Planned Folder for Pirate, Trading Guild, etc Ships.

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    Ok, so as promised. I said I'd share my Escort when it's finished.
    I never meant to show off my work here. Just to illustrate our point of this thread. I checked out your shipyard Mr Sinister and it kinda inspired me to make my own. So I'll just post a link to the Escort for those who want to see it. :http://starmadedock.net/threads/irksome-engineering-corp-shipyard.2998/

    Ith, I'm a little nervous about what you'll think but I'm optimistic that you'll like it!
    Anyway, Enjoy!
     

    Ithirahad

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    Wow. Very nice. Aside from possibly the visible shield generators in the nose, I don't see anything... er, irksome... about that ship.
     
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    mrsinister

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    Ok, so as promised. I said I'd share my Escort when it's finished.
    I never meant to show off my work here. Just to illustrate our point of this thread. I checked out your shipyard Mr Sinister and it kinda inspired me to make my own. So I'll just post a link to the Escort for those who want to see it. :http://starmadedock.net/threads/irksome-engineering-corp-shipyard.2998/

    Ith, I'm a little nervous about what you'll think but I'm optimistic that you'll like it!
    Anyway, Enjoy!
    Its all good sir, As long as the point comes across / it gets implemented into the game, I am fine with it.
     
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    mrsinister

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    I'm hoping for "inspired" :)
    Well, I hope they do get inspired! It does make sense though going forward. ie: they have the stations in their corresponding folders already, so one would think that this is the next step forward......
     
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    We so do need different ships for Pirates and Trading Guild. I know I've accidently opened fire on a 'Pirate' ship before only to find out after the missiles were launched that it was Trading Guild. Oops!

    I've been trying to manually spawn in the specially made Trading Guild ships for our server with the /spawn_mobs command, and they load in fine, will fight against the pirates and the people who are enemy to the Trading Guild, but they won't kick into gear and start flying between shops.

    Just another box in the catalog admin control is all that's needed at it's bare minimum. The one there now for Pirates, and a new one for use as Trading Guild.
     
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    mrsinister

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    We so do need different ships for Pirates and Trading Guild. I know I've accidently opened fire on a 'Pirate' ship before only to find out after the missiles were launched that it was Trading Guild. Oops!

    I've been trying to manually spawn in the specially made Trading Guild ships for our server with the /spawn_mobs command, and they load in fine, will fight against the pirates and the people who are enemy to the Trading Guild, but they won't kick into gear and start flying between shops.

    Just another box in the catalog admin control is all that's needed at it's bare minimum. The one there now for Pirates, and a new one for use as Trading Guild.
    Yeah, this would work as well....something to designate what is for what faction to use would be fine. The optimum route though would be to use folders per faction, since they did say they are going to be adding more factions. But yeah I agree something for now wouldnt be bad. ;)
     
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    devsplz.
    I'm thinking of a folder for every faction. This way if you create a third faction you can make its specific ships too.
    On the subject of faction ships, when are they going to do a TG / Pirate / General faction ship contest like the stations? The community made some absolutely amazing things.
     

    mrsinister

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    devsplz.
    I'm thinking of a folder for every faction. This way if you create a third faction you can make its specific ships too.
    On the subject of faction ships, when are they going to do a TG / Pirate / General faction ship contest like the stations? The community made some absolutely amazing things.
    Yeah, they sure did! I had something in the mix but did not make the deadline due to life quips cropping up. But I will post it when I am done in my shipyard thread....lol it's been on the back burner now since some newer ideas and other things have come out. Also, that's why I wanted the folders ,so expandability was easier. ;)
     

    mrsinister

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    I wonder if they will leave this up to a modder to do.....though, I really couldn't imagine why or the reasoning since the already explained concepts and fore-thoughts in previous posts....any thoughts?
    I mean, I am sure the dev's code-fu is strong, and I imagine the capabilities of his skill could probably implement this rather easy.
     

    jayman38

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    Remember that the devs do plan to add many more default factions to the game, so simply adding additional permission columns for specific factions like the trade faction will not be scalable and so the interface should be reconsidered. I'm not sure how permissions are stored, so I'm not sure how to update the permission interface. Maybe a drop-down to select a faction, and then "ship", "turret", or "station checkmarks for each faction? (Turrets are simply ships with an exposed core, so maybe just two checkboxes, depending on the future of how ships and stations are spawned into the game.)
     
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    I wonder if they will leave this up to a modder to do.....though, I really couldn't imagine why or the reasoning since the already explained concepts and fore-thoughts in previous posts....any thoughts?
    I mean, I am sure the dev's code-fu is strong, and I imagine the capabilities of his skill could probably implement this rather easy.
    I'm sure this will end up an official feature in the game and wont be left to the modding community. Schema has said more than once he wants to create a game with rules which are as customisable as possible to enable players to create the universe they want. I suspect this wont come until the AI factions are all planned and the whole interface will be updated at the same time to take them into account. One step at a time though. Universe re-design first! :-D
     
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    I just came across this thread and read through it. Yes, please!

    I would love to finally be able to choose which ships get used by which factions, instead of it being randomly picked by the game from a player's stored schematics. What if the pirates happen to load a super-dreadnought as their "common" ship, or the trading guild gets a bunch of flightless turrets with low stats as their "ships"?

