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51
AI War II / Re: why AI civil war can make game harder?
« Last post by BadgerBadger on March 24, 2021, 12:00:47 pm »
All of the AIs also become much more powerful during the Civil War.
52
AI War II / why AI civil war can make game harder?
« Last post by sol_ilya on March 24, 2021, 04:20:47 am »
If AI begin fights against each other they will reduce their defences, their fleet strength that is greatly benefit to layer. What do I miss in understsanding AI civil war?
53
AI War II - Modding / Re: XML Modding Exclude children,
« Last post by Caseycc on March 22, 2021, 12:53:48 pm »
Thanks for the quick response!
It seems with drone launchers it's a bit weird, but I managed to get it working by changing the "fleet_design_template_i_use_for_drones". I couldn't figure out if the launcher was overwritten or not so I left it out just to avoid having 2 launchers and at worst it fires slightly slower than the other decoy launchers.

The other area I was trying to exclude was to remove "fleet_membership name", however looking at the other variants I made for ships/shields they don't seem to have inherited that part, or at least they aren't appearing in the build screen next to what they inherited from so maybe that's just self solved?

Code: [Select]
<entity name="WallFactorycc" copy_from="OverloaderCombatFactory"
  display_name="Wall Factorycc"
description="Mobile facility Flagship. If a Fleet Flagship is on the same or adjacent planet, and is missing ships, then this will automatically produce replacements which'll warp directly to that Flagship. This Factory speeds up allies on the same planet, and also launches drones if enemies are nearby, which act as decoys."
description_short="Mobile facility that automatically replaces nearby Fleet losses and repairs nearby units. Also speeds up allies and launches drones which draw fire."
  fleet_design_template_i_use_for_drones="DecoyDrones"
  >
  </entity>
54
AI War II - Modding / Re: XML Modding Exclude children,
« Last post by x4000 on March 22, 2021, 11:26:27 am »
The exclude ability was removed when I rejiggered the xml.  The reason is kind of complicated, but essentially in order to build the new variant, it builds from the bottom up.  So it has already added the stuff by the time it gets told to exclude it, and in order to do that we'd have to have a new feature that goes back and actively removes those systems.

As a general xml feature, it just didn't work.  Overall there are some ways around this, for systems in particular, like on your variant setting the stuff you don't want to not activate until mark 8, or similar.  That's a bit crude, but it works for now.
55
AI War II - Modding / XML Modding Exclude children,
« Last post by Caseycc on March 22, 2021, 11:04:53 am »
I'm playing around with just some basic xml modding and using copy_from to make my own versions of some things but I keep getting an error about unrequested attribute when I try to use exclude_children_from_copy="system" . For instance I want to create an OverloaderCombatFactory that instead of sabo drones it has decoy drones. Is there something I'm missing or was the exclude ability removed?

Quote
  <entity name="WallFactorycc" copy_from="OverloaderCombatFactory"
  display_name="Wall Factorycc"
         description="Mobile facility Flagship. If a Fleet Flagship is on the same or adjacent planet, and is missing ships, then this will automatically produce replacements which'll warp directly to that Flagship. This Factory speeds up allies on the same planet, and also launches drones if enemies are nearby, which act as decoys."
         description_short="Mobile facility that automatically replaces nearby Fleet losses and repairs nearby units. Also speeds up allies and launches drones which draw fire."
  exclude_children_from_copy="system"
  >
   <system name="Launcher" display_name="Launcher"
            category="Weapon" firing_timing="OnlyInRange"
            damage_per_shot="5" range="EssentiallyInfinite" shot_speed="Normal" rate_of_fire="ExtremelyLow"
            shots_per_salvo="7" fires_salvos_sequentially="false"            
            shot_type_data="DecoyDrone"
            system_is_hidden_for_ui="true"
            max_mark_level_to_function="0"
            >
    </system>      
  </entity>


56
Off Topic / Re: What is the most successful game similar to Zelda on PC?
« Last post by TigerBanks on February 24, 2021, 12:23:07 pm »
I think it is lineage 2
57
AI War II- After Action Reports / Re: Command Theater
« Last post by Pireciter on February 16, 2021, 12:03:28 am »
--Multiple Operations Selected: SHOWDOWN/SWARM LOGIC/SPOTLIGHT—


Day 280, 1648 Local
Strike Group Orestes
Hudak Wormhole, Mores System



“All units, engage the AI! If they are going to be so kind to leave out these toys, it would be a shame for us to ignore them. Comms, coordinate our fire with the fleet on that guardian. It’s going to tear through our units quickly if we don’t take it out fast.”


Day 282, 1224 Local


“Status update Orestes.”
“Things are moving forward sir. We continue to pacify the system and should be able to begin station construction tomorrow.”
“Good, because we have another problem on the home front. The AI isn’t taking kindly to your attack and is pouncing on our rear areas. Dourish is under heavy fire and the warp grid indicates additional AI forces are enroute. Our forces are holding for now, but they have sent out a call for reinforcements. I need to you detach some units to send back this way.”
“Roger that. I’ll pull out Aeneas and have them make haste.”
“Very well, wrap things up quickly. I want to start preparations soon for SHOWDOWN.”
“Understood.”


Day 282, 0200 Local


“Scope is clear sir. No more AI are in system.”
“Excellent. Get the build crews out there. I want this system up and running yesterday. Also, get some units over to inspect our prizes. Any updates from command?”
“The AI continues to press us hard. Defenses are bending, but nothing broken.”
“Detach Termagant and Menelaus to reinforce Aeneas. They can take point for SPOTLIGHT once the AI is clear. We have work to do here.”


