Spacewars

  • Tapmemer
    16th Apr 2017 Member 0 Permalink

     

    how long does it take for a planet to spawn a faction? i waited rougly 30 mins for something to happen but got no war. does it even work correctly on raspberry pi 3B? i got it to war earlier on a windows machine (not sure if it was windows or raspbian linux)

    Edited once by Tapmemer. Last: 16th Apr 2017
  • JosephMA
    28th Apr 2017 Member 0 Permalink

    @Tapmemer (View Post)

    Usually it takes a much shorter period of time for cities to start spawning on a planet and for spaceships to have spawned. I've only tested it on the windows version of the powder toy. Are you using Jacob1's Mod because his mod breaks the script for some unknown reason. (On a side note make sure the simulation is unpaused)

  • tptquantum
    28th Apr 2017 Member 0 Permalink

    @JosephMA (View Post)

     Seems that the life values of the PLNE resets at a random value, and no update.

  • JosephMA
    1st May 2017 Member 0 Permalink

    @tptquantum (View Post)

     I just submitted a fix for the issues in Jacob1's mod it should work soon (once the script gets approved).

  • jacob1
    1st May 2017 Developer 0 Permalink
    @JosephMA (View Post)
    I might have to investigate it some more. Preferably my mod and official tpt will act exactly the same. The fix probably works but ... that doesn't seem right. You changed a sim.partChangeType to sim.partProperty that sets type. Setting type directly can cause issues (in C++ it does. I think I made lua handle it fine though).

    I will investigate later to see what exactly is going on. I will probably approve the script update anyway.

    EDIT: I found the real problem. You are basing PLNE off of DMND, which is indestructible. In my mod, indestructible things are ... entirely indestructible. Nothing can change their type.

    You could base it off of something that isn't DMND. Or, this is an alternate fix that works:
    if elements.PROP_INDESTRUCTIBLE then
    elements.property(planet, "Properties", bit.band(elements.property(planet, "Properties"), bit.bnot(elements.PROP_INDESTRUCTIBLE)))
    end


    I will approve the current fix tomorrow if a different fix isn't made.
    Edited once by jacob1. Last: 1st May 2017
  • JosephMA
    1st May 2017 Member 1 Permalink

    @jacob1 (View Post)

     Later today I'll change the PLNE element to not be based off of DMND which should be easy enough to do and I'll revert the sim.partProperty back to sim.partChangeType.

  • tomson9
    14th Jun 2017 Member 1 Permalink

    How do i control the faction of cities?

  • Tapmemer
    29th Jun 2017 Member 0 Permalink

    @tomson9 (View Post)

     set their tmp

    range is from 1 to 6

     

    @JosephMA

    i found out that youre mod can not run on my raspberry pi 3 for some reason. it doesnt want to do math.random() in your script so it doesnt spawn cities on the planet at all

    Edited once by Tapmemer. Last: 29th Jun 2017
  • herp
    8th Aug 2017 Member 0 Permalink

    i has suggestions

    so here i go

    ------------------------------------------------------------------

    Support Ships


    Artillery(ARTY): Toned down Obliterator cannon.

    Medic(MEDC): Heals ships. Self-explanatory, really.

    ------------------------------------------------------------------

    Assault Ships


    Interceptor(ITCP): Shoots down bombers really well.

    Ion Beam Ship (IONB): Straight outta Homeworld!

    (-ish)

    Cruiser(CRSR): Bigger than a Mothership, with firepower to boot.

    Battlecruiser(BTCR): Now with MOAR DAKKA!

    Carrier(CARR): Shits out fighters like it's having diarrhea.

    Death Star(DETH): Really now, do i need to explain?

    ------------------------------------------------------------------

    Non-Combat Ships


    Scrapper(SCRP): Collects wreckage of ships(more on that in a few).

    Colonizer(CLNY): Colonizes Asteroids(again, more on that in a few).

    Distractor(DIST): Self-explanatory.

    ------------------------------------------------------------------

    Planets/Stars/Systems


    Star(STAR): Makes a star. Also influences the planet depending on how close it is to the star.

    Asteroid(ASTD): Random asteroid that can be harvested for more ships.

    System(SYST): Makes a brand-spankin new system ready for war.

    Moon(MOON): Orbits a planet.

    You can choose if stuff moves or not.

    ------------------------------------------------------------------

    Misc.


    Abductor(ABDT): Drains city pop until it reaches 0 and the city is ded.

    Invaders(INVD): Killdeath planets for the hell of it.

    Invasion(INVA): Big squad of Invaders.

    ------------------------------------------------------------------

    Other Details


    (note, when i say could, i mean it could be possible)

    Stars could have solar flares and such.

    Planets could have gravity to erase the need of having to play in 0-g without air.

    Cities could glow.

    The impact craters could use some reworking, mostly by no being just circles that heat up the area around them.

    The big ships as of now could use more shape to them instead of being just cubes(not counting the lil ones and the cannon)

    There could be wreckage.

    ------------------------------------------------------------------

    k

    i'm done now

    feel free to add more stuff to this list

    bai

    Edited 4 times by herp. Last: 8th Aug 2017