[Mod WIP] Levelable Frigates for Entrenchment 1.03

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I have been working on an idea to get frigates levelable, and have been able to get them to level 3. It is also possible to get them to level 10, but they would no longer be considered frigates and the limited cap slots available means they cannot all be available from the selection menu.

It would be possible to get them to level 10 and spawnable, which of course would require no entry in the menu at all, or to link a menu ship "launcher" and then have them spawn from the launcher.

This mod is still in work, and i have created levelable ships for the Advent frigate fleet. All except the starbase launcher, which seemed to have a short life-span and did not really need multiple levels.

link on FileFront is here:

Take care and hope its interesting, it was fun putting it together, i haven't played through a complete game with it yet, as i am guessing it will make the advent even stronger against the other two races, so will be working on getting the other two races converted as well which should make it much more interesting!!  :)

Anyway, wanted to post it to see what people think, and to go from there,

Keep Modding!!!

-Teal

 

Second stage is here, the first part wasnt workable at all, i thought it would, but there is something i am not understanding in the levelable turret, and why i couldnt get my turret-frigates to level, but be that as it may, Terraziel and EvilTesla had the answer and it works beautifully, there is still a lot, lot of work to go, but the base with the spawnable capitals that i am going to downgrade to frigates is in the game and working.

Link is here, but remember this is still probably what you would call alpha stage, just the very very beginning of getting it into the game and working.  :)

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But its a start, another 3 or 4 days and it should be close to presentable.  :)

Thank you to Terraziel and EvilTesla!!!!

 

 

7,965 views 20 replies
Reply #1 Top

tried the mod and could not get the frigates or cruisers to level up

nor is there any indicator on info card

and yes I played advent *grumble, grumble*

Reply #2 Top

Let me guess,

you used the "Frigate has Levels" line?

if so, you realize, that just becouse they have levels, doesn't mean that they earn experience.

 

see my point?

What makes then level up?

Reply #3 Top

it appears that they 'frigate has levels' line isn't used. I wonder how Teal did it.

Reply #4 Top

:)  Magic!!  Haha, i will have to look, and see if i can see how or when or even if they are leveling.  :)  I didnt make it happen, it was already in the game, i simply 'borrowed' it. I'm sorry if it didnt level, i will have to figure out why, and fix it. :)

-Teal

 

Reply #5 Top

Whiskey- It is used by the Sova's Missile Pod thingy

 

Teal- It isn't leveling becouse, just becouse it has "levels" doesn't mean it earns experience.

The only way for a frigate to level (that I know of) is for it to "Inheret" the level of the thing that spawned it!

(Think: sova Missle Pod thingy)

 

Trying to get frigates to level with experience is futile.

But that would be awsome if I was wrong.

 

PS: you can test it by watching the stats of your ship. Simply watch them to see if they go up.

PPS: Why did you post a mod that you never tested? Seems like a bad practice to me...

Reply #6 Top

Tesla, I meant in Teal's mod files. I do know that it's used by the Sova's Missile Battery and I think it's on the Vulkoras' Siege Turret.

Reply #7 Top

posting  without testing... well, not good practice, no, you are right, but i assumed that the original could level, so if i changed out the specifics it would still level. Actually "how" it levels is something i will have to look at closer. But i have thought of a work around, not as nice in some ways as this, well... i mean not as direct. Though to be honest, it the work around would be nicer overall, with level numbers in the info card and experience tracking to see how close or far away the next level is.

That may be a better way to do it actually. The way i am trying now, as you say, just increases the ship stats, but i havent even seen it do that yet. There must be some triggering thing in the original that i am missing.

Anyway, it is noted as a WIP, so i figured other peeps would help look at it. Its not RELEASED released you know? so i dont feel quite as bad as saying hey it works and it doesnt, but anyway, will relook at the original to see if i can figure out why i cant see it change stats. And if i cant figure it out, will try the work around. I know that will work, because i have done it before, but in some ways ... well... it is different and takes a lot more work per ship.  Haha, well, if i want it that is just too bad.  :)

I will let you know.

-Teal

 

 

Reply #8 Top

why do i suddenly have 49 points when im supposed to have 27?  Either the system is broke, or someone is flattering me, haha, im not THAT good, haha, i try to be polite, sometimes im miffed and if creeps into my posts, hopefully, ever so little, but haha, THANK YOU THANK YOU THANK YOU!!!!!  :)

Well... i gotta go fix this silly mod now!!  Figure out why it wont do what i want it to.  :)  That or get the other way, which if i do i will pull down the old link and post a new one.  :)  Wish me luck!!!  See you soon!!

Keep Modding!!!!!

-Teal

 

 

Reply #9 Top

Well, so far the leveling is NOT working.  :( 

The combat turret has levels, for its stats, weapons, hull points, shields, cooldown. Why is it not working? I am launching the ability from a frigate, maybe it has to be launched from a capital? From a ship that has levels?

Maybe, will try that, that and perhaps see if i can convert the frigates to capitals and level them that way.

-Teal

 

 

Reply #10 Top

:)  Well, thanks to Terraziel and EvilTesla we are back on track.  :)   There is still alot of re-work to do, and converting of numbers for the capitals down to frigates specs for "levelable" frigates, but it will work.  :)   I want to keep the levelable frigates still with starting specs and raise them, not as much as a capital, and at their peak only 75 percent or so of capital strength, i will have to look at the original numbers, perhaps closer than 75 percent, but not by much.  :) 

Thank you Terraziel and EvilTesla!!!!    I couldnt have done it without you!!!