    This system would finally allow for some manner of control over which factions would get which schematics to use. Ideally, also what chance of spawning which schematic for which faction, to prevent dreadnought overload. However, being able to assign roles to schematics so that the game can automatically decide how many of it should spawn and where would be much better. For example, setting a small starfighter as "fighter" would mean it would be fairly common, while setting a super-dreadnought as "dreadnought" would limit it to a very rare occurrence under the assumption that it's massive and massively-powerful. Perhaps a spawn weighting system could be added in on top of this so that the server admin(s) can configure faction ship spawning.

    If they ever did add a customizable faction schematic system, I'd also love to see the ability to spawn NPC ships for user-created factions, even if said factions can have player members (or leadership). Perhaps that could be balanced by requiring purchase costs for NPC ships as well as hiring costs for any NPC crew, before an NPC ship is "ready to fly" if being added in-game and not in server management.

    Server management could allow for anything from "faction is unlimited in size, with X schematics and Y role/weighting for spawnrate" or "faction has X number of ships with Y schematics using Z role/weighting for deciding spawns" up to "faction has X number of ships, Y schematics, and each individual ship is assigned a schematic and/or name individually, with unassigned ships being randomly selected based on roles/weighting". Possibly even "faction has X number of Y role, with Z schematics available to Y role, with W roles/weighting".

    Perhaps that could be how it could be set up. The config would allow admins to assign schematics to factions, and roles to each schematic with optional extra weighting per schematic, within each faction. They could also put a hard limit on how many ships from each role (or even schematic) could spawn for each faction, or leave it unlimited, decided per role (or schematic) in config. (Allowing for such things as fighter/drone carriers.) Player owned ships could be allowed to bypass role limits for a faction, instead being managed between players. However, they and any turrets/fighters/drones and NPC crew would still require normal purchase/hire costs.
    Specific ships could be assigned and named in config, with any not specifically assigned being selected based on role and weighting depending on faction ship/role limits. (Perhaps even customizing any assigned crew, such as names or if ever possible, appearance.)
     
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    Additional organization and more options to customize factions would always be a welcome sight, for me.
     
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    A good way to implement this might be to simply have subdirectories corresponding to the faction IDs; this way, it would not be limited to "pirates" and "trading guild" only, but open to whatever other (N)PC factions there may be in the future as well.
    Drop a blueprint in the corresponding directory and have it available in game once the next NPC wave spawns or a player of that faction visits a shipyard. The same directory structure could be used with stations and maybe even planets.
    • blueprints
      • ships
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]
      • stations
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]

    Every blueprint right under "ships" or "stations" would be available to all
     

    NeonSturm

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    A good way to implement this might be to simply have subdirectories corresponding to the faction IDs; this way, it would not be limited to "pirates" and "trading guild" only, but open to whatever other (N)PC factions there may be in the future as well.
    Drop a blueprint in the corresponding directory and have it available in game once the next NPC wave spawns or a player of that faction visits a shipyard. The same directory structure could be used with stations and maybe even planets.
    • blueprints
      • ships
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]
      • stations
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]

    Every blueprint right under "ships" or "stations" would be available to all
    For multiple factions using the same, make symlinks?

    That would require a username=>factionID database.
    I heard some admins and players complaining about problems with factionIDs after they reset a server. You don't get the same Id even if you use the same name.
     
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    For multiple factions using the same, make symlinks?
    Possibly, but just copying a few megabytes shouldn't be that much of a problem either, if you want to give specific blueprints only to some but not all factions. Otherwise you would simply plop the design into the top blueprints directory.

    That would require a username=>factionID database.
    I heard some admins and players complaining about problems with factionIDs after they reset a server. You don't get the same Id even if you use the same name.
    I don't quite see where user names come into this, but yes, you would probably need to check and reassign faction IDs or rename the directories accordingly after a server reset. One more item to put on that server setup checklist... that should be a rare event however, shouldn't it?
    Anyhow, I'm content with leaving the implementation specifics for the devs, should they decide to go with it.
     

    mrsinister

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    I just came across this thread and read through it. Yes, please!

    I would love to finally be able to choose which ships get used by which factions, instead of it being randomly picked by the game from a player's stored schematics. What if the pirates happen to load a super-dreadnought as their "common" ship, or the trading guild gets a bunch of flightless turrets with low stats as their "ships"?
    and that is what was happening on my server....lol Trading guild would try to fly turrets and frame-outlined ships with no internals, basically just a WIP in progress.[DOUBLEPOST=1411639982,1411639796][/DOUBLEPOST]
    A good way to implement this might be to simply have subdirectories corresponding to the faction IDs; this way, it would not be limited to "pirates" and "trading guild" only, but open to whatever other (N)PC factions there may be in the future as well.
    Drop a blueprint in the corresponding directory and have it available in game once the next NPC wave spawns or a player of that faction visits a shipyard. The same directory structure could be used with stations and maybe even planets.
    • blueprints
      • ships
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]
      • stations
        • -2
        • -1
        • 10000
        • 10001
        • [ ... ]

    Every blueprint right under "ships" or "stations" would be available to all
    that is interesting, but I like just having the sub-folders, if we wanted to add a custom faction maybe then do a faction ID with corresponding subfolder? :)