Author Topic: 5p, Srv, 'dangerzone'  (Read 13617 times)

Offline Flashy

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5p, Srv, 'dangerzone'
« on: May 15, 2010, 08:24:02 AM »
I tried to make a new mission dll.
The current version is 0.17.3

*Work in progress*
-Better abandoned AI base layout
-Some Blight walls for the AI

Known bugs:
-None

Mission: 5P, SRV, ' DangerZone '
Map: Around the World (Modified)

Mission objectives:
-Destroy the Command Center at (243, 18)

Btw, you need wreckages on medium and low to research the starship.

Download


You can see screenshots from an MUCH older version here.

BONUS: With version 0.10 or higher you can load/unload evacuation transports and trade colonists with your friends. (Just park the ET near YOUR CC)
Hint: The Ai doesn't chase evacuation transports.
I found some parts of the code here

+ 3 secret bonuses are hidden somewhere.

Initial Vehicles:
1-3: Evac transport
4:Robo-Miner
5:Robo-Surveyor
6+7:Cargo Truck
8-10:Repair Vehicle/Spider
11+12:Scout

Please tell me if you find bugs.
« Last Edit: June 30, 2014, 10:57:30 AM by Flashy »
Praise the mighty light towers!!!

Offline Sirbomber

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5p, Srv, 'dangerzone'
« Reply #1 on: May 15, 2010, 11:09:50 AM »
Interesting.  I think I'd like to try this out soon.

Hmm, did you modify survtech at all?  It doesn't match up with the one I have.  Of course, you may just have had an older copy of it.
« Last Edit: May 15, 2010, 11:11:25 AM by Sirbomber »
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Flashy

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5p, Srv, 'dangerzone'
« Reply #2 on: May 15, 2010, 11:20:06 AM »
Oh sorry, survtech was used by an earlier version, but I forgot to remove it.
And thanks for testing it.

EDIT: I didn't modify survtech, it has to be an older copy.
« Last Edit: May 15, 2010, 12:05:11 PM by Flashy »
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Offline Hidiot

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5p, Srv, 'dangerzone'
« Reply #3 on: May 15, 2010, 12:58:59 PM »
Gave the map a test-run myself. I noticed a good number of inaccessible beacons which you might want to look into.

Nice trick to have patrolling lynxes in the best base-sites, though they're kind of lacking the ore to make them of interest.
"Nothing from nowhere, I'm no one at all"

Offline Flashy

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« Reply #4 on: May 15, 2010, 01:37:15 PM »
That are randomized mine beacons.
Code: [Select]
TethysGame::CreateBeacon(mapMiningBeacon,  TethysGame::GetRand(512)-1,  TethysGame::GetRand(256)-1, -1, -1, -1);
So every game is very different.
Praise the mighty light towers!!!

Offline Hidiot

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« Reply #5 on: May 16, 2010, 01:39:11 AM »
Uh, that's quite an extreme level of randomization that does not result in difficulty, more like in annoyance.

For example, in my test run, I had 1 3-bar, 1 2-bar common and 2 3-bar rare all within reasonable distance (My second rare mine was a bit close to the AI, so some fighting took place there).

That is a lot. A standard-issue 4 VF grouping + Spaceport could produce without interruption. Even if I had morale on, the blight would have still been far away enough for me to completely wipe the AI out (down to the last Light Tower).

If you want the map to be hard, avoid using 3-bar mining beacons. My personal request would be for you not to be cheap on beacon placement (Because we already hate Dynamix for some of their brilliant ore placements, among the other things). But, of course, it's really up to you.
"Nothing from nowhere, I'm no one at all"

Offline Flashy

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« Reply #6 on: May 16, 2010, 05:44:10 AM »
Post 1)
Ok, no 3-bars anymore, less rare beacons, less 2-bars, a huge amount of beacons removed, the blight grows faster. The more players join, the more beacons get created.

Is version 0.9.1 more difficult?

EDIT: The AI has 3-bars by the way...
~~~~~~~~~
Post 2)
And now the AI wont attack you before you can defend yourself, or a certain mark has passed.
Better now?
« Last Edit: May 26, 2010, 05:24:07 AM by Flashy »
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Offline Hidiot

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« Reply #7 on: May 22, 2010, 10:07:52 AM »
Will test it sometime... sometime...

Until then, I have but one desire: Blight Walls :)
"Nothing from nowhere, I'm no one at all"

Offline Flashy

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« Reply #8 on: June 03, 2010, 12:24:39 PM »
Post 1)
i nearly forgot about that. I'll see what i can do.
~~~~~~~~~
Post 2)
Ok, in version 0.9.4, you can build blight walls. (If you're Eden)
~~~~~~~~~
Post 3)
Now i added my experimental evacuation transport code. Please tell me if it works right or should be removed.
~~~~~~~~~
Post 4)
Initial vehicles are available.
~~~~~~~~~
Post 5)
I added the children module. You also have to escort the children ET to a Command Center.
~~~~~~~~~
Post 6)
Now you have to find wreckages in order to research the starship.
« Last Edit: June 04, 2010, 04:01:17 AM by Flashy »
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Offline Sirbomber

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« Reply #9 on: June 03, 2010, 08:32:58 PM »
Quote
Post 6)
Now you have to find wreckages in order to research the starship.
Whoa, wait a second.  You need the wreckage to complete the starship?  Then what's stopping a single player from gathering all of the wreckage, thereby effectively preventing all others players from having any chance at winning?
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline Highlander

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« Reply #10 on: June 03, 2010, 09:03:42 PM »
Quote
Whoa, wait a second.  You need the wreckage to complete the starship?  Then what's stopping a single player from gathering all of the wreckage, thereby effectively preventing all others players from having any chance at winning?
This mission is more about teamwork than fighting eachother.

