Question about fighters and Carrier module

Welcome to the galaxy of modding. Ask your questions, post your mods, explore the universe of galactic modding...
User avatar
GATC
Supreme Robot
Supreme Robot
Posts: 295
Joined: Mon Sep 06, 2010 5:10 am
Location: France

Question about fighters and Carrier module

Postby GATC » Sat Feb 21, 2015 10:11 pm

Cliffski, have you hardcoded the "no-carrier module on fighter"?
(I have edited a fighter design, and, if it allow me to put cruiser modules on it, the design become unavailable if I add the carrier one.)

If yes, how will I recreate the Xedilco "carrier fighter"? ;p
Will there be an option to make fighter that don't use fuel?
Are the modules currently editable? (I didn't manage to find them if yes XD)




P.S: I have no idea if this is the good section, or if I must use the modding one for this kind of questions XD
Xedilco are coming for you! http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5506

User avatar
Archduke Astro
Positech Staff
Positech Staff
Posts: 1654
Joined: Sun Aug 30, 2009 10:09 pm
Location: Building The Future.

Re: Question about fighters and Carrier module

Postby Archduke Astro » Sat Feb 21, 2015 11:47 pm

GATC wrote:P.S: I have no idea if this is the good section, or if I must use the modding one for this kind of questions XD

You asked about a core gameplay mechanic of the official game, but only for the purpose of modding the game. I will move this thread to the GSB2 Modding Galaxy forum.

GATC, please review the rules for the Modding Galaxy forum again. They are here.

Archduke Astro wrote:1. ) Do not make threads about GSB2 mods in any other GSB2 forum except for this one.

Making a very infrequent post about modding on another GSB2 forum is okay, but ONLY IF your modding-themed post is somehow highly relevant to whatever is the subject of the topic you are posting in.
Do not use that kind of post to take over a thread on another GSB2 forum, or to cause the thread to go even more off-topic than it may have been already.
Do not create completely new threads about modding subjects outside of the GSB2 Modding Galaxy forum.
.
•• Positech Global Moderator & Forum Sheriff ••
GSB "Combined-Arms Combat" Advocate & Analyst
Enemy of Forum Lulz | Defender of Faction Diversity

∞∆……CURATOR OF CREATIVE CONCEPTS for GSB's Friendly Community Mod Squad……∆∞

User avatar
GATC
Supreme Robot
Supreme Robot
Posts: 295
Joined: Mon Sep 06, 2010 5:10 am
Location: France

Re: Question about fighters and Carrier module

Postby GATC » Sun Feb 22, 2015 12:07 am

Funny thing: I have read the rules XD (And have think of posting this topic here...)

And my question is about:
1)A modding feature
2)A game feature
3)An old bug/exploit of GSB1 (fighter entering themselves for self repair (and sometimes getting stuck XD))


I may have been a bit confused XD
Xedilco are coming for you! http://positech.co.uk/forums/phpBB3/viewtopic.php?f=23&t=5506

User avatar
Archduke Astro
Positech Staff
Positech Staff
Posts: 1654
Joined: Sun Aug 30, 2009 10:09 pm
Location: Building The Future.

Re: Question about fighters and Carrier module

Postby Archduke Astro » Sun Feb 22, 2015 12:56 am

Making sure that you put modding-related questions and requests into a separate post away from questions and requests about NON-modding-related content would be very helpful. When done in that style, it is far easier to have each different kind of post in the specific forum where it belongs. Thanks!
.
•• Positech Global Moderator & Forum Sheriff ••
GSB "Combined-Arms Combat" Advocate & Analyst
Enemy of Forum Lulz | Defender of Faction Diversity

∞∆……CURATOR OF CREATIVE CONCEPTS for GSB's Friendly Community Mod Squad……∆∞

User avatar
cliffski
Positech Staff
Positech Staff
Posts: 7961
Joined: Sat Feb 11, 2006 10:27 am
Location: UK
Contact:

Re: Question about fighters and Carrier module

Postby cliffski » Thu Feb 26, 2015 9:41 pm

Actually there is nothing in *code* which prevents a fighter or gunship or destroyer or frigate having a carrier module. They just don't have any. In fact the idea of a destroyer carrier module (maybe very limited in size) is kinda interesting :D.
I reckon it would work fine.

However...Fighters and gunships are hard coded to need engines and fuel. You could always mod in a fuel tank that cost nothing, but it would still use a slot.

Gemberkoekje1
Line Supervisor
Line Supervisor
Posts: 17
Joined: Mon Feb 09, 2015 11:03 am
Location: Holland
Contact:

Re: Question about fighters and Carrier module

Postby Gemberkoekje1 » Sat Feb 28, 2015 8:47 pm

This totally calls for a "I put a fighter in your fighter, so you can fight while your fight" sort-of reply...

cliffski wrote:However...Fighters and gunships are hard coded to need engines and fuel. You could always mod in a fuel tank that cost nothing, but it would still use a slot.

You can always mod the fighters to have more slots to begin with.

User avatar
Tangle
Type II Robot
Type II Robot
Posts: 59
Joined: Wed Jan 04, 2012 9:58 pm
Location: In a very, very old Yoo' escape pod.

Re: Question about fighters and Carrier module

Postby Tangle » Mon Mar 02, 2015 3:55 am

cliffski wrote:Fighters and gunships are hard coded to need engines and fuel. You could always mod in a fuel tank that cost nothing, but it would still use a slot.


