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tz7yo3g

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  1. This makes a few relatively small adjustments to the generation of asteroid fields to improve variety and fun, and slightly (10-20%?) increases the chances of finding exploration and salvage oriented sectors. You'll need to login to the forum to see the post's attached files I think. What's changed, checked with v 0.20.2 r13565 : In SectorGenerator.lua - changes to code to make more variety in asteroid field size, each asteroid size, and range over each possible selection of types of each of these. Trying to put a simpler explanation here first : So as partly shown in the code boxes below, asteroid size based on the numbers can be larger by up to (117.5 / 25 ~= 4.7) times larger...Would be, if asteroids were uniform spheres, they are often oblong and flat , so the result is they are not as large as that and even then, not very often, since that's the maximum of only one of the five types possible, Much more often sizes stay in the middles of normalish distributions of the other choices types anyway. And at minimum the reduction is not very much smaller than the minimum of 5.0, just to be safe to keep asteroids noticeable at all, and counts reasonable. So I tried to use the templates/types the game already had for the intended purposes, just more exaggerated. I changed a line or so of code for asteroids with minerals to keep them the same size as stock ( 5.0 to 25.0 ), since changing size of those would have changed the amount of resources in them, found by earlier modders. Of the five types of fields the game chooses and then varies more, I added more range in variety in of each of these five types first. Of these volume "areas", several of which are usually already chosen per sector, they now can vary in size by between 0.15 at the lowest (smaller and about as empty as stock for that template/type) to 3.87 times larger at the largest (dense sectors with the largest asteroids). I forget whether those volumes are spherical, and if not, I intended to change that but got sidetracked. More details below, or look in the file, lines ~292 to ~363 for asteroid changes, though this file links up with other generation files in a little more complicated way to determine how fields,system types and things in them are made. Wormholes of any kind are a little more common, and of them ringwormholes(lateral) and randomized types are a little more common than deepwormholes(toward/away from center) than before. Practically everything was already done by the existing modding structure and system. In passingships.lua, a partly appearance , less gameplay difference that adds a little more variety to frequency of passing ships in terms of time, and since it's possible for more frequent appearances at times of trader convoys, group size lowered from 6 to 5. In sectors/[sectortype] lua files : raised by a little (10-20%?) chance for ancientgates, cultists, functional wreckage, station wreckage and wreckage asteroid fields to appear relative to everything else, about 10-20 other types of things depending on how they are selected by the game. lowers by a little the chances for pirate asteroid fields and smuggler hideours to appear as sector types. Does not change pirate attacks, xsotan attacks or the core. I don't know more accurately what the chance increase is since I don't know how the chance based selector for the game's choosing a weighted? sector type is done, I can guess though and I think i'm close. For asteroid variety, they are now more varied by how much I have more trouble saying, since the files use not just four main types to choose from, but many chance based variations from those sets that are chosen when each new sector's asteroids are picked. I added a seperate variable to control each sub asteroid field size(and thereby density, and then again adjusting number of asteroids with the other built in value, having more control over density in that way..it makes more sense looking at sectorgenerator maybe.) From each asteroid size, the game already had controls for changing the size and number of asteroids found in a sector. I found that asteroid total numbers too high could cause long load times and too large asteroids were too blocky, but fewer larger asteroids ran better than more smaller ones. There sometimes an initial lower frame rate for ten seconds or so with sectors that have more asteroids than usual while the physics engine settles I guess. Other than that I'm happier with these settings, more varied types of asteroid density ranging from more dense to a few times more dense, per field, with different field sizes, sizes of asteroids (now up to a little larger than the large claimable ones, and less frequently asteroids can be smaller than usual and in some sectors less dense than usual, or more empty than before. The changes aren't as intense as other asteroid mods, but those were fun and good inspiration. I liked these asteroids causing better navigation difficulty and they crowd around mining bases at times, while being less changed in more populated sectors, since the stock game settings included that balance itself. Specifically at most the sizes and densities of asteroids are in this type, one of the five : function SectorGenerator:createDenseAsteroidField(probability) local fieldSize = getFloat(1.4, 3.87) --MOD, seperate multiplier for fieldSize local size = getFloat(0.8, 1.25) return