Outpost Universe Forums

Projects & Development => GORF => Topic started by: Lord Of Pain on June 25, 2010, 08:44:48 AM

Title: Outcasters Starship
Post by: Lord Of Pain on June 25, 2010, 08:44:48 AM
First off id like to say if anyone out there wants to help, your welcomed to...
secound, we could use some editing for this map i attempted to make, too much blank space... maybe some volcanic terrain? (i am currently working on other ends of this colony game like coding).
third, tech tree editor spot is taken by evecolonycommander... credits will go to him for the LOPTEK.txt
forth, credits are going to flashy for compiling the beta down below  and for future betas if he chooses to compile(mine does not work and seems unfixable).
Fith, sirbomber's tutorial really helped... though im not done with it yet...
sixth, if anyone would like to help program just a basic ai, or give source code for previus ai codes (don't know if that would help me), that would be great..


well right now im currently creating a renegades colony game with the star ship objective...

though im just beginning to code an i have not started on the ai yet.. i have placed player 1s structures and units... working on the plymouths' structures now then i will code them into ai proc...

though for now to get only a glimsp of what is to come i will post my rar file here so others may use it...

you may need outcasters.map which can be found in file forum, files for 2, 2nd post down... (thats the map)..

this is my first ever created code and note i have absolutly no programing experiance what so ever... it may be crappy now, but given time it should become good work...

As of Now the list of project staff/contributors are as follows:
-LOP
-ECC
-Flashy



(If you do not see your name above and you think you should be up there, please pm Lordofpain.)
We need more project staff!
Please sign up below..

outcasterstarship.rar is the official up to date outcasterstarship package in a .rar file, please unpackit into your outpost2 folder.
Title: Outcasters Starship
Post by: Hidiot on June 25, 2010, 10:48:07 AM
1. There is an actual background and story behind Renegades. What are you doing that connects this map to Renegades, that prevent this map from being passed on as a stand-alone map?

2. Did Eddy-B even give you permission to attach the unregistered trademark (as I'd like to call it) "Renegades"(in the context of Outpost 2) to your map?

3. There is little to nothing that would prevent any modern enough (at least newer than Windows XP) PC from running a compiler and maybe programming environment for you to use.

4. Judging by your past, some of are just in fearing about your incompetence. Why should we expect anything good from this?

I only use numbered paragraphs when I want a clearer distinction between ideas or am annoyed.
Title: Outcasters Starship
Post by: Lord Of Pain on June 25, 2010, 11:19:30 AM
its more of a stand alone map really.

it has almost nothing to do with renegades.. its just a tribute to them.
no i did not ask eddy-b, this is solely becuase i beleave its a community thing, not a private thing.. he did leave it to the opu community to decide what goes next right? and he did step down from renegades meaning he has no authority on this.

but this colony game will be good, don't worry.
if it makes you feel better, we could add some novela to it relating to the map..

how this relates now is that they have some unique techs and they look plymouth with yellow color.. (i know that not enough now, but later there will be 3 factions on the map).

though i have already confrimed that ecc and flashy are helping me.. we are, for now, a colony game creating team...

thanks for your concerns.

EDIT: an updated version of my map will be posted below used for this colony mission...
Title: Outcasters Starship
Post by: Flashy on June 27, 2010, 08:28:26 AM
the ai is capable of rebuilding lots of buildings(if sf and cc is live and if it has enough ore), basic defending and repairing
Title: Outcasters Starship
Post by: evecolonycamander on June 27, 2010, 08:46:41 AM
uhh... im trying to test this for you... and i got the "Could not initialize" prompt. did you forget a file?
=-FIXED-=
Title: Outcasters Starship
Post by: Flashy on June 27, 2010, 09:16:59 AM
Do you have outcasters.map? The download is here (http://forum.outpost2.net/index.php?showtopic=4591)
Title: Outcasters Starship
Post by: Lord Of Pain on June 27, 2010, 09:37:51 AM
well thats if you want an old version with cell type bugs...

