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  #1  
Old February 25th, 2004, 10:30 PM
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Default Working on a Fuel MOD

I'm making a few experiments to add fuel usage to Star Fury: I've nearly found a way to make it work but there still are some downsides in the actual implementation.

1) When you run out of fuel you can't have a backup Fuel Cell in the cargo ready for use.

2) I had to tie the speed base amount to the fuel cell itself.

I don't have a site to put things on so you will pardon me if I post it here

Hope it is readable: please tell your opinions if you find the time to give it a try.

================================================== =====================
ADD TO: Main_Events.txt

//Fuel handling events
//
Event Name := Event Start Fuel Burn
Event Group ID := 0
Event Enabled := True
Event Permanent := False
Event Triggered Only On Map :=
Trigger Conditionals := AND
Number of Triggers := 2
Trigger 1 Type := Status Component On Player Ship
Trigger 1 Param 1 := 1
Trigger 1 Param 2 := 1
Trigger 2 Type := Status Component On Player Ship
Trigger 2 Param 1 := 2
Trigger 2 Param 2 := 3
Number of Results := 1
Result 1 Type := Job Execute
Result 1 Param 1 := Job Use Fuel Cell

Event Name := Event End Fuel Burn
Event Group ID := 0
Event Enabled := True
Event Permanent := True
Event Triggered Only On Map :=
Trigger Conditionals := AND
Number of Triggers := 1
Trigger 1 Type := Job Failed
Trigger 1 Param 1 := Job Use Fuel Cell
Number of Results := 2
Result 1 Type := Remove Player Cargo
Result 1 Param 1 := 1
Result 2 Type := Event Enable
Result 2 Param 1 := Event Start Fuel Burn
Result 2 Param 2 := TRUE

ADD TO: Main_Jobs.txt

//Job used to simulate fuel consumption
//
Job Present At Site Center IDs := None
Job Name := Job Use Fuel Cell
Mission Name := Job Use Fuel Cell
Requirement Order := In Order
Number of Job Requirements := 1
Job Req 1 Type := Load Cargo 1 At Planet 2
Job Req 1 Param 1 := Cargo Package
Job Req 1 Param 2 := Source Planet
Job Req 1 Mission Description := Using Fuel Cell for Destroyer engines.
Job Req 1 Requirement Completed Description := Fuel Cell depleted. Using emergency trusters.
Job Req 1 Requirement Failed Description := Fuel Cell depleted. Using emergency trusters.
Number of Job Parameters := 2
Job Param 1 Type := Component
Job Param 1 Param Name := Cargo Package
Job Param 1 Var String Flag Cargo Name := [%CargoName%]
Job Param 1 Var String Flag Num Comps := [%CargoNumComps%]
Job Param 1 Num Variations := 1
Job Param 1 Var 1 Component Display Name := Destroyer Fuel Cell
Job Param 1 Var 1 Component Class Name := Destroyer Fuel Cell
Job Param 1 Var 1 Num Comps Min := 1
Job Param 1 Var 1 Num Comps Max := 1
Job Param 2 Type := System
Job Param 2 Param Name := Source System
Job Param 2 Var String Flag System Name := [%SourceSystem%]
Job Param 2 Allowed System Types :=
Job Param 2 Min System Distance := 0
Job Param 2 Max System Distance := 0
Job Param 2 Specific System Name := Here
Time Expired Message := Fuel Cell depleted. Using emergency trusters.
Job Repeats := 0
Minimum Level For Appearance := 0
Base Chance For Appearance := 0
Inc Chance Per Difficulty := 0
Job Portrait Type :=
Job Portrait Param :=
Job List Display Height := 140
Number of Job Descriptions := 0
Job Min Value := 0
Job Max Value := 0
Job Value Increase Per System Distance := 0
Job Failure Cost := 0
Job Experience Min := 0
Job Experience Max := 0
Job Experience Increase Per System Distance := 0
Job Experience Failure Cost := 0
Job Experience Modifier Per Character Level := 0
Time Limit Days Min := 200
Time Limit Days Max := 200
Time Limit Days Extra Per System Distance := 0
Enemy Appearance Max Groups := 0
Enemy Appearance Max Groups Inc Per Diff := 0
Enemy Appearance Num Locations := 0

ADD TO: Main_Components.txt

Class Name := Destroyer Fuel Cell
Name := Destroyer Fuel Cell
Description := Small cell filled with radioactive material used to supply fuel to destroyer engines.
Allowed Vehicle Types := Ship
Space Object XFile Name := Cargo Pod
Picture Bitmap Index := 70
Placement Locations := Hull
Default Repair Priority := 3
Tonnage Space Taken := 10
Tonnage Structure := 10
Level Minimum := 1
Uses Levels := FALSE
Restriction Type := Maximum Number Per Ship
Restriction Value := 1
Illegal Cargo := FALSE
Is Commodity := FALSE
Event ID := 1
Base Credit Value := 50
Credit Value Inc Pct Per Level := 10
Sound Filename :=
Energy Consumption := 0
Energy Consump Inc Per Level := 0
Weapon Type := None
Number of Effects := 1
Effect 1 Type := Propulsion Bonus
Effect 1 Base Amount := 0.5
Effect 1 Amount Per Level := 0
Number of Requirements := 0

