Make Any Ship Unique Mod for A1

The best Modding forum in the Armada community, some of the best modders come here.

Moderators: MrVulcan, thunderchero

Post Reply
User avatar
Shadowtech
Cadet 1st Year
Cadet 1st Year
Posts: 23
Joined: Thu Aug 06, 2015 2:58 am

Make Any Ship Unique Mod for A1

Post by Shadowtech » Mon Sep 05, 2016 1:29 am

This is a small mod that makes any ship unique.

It uses an automatic weapon to destroy a preexisting object thus make the ship unbuildable .
I hope you like it and it's good enough to post.

If anybody can improve on this let me know via this forum. I would appreciate any tips especially if the explosion destroying the object can be made invisible or at least fast and tiny so it is unnoticeable and whether a weapon that is automatic can be fired without an enemy close by to trigger it.

Snapshot001.jpg
Snapshot001.jpg (76.91 KiB) Viewed 681 times
AnyShipUnique.zip
(222.61 KiB) Downloaded 29 times

User avatar
Shadowtech
Cadet 1st Year
Cadet 1st Year
Posts: 23
Joined: Thu Aug 06, 2015 2:58 am

Re: Make Any Ship Unique Mod for A1

Post by Shadowtech » Tue Jan 10, 2017 9:37 pm

This has been posted for several months. No one has any comments or ideas?

Ali
Cadet 1st Year
Cadet 1st Year
Posts: 3
Joined: Sat Dec 17, 2016 3:18 pm

Re: Make Any Ship Unique Mod for A1

Post by Ali » Wed Jan 11, 2017 5:05 am

Hello Shadowtech,

some ideas:
Perhaps you should make the invisible object to classlabel "wingman"? Then it wouldn't be visible, that the grid is used.
If you make the minestation "is_starbase = 0" then, the ferengi scrap vehicle takes it away. If you want.
If your ship is destroyed, you can never ever build it again. That is a disadvantage in my opinion.
If you should want to change this:
I have made a minestation, which launces a pod instead of a freighter. The pod explodes immediately, because it is not built to a research station.
The pod creates a shockwave. This shockwave destroys the minestation.
Therefore: Your minestation exists only for 4 seconds. You have only 4 seconds to build for example a headquarter, which gives you for example 10000 officers.
But your pod not only destroys the minestation you built, but also all headquarters, which exist and give you 10000 officers. Therefore there can only be one headquarter at a time on the map. Therefore you only can have max. 10000+ officers. Not 20000. For example.
If your voyager needs 10000 officers, you can only build one at a time, but if you would want to build more than one, you would need 20000 officers. Which is impossible.
If your ship should be destroyed, you would be able to build one again. But only then.

The only problem I have is:
I need to build the minestation/pod because of the automatic explosion (no enemy needed), and I need to build the headquarter. I need two slots.
The minestation only launces a pod (or a freighter, or whatever), if it is built by a constructionship. There is only one build slot free in the constructionship. buildItem10. If I could build the minestation with the starbase, which has enough free build slots, then I could use the last free build slot from the construction ship to build the headquarter.
If I build the minestation with the starbase, the minestation doesn't launch a pod. :-( If it would be so, I could use the starbase for building the minestation and pod, and the constructionship for building the headquarter.
Now I need a second construction ship. With two free slots. One for the minestation/pod, and one for the headquarter, which gives me the 10000 officers.

If you want to have 7 special ships at a time, you can let the headquarter give you 70000 officers and make a ship costing 10000 officers. In this way you can produce fixed number of limited ships. More or less. Strictly spoken you have exact controll about the number of officers.

Good luck!

Perhaps somebody knows a posibility to let a station build a minestation, which DOES launch a vehicle/pod, or whatever?

;-)
Modding is not about creating ships, it's about creating fun! :D

User avatar
limon36
Cadet 1st Year
Cadet 1st Year
Posts: 18
Joined: Wed May 23, 2007 2:00 am
Location: BC, Canada, Terran Empire Earth
Contact:

Re: Make Any Ship Unique Mod for A1

Post by limon36 » Wed Jan 11, 2017 1:47 pm

I make my own Mod for A2 with offices only on Plantes. The Ships, stations for offices are 0 lol

User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 651
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Make Any Ship Unique Mod for A1

Post by MrVulcan » Mon Jan 16, 2017 12:45 pm

Shadowtech,

Regarding the mechanics of this weapon, I tried to come up with some ideas for improvement. Honestly though, your implementation is as good as anything I've ever come up with.

Regarding the explosion effect: for my purposes, I used an empty sod without any geometry, only hardpoints at different locations to set the object size. This way the explosion is non-existent, but can still generate a shock wave to destroy the builder. The alternative is to make ALL explosions fast and small by changing the ST3D_CHUNK parameters in ART_CFG.h file.
<img>

User avatar
Shadowtech
Cadet 1st Year
Cadet 1st Year
Posts: 23
Joined: Thu Aug 06, 2015 2:58 am

Re: Make Any Ship Unique Mod for A1

Post by Shadowtech » Tue Jan 24, 2017 1:56 am

Thanks guys.

I really appreciate the input and suggestions. You have given me some food for thought. I will certainly investigate these ideas when I have time.
Some of Ali's ideas are interesting and MrVulcan's suggestion about an empty sod is intriguing but unfortunately I'm not good at sod making LOL.

By the way, for those interested, this mod can be made where the weapon is not automatic but manually fired. This has the benefit of not briefly revealing the map or needing to detect the enemy. The ship can then be built from a regular shipyard. The disadvantage is the ship is not unique (you can build as many ships as you want before firing the weapon) but semi-unique (after firing the weapon no more ships can be built but existing ships or ships in production are not affected).

User avatar
MrVulcan
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 651
Joined: Fri Apr 25, 2003 2:00 am
Location: TO CA

Re: Make Any Ship Unique Mod for A1

Post by MrVulcan » Wed Jan 25, 2017 1:13 pm

That's still an interesting strategic concept; build up as many of the semi-unique ships as you need before you deploy this weapon.
<img>

Post Reply

Who is online

Users browsing this forum: MSNbot Media and 1 guest