heres a slightly better version below:
Title: Outcasters Starship
Post by: Hidiot on June 27, 2010, 09:56:09 AM
Hint: Bundle it all into a single download archive.
Title: Outcasters Starship
Post by: evecolonycamander on June 27, 2010, 10:05:20 AM
i have EVERY thing for this... its just i keep getting an "Could not initialize" prompt. do you need the loptek.txt?i can get you the redundant version(if you need it)
=-FIXED-=
Title: Outcasters Starship
Post by: Flashy on June 27, 2010, 10:18:44 AM
Question from hidiot: Do you have op2extra.dll in your op2 folder?
Title: Outcasters Starship
Post by: evecolonycamander on June 27, 2010, 11:43:48 AM
me? yes.
=-FIXED-=
Title: Outcasters Starship
Post by: evecolonycamander on June 27, 2010, 12:38:34 PM
move this file to your first post please it is all of your files(it is a combined version of your files)
=-DOWNLOAD REMOVED-=  
Title: Outcasters Starship
Post by: Lord Of Pain on June 28, 2010, 07:17:28 AM
just one request; can any mod please change the name of this topic from 'renegades starship' to 'outcasters starship' thanks i would really appreciate it :)
Title: Outcasters Starship
Post by: Flashy on July 03, 2010, 08:14:10 AM
Post 1)
I got the newest thing ready. You forgot to move the tokamak, but everything is fixed

EDIT: I'll add failure conditions and some things
Post 2)
Ok, on easy you've got morale steady, the first objective is rescueing scientists(please tell me if it's buggy), failure conditions are added, and be careful with your initial evacuation transports, if they're dead, you can't build more.
@ ECC: Please add the possibility of building ETs in LOPTEK.TXT
Title: Outcasters Starship
Post by: evecolonycamander on July 03, 2010, 09:37:01 AM
***new tech included***
-------HOTWIRES--------
---evacuation transport--
=-DOWNLOAD REMOVED-=
Title: Outcasters Starship
Post by: Flashy on July 03, 2010, 09:42:06 AM
multitek
Title: Outcasters Starship
Post by: Hidiot on July 03, 2010, 11:28:53 AM
Here's how you do it:

Search for tech number 3607 in the tech file

Set COST to 0

And you're done.


EDIT: Here's my take on the tech tree.
Title: Outcasters Starship
Post by: evecolonycamander on July 03, 2010, 12:31:44 PM
thanks
this helps ALOT
Title: Outcasters Starship
Post by: Flashy on July 04, 2010, 03:34:20 AM
Post 1)
The same dll. But this time, theres a loptek file. Please tell me if there are still bugs
Post 2)
I think a soundless message can cause the game to crash if there are too many other system messages. The new version has sound.
Title: Outcasters Starship
Post by: Sirbomber on July 04, 2010, 07:40:44 AM
Maybe you guys should start getting rid of the old files...
Title: Outcasters Starship
Post by: Flashy on July 05, 2010, 12:41:59 PM
Post 1)
The new file contains a "surprise"

Note for visitors: The file below this post is the newest one!
~~~~~~~~~
Post 2)
The second simple AI is added. There are no AI attacks at the moment, but that will change later.
Title: Outcasters Starship
Post by: evecolonycamander on July 06, 2010, 06:38:36 PM
Quote
Post 1)
The new file contains a "surprise"

Note for visitors: The file below this post is the newest one!
~~~~~~~~~
Post 2)
The second simple AI is added. There are no AI attacks at the moment, but that will change later.
is the surprise that Plymouth units will fire EMP warheads at you?  
Title: Outcasters Starship
Post by: Flashy on July 07, 2010, 04:01:52 AM
...Yes, maybe
Title: Outcasters Starship
Post by: evecolonycamander on July 07, 2010, 04:06:52 AM
we need to reorganize this. also "damn you" applies here, right? that emp stopped my entire army.
Title: Outcasters Starship
Post by: Flashy on July 07, 2010, 04:13:23 AM
Warning, missile launch detected!
Title: Outcasters Starship
Post by: evecolonycamander on July 07, 2010, 04:31:10 AM
LoP please move the colony to the southwest corner. when we organize this, the first 4 posts should be
 ~combined upload(all of the below)
 ~lops upload(mostly map stuff)
 ~flashys upload(mostly coding)
 ~my upload(mostly technologies)
any arguments?
Title: Outcasters Starship
Post by: Hidiot on July 07, 2010, 05:30:14 AM
The missile can be easily fooled (send one lynx close to it and it'll always attack that lynx.) It's just a nuisance.

