MOD: Privateer 1.2 Parallel Universe 1.0

Forum for discussing various mods for the VS-engine based upon Privateer. (Please play nice now, and extinguish all flaming materials.
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zeo1234
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Post by zeo1234 »

Great, we have a trigger behavior we can use, looks like it'll work out then. :D
Dilloh wrote:But you could increase its governour turning capability once again to fill the gap
That could work, and would have the benefit of making ramming the Drone a bad idea too.

Dilloh wrote:Who cares for the Drayman? You only need it to tractor in the Steltek ships.
Well some of us do use the Drayman for other things you know. We only started using it to get the Drone and Scout because someone tried it and told the rest of us is could be done. But we were using it even before then.

Just like all the other ships each has it's pluses and minuses and many of us like to try them all cause each provides a different experience with the game.

Dilloh wrote:No, but we could make a one-way-jumppoint back. If you ever took a look at .system-files, you see that jump points are defined with their destination. The similar declaration in the other files creates a 2-way-jumproute. Example: troy.system says you can jump to regallis.system and the other way around. Delete regallis to troy direction, and you can jump to troy, but not back.
Actually I had a look at the code and though I haven't done anything with code for the last 15 years, I still remember enough to make it clear to me that it is a situational value, for example you need a jump drive before it allows the jump.

You just can't go to a jump point and jump. The "if this is true then this happens" values are used heavily in the code.

So you could just add the same code but have the requirement be a different, custom, jump drive referenced and link the destination to that value if true. It should work unless it conflicts with the other coding for the normal jump point behavior.

Though making the portal one way could work for the campaign as it would force you to finish it before you can get back. And without the trigger artifact you can go back again. So nice self contained campaign to make the game more interesting. :D
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Post by Dilloh »

Well some of us do use the Drayman for other things you know. We only started using it to get the Drone and Scout because someone tried it and told the rest of us is could be done. But we were using it even before then.

Just like all the other ships each has it's pluses and minuses and many of us like to try them all cause each provides a different experience with the game.
Regarding the Drayman, we have a rather antique merchant ship already seen in WC1 within other hull specs. I see no problems in tuning it down to further favor the Paradigm, but I'll hear out what the majority thinks of that. Btw it's really about time to have a forum on our own - I can think of half a dozen polls I should run right now...
So you could just add the same code but have the requirement be a different, custom, jump drive referenced and link the destination to that value if true. It should work unless it conflicts with the other coding for the normal jump point behavior.
There's the problem... the destination is set in name.system, an xml style file - if/else doesn't work here. I have values like destination=, name=, etc. Tell me how I can trick that, and I'll do it!
Though making the portal one way could work for the campaign as it would force you to finish it before you can get back. And without the trigger artifact you can go back again. So nice self contained campaign to make the game more interesting. Very Happy
We could set a trigger that the special artifact/jumpdrive is taken away when the last steltek mission is done, no sooner. This would make sure that the player can return to the system after he has got rid of his wet pants.
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Post by micheal_andreas_stahl »

There is one little problem with the cloakoing device. You can put one on a Drayman or any other Cap ship. z30 and I have an idea that the device would be dependent on 1 your ship size 2 your reactor size. So that means talons can get the devices. The reactor is to small because the hull is larger.
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Post by chuck_starchaser »

Dilloh wrote:There's the problem... the destination is set in name.system, an xml style file - if/else doesn't work here. I have values like destination=, name=, etc. Tell me how I can trick that, and I'll do it!
I think it would need some engine work, like adding conditional jump points to the xml format. The best solution would be to use a database, instead of xml, but that's a lot of work. Another possible solution in the meantime, which would require engine work but not as much, would be to use a cfg spreadsheet format, like we have for ships, but for systems. And for each jump point to have a "condition" field that refers to a variable in the save file. So, you just turn that variable to 1 and BINGO, the jump point appears. Well, this could be done by expanding the xml format, as well; I just happen to hate xml. But yeah, Basically, a condition field per conditional jump point, which makes the jump point UNconditional if left blank (so that the engine continues to work with existing system files), but makes the jump point conditional on a save-file variable, if the variable is specified.
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Post by Dilloh »

Hi chuck, thanks for your participation here.

Yes, I think it'd be a lot of work, but not if we converted only relevant system files to csv and leave the others as xml. So we could also lock Delta to Delta Prime, as well as Eden.

If we used csv, we'd had to place the jump points as objects, which might make them destroyable, tractorable, whatever.

