Kitkun Kitkun

Rebellion Modding

Rebellion Modding

What would you like to do?

A list of some things I'd like to see for modding so that the devs can tell me I have my head in the clouds:

Different 'armor' types for shields and hull.

Ability to define some currently harcoded elements such as armortypes and other elements.

numArmorTypes 1

ArmorType "Light"

MaxShipLevel 10

MaxAbilityLevel 3

MaxWeaponBanks 3

etc.

Ability to define firing angles (And stats?) for each weapon point.

Make it so Boolean modifiers can be based on ability/research level instead of just "yes/no"

Make it so research and abilities can have a manual 'target' list by entity file names as well as gravity well types, etc.

    targetFilter
        numOwnerships 1
        ownership "Friendly"
        numObjects 0
        numSpaces 1
        space "Normal"
        numConstraints 0
        numGravWellTypes 2
        gravwelltype "Planet"
        gravwelltype "Asteroid"
        numManualEntity 1
        entity "CAPITALSHIP_TECHBATTLESHIP"

Make it so that each spawnable entity can have a max spawned limit.

Make it so that the number of a certain strikecraft type a ship can have can be limited.

Give each movable entity a 'canPhaseJump TRUE/FALSE' flag along with corresponding research/buff to change.

Make it so buff types and research are more versatile. Example: Instead of 'StealAntimatter', just 'Steal' and definable of what to steal.

Give each ability and research a 'ShareWithAlly TRUE/FALSE' flag as well as a corresponding research/buff to change.

Make it so research/abilties/bufftypes can have other prerequisites such as 'x of a certain entity' or 'hasPeaceTreaty with this player'

Make many, many more variable get research/bufftypes. Cost to buy capital ship level, etc.

 

Anybody else?

 

:fox:

52,279 views 56 replies
Reply #51 Top

Quoting Volt_Cruelerz, reply 50
Oh yes there is.  I've done it.  It's a rather complex buff, but I've done it.

Before I go about taking a stab at this, may I have permission to use parts of the Grey Goo in order to get this ability coded? You of course will be credited accordingly.

Reply #52 Top

Sure  :thumbsup:

 

The ability infects only those ships whose shields are down.  It spreads to other ships without shields.  When the ship dies, it spreads to ships in a larger radius, regardless of whether or not they have shields and it also spawns a nano cloud (but since I fail at importing models, I just used the TEC missile turret).

With a buff that overly complex, I figured a little explanation might help lol.

Reply #53 Top

So I noticed, it's one heck of an ability that's for sure.

Main bit is the shields down part; in a nutshell I'm hoping to work that into a passive ability that's linked to Ion an weapontype that fires, and after some complex thing that checks if shields are down, applies a buff.

Reply #54 Top

Probably what you'll want to do is on BuffGreyGooTarget, replace the BuffGreyGoo on the ABTS with your buff.  IIRC, you'll need BuffGreyGooShield, BuffGreyGooTarget, BuffGreyGooImmunity, and your buff, but I haven't looked at it in a while, so I may be mistaken.  Look for the Darkness Mod.  That's what I made it for and there's a detailed explanation of the files in there.

Reply #55 Top

Found something else that would be nice. Order delay. So that once an order is given, it can take more or less time for a unit to actually follow that order. This would be IMMENSILY helpful for some of the stuff I'm modding in, as well as be good for a jamming ability.

Reply #56 Top

Quoting the50first, reply 55
Found something else that would be nice. Order delay. So that once an order is given, it can take more or less time for a unit to actually follow that order. This would be IMMENSILY helpful for some of the stuff I'm modding in, as well as be good for a jamming ability.

You're looking for the instantActionTriggerType "OnDelay". Link.