I've also got some better ideas for the Plymouth base layout, including another VF.

Will you guys eventually let people alter the map as they see fit?
Title: Outcasters Starship
Post by: Sirbomber on July 07, 2010, 06:19:07 AM
If you can crack the password on Main.zip, you can alter it anytime you want Hidiot.  :P  
Title: Outcasters Starship
Post by: Hidiot on July 07, 2010, 07:03:37 AM
I'm too lazy to try password guessing. And I somehow doubt main.cpp has the whole source.
Title: Outcasters Starship
Post by: Flashy on July 07, 2010, 07:16:43 AM
Why do you doubt it?

(This file is a pre alpha version, better download the tested version on page 1, the post before the last post of mine)
Title: Outcasters Starship
Post by: Hidiot on July 07, 2010, 08:16:02 AM
I assumed superior organization. Was it overly optimistic of me?
Title: Outcasters Starship
Post by: Flashy on July 07, 2010, 08:55:18 AM
Quote
I assumed superior organization. Was it overly optimistic of me?
Er...............................

superior organization?
Do you mean the fact that important peaces of main.cpp are missing and that you can't compile it instandly after cracking the password?
Title: Outcasters Starship
Post by: Sirbomber on July 07, 2010, 10:00:07 AM
He meant he thought you might have your source spread out over multiple files.
Title: Outcasters Starship
Post by: Hidiot on July 07, 2010, 10:02:28 AM
Quote
He meant he thought you might have your source spread out over multiple files.
Precisely.
Title: Outcasters Starship
Post by: BlackBox on July 07, 2010, 01:34:47 PM
Don't post password protected files please. If it happens again they will be deleted.
Title: Outcasters Starship
Post by: evecolonycamander on July 07, 2010, 01:59:41 PM
when we work on the three Easter eggs we are planning can we password protect those? i mean if the code for them is separate. i don't think that if we give all of the passwords out at the end of the project you would mind... well mabie you would. but it doesn't hurt to ask. just so we can keep at least some surprise in it.


edit:this question was for blackbox. i now think i should have sent it in a pm
Title: Outcasters Starship
Post by: Sirbomber on July 07, 2010, 02:05:50 PM
If security is an issue for you guys, maybe you shouldn't be putting your code up on a public forum for everyone to download.  Have you considered using IRC?
Title: Outcasters Starship
Post by: Sirbomber on July 07, 2010, 02:18:48 PM
WebIRC blows.  Go get IRC with NoNameScript from us.
Title: Outcasters Starship
Post by: Sirbomber on July 07, 2010, 04:11:15 PM
No.  It's on the top of every forum page.  Look for the Quick Links and click Download OPU IRC.
Title: Outcasters Starship
Post by: Flashy on July 08, 2010, 12:32:37 PM
Update. Now you have to collect wreckages. One for EVERY starship piece.
Title: Outcasters Starship
Post by: Sirbomber on July 08, 2010, 12:56:25 PM
So, uh, is the goal of this little project to make a fun colony game, or just to cram as many random time-wasters into it as possible?
Title: Outcasters Starship
Post by: evecolonycamander on July 08, 2010, 01:56:51 PM
its not our choice on that... yes a few things that where unasked for are in it but for the most part we are following the guidelines
edit: speaking of witch i think i have to get back to working on that tektree
give the blue eden bace more buildings it was a easy kill
=-EDEN FIXED-=
Title: Outcasters Starship
Post by: evecolonycamander on July 08, 2010, 05:28:40 PM
GLITCH!!!!
when i attacked the Plymouth units that guard at there rare ore mine i got the failure message
Title: Outcasters Starship
Post by: Flashy on July 09, 2010, 03:42:13 AM
Which objective was highlighted? And were you doing anything to meet the victory condition? There are many possible failure conditions. I'l list them: If light tower is dead before evacuated=failure, if loaded ET is dead=failure, loaded wreckage truck is dead=failure, loaded wreckage truck is empty=failure(This means don't dump the cargo).
And don't forget the normal failure conditions like no people=failure, no CC=failure