AND as you said, this'd need to be hardcoded. And here I'm out - I can hack the csv, xml and py files, but I don't know how to switch the whole concept to another one, and I think that's not worth it since we have a trigger now.

As you mentioned, I'd rather trick the engine, and that's all right, cus I'm no coder. But If you have a suggestion or tip where to start from and what approximately is to do, please let me know.
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Post by chuck_starchaser »

No idea; I don't have the sources anymore; haven't looked at the VS engine in over a year. What I remember is working with the code that reads CSV files. I had to add a 'tractorable' flag once, as I was saying, to make jump points non-tractorable.
Finding the xml parser shouldn't be too hard, but figuring out how to change it might be; that's one thing with the VS engine; anything you touch usually has unexpected consequences on other, seemingly unrelated things. But I will probably need to dive into it at some point, as Priv 0 will absolutely need jump point activation. If you're in a hurry, I could try now; otherwise I will procrastinate looking at the VS code as long as possible ;-)
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Post by zeo1234 »

Can you post the revelant code as text here, or as a document file, so we can take a look at it?
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Post by chuck_starchaser »

I've no idea what the relevant code is; like I said, I've never seen it, and I don't even have the sources, any more. Best thing would be for you guys to ask a question at the compiling help forum. Someone there might be able to tell you in 2 minutes what to change. Just say you want to add an optional field to a jump-point in a system, that if supplied, it refers to a boolean variable in the save-game file, which if 1 makes the jump point visible and traversable. If no one there can help you, I'll try and look for how to do it, but it would probably take me a week and never work...
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Post by Dilloh »

chuck wrote:If you're in a hurry, I could try now
No need to hurry, since I'm actually not learning python but creating campaigns via copy-and-paste. It'll be quite a long time until I'll have my hands on the steltek campaign.
chuck wrote:Best thing would be for you guys to ask a question at the compiling help forum.
I agree, but as I said, I'll wait until I am close enough to the point at which I actually need it - the topic is more brainstorming at the moment.
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Post by micheal_andreas_stahl »

Atomic Warheads were ment to take out fleets, not ships IIRC, that's why there is are the limitions that were lined out.
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Post by z30 »

Things done last weekend :

Dilloh's PU1b6-DSE is now the new mod base for the PU project.

Installed Orthuberra's enhanced inventory images.

Took out ( as discussed in another thread) :

Kukhri
Galaxy GS (my preference here)
Orion variants (except the Orion Mk2 merchanter)

Cleaned out relevant python files because of the above.

Will be using some of Targ's modifications so that cargoload inertia & his Drayman CVL corrections will be incorporated (with credits).

The concept of jumpless Talons will also be incorporate for testing - but pirate Drayman CVL's will be spawned with the ability to launch Talon fighters and spread the pirate love around the Gemini sector :)

PU will continue in it's own direction, separate from other efforts. But all it's modifications, background material & other toolkits will be made available to other PR modders - this is one community after all.
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Post by Dilloh »

There are some enhancements already completed for the next patch. I can hand them over to you if you like, just write me a mail.

Those contain Zool's Rebalance, a final fix for the Orion invisibility problem, Gosshawk's capship cockpit and some new campaigns.
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Post by z30 »

Dilloh wrote:There are some enhancements already completed for the next patch. I can hand them over to you if you like, just write me a mail.

Those contain Zool's Rebalance, a final fix for the Orion invisibility problem, Gosshawk's capship cockpit and some new campaigns.
Thanks Dilloh, I'll send you email asap. Just let me know which parts I should credit to whom - don't want to miss anyone.
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Post by Solon Halwinder »

Why do you want to take out the Galaxy GS, z30? Any particular reason? Real tank, that thing is.

Also: Hadn't you wanted to bring in the Rapier as a replacement for the Kukhri before your last leave of absence?

Also also: The problem with Repulsor turrets (that they can tractor you in) was never fixed.

Also also also: On the assumption the GalaxyGS stays in, it can equip a higher level shield generator (L8) than reactor (L7).
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Post by Zool »

z30 wrote:Took out (as discussed in another thread) :

Kukhri
Galaxy GS (my preference here)
Orion variants (except the Orion Mk2 merchanter)
Where, when, Damn, I missed it. I would certainly have never voted for removing the Galaxy GS

YOU CAN'T TAKE OUT THE GALAXY GS :!: (Sorry for yelling here :oops: ) I love that ship, next to my Centurion of course.
Solon Halwinder wrote:Also: Hadn't you wanted to bring in the Rapier as a replacement for the Kukhri before your last leave of absence?
Oh Yes Yes, Yes, Please, Please, Please put the Rapier in.
Solon Halwinder wrote:On the assumption the GalaxyGS stays in, it can equip a higher level shield generator (L8) than reactor (L7).
You'll have this with ZR2.0 my friend.
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Post by z30 »

Dilloh wrote:There are some enhancements already completed for the next patch. I can hand them over to you if you like, just write me a mail.