self:createAsteroidFieldEx(600 * size, 1800 * fieldSize, 3.5, 117.5, 1, probability);--MOD end and at smallestish : function SectorGenerator:createEmptySmallAsteroidField() local fieldSize = getFloat(0.15, 0.45) local size = getFloat(0.2, 0.4) return self:createAsteroidFieldEx(200 * size, 1800 * fieldSize, 5.0, 25.0, 0); end Mods can be tested out in a newly made creative galaxy and the galaxy can be deleted to tidy things up. Please know that you can make backups of the scripts folder and your savegames often, and verify files when you're ready to have steam force update all script files. Note that when avorion verion changes, modded stock files may not get replaced unless you force verify. This can be a good thing since it won't get rid of modded files without you knowing, but you'll need to reverify to make sure anything that was changed gets replaced with newer script files. At least, this has been my experience in the last year. Force reverifying will replace any modded files, and then you can compare what's changed with kdiff3 folder compare or a similar tool(git?) in the new version to changes made by modded files. This won't remove any new mod added script files though, so you'll need to periodically delete and replace the whole scripts folder to make sure everything's clean. This mod doesn't add new script files and doesn't change very many stock ones. When sectors are generated and then explored, they are saved into the saved game, that's not something I know how to change if possible by script. Speculation about stuff that smarter people than me could do: higher detail asteroids could be used by script for the few largest asteroids when they're generated, wouldn't be a performance hit if not many were replaced. Increasing number of possible stashes, beacons, very small wrecks, etc very slightly might be good since the fields are more dense to hide them a little better. Varying sector types might be cool too, seems possible? Please by all means, someone do all that good stuff. Maybe a very small chance of very small wormholes hidden by more asteroids, but I hesitated to try since I don't know how ancient gates now work into the gameplay of wormholes, and only recently the ai control got good ability to navigate by itself. Avorion does a very good job of documenting the modding system, using good mod languages, but what's often not documented is maybe game logic flow? Though maybe that's asking a lot and I just don't have a good tool for that or something..I got tired when trying to wrap my head around how the asteroid generating logic stuff ends up working between the several files it goes through, so I just adjusted sizes of things the way I guessed they would turn out. Please use this mod for whatever you like. Questions, comments? How's my intragalactic space drivin'? Bueller? Bueller?! :D edit 1 : fixed a typo, added info on the asteroid size multiples, maximums, minimums, code meanings and info about volumes of fields already done by the game. avea_0202_r13565.zip
  2. Thank you, it works great. The material limited variant generator made it much easier to reuse and refit existing designs in a new galaxy.
  3. Sorry, gotta admit my inexperience with the game sometimes, so a lot of what I say can be just in concept. I agree with what you're saying about both iron and the immediate pull toward the core.
  4. :D Yes I agree, there isn't much space left for more stats on the main editor screen, especially if ui scaling applies. Very yes, for crew stats in the bp list. More ways to make it less needed to hop back out into a creative galaxy to reconfigure stuff, and then back to a game in progress because you haven't currently got the materials or credits.. As to why all stats aren't previewable there too, I only imagine maybe there's a technical reason, it might make lag/loading times for each previewed ship kinda long. But maybe there's a compromise. I know what you mean about there being lower level stuff needed to be in before finer faction ai stuff, I'm just excited because you can look at the faction diversity already there and you can already guess that some very smart, creative people have lots in mind for how that will develop. ;D
  5. On one hand maybe it makes sense for some AI control to be not in because it's multiplayer and having players work with you to do stuff would totally work and be fun easily in avorion, especially since it runs well in multiplayer. However for the times when no one is there or when, like I did to play on a big server, offer my cordial services as a cargo runner and scout and be ignored by everyone :D possibly because they didn't realize how easy it would be for one player to ship stuff for another, so I went off to explore and trade with the best sounding AI faction personality. For this idea though AI control would be great especially in the very well done levels you're suggesting. I really like it, and maybe the material colors also suggest another idea : AI computer control blocks or modules, that would limit the level of what the ship could do by itself at the most, or maybe less flexibly, only each color can do that thing and nothing else. That would give you flexibility and balance. To limit min maxing, if you try adding more than one material type AI control block with others, it either drains crazy power, or adds crazy mass or something. And you could still be as creative as you want with your option levels here if you are in the late game and have all the materials.