Maybe one of your silly loaded cargo trucks/evacuation transports decided to drive through the AI base? Or did anything destroyed a light tower?
Title: Outcasters Starship
Post by: Sirbomber on July 09, 2010, 04:58:25 AM
Quote
loaded wreckage truck is empty=failure(This means don't dump the cargo).
It also means don't unload the cargo, so you can never win.
Title: Outcasters Starship
Post by: Flashy on July 09, 2010, 05:32:16 AM
No, when you unload the cargo the failure condition gets disabled
Title: Outcasters Starship
Post by: evecolonycamander on July 09, 2010, 06:27:45 AM
no what happened was i moved all of my units back to base....all of them. then sent a group of scorpions(12) and microwave lynxs(17) in to the east side Plymouth entrance to kill them off before the first emp missile was fired
Title: Outcasters Starship
Post by: Flashy on July 09, 2010, 06:43:41 AM
Are you able to reproduce that?
Title: Outcasters Starship
Post by: Hidiot on July 09, 2010, 07:10:46 AM
Can confirm a failure condition that's just out of the blue. No units lost, no nothing lost. Was building a Garage and getting ready to build my first spaceport, when the AI launched its n-th EMP Missile and then I failed. Playing it on Hard, to pass the time.

Also, I want access to the source, since some things are getting annoying already.

EDIT: We probably nailed this one, was a problem on my part.
Title: Outcasters Starship
Post by: evecolonycamander on July 09, 2010, 08:50:53 AM
more info. i had lost most of my scorpions(4 left) and half of my lynx(9 left) this was the same force i had used to guard the cargo and evacs before my attack on Plymouth. they had losts lynx esgs(2), emps(2), microwaves(3), rpgs(1), and a cargo truck(1). the cargo truck died last before the game failed.
the exact direction i came at them from was off center just like the little text charts below(ignore the dots)
the "v"'s show the direction of attack
the "X"'s show the killed off units of mine
[color=1ffff]
..O-------them
.^
.^
^
my force

>O-------them
>^^
..^
.^
my force


>O-------them
>XX
..X
.X
my force
[/color]
yes i was losing... badly
sorry i do not have pictures
Title: Outcasters Starship
Post by: Flashy on July 09, 2010, 12:44:26 PM
Quote
the cargo truck died last before the game failed.
Cargo Truck? An empty cargo truck or a loaded wreckage truck?
Title: Outcasters Starship
Post by: evecolonycamander on July 09, 2010, 06:55:31 PM
it had rare ore in it. it was owned by the enemy. it was just sitting there. oh yea... Eden needs a rare ore smelter and mabie a SF.  im going to start working on that third colony. so you have to move the light tower in the south east corner
 
Title: Outcasters Starship
Post by: Flashy on July 10, 2010, 03:33:00 AM
Did you... research starship parts?
Title: Outcasters Starship
Post by: evecolonycamander on July 10, 2010, 11:38:29 AM
no need. it gives you the ability to build it as soon as you load the wreckage.
huh... did i launch that??? no, that was the Edward satellite. but i think i launched it during the battle
Title: Outcasters Starship
Post by: Flashy on July 17, 2010, 09:55:19 AM
Didn't work on it for a while...
However, I finished the AI vs. AI battle. Don't forget that the remaining forces will attack the player unless you're playing on easy.

