Missions

Need help testing contributed art or code or having trouble getting your newest additions into game compatible format? Confused by changes to data formats? Reading through source and wondering what the developers were thinking when they wrote something? Need "how-to" style guidance for messing with VS internals? This is probably the right forum.
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emailguard
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Missions

Post by emailguard »

What i would like to see in this game is more mission types, and more specifically missions that are based on the type of ship that you have.

For example if you were to buy a goddard, since your ship would be a bomber you would have bombing missions available in the mission computer or if you have an ox you could have a mission asking you to capture a whole ship.

Now i would like to be able to help and add what i just mentioned but i need a bit of help first:

1. i need to know where the mission generation Ai and how to edit it(if you have not time to tell me how to edit it, its ok ill figure it out)

2. what variable i need to call in order to have the ship type available for the mission generation
loki1950
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Post by loki1950 »

emailguard ckeck the folders under vegastrike/misson it appears that they are XML that is used by Python modules that will feep you busy till someone with more specific info for you posts.

Enjoy the Choice :)
emailguard
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Post by emailguard »

yeah...

Tried that..... i tried editing them to make it more fair so that you would get more money from bounty and less from defend.... nothing happened

Then i just removed the folder for bounty and defend... nothing happened.... (I think that the only file that is needed is the one titled explore_universe_mission)

Then i decided that it was time to ask for help on the board.

why are those files packaged if they do nothing?
and where should i look to get to the real file?
also i want to find the code that dictates the random generation of the missions
dandandaman
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Post by dandandaman »

emailguard wrote:why are those files packaged if they do nothing?
and where should i look to get to the real file?
also i want to find the code that dictates the random generation of the missions
1) Effectively 'historical reasons'

2, 3) I *could* be wrong (didn't check it myself), but line 95 of modules/mission_lib.py looks to be where to look :-)
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Post by Kangaroo »

I had the same problem when editing ship stats. But the tuning worked after deleting all previous saves and starting a new game.
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klauss
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Post by klauss »

The .mission files actually do something, but they don't specify the missions you can take at the mission computer, but rather whole game setups. You load them from the commandline, and not from ingame - once you load a mission, the entire VS session will use it.
I think piarmada makes use of them to set up battles. I think.
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emailguard
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Post by emailguard »

dan i think that you may be right, ill check it out as soon as i can, and if i get anything good out of it, such as come up with a new type of mission ill post it here

klauss: that would explain why only explore_usiverse_mission.mission is needed, thanks

thanks for the quick responce(s)
Halleck
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Post by Halleck »

Yes, the .mission files can be very useful for testing purposes. For instance, a mission file with only one flightgroup can load twice as fast as explore_mission.universe.
Oblivion
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Post by Oblivion »

YEAH!! :D Missions at last!
A Step Into Oblivion

Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
Halleck
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Post by Halleck »

Uh... .mission files have been here since version 0.1.0...

A more appropriate name might have been "scenario" file.
Oblivion
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Post by Oblivion »

:wink: hehe.

change that to:

YEAH!! Different Things To Do at last!
A Step Into Oblivion

Dreams of things that will never be,
Songs of thoughts only I can hear,
Leave me be to sleep forever,
To dream my dreams,
And sing my hymns,
Of things that will never be...
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