  6. I know what you mean about some of the emptiness being boring but I wonder that a lot of what is in the game sometimes is there for balance for mutiplayer with a certain average number of people there. Empty sectors both for spacing out factions, players, limiting jump drive effectiveness, limiting travel times and having lots of space for players to make bases I guess. Since there are no hyperdrive lanes though it makes me think your idea could be helpful by making more sectors into blocked (unjumpable space-time disrupted type) space, so there would be more of a terrain to space, more than only rings toward the center. I dont know if servers can edit this yet but it would be cool to think also that sectors could become even temporarily disrupted space, and then change back. I guess then you'd need some calculation to make sure player owned sectors can't be blocked off from everything, so players still have at least one line of sectors to have a path out. Maybe though the game could slow down jump travel through any sector by any amount. That would simulate and be better than jump lanes or only worm holes. So then your jump circle would become odd-shaped for certain areas possibly at certain times only. At first when I started I wanted maps, but then I thought it would hurt exploring more by allowing them. Otherwise traders get a huge immediate advantage and don't have to invest hiring a scout player or doing it themselves in order for the payout of knowing good trading and mission spots. Though I guess you can get data from an alliance fast, the idea seems a little unbalancing if not cheatyish, depending on how much data is given. For alternatives I wonder about making it so that you can sell map data on a per-sector basis to other players individually, and or only allow trading it based on some other things that make sense to trade in return.
  7. It's a meaningful wall 'o text actually, thanks for reading or skimming a thousand times. How did this even happen? Well, avorion's good. Some categories for a wish list and a few ideas and speculations. Editor : Engine main and separately thruster force in N/kn/Mn (force before the other calculations, from F = m * a , 1 Newton = 1 kg * 1 m/s ^ 2 ) so that you can have an idea of what the engines will be capable of while a lot of mass has been removed or added during a design. Top speed and acceleration while main boost is applied. Maximum main boost time in seconds. Rotate block orientations without changing dimensions (for rotating gyro ,thruster and directional thrusters in place or whatever other block it would apply to in the future), to make it much easier to convert blocks into useful thrusters and gyros if they are already placed. edit : resize block in place without moving it, same clipping rules as placing a floating blocks applies. Hyperspace Potential : show what jump range and cooldown would be with only the generators and blocks that contribute processing power on the ship. A window with fun but less useful or conditionally useful stats in the editor or ship screen: % total or ratio of [blocktype] to total blocks mass or volume and % mass or volume from [ [ all ship ] or blocktype(s) ] to [ blocktype(s) ] for stuff like : mass or volume from engines mass or volume from thrusters mass or volume from engines and thrusters also separate other stuff: rotation yaw from gyros rotation pitch from gyros rotation roll from gyros same each three from thrusters same each three from directional thrusters ship mass to volume ratio A bit stat happy. Yes. Because avorion is awesome. More editor : Split a block, or maybe even floating paste sections if simple enough, into a number of segments along one or more axes in place without moving it, great for easily reconfiguring internal components and shifting mass around up,down,left and right directional thrust, the total mass of thrusters, directional thrusters separately, ability to convert all thrusters or directional ones to different materials in one click, or maybe only ones on a certain mirrored axis, or all on any axis at once compare all stats of up to any 3 craft files on one screen side by side, with changed stats between file higlighted in 1(to):2 blue, 1:3purple, 2:3 dark brown.. or something that can keep existing red yellow green diff color scheme ..? including proposed u/d/l/r thrust and other new stats. Something like KDiff 3 is a good comparison but just a small thing since craft xml don't contain this kind of data. .. Writing gets a little unsorted until AI but there's good stuff in there if i do say so myself, I took some time to write this, thanks for reading! !..Please let me know what you think or if you have more to add to suggest. Place a block, mirrored block, template onto nothing if it is going to be the new root block or set, after