I just wanted to finish this before i go on holiday on sunday for 2-3 weeks
Title: Outcasters Starship
Post by: evecolonycamander on July 17, 2010, 08:45:02 PM
so, they trough weakened  units at you? nice. easy pickings
Title: Outcasters Starship
Post by: Hidiot on July 19, 2010, 07:05:19 AM
They fight each other and the remnants attack you? And the logic is... where?
Title: Outcasters Starship
Post by: evecolonycamander on July 19, 2010, 01:10:07 PM
it is only in lops brain. with lops permitting i will forward the e-mail to you that contains the game info. then mabie i can find the logic myself with your help.
Title: Outcasters Starship
Post by: angellus on July 26, 2010, 06:44:26 AM
Okay now I have played it. Here are my thoughts:The objectives are done quite good though. I was wondering if I could get you code to see how you did it. I got some ideas. I could give you some help on the disasters. My scripts are good for disasters (:
Title: Outcasters Starship
Post by: Flashy on July 27, 2010, 08:42:13 AM
The plymouth buildings are recorded and the AI is just a basic AI and it will be improved later.

Disasters will maybe added later, lop didn't even list them in the to do list

Oh and eden will get a rare ore and research base later.(Fear the thors hammer!)

Sadly i can't work on it at the moment.
Title: Outcasters Starship
Post by: angellus on July 27, 2010, 09:33:49 AM
How about that code though Flashy? I want to see how you did the scanning. I need to improve mine.
Title: Outcasters Starship
Post by: Flashy on July 27, 2010, 04:56:57 PM
look for the Main.zip a few posts ago

EDIT: When im at home i'll fix the delayed unit building issue, the AI vs AI battle is supposed to start MUCH more often.
Title: Outcasters Starship
Post by: evecolonycamander on August 01, 2010, 12:48:37 PM
Quote
I could give you some help on the disasters. My scripts are good for disasters (:
damn that urber-quake

well flashy uhh... add a rare ore and another VF some thors should be kicked out at about m750. and at the last 6 wreckage locations there should be about 4-7 Plymouth or/and Eden units guarding the locations. also there should be some random lynx patrols(randomize the x/y destinations) at about m200-m400. another idea is to have the colony game start off just like a land rush. all of your colonists and buildings are packed up and you move out of Plymouth to a predestined location(CC must be built in a certain aria. your enemy's are to easy to kill; you just have to get 2-3 microwaves past there picket lines to kick there asses

and another thing LORD OF PAIN PLEASE SHOW UP LITTLE MORE OFTEN. i never did like playing tag with some one better then i :P
oh i found the map with all of the positions of the allie Eve colony and the dead Eden colony. ill upload it when i can get on that laptop again wile i have an internet connection

oh and another thing REQUESTING ALL OUTCASTERS RELATED TOPICS MOVED TO THE OTHER PROJECTS FORUM
Title: Outcasters Starship
Post by: angellus on August 01, 2010, 03:07:55 PM
The uber-quake is not a normal disaster. It is by no means random.
Title: Outcasters Starship
Post by: evecolonycamander on August 01, 2010, 03:13:58 PM
oh i know that... its just that is the best representation and the most noteworthy i could find for your skills
Title: Outcasters Starship
Post by: angellus on August 01, 2010, 04:11:27 PM
I can do a lot better. Once I slaughter StarCarft II, I will be returning to rewriting my colony and it should be done by September.
Title: Outcasters Starship
Post by: evecolonycamander on August 01, 2010, 04:52:13 PM
i know
another idea is to add a couple of decoy light towers.
ill give you the password if you need it(i never bothered to check if flashy removed it)
i only need lord of pain's  permission first.  
Title: Outcasters Starship
Post by: Flashy on August 07, 2010, 02:05:30 PM
the mission now plays the correct video
Title: Outcasters Starship
Post by: Lord Of Pain on August 11, 2010, 06:05:07 PM
hey flashy don't forget sourcecode incase i want to add new items ;)
and try not to use a password this time, thanks :D
Title: Outcasters Starship
Post by: Flashy on August 11, 2010, 06:23:25 PM
Quote
look for the Main.zip a few posts ago
I don't recommend adding new code to the file yet since hidiot still wants to choose a better player base layout. etc
Title: Outcasters Starship
Post by: Lord Of Pain on August 15, 2010, 05:04:50 AM
Edit: this is the current version of outcasters starship colony game FTW!