Class Name := Ion Engine
Name := Ion Engine
Description := Standard ion driven engine which allows sub-light inter-system travel.
Allowed Vehicle Types := Ship
Space Object XFile Name := Cargo Pod
Picture Bitmap Index := 4
Placement Locations := Engine
Default Repair Priority := 3
Tonnage Space Taken := 10
Tonnage Structure := 20
Level Minimum := 1
Uses Levels := TRUE
Restriction Type := None
Restriction Value := 0
Illegal Cargo := FALSE
Is Commodity := FALSE
Event ID := 2
Base Credit Value := 3000
Credit Value Inc Pct Per Level := 20
Sound Filename :=
Energy Consumption := 0
Energy Consump Inc Per Level := 0
Weapon Type := None
Number of Effects := 1
Effect 1 Type := Propulsion Base
Effect 1 Base Amount := 0.03
Effect 1 Amount Per Level := 0.01
Number of Requirements := 0

MODIFY IN: Main_Stores.txt (Terran Spacedock)

Comp Group 3 Comp Class 3 Name := Destroyer Fuel Cell
Comp Group 3 Comp Class 3 Appearance Chance := 99
Comp Group 3 Comp Class 4 Name := Destroyer Fuel Cell
Comp Group 3 Comp Class 4 Appearance Chance := 99

MODIFY IN: Main_StartingPlayerShips.txt

Config Slot 21 Component Class Name := Destroyer Fuel Cell
Config Slot 21 Location := Outer Hull 5
================================================== =====================
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  #2  
Old February 26th, 2004, 12:45 AM

Bluewind5 Bluewind5 is offline
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Default Re: Working on a Fuel MOD

Looks like a cool idea. However, doesn't the power plants produce power to the engines? I'm thinking you would only need to use fuel for jumping from system to system. Perhaps you should focus on that instead of using fuel to fly around a system. For something like that small ships would have less jump fuel, perhaps they're able only two jump 1-2 systems before having to dock at a planet and by more jump fuel. Big ships on the other hand should be able to jump 3-5 or so because they have more room to store fuel. Expanding on that, a new component should be created that increase amount of jump fuel a ship can hold should be buyable. There should also be new components like fuel scoops that can produce jump fuel as you fly around. Oh, it would also be good to make NPC.
. Sorry about making more work for you. I've seen the fuel idea on EVN: Escape Velocity NOVA. And that's pretty much how they put it all together. But they also have one other thing that Starfury doesn't have. The ability to disable,board ships, and loot their cargo, fuel, credits, ammo, and even capture the disabled ship to use as your own or use it as an escort if you capture it successfully. For disabled fighter craft, you get to pick them up and used them as your fighters if you are carryign a fighter bay. Some ships have a fine line between blowing up and being disabled. For example, they're disabled only when their hull gets down to 5% or 10%. Too many shots and you blow them up and don't get a chance to loot their stuff. I know this ability to disable ships, board, and then looting them will be hard to code and implement. For over ten years, the EV series from AmbrosiaSW is the only game I've seen this feature utilized, and I've tried alot of space games. Most games just have the simple, blow up and leave components to be picked up or tractor beamed.
. Anyways, have fun with your fuel idea.
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  #3  
Old February 26th, 2004, 01:12 AM
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Default Re: Working on a Fuel MOD

Quote:
Looks like a cool idea. However, doesn't the power plants produce power to the engines?
No, actually reactors give energy to weapons and other systems while fuel should be used for Ion Engines and such.

Quote:
I'm thinking you would only need to use fuel for jumping from system to system. Perhaps you should focus on that instead of using fuel to fly around a system. (CUT)
I don't think I've seen an event to jump to other systems. The other problem is how you choose the system to jump to.

Quote:
Sorry about making more work for you.
Work? What work?
For a good developer THIS is the real fun in the game!

As to what regards ship boarding and capturing, it should be a feature for the Autor to implement.
I've seen that many events, triggers and effects are to be added if you want to be able to work on more sophisticated mods.
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  #4  
Old March 19th, 2004, 10:56 PM

cpt. taylor of the eclipse cpt. taylor of the eclipse is offline
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Default Re: Working on a Fuel MOD

i have an idea.

your thrust does not have to be constant to maintain speed in space.

your fuel pods could be an accelorant used by your afterburners to produce thust
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