a new root has been selected. maybe a new way to position this if needed..but alsoit mgiht use a proposed different way of placing a 3d selection cursor in 3d space as the current build point. or instead or in addition to this, the selection could be anchored anywhere in 3d space..and then that block could be changed to something else. needed when you can't filter to see through blocks of the same type. .. and blocks touching the block currently selected could be picked from a small list box similar to the block stats box, or included in it ..maybe this list box could be persistent and this way gyro rotations and material changes could be made to multiple blocks this way based on filterable,searchable options, maybe including it in the block view filter or changing it, or not.. rename craft on save(save as..), separate folders for each craft name set, autosaves kept for each new folder, or possibly in each new folder and whatever the latest autosave is, is kept in a root sort of folder also too, so two autosaves are being made at one time, one general and one specific autodelete identical autosaves or the game moves them to a folder that gets autodeleted after a userdefine period setting change root block to any other block in a craft, show how root block works in an editor tutorial, and the mirror/to axis buttons do..? option to show the same grid as mirror , snap type grid but with adjustable opacity. have a grid similar to the existing mirror one come up, but applied on the floating selection to see where it matches the mirror grid, when copy-pasting a group of blocks or block, and/or incremental markers added to itself maybe each 20%, to to 5 lines on each axis or a specified axis, so that aligning things in 3d is easier, meaning so that it's easier to line up edges on the first or second try, hard now sometimes due to lack of depth perception. snap-scaling option for odd numbered integers so blocks more often have a definite middle, easier to work with for mirroring. an/or? a snap-to block center function that puts what you want on the center of the block surface without changing the dimensions of the block you're placing, similar to the match block function. i don't have experience using 3d modeling software so, sorry if this doesn't make the best sense or will be replaced with a better stuff. End Editor stuff. Peaceful Negotiations : What a faction wants would only ever take each personality trait together in a complex similarly sometimes funny way to determine what a faction wants. Some traits would have special behaviors when just attempting negotiations : aggressive(probably threatens you and shoots at you the more you attempt both negotiations and any activity near them while they are hostile) + very paranoid would often cancel an agreed upon set of negotiations after it is picked or during when a player is doing them. But most traits would just change what the faction wants when asked by you or other factions for negotiations. For example greedy, opportunistic,active,sadistic : wants money and more if it thinks you have more based on your ship or allied faction techlevel makeup,and maybe anything it thinks you have plenty of, actively asks you for this if you refuse and actively tries to negotiate by sending you messages if it is at an advantage to do this (don't know to what extent recursion like this from opportunism a second time will be possible when determining terms for negotiation, but it's fun.) , and wants you to wait excessively, or bare an agreed upon attack on your ship just to humiliate you or potentially hurt crew just for terms of the negotiation, or want you to attack a friend or request annoying things from an allied faction,from sadism each respectively from the traits in this example. AI and AI in the Sandbox/Economy/Diplomacy Simulation The ai personality traits that get generated are super exciting and I love the sometimes funny combinations. Don't know the limit of what's already possible with what they do, but it leads to a lot of wishes. What would or could the traits cause them to do : Active : more flavor only stuff by itself like increased ship traffic, using more ships per shipment or explore operation that usual, flying around more, sending greetings to players more. But when combined with other ones like greedy, this particular ai would more actively initiate trade deals with other factions or players , do preemptive stuff, though not yet aggressively unless that had that property too. Or for a different example, a very passive faction would take much longer to do almost anything except what's needed to survive, Sometimes traits overlap with, but not sure whether these would work with each other in a different way when present together or not always : Naive, dumb : naivety could be from inexperience, but dumb actions