although it will be changed again soon... enjoy :)
Title: Outcasters Starship
Post by: evecolonycamander on August 18, 2010, 02:23:55 AM
here are the new links for what i have uploaded
http://www.op2rules.net/forum/index.php?ac...type=post&id=57 (http://www.op2rules.net/forum/index.php?ac...type=post&id=57)
==----------o0o----------==
combined posts
should we start this out as a land rush map? start in ether the Plymouth(betrayed back story) main base or in the Eve(reconnaissance back story) main base
==----------o0o----------==
LOP please remove your old attachments
Title: Outcasters Starship
Post by: Hidiot on August 20, 2010, 05:24:19 AM
Stop waiting on me for anything, I only do OP2 stuff in my spare time, which has lately been very limited. In fact, college starting in about two weeks implies me having no idea when I can do more Outpost 2 programming.
Title: Outcasters Starship
Post by: evecolonycamander on August 20, 2010, 05:43:37 AM
heh, heh, hee
what we have done to the colony game...
edens missle
locked objectives
prision complexes
random attacks
 
Title: Outcasters Starship
Post by: evecolonycamander on September 05, 2010, 01:49:42 PM
COPIED FROM IB Shout


[color= red]Posted By: Bonk on Sep 5 2010, 12:41 AM -
why do i suddenly lose the map 'outcasters' at around mark 1515? [/color]

[color= blue]Posted By: evecolonycamander on Sep 5 2010, 03:13 AM -
i dont know, is that when edens missle is fired?[/color]

[color= red]Posted By: Bonk on Sep 5 2010, 05:39 AM -
i suspected those scoundrels had something to do with it, but wen i watched their base... nothing[/color]

[color= blue]Posted By: evecolonycamander on Sep 5 2010, 05:45 AM -
no... its not from them... thats just the nick name we have for it[/color]

[color= blue]Posted By: evecolonycamander on Sep 5 2010, 05:47 AM -
altho... i thout it happens around m5000[/color]

Posted By: Flashy on Sep 5 2010, 07:08 AM -
Maybe a lighttower got destroyed?

[color= red]Posted By: Bonk on Sep 5 2010, 09:38 AM -
id already rescued all the colonists from the light towers though... [/color]

[color= blue]Posted By: evecolonycamander on Sep 5 2010, 10:03 AM -
was there any other message then "you have failed, our colony is doomed"? [/color]

[color= yellow]Posted By: Highlander on Sep 5 2010, 10:32 AM -
All scientist have been moved into your Colony vie CC ? No cargo trucks with wreckage being destroyed ? [/color]

[color= blue]Posted By: evecolonycamander on Sep 5 2010, 11:57 AM -
where you under attack? or attacking your enemys for that matter? [/color]

[color= green]Posted By: TH300 on Sep 5 2010, 03:58 PM -
I did also just suddenly loose outcasters. It was medium difficulty and I had already salvaged the second wreckage. Mark may have been around 1500, but I don't know [/color]
Title: Outcasters Starship
Post by: TH300 on September 05, 2010, 02:18:45 PM
Ok, let me clarify my shout:

It was medium difficulty and I had salvaged the second wreckage and brought it to my spaceport. I was on the way to the third wreckage, when I lost. I was under attack, but that were some combat vecs on the open map. My base was not under attack. A disaster destroying both of my ccs in different lokations is unlikely.