This got me thinking: would it be possible to make something that could generate fuel? Would it require something cheaty that would make it a glorified weight reducer, or could it really generate fuel to go in a tank?
Locating habitable planets and then blowing them up.

I'm not very good at ship coloring.

User avatar
dafrandle
Supreme Robot
Supreme Robot
Posts: 439
Joined: Fri Jun 08, 2012 8:04 pm

Re: Question about fighters and Carrier module

Postby dafrandle » Mon Mar 02, 2015 1:27 pm

you could always set the fuel value of the tank to negative 1?


wouldn't that give it infinite fuel?
having a job has allowed me to understand why Archduke Astro has no time to work on his mods

User avatar
AcePalarum
Supreme Robot
Supreme Robot
Posts: 1132
Joined: Tue Dec 29, 2009 8:57 pm
Location: Lurking Right Behind You

Re: Question about fighters and Carrier module

Postby AcePalarum » Mon Mar 02, 2015 6:30 pm

Tangle wrote:This got me thinking: would it be possible to make something that could generate fuel?


On a related note, would the code support a FUELBOOST for fighter/gunship hulls? I don't see that kind of modifier in any of the official hulls, so I wonder if it's possible. Might make an interesting race trait if applied to all of a race's fighters and gunships.
While my ability to succeed is finite, my capacity for failure knows no bounds.
*Basement Tinkerer and OCD Savant of the Friendly Community Mod Squad*

Mods: Matmos Rift, Antares Expanse, Great Powers Stations

User avatar
Archduke Astro
Positech Staff
Positech Staff
Posts: 1654
Joined: Sun Aug 30, 2009 10:09 pm
Location: Building The Future.

Possible "Fuelboost" feature vs. Better fuel-tank modules

Postby Archduke Astro » Mon Mar 02, 2015 8:10 pm

AcePalarum wrote:On a related note, would the code support a FUELBOOST for fighter/gunship hulls? I don't see that kind of modifier in any of the official hulls, so I wonder if it's possible. Might make an interesting race trait if applied to all of a race's fighters and gunships.

Hello again, Ace -- Interesting suggestion! :)

Rather than drill down into that part of the codebase, it might possibly be easier for Cliff to just add a truly super-high-capacity fuel tank as a new module that does not weigh as much as an entire city. :P

One advantage of that method is not only can Cliff create that quickly and easily, but any enterprising modder can do so as well. Regardless of who creates such a thing, it still needs a balance pass (as do the rest of the official fuel tank modules).

But when Cliff returns from his current business trip I'd like him to at least consider a possible Boost modifier for fuel values. In this particular case, I would greatly appreciate an official, "vanilla" solution to this instead of relying forever on the gameplay equivalent of a module hardware hack via modding. This is well within Cliff's power to fix and there's little reason to put it off until later.

AcePalarum's suggestion of a new kind of game Boost value specific to fuel is my preferred option. Not only is it elegant, precise and allows for a tremendous degree of customization, but it also directly helps the very important subject of GSB2 Modding Support.
.
•• Positech Global Moderator & Forum Sheriff ••
GSB "Combined-Arms Combat" Advocate & Analyst
Enemy of Forum Lulz | Defender of Faction Diversity

∞∆……CURATOR OF CREATIVE CONCEPTS for GSB's Friendly Community Mod Squad……∆∞

User avatar
AcePalarum
Supreme Robot
Supreme Robot
Posts: 1132
Joined: Tue Dec 29, 2009 8:57 pm
Location: Lurking Right Behind You

Re: Possible "Fuelboost" feature vs. Better fuel-tank module

Postby AcePalarum » Wed Mar 04, 2015 12:55 am

Archduke Astro wrote:Hello again, Ace -- Interesting suggestion! :)


I had happened to notice hulls with a TARGETBOOST modifier (not present in GSB), and it got me thinking about other numerical percentage boosts that might be within the realm of possibility. (On the face of it, each boost is a modifier applied to a numerical value of modules, such as power produced, or a calculated value, such as speed. I am aware that beneath the surface, sometimes code can be a lot more complex than first blush.)

Fuel is the most obvious, since it's not all that different from power in a sense. A few others that would put (possibly dangerous) tools in the hands of modders:

CREWBOOST: Reflects races that are either really small or really big. Downside, it would need to be rounded/truncated to avoid fractions of a crew member (messy!)

RANGEBOOST: Races with a high RANGEBOOST would have an advantage at long range, but an expanded bubble of no-fire zone as the min range would be expanded as well.

DAMAGEBOOST: ... Okay, this one is probably too dangerous for us to have. Still deserves a mention though. :)

Please don't take this as a specific request for things; in truth, it's more of a "food for thought" for both Cliff and modders (after all, if said bonuses don't exist/aren't possible, we're the ones who will be figuring out the workarounds). If these are possible within the code, I'd really like to know.
While my ability to succeed is finite, my capacity for failure knows no bounds.
*Basement Tinkerer and OCD Savant of the Friendly Community Mod Squad*

Mods: Matmos Rift, Antares Expanse, Great Powers Stations

User avatar
cliffski
Positech Staff
Positech Staff
Posts: 7961
Joined: Sat Feb 11, 2006 10:27 am
Location: UK
Contact:

Re: Question about fighters and Carrier module

Postby cliffski » Fri Mar 20, 2015 2:02 pm

Interesting and very feasible ideas. I am currently implementing multiple difficulty levels and designing default ships, but time has been set aside for more modding support, so this can hopefully be re-visited.


Return to “GSB2 Modding Galaxy”

Who is online

Users browsing this forum: No registered users and 1 guest