ImperatorPavel ImperatorPavel

[MOD] [NEED HELP WITH THINGS] Darkness Race - Vasari Ancient Enemy

[MOD] [NEED HELP WITH THINGS] Darkness Race - Vasari Ancient Enemy

“10,000 years ago…we were created…at Kron."

 

"When our potential for spreading easily was discovered, our home planet, Kron, was put under quarantine by the hated Vasari Empire.”

 

"Using our ability to spread quickly, we took control of most of the quarantine fleet, and destroyed the rest.  Opposition to our attacking our enemy's fleet slight, we conquered many planets, until we reached the enemy’s home world…


“…that was when the enemy decided to attack…”


“…It was a quick battle.  The enemy’s fleet was driven mad, and we took control of most of our
enemy’s ships…”


“…except one, which ran away…”

 

“…The enemy gathered at one of their few remaining safe planets…”


“…and ran…”


"…We have been chasing our enemy ever since…”

 

This is all I currently have for the Darkness, lore-wise.

I was thinking of doing a mod based off the ancient enemy of the Vasari.  (See lore)  Would anyone take any interest in it?

 

 

Things that need to be done:

-I need a modeler to finish models.

-Finish the Galaxy Scenario Def file.

-Finish the manifests.

 

That's all I have for now.

71,428 views 109 replies
Reply #26 Top

Actually, those models are just what I need.  If you can post all of them, I'll look at them in-game and decide which ones I want to use.  I like all of them.  The race is based of the Vasari ancient enemy, so they would probably copy architecture.  What was that problem you were having with that one mesh?

 

Edit: Originally, I was just going to have a modeler modify a Kortul mesh to make it look more "Darkness-ey", but your meshes will help the progression of this mod.  I like them lots, anyway.  They're cool. :)

I couldn't have thought of a way to modify the meshes any way.

Reply #27 Top

Well, now i am busy with a very complex model for a other mod, texturing stage... once done ( around end sept ), i make a package for you...

Reply #28 Top

Ok.  I still have lots to do with the mod anyway.  Thanks!

I'l tell you this:  I'll probably add two more ship types to just be able to use all thos meshes, they're so cool.

Mod finished, mostly.

Reply #29 Top

Note: As I found out tonight, mod only works on Diplomacy.  Sorry.

Reply #30 Top

I'm Interested. But the Fighter and Bomber...

Reply #31 Top

Yes, but they should have less ships, and few upgrades, so they could be countered by a heavily upgraded large fleet of Trinity Alliance.

 

The frigates should be variations of the Vasari ones, and 2 unique biologic ones, one nanite group with the Corruption ability, a Domination that would make the targeted ship more powerful to time to time (maybe look a bit different over time as well), but the catch is that they can only dominate one ship, and would have little-medium hull, and no shields, great to big ass rushes, and a second one that is basically a command cruiser, boosting the Darkness forces´ powers. Also, the Trinity Alliance should have a ultimate research, that would counter their corruption ability, making their main strategy usseless, but it would be 1.5 times more expensive than a superweapon (not the research, the ACTUAL superweapon).

 

Ideias: The nanites could dominate even capital ships and starbases, but they would need many (maybe 10 to the caps, 20 to the starbases), but the effect would easily vanish if not done fast enough.

The Darkness should also have different looking ships than the Vasari, a result of high level corruption, from many ages.

You could use ships from many mods to inspiration, specialy the Plague race from Sins of the Fallen.

 

I would definitively play it.

Reply #32 Top

Stargate Invasion,

"Should"  That's a big word.  The race is nanites, and ONLY nanites.  Which is why they use the Domination ability.  Because computer code can be sent wirelessly.

Your ideas would totally change the mod and make it not mine anymore.

Corruption?  Nanites can't be corrupted.

Note: I would like to use your ideas.  But they would totally change the mod.

Maybe we can come up with a sort of compromise.  You make the abilities you mentioned, and I'll see what I can do about adding them to the mod.

I make no guarantees.

Reply #33 Top

Stargate Invasion,

How abou this:

I like your ideas.  I'll make a few more shp classes based off your ideas.

I'll still retain the Capital Ship, the Light Frigate, the Heavy Cruiser, and the Carrier Cruiser by my own design, but I'll add two more different ship classes for your abilities and ideas.

Doing this my way means you can pick and choose your tactics and do whatever you want without pretty much deleting all of my mod.

I f anyone has any ideas for a Starbase, feel free to post.

Reply #34 Top

I'm going to not do the Starbase thing.

I realized I have some more work to do to make the Darkness a playable race.  I should be able to work on the mod this weekend, so, I don't know when it's going to be finished.  Sorry.  I'll continue working on it until the mod works in Diplomacy as a playable race.

I'm sorry for those I dissapointed.

Reply #35 Top

Hey, just so you know I've got the grey goo up and running currently as a level 6 ability on the Skirantra.  It kills everything in sight unless you spam repair cloud before and during the attack.  It's also a processor hog because it stacks in 3 DPS increments.  I'm thinking about changing this to 21 because that would decrease the required power by nine which would make it a lot easier on systems.

Beyond this though, if you have a tight fleet, there is nothing that will stand in it's way.  If you can think up a way to make sure that it only damages ships if they don't have shields, that would be even better, but for now, it's stable and kills all in sight pretty dang quickly...

Reply #36 Top

Quoting Volt_Cruelerz, reply 35
Hey, just so you know I've got the grey goo up and running currently as a level 6 ability on the Skirantra. It kills everything in sight unless you spam repair cloud before and during the attack. It's also a processor hog because it stacks in 3 DPS increments. I'm thinking about changing this to 21 because that would decrease the required power by nine which would make it a lot easier on systems.