Apart from that, the map has some more issues:
1. when I attack the Plymouth base in the north, some Panthers just sit there and don't defend it.
2. when I destroy a mine in that base, the ai sends a robo-miner to rebuild when my combat vecs are still in the way.
3. you should think about splitting the first objective into four or maybe even eight. Its sometimes hard to keep track of which lighttowers I have already visited and I sometimes fail to have the evac ready after I scanned the tower.
4. in another try my sf got destroyed by a disaster. You may argue that it was my fault to have only one sf, but imo disasters should not be so powerful.

And another thing that you may judge for yourself: After I built up lynx production and built some lynxes I was able to easily destroy any enemy base on the map. Thats, because Eden has so many bases that the vec limit allows only a few vecs per base. And when they attack me they often come one by one and thats how I destroy them.

All of this is not meant to discourage you. I rather want to give you the info that you need in order to make this map fun to play.
Title: Outcasters Starship
Post by: Flashy on September 05, 2010, 02:39:42 PM
1)Some Guarded rects will help there.
2)Thats the automatical rebuild function, it's not easy to change it.
3)I want to wait with that since there are quite a few triggers and i didn't ount them all.
4)u.... I know those situations. In Eden population i experienced the same after 10 marks. Thats frustrating.

The Eden attack problem is already fixed(In the source) and will be available later.
Title: Outcasters Starship
Post by: evecolonycamander on September 05, 2010, 03:44:14 PM
three things...
one) remember my glitch i found? the one with me suddenly losing... well i now believe they are one end the same. i had done all of the same things described here for it to happen.

two) change some of the extra Eden bases to Plymouth... its just not realistic to have them hold the world by shear force

three) storyline complete
Title: Outcasters Starship
Post by: stillhere on March 07, 2011, 01:09:14 PM
i downloaded and finished the colony game and was wondering if you are still working on it or has it been postponed?

as for crashing i know that it crashed on me 3 times in a row when i went to build a gorf, and then i didnt build one after that
Title: Outcasters Starship
Post by: Lord Of Pain on March 08, 2011, 07:45:38 AM
its postponed, although i do have plans. I will be using my ICE tileset mod to run the next colony game... i also have an exciting novella to go with it that yours truly is working on... though i only work on it when im in the mood.

So anyways i have the novella that explains alot of the story line, but not the missions yet. Chapter one is done.... need to finish chapter two then chapter three will explain the new setting for the story.

Are any of you wounderful people curious about my novella? or my ICE tileset mod?

(the ICE mod is not that good according to my critics; it required little effort, but i think it looks cool)

so yeah talk to flashy about that crash...

EDIT: i will be releaseing my first of many cheats to my colony; i only say it once in shout box, from there it all ears and listening.... XD beware only use it once and dont forget the / key. anyways this cheat was designed to make the game more fo a chalange.... see for yourself :P
Title: Outcasters Starship
Post by: Flashy on March 10, 2011, 01:56:35 PM
Im getting no problems with a gorf here. I really should have added a version number. Do you have a savegame?
Title: Outcasters Starship
Post by: evecolonycamander on March 10, 2011, 10:11:38 PM
Quote
EDIT: i will be releaseing my first of many cheats to my colony; i only say it once in shout box, from there it all ears and listening.... XD beware only use it once and dont forget the / key. anyways this cheat was designed to make the game more fo a chalange.... see for yourself :P
Oh great. you realize that this is going to be abused and make the game worthless. besides, if i need to cheat i just open up my old trainer or CE. unless the cheat has some sort of repercussion(spawns attack force in your base or makes blight appear at CC), then it should be removed
Title: Outcasters Starship
Post by: Hidiot on March 11, 2011, 12:18:20 AM
Good point for the first half, ecc.

