The mod is finished, as I've been playing it for several years. I'll list you the features, and then the problem I have with releasing and how I need your help:
Features:
New script commands:
Code: Select all
<t id="1706">%0table alloc</t>
<t id="1707">%0table get size: table=%1</t>
<t id="1708">table set %0[%1] = %2</t>
<t id="1709">%0table get %1[%2]</t>
<t id="1710">%0table get keys: table=%1</t>
<t id="1711">%0table remove key: table=%1, key=%2</t>
<t id="1712">table clear: table=%0</t>
<t id="1713">%0 table get next key: table=%1 currentkey=%2</t>
<t id="1800">set fight rank=%0</t>
<t id="1801">set trade rank=%0</t>
<t id="1802">save game: slot=%0</t>
<t id="1803">%0show in property menu: %1</t>
<t id="1804">%0add missiles per value: %1</t>
<t id="1805">%0add tunings per value: %1</t>
<t id="1806">%0other races can trade with this station:%1</t>
<t id="1807">%0start build station: type=%1, sector=%2, x=%3, y=%4, z=%5, asteroid=%6</t>
<t id="1808">%0turn to face object: %1</t>
<t id="1809">%0%1 get collision objects</t>
<t id="1810">%0%1 get distance to nearest vertex of: %2</t>
<t id="1811">%0%1 get next gate on safe path: to sector=%2, pos=%3</t>
<t id="1812">%0%1 get station best buy price: ware=%2, jumps=%3, reject price=%4, flags=%5, exclude=%6</t>
<t id="1813">%0%1 get station best sell price: ware=%2, jumps=%3, reject price=%4, flags=%5, exclude=%6</t>
<t id="1814">%0%1 request station trade lock: station=%2, ware=%3, buy-sell=%4</t>
<t id="1815">%0%1 is station trade locked: ware=%2, buy-sell=%3</t>
<t id="1816">%0 free station trade lock: ware=%1, buy-sell=%2</t>
<t id="1817">%0%1 find ships in sanner range: of race=%2 class or type=%3 filter race=%4 relation flags=%5 nearest to=%6</t>
<t id="1818">%0%1 find stations in sanner range: of race=%2 class or type=%3 filter race=%4 relation flags=%5 nearest to=%6</t>
<t id="1819">%0%1 find flying wares in sanner range: of race=%2 nearest to=%3</t>
<t id="1820">%0 set orders string sprintf: fmt=%1, %2, %3, %4, %5, %6</t>
<t id="1821">%0 clear orders string</t>
<t id="1822">%0%1 get closest object in array: array=%2</t>
<t id="1823">set script command reference conditons: command=%0 textid=%1, %2, %3, %4, %5, %6, %7, %8</t>
<t id="1824">set script command reference conditons: wing command=%0 textid=%1, %2, %3, %4, %5, %6, %7, %8</t>
<t id="1825">set script command upgrade: command=%0 wares=%1</t>
<t id="1826">set script command upgrade: command=%0 wares=%1 script=%2</t>
<t id="1827">set script command upgrade: wing command=%0 wares=%1</t>
<t id="1828">set script command upgrade: wing command=%0 wares=%1 script=%2</t>
<t id="1829">%0create new array, arguments=%1, %2, %3, %4, %5, %6, %7, %8, %9</t>
<t id="1830">%0open custom menu: title=%1 description=%2 option array=%3 callback script=%4 args=%5</t>
<t id="1831">%0open custom info menu: title=%1 description=%2 option array=%3 callback script=%4 args=%5 maxoptions=%6</t>
<t id="1832">add dynamic trade bar to menu: %0, text=%1, min=%2, max=%3, current=%4, return value=%5, left text=%6, right text=%7, enter sets=%8</t>
<t id="1833">add custom dynamic menu item to array %0: text=%1 returnvalue=%2</t>
<t id="1834">add value selection with match to menu : %0, text=%1, value array=%2, display array=%3, default=%4, return id=%5</t>
<t id="1850">%0join arrays: first=%1, second=%2</t>
<t id="1851">%0sort two dimentional array by element: array=%1, element=%2, reverse=%3</t>
<t id="1852">%0sort parallel array by element: array=%1, element=%2, reverse=%3</t>
<t id="1853">%0array to string: array=%1, text seperator=%2, format wrapper=%3</t>
<t id="1854">%0%1get position relative to object: relative x,y,z pos=%2</t>
<t id="1855">%0format number: number=%1, format wrapper=%2</t>
<t id="1856">register resupply ware: ware=%0</t>
<t id="1857">uregister resupply ware: ware=%0</t>
<t id="1858">%0get registered resupply wares</t>
<t id="1859">%0%1get resupply ware: ware=%2</t>
<t id="1860">%0set resupply ware: ware=%1, amount=%2</t>
<t id="1861">display mision text text=%0, icon=%1</t>
<t id="1862">%0%1get station production size</t>
<t id="1863">%0get sector sun efficiency: sector=%1</t>
<t id="1864">add production item to HQ: type=%0, count=%1</t>
<t id="1865">add recycle item to HQ: ship=%0</t>
<t id="1866">add repair item to HQ: ship=%0</t>
<t id="1867">add reverse engineer item to HQ: ship=%0</t>
<t id="141">%0game time</t>