:)

-Teal

 

 

Reply #11 Top

Teal,

Quick question just to double check my bearings

when you spawn your capitol ships, HOW do they spawn? I mean..what PHYSICLY happens in the game when they spawn?

Reply #12 Top

:)  I am running fleetbeacon for psi, i adjusted some of the ships, actually just included the capitals, the rest i left the same, i renamed the changed fleetbeacon to psifleetbeacon and put it in the entity manifest and in the psi battleship and set it to use lower resources, just to test it. I raised of course the fleet points used to add in the capitals.

When i run it, there is no major thing that happens with the game, it just spawns them, same as spawning frigates, there is a sound that beeps to say it is happening, and the new ships appear at the edge of the grav well, same as vasari actually.  :)

That is what happens, actually, it spawned 6 capital battleships first time, and a frigate fleet the second. I put the capitals in with a weight of 1 when i added them. So that is it.  :)

Next new thing of course is im trying to figure out a way to take ships from one game map to another.  :)

Im going to try saving the games as text and then see if i can edit them, drop the data from one into another and get it to work.  :)  We will see.  :)  It would be nice to simply play one long continuous game that leads from one map into another without exiting, even if the game re-loaded at the end of one as long as it carried the ships forward into the next map i would be happy.  :) 

Well... wish me luck, im asking if anyone knows how to do that. Someone a few months ago, was actually making save game campaigns, that he was stringing together into a story.  Very cool, but i havent seen any new ones after the first 2 that he made, :(  So im trying to figure out a way to get something like that.  :)

Take care, hope it explains what is happening.  :)

-Teal

 

 

Reply #13 Top

yes, thanks very much!!

Reply #15 Top

:)  Thank you for the thank you's and good luck's  :)

 

I should mention, that i saw today that some people have been downloading the second post, with the psifleetbeacon addition. The mod is REALLY NOT READY for that, well... it isnt anything but the change in fleetbeacon, which im going to use to spawn capitals.

I still have to convert the frigates, one race at a time, all of the frigates, (alot it seems, i think 10 per race) to capital specs, well, its actually the reverse. I'm taking capital structure and converting over the frigate specs to get a frigate, which i will try to keep low specs (as close to the original frigate as i can) and upgrading them over the course of their lifespan. I am assuming that the standard capital specs would be fine, but we will see. Anyway, NONE of that is done yet, and still remains to be done. I just didnt want people to download it expecting to have the whole thing ready to go and find out it is just the psifleetbeacon, and then not all psifleetbeacon ships are converted over to psi, just the addition of the two capitals, the rest remain as vasari, as they were originally, which i have to change over of course.

But that will take some time, please be patient with me, classes start in another two weeks and im running around trying to get everything set for fall and have less time for the modding, haha, but that is well.... life i guess.  :)

Anyway, i just didnt want anyone getting upset, so hang in there and i will get there, but it will take me longer than i had thought it would.  :)

Thanks for listening and take care, and keep modding!!!!!

-Teal

 

 

Reply #16 Top

Well... I messed up big time, i ran the test, it worked with deploying frigates and the capitals...

But when i zipped it up and posted it, it isnt there, i looked in the zip file and in the copies i have on the pc, but l must have tested in a folder i am not remembering and zipped the wrong one to boot.

Well... after trying last night to re-do everything, im now running into errors even getting the phase fleetbeacon to properly run for the other races. Much less the change over for the frigate to cap to get to level. In addition the copy that does work, that i cant seem to reproduce, im doing something wrong, i dont know what! But in the copy with the frig-cap, of course it takes cap crews, which only complicates things.

To be honest this is a real pain!!

Right now im a little fed up, so will be putting this on the shelf, and sorry to all those who downloaded, i thought i had something workable, but really this is frustrating with the resources and research requirement, the tie to the phase gate research, and even after getting the caps to spawn, which im having a heck of a time trying to re-do, so far, i haven't got it, it mini-dumps. But i had it in a test last week!!!!?????  So i am like so over this i cant even say it.

Well... I will come back to this some other time, for now, sorry to the folks out there that thought i had it, i thought i had it too.  This is really enough to make me want to scream you know?

-Teal

 

Reply #17 Top

not everything works out

keep up the good work though

you have some great ideas

Reply #18 Top

:)  Haha, thank you for the encouragement!  I'm better today, i got the ships to deploy again, and the caps to spawn and the first five of the tech frigates i wanted to convert done. So this is the first step.  :) School starts next week, so i dont know when i will have a chance to get back to this, but it is tedious work, with changing out specs for the frigates and getting them into the cap frames.

I am doing this on vanilla as it doesnt require me to update the entity manifest, but will be doing that as soon as i can get a full workable version up and running. i can post the work so far, but to be honest, its not complete, and the test specs are still in, i made the ships zero cost and the ability 2 seconds so that i could get a test quickly without waiting for everything too long. As it is, i have to wait to get the labs up, then the ability researching, then the ship, then the test :)

Anyway, thank you again for the nice encouragement, :)  And just wanted you to know, its back on track!!  Sometimes i could kick myself for being so stupid, i totally missed the _ in the cap name to launch them. Anyway, we are back in work now and hope to finish it, well.... haha, i dont know when i will have time, math class this fall is going to take almost everything i have except sleep, and perhaps some of that too!!  :)

See you soon and keep modding!!!

-Teal

 

 

 

Reply #19 Top

teal have you tried my manifest maker in my modding utilities pack?

harpo

Reply #20 Top

not yet Harpo, but i will download it and give it a try, kk?  :)  i will let you know how it works :)  thank you for the tip!!

-Teal