My suggestion: Work more on making the difficulty levels balanced, instead of using artificial methods.
Title: Outcasters Starship
Post by: Lord Of Pain on March 11, 2011, 06:54:41 AM
it does spawn fight groups... this was merely an easteregg for my colony game. If it becomes a problem i won't release my uber scorpion cheat XD
Title: Outcasters Starship
Post by: TH300 on March 11, 2011, 08:40:20 AM
If you want to add easter eggs, you should use something more original than a text message. Sensible easter eggs don't make the game harder nor easier, but merely add some fun to it.
Title: Outcasters Starship
Post by: CK9 on March 12, 2011, 03:28:07 AM
perfect example of a good easter egg: http://www.youtube.com/watch?v=6DDsARMTdAg (http://www.youtube.com/watch?v=6DDsARMTdAg)  *uploader incorrectly lables it an outtake, there is a sequence of items to click in game to unlock it)
Title: Outcasters Starship
Post by: Hidiot on March 12, 2011, 09:13:36 PM
Your present upload, crashes my game on start up.
Title: Outcasters Starship
Post by: Flashy on March 13, 2011, 09:54:05 AM
Really? Try this one and tell me if it works.
Title: Outcasters Starship
Post by: evecolonycamander on March 13, 2011, 01:10:04 PM
that Easter egg... hmm.. i have that particular game. i guess i will be looking for it now :/
Title: Re: Outcasters Starship
Post by: Leviathan on October 10, 2015, 07:43:17 PM
Hi

First time I have seen this project. Its really nice work, lot of effort has gone into this. Nice Colony Game for people!

Do you still have the source code Lord of Pain ?

Here is current download: outcasters101.zip (http://files.outpostuniverse.org/campaign/outcasters101.zip)

(http://files.outpostuniverse.org/images/outcasters_starship.png)

:)
Title: Re: Outcasters Starship
Post by: dave_erald on October 23, 2015, 08:22:55 PM
Just found and started playing. I would really like to try and make my own colony game one day. I've got VS2015, maybe I should learn to code.
Title: Re: Outcasters Starship
Post by: Leviathan on October 24, 2015, 06:13:26 PM
Yes you should :)

I think it would maybe be a good idea for as a community we start work on a new open source colony game on the SVN. Do some planing first.. open a new thread maybe :)

I also have not worked on a colony game and would like to.
Title: Re: Outcasters Starship
Post by: dave_erald on October 24, 2015, 06:53:39 PM
Honestly if I had an end goal for a new colony game it would be to have one with more variety at startup. I literally have just recently gotten the bug to code and give this game a full one two.

Would VS2015 read the code for this map and be able to alter it? I have the time and can do this I just need some reading material to get started.



I guess I should ask this guy if he would let me even do it...
Title: Re: Outcasters Starship
Post by: Hooman on October 26, 2015, 01:53:17 AM
There are some sample starter level projects in the SVN. I suggest taking a look at those first.

To access the SVN you'll need an SVN client. A good standalone client is Tortoise SVN. There might be some built in SVN functionality with the newer versions of Visual Studio. You can use the SVN address: https://svn.outpostuniverse.org:8443/svn/outpost2 (https://svn.outpostuniverse.org:8443/svn/outpost2)

Let us know how your attempts go so we know how to help you along.
Title: Re: Outcasters Starship
Post by: Vagabond on January 05, 2016, 12:38:08 PM
Just finished Outcaster's Starship. The map was fun to play with a lot of wreckage locating and some unique objectives like having to repair a colony. I also found the AI in-fighting interesting to watch.

The first playthrough I did get stuck. I blew up the advanced lap of the enemy Plymouth colony and then could not get the wreckage out of the lab. On a second playthrough, I left the lab intact and was able to salvage the wreckage and complete the map. Has anyone had trouble with the advanced lab, or was it just me?