Mission mechanics sort of forces teamwork rather than competition.
EDIT: Remember to make sure wreckage is not randomed on mountain tops or inside the blight


And while this does not solve the problem Sirbomber mentioned; unless there is a  significant skill difference between opposing human players - 1 team will have to be wiped off the map before the mission can be completed. (Due to the fortification of the AI)


Flashy - Would it be possible to set blight growth to 8 or 9 (After scout), blight is sort of not a factor at all with current growth rate.
(Though it needs to be balanced between too fast and too slow - just enough to making it a pressing matter, while leaving less advanced players time to complete the mission)
« Last Edit: June 03, 2010, 09:05:09 PM by Highlander »
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Offline Flashy

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« Reply #11 on: June 04, 2010, 06:34:13 AM »
Post 1)
Quote
EDIT: Remember to make sure wreckage is not randomed on mountain tops or inside the blight

I use this code for all 3 wreckages(Should I add more?)
CODE
switch(TethysGame::GetRand(2))
{
case 0:
TethysGame::CreateWreck(...location 1...)
break;
case 1:
TethysGame::CreateWreck(...location 2...)
break;
case 2:
TethysGame::CreateWreck(...location 3...)
break
}

I'll add more possible locations later. And don't forget, the wreckages are invisible and you have to search them with a scout.

About the blight speed: Maybe 20 at the beginning, and 10 after the hidden secret? At the moment it's 15 at the beginning and 7 after the secret
~~~~~~~~~
Post 2)
Sorry, the wreckages didn't work right. They work in version 0.13.1
« Last Edit: June 05, 2010, 03:19:13 AM by Flashy »
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Offline evecolonycamander

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« Reply #12 on: June 04, 2010, 07:48:29 PM »
wasn't there a colony game version of this?
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
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Offline Flashy

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« Reply #13 on: June 05, 2010, 03:21:47 AM »
Yes. But keeping both versions up-to-date was too difficult.
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Offline evecolonycamander

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« Reply #14 on: June 05, 2010, 05:03:28 PM »
can you add the old version of the colony game? just so i have something to do.
edit: i think i downloaded that version. do you want me to upload it?
« Last Edit: June 05, 2010, 05:06:06 PM by evecolonycamander »
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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5p, Srv, 'dangerzone'
« Reply #15 on: June 06, 2010, 05:59:17 AM »
Post 1)
No need. I had it somewhere, too. I think it saves and loads right. Download
Remember: You need fl01.map to run it. Just download the multiplayer version if you don't have it.
~~~~~~~~~
Post 2)
It seems as if you start it on hard, you loose instantly. Just don't start it on hard.
Praise the mighty light towers!!!

Offline evecolonycamander

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« Reply #16 on: June 08, 2010, 01:47:49 PM »
you should include the tiger speed mod inside of one of the bases (adds to the fun) well two of them actually. one for the AI colony. and one for the player(s)
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #17 on: June 13, 2010, 10:32:20 AM »
Post 1)
No known bugs anymore. And i'll see about the Tiger Speed Mod thing.
~~~~~~~~~
Post 2)
No inaccessible beacons get created anymore.
Praise the mighty light towers!!!

Offline evecolonycamander

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« Reply #18 on: June 13, 2010, 11:47:31 AM »
this is good except there is that crash bug...
edit: why not make it have a possibility of 6 players? or an AI that allies with you
i do realize that the latter is harder
« Last Edit: June 13, 2010, 11:50:49 AM by evecolonycamander »
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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5p, Srv, 'dangerzone'
« Reply #19 on: June 13, 2010, 11:53:05 AM »
I don't know if an AI can ally with anyone. And 5 players + AI already use up all 6 player slots. I don't know if using the gaia slot for the AI is very clever
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Offline evecolonycamander

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« Reply #20 on: June 13, 2010, 12:00:25 PM »
Ask hooman he should know that
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Flashy

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« Reply #21 on: June 15, 2010, 06:03:56 AM »
Post 1)
And I have no idea where the bug is. I need more testing to isolate the problem
~~~~~~~~~
Post 2)
Hidiot or someone else assumes that it was an overflow.

So... I added 2 additional secrets and every secret store stores another secret. And the accessible mountain modification is ready.
Praise the mighty light towers!!!

Offline evecolonycamander

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« Reply #22 on: June 17, 2010, 03:48:16 PM »
can you do us a favor and give us a hint as to what the secrets are? something like "it has to do with the blight"
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning

Offline Sirbomber

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« Reply #23 on: June 17, 2010, 05:06:33 PM »
The secrets kill you. :P

That, or they summon Tankn0[size=0] [/size]0b.
« Last Edit: June 17, 2010, 05:07:17 PM by Sirbomber »
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

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Offline evecolonycamander

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« Reply #24 on: June 17, 2010, 06:17:51 PM »
i have two ideas...
1.)the storyline
you can say that the mother colony has betrayed you and you chose to leave them. then ironically they create the blight as you are evacuating.

2.)the crash glitch
check the ET code. i think that my be what caused it from what you have explained on IRC
''The blight cant get us up here!''
-famous last words
--------------o0o--------------
Outpost 2: EoM project status: Re-planning