Those contain Zool's Rebalance, a final fix for the Orion invisibility problem, Gosshawk's capship cockpit and some new campaigns.
If handover , you mean the way you described in your email, then no. I want you here slaving on the mod just like the rest of us :)
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Post by z30 »

Solon Halwinder wrote:Why do you want to take out the Galaxy GS, z30? Any particular reason? Real tank, that thing is.
It's not balanced - no ship that size can carry that many turrets & go that fast. Let me rephrase that - no ship of that type can travel nearly as fast as a fighter.

I'm waiting for someone to scale at least two of the turrets to mini-size - fit only for light weapons, with a placement & configuration that doesn't hurt the eye.

Once that's done I'll scale back the speed to 800-850 and phase out the HK.
Solon Halwinder wrote: Also: Hadn't you wanted to bring in the Rapier as a replacement for the Kukhri before your last leave of absence?

Also also: The problem with Repulsor turrets (that they can tractor you in) was never fixed.

Also also also: On the assumption the GalaxyGS stays in, it can equip a higher level shield generator (L8) than reactor (L7).
Bringing in the Rapier is a good idea - and a promise that I apparently made & conveniently forgot.

You're going to hate me for this Solon but if Dilloh & I come to an agreement about a certain division of labor - you'll have to revise your militia script hehe

Chuck is right about the militia being too local and too anonymous in the game to have the kind of impact I originally had in mind. What I'm thinking of is your last mission will have two possible outcomes, on one hand it branches off to the faction/plot I've recommended that Dilloh handle. And the other, it branches off to another faction tied up with the Merchant's guild.

Think about a mixture of the Foreign Legion & the Knight Templars (whose original purpose was to ensure the safety of pilgrims/caravans travelling to the holy land) - I'm restructuring this particular one to tie in with WC lore a little better.
Last edited by z30 on Mon Jun 04, 2007 7:17 pm, edited 1 time in total.
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Post by z30 »

Zool wrote:
Solon Halwinder wrote:Also: Hadn't you wanted to bring in the Rapier as a replacement for the Kukhri before your last leave of absence?
Oh Yes Yes, Yes, Please, Please, Please put the Rapier in.
The Rapier is going in, but if I have my way - it won't be militia/Confed/merchant/hunter or even pirate :)
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Post by Dilloh »

z30 wrote:If handover , you mean the way you described in your email, then no. I want you here slaving on the mod just like the rest of us
Your wish is my orderImage
z30 wrote:I'm waiting for someone to scale at least two of the turrets to mini-size - fit only for light weapons, with a placement & configuration that doesn't hurt the eye.
I could try it... I always wanted to try out some turret things. I'd suggest to make those three turrets milspec turbolaser ones, otherwised we'd have to make a new single-mount turret category. Shall I give it a try?
z30 wrote:Once that's done I'll scale back the speed to 800-850 and phase out the HK.
Good idea... I just cannot imagine who'd use it as long as there is a GS.
z30 wrote:You're going to hate me for this Solon but if Dilloh & I come to an agreement about a certain division of labor - you'll have to revise your militia script hehe
I think we have an agreement :D Check your mail, z30!
z30 wrote:And the other, it branches off to another faction tied up with the Merchant's guild.
I already have a merchant's guild story starting on Speke, but no objections is creating a second one or moving mine to another planet - I think the guild is large enough to have two fixers.
The Rapier is going in, but if I have my way - it won't be militia/Confed/merchant/hunter or even pirate
...leaving retros, kilrathi and steltek. Oh sorry, I didn't want to spoil anything :wink:
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Shepherd

Post by z30 »

Dilloh wrote: JUNCTION CAMPAIGN - COMPLETE!

You'll most likely find Speke and land there - a merchant boss named Sligor awaits you in the Chez Copernicus bar. He wants to build up Speke and transform it into a merchant's guild homebase, and therefor needs you to clean the back rows of pirates, defend Junction from retro fighter and invasion attacks as well as escort in frighters.

You'll hook up with the local militia Hornet squadron, impressing the pilots that much that they honor you with a flight badge, offering access to the Hornet. You'll have to do a favour to a friend of Sligor then, which turns out to be an ultimate shipping.