Day 285, 2400 Local
Battlestation Aegis
Low Orbit, Lyonesse System



“Alright folks, I want this system locked up so tight I can walk from one end of the gravity well to the other without needing a vacuum suit.” He called up the hacking team’s report on his monitor again to review the situation. Once things started, it would get awful exciting quickly. They needed to be ready.


Day 292, 0248 Local
Strike Group Termagant
High Orbit, Brore System



Better late than never…“Well done. Those plan revisions you made up were flawless, even if it’s later than we anticipated.” “Yes ma’am, though I wondered if we would ever use them.” She nodded once, “Indeed. We must always remember though that we are in this for the species. We can’t let our personal desires get in the way of that goal.” She turned her attention back to the bridge crew, “Comms, message to command: Operation SPOTLIGHT successful. Moving to the front for the next phase of SHOWDOWN.”


Day 313, 0712 Local
Battlestation Aegis
High Orbit, Lyonesse System



“All units, check in.” He waited while the Comm’s officer made the calls. After a couple of minutes, he turned to face him with a hint of a grin on his face,“Sir, all units report in-system and ready.”
“This is it then. Inform Divine Wind they are going to take point on the hack. With their enhanced hull and shield strength, they can take a heavy beating from the AI if it comes from that. We go on their signal.”


Golem Divine Wind


“Alright folks. You heard the man. Have the drones ready for immediate deployment, the AI isn’t going to pull any punches on this one. Let’s put this ship to the test. Hacking teams, you are go for ingress.”


Day 315, 1512 Local
Battlestation Aegis



“Latest report from Divine Wind.” he said as he handed over the printout. He scanned it quickly and nodded, “Good. The AI is restless, but the line is holding. Our duty rotations are keeping all stations manned and still allowing us to continue our efforts. I’m beginning to worry about the AI’s response though. They are getting more lively…that warp grid is spiking pretty high.”
“I agree sir. We’ve seen larger AI responses in the past. I think this is only the beginning.” He nodded in reply, “Perhaps. We’ve been at this for two days now. I would…” He cut off as the ready room buzzer went off, “Sir, incoming FLASH traffic from command.” The Comm officer spoke through the room’s intercom. He frowned at that, “There’s that AI we’ve come to know…put that message through Comms.”
A burst of static accompanied the signal then it resolved into a voice, “Aegis, this is Command. The AI is launching a counter attack on the Lynch system. Latest intel has our forces there outnumbered three to one. You are hereby ordered to detach available units to render aid. You are also ordered to terminate SHOWDOWN if necessary to release forces for this task.”
As the message ended, he shook his head, “Terminate SHOWDOWN? It’s too early to throw that towel. Detach Orestes and send them to Lynch. We can make do without their firepower and they also are the fastest ship.”


Day 320, 2112 Local
Golem Divine Wind



“Report!” “Sir, another wave of AI has made the warp transition. Minimal turrets remain in-system. Termagant and Menelaus report their forces are starting to be overwhelmed. Phalanx reports they have been disabled and are attempting to pull out.”
“Alright troops, I’m calling it. Signal the hacking teams to terminate operations. Inform all units of the situation and keep the remaining AI in system. Let’s keep things locked down until we clean this up.”


Day 321, 1800 Local
Home Fleet Command
Low Orbit, Rhodia Prime



“Understood Aegis. Continue repairs and report back when the group is ready to move.”
“Acknowledged Command. Aegis out.”
With a wave of his hand, he summoned the warp grid status back onto the screen. The AI had indeed been neutered significantly with their efforts. They did well and had prepared the road ahead. On that note, he switched his display over to the plans he had been working on. He allowed himself a small smile…just a year ago they were barely surviving. Now, it even looked like they had a chance. They still had a long way to go, he reminded himself, but perhaps…


Fleet Status:
Strike Group Orestes –
52x Velociraptor Mk.I
208x Dagger Mk.IV
208x Turbo Stingray Mk.I
42x Sniper Mk.I
42x Spider Mk.I
7x Raid Frigate Mk.IV

Strike Group Termagant -
267x Space Plane Mk.IV
58x Inhibiting Tesla Corvette Mk.III
16x Zapper Mk.III

Striker Group Menelaus –
51x Harasser Mk.III
54x Grenade Launcher Corvette Mk.III
24x Vanguard Mk.I
94x Raider Mk.IV
2x Devastator Frigate Mk.I

Strike Group Bellerophon –
8x Vanguard Mk.I
149x Grenade Launcher Corvette Mk.III
3x Tritium Sniper Frigate Mk.I
3x Assault Frigate Mk.I

Strike Group Aeneas –
46x Porcupine Mk.I
51x Kite Mk.I
55x MLRS Corvette Mk.III
34x Concussion Corvette Mk.I

Strategic Theatres:
A: Operation HIGHER THOUGHT – The Spire Archive. We’ve spotted it next to the AI Homeworld. Retrieving the knowledge contained within would be a major boon. Circled in GREEN
B: Operation VIGILANT TURMOIL– Containment and preparation. The AI Homeworld has several very powerful core planets. We need to prepare the way by clearing and developing staging grounds for our assault. Circled in YELLOW
C: Operation ENDGAME – The final battle. Destroy the AI command and control systems. Circled in RED






Side note: For those curious, it wasn't my largest ST hack, but still 90AIP reduction. Though most of it is buffer vs. actually dropping AIP.
58
Off Topic / Re: Redirect from domain without hosting?
« Last post by Samdirk on February 04, 2021, 03:28:44 am »
Thanks for the detailed answers.
59
Game Development / Re: Playing with clouds
« Last post by RovTineri on January 28, 2021, 12:22:14 pm »
How much has technology improved in this direction recently?
60
Off Topic / Re: Redirect from domain without hosting?
« Last post by RovTineri on January 28, 2021, 12:20:12 pm »
I also use several PayPal accounts.
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