<t id="1868">set game time: time=%0</t>
<t id="1869">%0play time</t>
<t id="1870">set play time: time=%0</t>
<t id="1871">%0get favourite ship list</t>
<t id="1872">%0get favourite ship counter</t>
<t id="1873">set favourite ships: list=%0, counter=%1</t>
<t id="1874">%0get player statistics array</t>
<t id="1875">set player statistics array: array=%0</t>
<t id="1876">%0get player killed ships array</t>
<t id="1877">set player killed ships array: array=%0</t>
<t id="1878">%0%1get factory import threshold</t>
<t id="1879">%0set factory import threshold: threshold=%1</t>
<t id="1880">%0%1get factory export threshold</t>
<t id="1881">%0set factory export threshold: threshold=%1</t>
<t id="1882">%0%1get station pause traders</t>
<t id="1883">%0set station pause traders: pause=%1</t>
<t id="1884">%0%1get station allow transfer credits</t>
<t id="1885">%0set station allow transfer credits: allow=%1</t>
<t id="1886">%1%0get suns array</t>
<t id="1887">%0%1does ship have all required upgrades for command: %2</t>
<t id="1888">%0%1get hue</t>
<t id="1889">%0%1get saturation</t>
<t id="1890">%0set colour: hue=%1, saturation=%2</t>
<t id="1891">set menu option: %0, title=%1</t>
<t id="1892">set menu option: %0, description=%1</t>
<t id="1893">%0%1is Saturn Complex Hub</t>
<t id="1894">%0is subtype Saturn Complex Hub: station subtype=%1</t>
<t id="1895">%0%1is sector visited</t>
<t id="1896">%0set sector visited: visited=%1</t>
<t id="1897">%0columnize menu text: array=%1, text=%2, alignment=%3, colour=%4, column width=%5</t>
<t id="1898">%0get wares of maintype: maintype=%1</t>
<t id="2000">%0get hull of type: subtype=%1</t>
<t id="2001">%0get rotation speed xyz array of type: subtype=%1</t>
<t id="2002">%0get avg rotation speed of type: subtype=%1</t>
<t id="2003">%0get max upgraded rotation speed xyz array of type: subtype=%1</t>
<t id="2004">%0get max upgraded avg rotation speed of type: subtype=%1 return upgrades=%2</t>
<t id="2005">%0get acceleration of type: subtype=%1</t>
<t id="2006">%0get max upgraded acceleration of type: subtype=%1</t>
<t id="2007">%0get speed of type: subtype=%1</t>
<t id="2008">%0get max upgraded speed of type: subtype=%1 return upgrades=%2</t>
<t id="2009">%0get max shield type of type: subtype=%1</t>
<t id="2010">%0get number of shield slots of type: subtype=%1</t>
<t id="2011">%0get number of missile slots of type: subtype=%1</t>
<t id="2012">%0get cargo bay size of type: subtype=%1</t>
<t id="2013">%0get max upgraded cargo bay size of type: subtype=%1 return upgrades=%2</t>
<t id="2014">%0get transport class capacity of type: subtype=%1</t>
<t id="2016">%0get number of dock ports of type: subtype=%1</t>
<t id="2017">%0get dock bay size of type: subtype=%1</t>
<t id="2018">%0is docking possible onto type: subtype=%1 by subtype=%2</t>
<t id="2019">%0get number of turrets of type: subtype=%1</t>
<t id="2020">%0get number of lasers in turret of ship type: subtype=%1, turret=%2</t>
<t id="2021">%0get number of physical guns in turret of ship type: subtype=%1, turret=%2</t>
<t id="2022">%0get total laser count of type: subtype=%1</t>
<t id="2023">%0get laser energy capacity of type: subtype=%1</t>
<t id="2024">%0get weapon recharge rate of type: subtype=%1</t>
<t id="2025">%0get turret id from cockpit of type: subtype=%1, cockpit=%2</t>
<t id="2026">%0get turret laser mask of type: subtype=%1, turret=%2</t>
<t id="2027">%0can laser install into turret of type: subtype=%1, laser subtype=%2, turret=%3</t>
<t id="2028">%0get missile mask of type: subtype=%1</t>
<t id="2029">%0can missile be installed into type: subtype=%1, missile subtype=%2</t>
<t id="2030">%0get cockpit textid of type: subtype=%1, cockpit=%2</t>
<t id="2031">%0get turret textid of type: subtype=%1, turret=%2</t>
<t id="2032">%0get class of type: subtype=%1</t>
<t id="2033">%0get skin of type: subtype=%1</t>
<t id="2034">%0get missile array of type: subtype=%1</t>
<t id="2035">%0is ship type missile boat: subtype=%1</t>
<t id="2036">%0get upgrade price: cargo-speed-rot: subtype=%1 ware=%2 units=%3</t>
<t id="2040">%0get laser reload time of type: laser type=%1</t>
<t id="2041">%0get laser energy of type: laser type=%1</t>
<t id="2042">%0get max laser energy of type: laser type=%1</t>
<t id="2050">%0get missile speed of type: missile type=%1</t>
<t id="2060">%0get shield energy of type: shield type=%1</t>
