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Idea for Solar Vengeance 5


I don't know if this is the correct forum for this or not, but.....

Would it be possible to add a function that would allow an individual to customize their Starship shapes?

I know in other games, different characters have the same "types" of equipment, but are visually different.

Obviously the "standard" set would be available, but it would be nice to make the other players wonder for a moment, "What the heck is that?" emoticon
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beat2k Profile
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Re: Idea for Solar Vengeance 5


Customizing starship pictures might be a little confusing unless you know which starship is what. It probably be a good way of knowing whos fleet is whos regardless of the color.

It will be funny that you can disgise a drone as a warship, and when the enemy goes after your disguised warship, you can destroy that warship. Like I said above, it might be confusing to have a drone disguised as a warship. (of course you will probably not do that)
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Re: Idea for Solar Vengeance 5


I think he means making custom graphics for your local computer only, not graphics that are shared over the Prism.

---
\/
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Re: Idea for Solar Vengeance 5


I think he meant it more in a way where... You know how you can play a game, say winwar. And you can change the mapset on winwar, to say a human body. Well, imagine in winwar, not only changing the mapset to a human body (Which has been done, btw), but also changing the units from Infantry to Antibodies, and from Armor to T Cells, and from Fighters to White Blood Cells, and so on and so forth (I know nothing of the relative functions or strengths of those biological terms mentioned, sorry) And then you'd change their images as well to resemble the units I've just described. Now, you'd be taking Winwar's game engine to the fullest extent of customization.

That would be awesome in SV to do that as well. To change the background from stars, to say a human body (Perhaps SV, with units controlled individually, and being able to roam anywhere within the grid, and only one unit per area would be more suited for a Human Body scenario now that I think about it) and warships into T cells, white blood cells, red blood cells, antibodies, so on and so forth. Then we could have real-time action, fully customizable into something totally different, and yes we'd also transfer these graphics through the prismserver (Just like mapsets, although they would and should probably reside on the player's computer as in winwar for custom scenarios) so we could enjoy multiplayer custom scenarios.

If that wasn't what he was talking about, it has got me thinking and inspired me to come and present this idea to you, at least.
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Re: Idea for Solar Vengeance 5


quote:

beat2k wrote:

Customizing starship pictures might be a little confusing unless you know which starship is what.



That's the point. You have to take a moment and identify your target, rather than plow into it without thinking first.

quote:

beat2k wrote:

It probably be a good way of knowing whos fleet is whos regardless of the color.



It could help, but that's not the point.

quote:

beat2k wrote:

It will be funny that you can disgise a drone as a warship, and when the enemy goes after your disguised warship, you can destroy that warship.



You'd still be able to identify it with a SpyShip or Inkspot.

quote:

Viltris wrote:

I think he means making custom graphics for your local computer only, not graphics that are shared over the Prism.


---
\/



If they can be shared over the Prism, that would be great.

Most "skins" (which this would most likley be) are uploaded to all players when the game begins. I've had a few games where you could choose to see certain player's skins, and not others.

quote:

starz2far wrote:

 And you can change the mapset on winwar, to say a human body. Well, imagine in winwar, not only changing the mapset to a human body (Which has been done, btw), but also changing the units from Infantry to Antibodies, and from Armor to T Cells, and from Fighters to White Blood Cells, and so on and so forth (I know nothing of the relative functions or strengths of those biological terms mentioned, sorry) And then you'd change their images as well to resemble the units I've just described. Now, you'd be taking Winwar's game engine to the fullest extent of customization.



That pretty well sums up my idea.
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Re: Idea for Solar Vengeance 5


SV5 will have functions that you can assign background pictures to a certain scenario. My middle earth SV scenario will have an example of this feature. I'll also be creating a newer version of the universe scenario. It has actual pictures of galaxies, nebulas, blackholes, Pulsars, and other forms of universal anomolies.
2/28/2005, 10:54 am Link to this post Send Email to beat2k   Send PM to beat2k
 
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Re: Idea for Solar Vengeance 5


quote:

beat2k wrote:

SV5 will have functions that you can assign background pictures to a certain scenario.



We know that. What I'm addressing (with this thread, hopefully) is being able to create custom Starship graphics.

Most games on the market now have some type of feature similar to this (even if you can only change limited characteristics), and SV5 should probably follow that trend as well.

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Re: Idea for Solar Vengeance 5


I was thinking about incoroprating a functions that brains can use.

GetStarSystemName() Returns the name of a specified starsystem.

GetPlayerName() Returns the name of the starlord that has been specified. Returns blank ( IE~ "" ) if the starlord doesn't exist.


Starship Order Functions for Brains.

OrderPatrol(starship,points as array) Orders a starship to patrol the [points specified in the array.

OrderBuildBS(starship,starshiptype,engines,value,cloaked) Orders the battlestation to build this starship.

Last edited by beat2k, 3/1/2005, 7:23 pm
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Re: Idea for Solar Vengeance 5


Getting a player's or starlord's name would be useless.

As far as building from a BS, it should simply incorporate the same BuildStarShip code that you use when building from a starsystem. You shouldn't need to have a whole new function, just have Dion fix its functionality (its bugged right now)

Its the same as sheild generators not working. Not being able to build from battlestations is a bug.

Getting a starsystem's name would also be useless. As far as brains are concerned you name or label starsystems with their ID number as an integer. No need to have a "name".
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beat2k Profile
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Re: Idea for Solar Vengeance 5


Heres the shieldgenerator code that seek and destroy uses.

        sg := GetBrainData( 'SG' + IntToStr( i ) );
        if sg <> '' then
        begin
          sgShip := FindStarShipCode( sg );
          if sgShip = -1 then
           sg := '';
        end;
        if sg = '' then
{ First see if one that we built last time is ready }
        begin
theSG := -1;
          for s := 0 to NumStarShips - 1 do
           if GetStarShipOwner( s ) = CurrentPlayer then
           if GetStarShipType( s ) = SHIELDGENERATOR then
           begin
x := GetStarShipX( s );
  y := GetStarShipY( s );
if Distance( x, y, sysX, sysY ) <= 2 then
begin
theSG := s;
end;
           end;
{ We built one last time ... record the info }
if theSG >= 0 then
          begin
           SetBrainData( 'SG' + IntToStr( i ), GetStarShipCode( theSG ) );
SetBrainData( 'GC' + GetStarShipCode( theSG ), IntToStr( i ) );
           OrderGenerateShields( theSG, i );
          end;

I have seen the generator work every tme i used seek and destroy's SG code.

Getting the starsystem's name is the same thing as getting the code of the starship.
Of course you can use integers, but the integer changes every time the scenario starts. It was a feature incorporated into SV to prevent the brain from unfairly knowing where a capital was. So if you're making a brain that target a star (most likely the star that has a bonus) that has this name on it. This function makes it possible.

OrderBuildBS can be replaced by the buildstarship function.

I was thinking about another function that SV can use that winwar already has.
OrderChat(string);

So instead of displaying the message in an annoying debug screen, you can have the messages displayed in the chat window for multiplayer. And if you're making a chatter brain, Getplayername() function would be useful so that instead of displaying "Player #" you can display the starlord's name in place of it.

Last edited by beat2k, 3/2/2005, 11:55 am
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