Beyond this though, if you have a tight fleet, there is nothing that will stand in it's way. If you can think up a way to make sure that it only damages ships if they don't have shields, that would be even better, but for now, it's stable and kills all in sight pretty dang quickly...

There is a "HasShieldDamage" constraint. I'm not sure if you can specify just how much damage, but at least it would prevent undamaged ships from being effected. Might have to do a separate instant action for ships without shields though...

Reply #37 Top

Well, is HasShieldDamage measured in a percentage or points?

Reply #38 Top

I think the limiter is in points, but I don't know.

 

I'm just wondering, what does this have to do with my mod?  I said that the race was nanites.  And only nanites.  But, I guess I could make the Darkness a biomechanical race...

 

Reply #39 Top

It's hard for nanites to munch on your hull if you have a wall of seething plasma in the way.  I am trying to figure out a way to make the nanites only infect if and only if the shields are down.

Reply #40 Top

Ah.  Good idea.  So is this ability for my mod?

Reply #41 Top

Well, just for your mod in general, but beyond the grey goo thing (which is kind of insane anyways because of the way it works), I am thinking of some abilities/ships for you that would involve this.

Reply #42 Top

Thanks.  I'll probably give you karma.

This is, once I find out how.

Reply #43 Top

I'm working on a way with the Grey Goo mod to get it to work.  What I want is the target to get buffed with a BuffGreyGooTarget which cannot stack.  This proceeds to periodically instill BuffGreyGooDamage which has a duration of 9999 (basically permanent) which can infinitely stack and each iteration deals 5 DPS directly to hull.  Over time, these really stack up as your ship takes progressively more damage until you've got like a hundred of these buffs at which point you're taking like 500 DPS straight to your hull and there's nothing you can do about it except Repair Cloud (more on that in a minute).

Now, not only does BuffGreyGooTarget buff the infected ship, all ships/structures/SB's/SC within 1200 of the infected also become infected with BuffGreyGooTarget themselves as it spreads through the fleet.  When a ship dies, it spread the infection over a much larger area (4000), meaning that an Advent Battleball is going to be a field of scrap.  Of course, I only want the passive spread to occur if enemy ships have their shields already broken.  The explosion we can say could transport infected pieces of hull, thus shielding the nanites when they pass through the shield.

Then, upon death, a "Nanite Cloud" frigate is spawned with the passive ability of infecting all ships within range but is unable to move.  I'd say that they should also have the ability to "join" passing ships, thus employing the MakeDead instantAction, but also healing the ship in question.

That's something I've always thought for nanites, they shouldn't be able to heal except from debris.  Perhaps if a nanite cloud encountered enough things of debris it could turn into a small scout or something.  That actually would be really interesting..  If scouts had the ability to meld into other ships, increasing their maximum health for like 99999999 seconds (aka infinitely).  This would allow you to do all sorts of combinations..

 

Reply #44 Top

It's not the Grey Goo mod, it's the Darkness mod.

Even though I don't mind if you call it the Grey Goo mod.

I like the idea.  That's what I was trying to get to, your ability, I just didn't know how.

Reply #45 Top

Oh, sorry about that.  The experimental one I'm working on is entitle Grey Goo.  I know it's Darkness, it's just that GG consists of me trying to get that one ability to work.  It's a complex one, but I think it's perfectly doable.  That's also the first time I've written down the whole process, and I just found part of the reason it's been minidumping on me thus far.  I have to go back to the drawing board a bit, but oh well.  I just hope that there is a way to not apply a buff unless shields are down...

 

EDIT: I just found the finishConditionType ShieldFailure.  That might be able to work...  I'd have to draw it out, but I'm pretty sure that you could do it.

Reply #46 Top

Darkness, Grey Goo, same thing.  Call it whatever you want.

I'm pretty positive I can do anything you can do, with a little help.

I'll make sure you get cited for the code for the Grey Goo ability.

Grey Goo - Volt_Cruelerz

 

All I can say, with the support I've gotten on Ironclad Online and here, this is a very fun project.  Even though I haven't been able to play the mod yet.

Reply #47 Top

I'll probably upload GG some time on saturday because tomorrow is my heavy class load for the week and I've still got stuff to do tonight.  Whether or not GG will spread based on shield existence is yet to be seen, but hopefully it will.

Reply #48 Top

Good news, during my philosophy class today (they're going over if statements and the like and I've been taking computer science courses for seven semesters now), I came up with the correct buff series to accomplish it.  It all depends on one thing though: does ShieldFailure only happen if a buff is instilled on a ship with shields which then go down or does it automatically fire in the event of being placed on a ship without shields?

Even if that is the case, a ship without shields is constantly losing shields as they regenerate, it's just that the remaining amount of damage is carried over to hull (and reduced by armor of course), so it might work anyways.  Regardless, I now have the necessary buff chain to make it work.  It'll take a while, but I think it can be done  :thumbsup:

Reply #49 Top

In summary, you were bored out of your mind and so decided to think about how the buff would work.  And you found out a way to make it work, so it works now.  Very good.

Probably nothing I could've thought of.

Reply #50 Top

Well, I've got it all coded (aside from one minor thing which in the past if done wrong has had a tendency to cause minidumps, so I'm skipping that for now), but I'm going to bed soon and I don't want to start debugging until I have time, so I'll do that tomorrow.

 

EDIT: I guess I stayed up later than I expected lol.  Regardless, I got the majority of it to work.  It doesn't do the death spreading yet or work based on shields, but those should come along tomorrow as it appears the problems I was running into had nothing to do with either of those things, meaning that when I wake up and begin testing them, they should work more or less alright.  Testing is obviously going to be required, but I think this will work.  Or at least the quick micro-tests I did tonight of the shield-based immunity to GG appears to be on the right track to functionality.  More on this tomorrow once I sleep and finish testing/debugging.