You'll later bring in a militia party which originally wanted to negotiate with Sligor. You escort their DraymanCVL, led by Captain OnyxPaladin, from Pyrenees to Speke, repelling a retro force in J900. After they land, Sligor is being arrested and judged for his Ultimate shippings. You gain access to the DraymanCVL, only sold on Speke,* as the militia is looking for test pilots (this part of the story needs rewriting)*

Dictionary.com Unabridged (v 1.1) wrote:
shep·herd /ˈʃɛpərd/ Pronunciation Key - Show Spelled Pronunciation[shep-erd] Pronunciation Key - Show IPA Pronunciation
–noun
1. a person who herds, tends, and guards sheep.
2. a person who protects, guides, or watches over a person or group of people.
3. a member of the clergy.
4. the Shepherd, Jesus Christ.
5. sheepdog.
–verb (used with object)
6. to tend or guard as a shepherd: to shepherd the flock.
7. to watch over carefully.
[Origin: bef. 1050; ME shepherde, OE scéphyrde. See sheep, herd2]

The Shepherds are the dedicated escort arm of the Merchant's guild led by ex-Confed Colonel Rafael S. Fabros. This answers their age old dilemna of who do you trust to protect convoys when regular merchanter firepower just isnt' enough.

Trust the Confeds? They're busy fighting Kats & have their own internal agendas, not all of which are beneficial to the Guild.

Trust the Mercenaries ? Guns for hire at the highest bidder.

Shepherds are friendly to Merchants & (most) Militia. They are hostile to pirates, retros & Kilrathis. Their attitude towards the Confeds is neutral.

In Junction, their secondary function is to strengthen local militia power with their upgraded Rapier fighters.

When you meet Fabros in Junction (after the militia campaign above) you get to do a few missions for him. One involves escorting a freighter outsystem to Troy, for an old acquaintance :)

Another is a test flight of a completely new ship , the Redeemer. This is the replacement for the old Talon standbys and is specially built for the Drayman CVL (you don't get this yet here)

Completing these missions makes the long range Friend or Foe missile available (working version in Targ's patch).

The Shepherds leader provides a vital link between the Merchant guild and the Confeds, Militia etc. Their specialty is escort , defend & scouting missions (needs new AI here).

Col Rafael is a religious man , though no fanatic, he's seen too much of life as it is and has dealt with that by having a wry sense of humor. His merry band is composed of ex-mercenaries, ex-Confeds, a few reformed pirates and some lost souls seeking a second chance.

The new ship, the Redeemer, was named in his honor by the Guild.

(more work on missions to unlock the Rapier)


Solon we'll iron out any kinks with the militia faction & this group later.
Last edited by z30 on Tue Jun 05, 2007 12:38 pm, edited 4 times in total.
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Post by z30 »

Dilloh wrote:
The Rapier is going in, but if I have my way - it won't be militia/Confed/merchant/hunter or even pirate
...leaving retros, kilrathi and steltek. Oh sorry, I didn't want to spoil anything :wink:
I saw my NAME in one of the missions you drafted, I'll get you for this ! :)
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Post by chuck_starchaser »

You guys are working on some juicy ideas here. :D Keep it up!

By "The Guild" I suppose you mean the Merchants' Guild? Because there is another guild, "THE Guild", in WC, based in Landreich IIRC. I don't know much about it; reading False Colors right now.
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Post by Solon Halwinder »

Dilloh wrote:... I just cannot imagine who'd use it as long as there is a GS.
I used an HK for a while. Then I traded "down" for a regular Galaxy because it didn't have enough cargo space.

How do you guys need the Militia script redone?
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Post by z30 »

chuck_starchaser wrote:You guys are working on some juicy ideas here. :D Keep it up!

By "The Guild" I suppose you mean the Merchants' Guild? Because there is another guild, "THE Guild", in WC, based in Landreich IIRC. I don't know much about it; reading False Colors right now.
Merchant's guild, I'm going to work alongside Dilloh's missions and interconnect some of them using this storyline. This should be fun :)
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Post by z30 »

Solon Halwinder wrote:
Dilloh wrote:... I just cannot imagine who'd use it as long as there is a GS.
I used an HK for a while. Then I traded "down" for a regular Galaxy because it didn't have enough cargo space.

How do you guys need the Militia script redone?
I was thinking about this, the simplest way would be to drop a hint in the dialogue of the last mission re: "You're a pretty good pilot, you should see the Colonel after his"

The more complex way would be to set up a fork and Dilloh has a technique for that.

Dilloh, where do you pick up the militia misions currently - Heimdall or down on Speke?
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