<t id="2061">%0get shield efficiency of type: shield type=%1</t>
<t id="2062">%0get shield recharge rate of type: shield type=%1</t>
<t id="2080">%0get station size of type: subtype=%1</t>
<t id="2081">%0get station product of type: subtype=%1</t>
<t id="2082">%0get station resources of type: subtype=%1</t>
<t id="2083">%0get station product cycle time of type: subtype=%1, efficiency=%2, player own=%3</t>
<t id="2084">%0get station products per cycle of type: subtype=%1, efficiency=%2, player own=%3</t>
<t id="2085">%0get station resources per cycle of type: subtype=%1, resource=%2, efficiency=%3, player own=%4</t>
- Script commands to properly interface with HQ queue
- Script commands to change ship colour
- Script commands to create new menu controls
- Script commands for collision info (including sun efficiency)
- New commands to create vanilla style dynamic menus and NO BACKGROUND flashes.
- Plethora of object info commands
- Script encyclopedia commands (See blow)
- Notoriety commands
- A* pathfinding sccript support
- Display custom mission texts via script
Summary of new features/benefits:
- New encyclopedia entry showing all commands and scripts, detailing which ship they run on, how, and what condition (scriptable)
- New weapons, weapon balancing, effects, missiles (many new terran weapons).
- Overhauled original scripts for performance & usability
- Upgraded Phanon Corp
- A* pathfinding implemented. Don't send your ships through enemy sectors
- Custom missile firing rules per ship, per missile, per target
- Integrated Saturn Complex Hub
- Many new ships (all with betty names)
- All ship model turrets are now specific to their race
- Bounce hardcoded into the game (no longer script based; better performance)
- Updated Revelations Mod
- Expanded UI (more full screen menus, most stock menus now dynamic)
- Simpler unexploited stock exchange
- Updated HQ (alphabetized ship items, no more queue messages, completed ships dock if they can)
- Shipyards now alphabetize ship sales
- Other small tweaks in UI (like proper display for credits when trading)
- New sectors
- Pirate sectors are dangerous
- Xenon sectors are dangerous
- All backgrounds are new, and all sectors redesigned
- Significant jobs.txt changes, and also how the jobs themselves work
- Significant changes to mission system (bug fixes, rewards)
- MLCC system: Military Logistics Command Center provides the player the ability coordinate large fleet orders by pre-setting rules of engagement down to the individual missile level and targets. Pre set your rules, jump in, press a hotkey, and watch your mega fleet go to work based on the strategy you setup. MLCC handles resupply automatically at their home dock (of which you can have several)
- Mass produce ships based on a predefined template with the template manager at HQ. MLCC can use this to auto resupply lost wings at the HQ if you have the resources
- Auto-jump hardcoded to actually work (uses a consumable "jump core" ware)
- Simple station traders to sell goods from saturn complex hubs
- Docks have uses now (expanded capacity, MLCC able)
- Dock trader script to manage the wares of your HQ (sell excess)
- Dock manager manages your docks and sets limits for the dock trader (to maintain stock or sell excess)
- Re-hauled the Universal Trader
- Adjusted all 3rd tier factories to ensure profit matches initial investment capital
- Custom satellite laying script
- Loot system based on fight rank. The higher the fight rank, the more chance of shields, cargo, weapons being dropped.
Vanilla bug fixes (hardcoded):
- Reworked jobs. Hardcoded a larger selection of job ship variant selections (so two M4 sentinels could be chosen as opposed to always the first)
- Fixed: Pirates now activate signal_attacked upon attacking
- Multiple ship scene fixes & model fixes (mis aligned turrets, broken pieces)
- Completely reworked the ship organization within the file structure.
- General performance optimizations.
Craploads more scripts, but this is the only stuff I can think of right now. I'll add more later.
Here's the problem: I've used so many different ship models that I no longer know who they belong to. Some definitely Mr. Wheeler, and some others from other mods. I'm not sure about the rules of engagement on this and I may need help contacting these people or identifying these ships.
Once I get their ok, I'll release this 4 GB behemoth.