could result from naivety that isn't due to inexperience. empathic/sympathetic,generous : generous actions could be from empathy or being habitually(spontaneously) generous, or generous because internally happy. It's sometimes dumb to seem and/or actually act smart if opportunistic and (selfishly from opportunism) manipulating other factions by what a faction itself does. Also, passive aggressive factions could do unusual weirdawful passiveaggressive things, since sadistic needs a harmfulness element from a sort of aggression there's some overlap between sadistic, aggressive and passive + aggressive combined. Since the Very modifier was added and since it looks like now faction can be generated with previously contradictory traits, there are more fun combinations than the old types I'm mentioning. Here are some that I think overlap in function by the definition of the trait word. Generous, dumb Generous, smart both these two generous can be smart and dumb for different reasons. Generous, peaceful - implies some passivity but dunno what else to say, maybe the most economically effective before getting active or other traits. smart, peaceful, brave - Unnamed? smart, empathic, generous, peaceful - Jedi? Needs more robes. aggressive, dumb - Maybe super dumb, uncommunicative, beast type, sub-klingon sort aggressive, sadistic - "Evil" special requirement aggressive,sadistic,passive,smart ,active - Super Evil! , and partly super contradictory! aggressive, active - Scourge, conquester. maybe pirate requirement, or a marauder only faction that isn't as greedy as pirates. aggressive, opportunistic, active - Maniacal Manipulator forgiving, smart, brave, naive - Wonderful mistrustful,paranoid,dumb,greedy - Malcontent greedy,strict - Miser mistrustful,dumb - Goofball mistrustful,passive - Grumpy peaceful,passive - Frolicker peaceful,honorable,brave,active - Do-Gooder forgiving,generous,brave,peaceful,honorable,active : Force of Super Good Since this combination (and its partial combinations to smaller degrees) seem(s) like the best combination for galaxy health and survivability by dealing effectively with the xsotan and pirates, maybe they would be made less likely to be created than usual, or if more likely than usual, then only as a user definable adjustable setting along side difficulty level. very active, dumb or only very active : Galaxy Mutator? Maybe it could be one of the most fun and since maybe most likely to change a universe on its own with less predictable results , Since i'm imagining an ai constantly doing everything and making decisions almost randomly each time if dumb or very dumb. It could have some kind of optional special rule to limit how many spawn or what level of space it spawns, or how far away from the center to limit the spread of its civilization. So this thinking made me want : Diverse faction generation option : firstly picks a set of factions that have no traits in common between any of them, a server defined setting of how many like this to put in the initial set. Then another Semidiverse setting that can optionally fill the rest of the galaxy with a set of other factions that can only have up to x number of traits in common with any other faction including the first more diverse set picked before or the other constituents if that option isnt used. A few New traits or just game additions to the AI instead? Creative : accepts the craziest designs the generator can make and has a special rule for choosing the most different design from any other design in its faction. Uncreative : buys and uses designs from players, though maybe this could be a server setting to allow specific factions, or any to use certain designs predefined, or to accept ones from players, and whether to use them with what frequency or prefer them over generated ones. Ability for players to join an ai's faction if they are liked by them enough and they don't dislike other factions the player is friendly with and has been friendly with before. Strength and/or cap to changes of relations of other factions to the player while the player is joined could be limited by factors based on things like these (player age + current credits + total owned credits + current mineral value of all minerals + value of all minerals collected during game + time since any faction was left/joined + whether alliance allows joining this faction specifically or any ai faction at all). Maybe something simpler though. Or more complicated . Because it's fun, woot. ;D edit2 : I didn't know what the 'move x/y/z axis mirror to selection' did until after using the editor for a total of about 45 hours. It makes things much more powerful and easier, and makes some of the things I suggested less useful but I wanted to explain why I was thinking that.
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