. this FTL into a mod??

Now that I streamed lined my script and functionality, yes, it could easily be put into a mod. It would alter the empire scripts of each race (add a function call to each) so it would take a little time to create the mod.

Give me a little while and I'll create a stand alone FTL no warp point game mod.

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Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Sun, 2008-06-29 10:52.

I have a base no warp point hyperdrive mod avaiable at http://files.filefront.com/No+Warp+Point+HyperDrive+drar/;10852157;/fileinfo.html

It uses stock 1.74 SEV, AI is functional in using the drive as well.

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Re: FTL Drive system

Submitted by marhawkman on Mon, 2008-06-30 00:58.

Isopsyco wrote:
marhawkman wrote:
B5W mod would greatly benefit from having temporary WPs. :)
Who's doing the B5 Mod? Would gladly add the event scripts for FTL like use.
Arpeegy. But, the issue is that we don't want to automatically get rid of all WPs every turn. Eye-wink

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Mon, 2008-06-30 06:19.

What kind of scheme do you need? might be able to help out.
I've gotten pretty good with the scripting bit Smiling

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Re: FTL Drive system

Submitted by marhawkman on Mon, 2008-06-30 08:48.

Basically, a component that opens a warp point, then when the warp point is opened, it gets tagged to close at the end of turn.

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Isopsyco's picture
Mod Designer

Re: FTL Drive system

Submitted by Isopsyco on Mon, 2008-06-30 12:47.

marhawkman wrote:
Basically, a component that opens a warp point, then when the warp point is opened, it gets tagged to close at the end of turn.

I can do that now with the script code I have. Do you want end of everyones turn or each empire's turn? Both are doable and is basically what I did in the BSG mod.

I take it you also want an existing WP net to stay in existence on top of the component that opens WPs?

I would have to add a little script to check for new WPs every turn and close just the new ones.

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Re: FTL Drive system

Submitted by marhawkman on Tue, 2008-07-01 01:10.

"I can do that now with the script code I have. Do you want end of everyones turn or each empire's turn? Both are doable and is basically what I did in the BSG mod."

Everyone's turn.

"I take it you also want an existing WP net to stay in existence on top of the component that opens WPs?"

Yes. Smiling

"I would have to add a little script to check for new WPs every turn and close just the new ones."

Would it be possible to only close WPs opened by certain components? Say have WPs opened by "jump drive" components close at end of turn, but WPs opened by the standard stellar manip stay open indefinately?

If not, we can simply remove the abilitity to close WPs from the jump drive component. Actually, with the script, we don't need jump drives to be able to close WPs anyways, so we'll probably do that regardless.

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Re: FTL Drive system

Submitted by Ender on Tue, 2008-07-01 04:11.

It would be great if it was possible to make these jump engine created warp points last for certain amount of days (eg. 3). This way it would prevent other empires from using them accidentally in simultaneous games and it would be possible to transit into a system in several places during one turn.

Hm, actually much better way of preventing other empires from accidentally using these WP would be to flag them as minefields for the time of their existence.

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