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[ROR] - Scripter's General Discussion


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This thread is for discussion of the XML and LUA scripting for Reality of Rebellion.  It will serve to help coordinate efforts for ROR in this area.

 

I've been thinking about the structure of the XML files for EAW.  I was wondering if it would be possible to make it so that hardpoints, and space units could be defined in the same XML script.  If so it would be more efficient to break up the scripts for different units.  That way we could keep it more organized.

 

ImperatorClass.xml

ImperialClass.xml

ImperialIIClass.xml

ImperialIIIClass.xml

VictoryClass.xml

VictoryIIClass.xml

 

Scripters... What do you think?

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its possible..

 

it could be organized that way

 

ive seen mods where they do that

let me give u an example

 

In generals we had

Tank

(code here)

.. ect ect

 

then we had Tank weapon in the same INI file

then we had Tank particles

ect ect.. we just have to let the game know where they are.. i guess what happens is it dumps all the text  to memory.. then it looks through it.. the files u see are just for organization.. so its possible to do that

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The Imperial III subclass is basically a modification kit for an Imperial II.  It gives the ship more armament, stronger shields and hull, along with a cloaking device.

 

You guys should read some of the stuff I've posted on converting D20 RPG to a realistic portrayal within EAW.

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Okay guys... Here's the goals for scripting in ROR and how we'll accomplish it.

 

1.) The creation of seven seperate training levels for all units (Untrained, Basic, Trained, Highly Trained, Elite, Heroic, and Legendary)  Each training level is twice as accurate as the one before it with half the recharge rate between bursts of fire (This represents the reload time).  Build time as well as unit cost increase dramatically.

 

2.) Creation of a corporation based technology tree where possession of certain worlds will enable the opening of the tech tree of the corporation based on the world.

 

3.) Accurate unit scaling and base unit abilities based upon D20 statistics.

 

4.) Civilization technology tree in addition to the corporation technology tree.  Construction of academies, governor's homes, moff palaces, spaceports, medical centers... etc.

 

5.) Constructed Units and buildings have maintenance costs that lower your income and limit the size of your forces in addition to population slots. (RTW used this to great effect)

 

So eventually we'll be adding lots of different structures and units to the game, though most of that won't happen in the first stable releases.  In order to fit everything on the command bar we'll have to edit it.  What I'd like to do is as follows.

 

The command bar will become part of a two stage menu.  The buttons on the bar will now represent unit and building categories.  Space Side: Fighters, Bombers, Corvettes, Heavy Corvettes, Frigates, Heavy Frigates, Destroyers, Cruisers, Dreadnaughts, Utility Vehicles, Freighters, Defense Platforms, Orbital Facilities.  You select the type and a menu pops up alot like the deployment menu, there you select the exact type and training level.

 

This edit will probably be the largest edit in the entire mod, and I'd like to know if you think we can do it.

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Unfortunately the game doesn't keep a log of unit kills so no...  :'(  Thats why I went with training levels when I came up with the basic concept.

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maybe we can do this..

after every battle the unit u have changes to the next unit in line.. should be a lot easier to do

 

lets say.. u start with a recruit

u win the battle../ he survives...

if he makes it past the 1st battle.. he becomes a veteran in outerspace. (changes the unit to that type)

.. and like that.. so after lets say 6 battles or so battles he is a fully trained hero unit :D

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Well, I don't like the idea for two reasons.

 

1.) So you're saying you could send a bunch of ships attacking stations by themselves and make a legendary force... Not really good, not enough investiment in my opinion.

 

2.) Experience helps but training is of much greater importance then just experience.  Just look at how long the Afghans had been fighting each other, if they weren't combat veterans what are?  And our highly trained troops kicked their but.

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I'm working on a partial tech tree for the Stormtroopers to help demonstrate what I'm talking about, but I'd also like to put some thing out here for you guys to think about.

 

I'm going to make it so most traditional structures have a five tiered approach.  The first thing you'll have to build when you arrive on a world is going to be a Planetary Governor's mansion (Or its Alliance Equivalent).  The mansion will be required for the construction of all other facilties on the world, it symbolizes political control of the planet.  The planetary governor's mansion is tier one of the political control line, each tier is another building that can be built because of the construction of the previous tier.

 

Imperial Political Control Buildings.

1. Planetary Governor's Mansion

2. System Governor's Mansion

3. Sector Moff's Palace

4. Grand Moff's Palace

5. Imperial Palace

 

Each building class has specific benefits, Political Control Buildings increase the income of the world as well as allow for the construction of Governors, Moffs, and Grand Moffs.  These generic hero units will lower construction times, increase income, and lower cost of structures where they're placed.  The size of the bonus is dependent on the "level" of the hero.  Also, these heroes will not count against Pop Cap, but they also will be assigned relatively large build and maintenance costs due to their value.

 

When you build a Planetary Governor's mansion it will become possible to construct other elements of your war machine.  In order to represent the nature of the empire's organization Stormtroopers, Imperial Army, and Imperial Fleettrooper construction will be done through seperate classes.

 

Imperial Stormtrooper Recruitment Buildings

1. Stormtrooper Recruitment Center

2. Stormtrooper Barracks

3. Stormtrooper Firing Range

4. Stormtrooper Obstacle Course

5. Stormtrooper Holographic Training Facilities

 

The higher tier of buildings you add to your base the higher you can train stormtrooper companies and garrisons.  At level 5 you can build Elites, but construction of Heroic, and Legendary units requires additional buildings.  Heroic Stormtroopers require a Sector Moff's Palace, while Legendary Stormtroopers require a Grand Moff's Palace.  I have been considering forcing Legendary units to only be built on worlds with an Imperial Palace, but that may be impractical.

 

What do you guys think?

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Okay guys, here's the Technology tree for imperial stormtroopers...

http://img.photobucket.com/albums/v436/StellarMagic01/StormtrooperTechTree.jpg

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1.) The creation of seven seperate training levels for all units (Untrained, Basic, Trained, Highly Trained, Elite, Heroic, and Legendary)  Each training level is twice as accurate as the one before it with half the recharge rate between bursts of fire (This represents the reload time).  Build time as well as unit cost increase dramatically.

 

Overkill.  With 7 ranks, you don't want the difference to be this dramatic per tier.

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Actually you do want that dramatic of an increase per tier.  Trust me I tested a lot of this stuff with the demo.

 

An untrained stormtrooper shoots in a 60 degree cone, a basic in a 30 degree cone, a trained in a 15 degree cone, a highly trained at 7.5, an elite at 3.75, a heroic at 1.875, and a legendary at 1 degree.  The same is true for times between bursts of fire, after firing a 100 bolts an untrained trooper will take a full minute to reload.  This makes each level up about 2-4 times as effective as the level below.

 

Build times are also dramatically different, untrained stormtroopers can be built in just a day. Basic take a full training cycle of 42 days (I think I'll make days shorter or something) while a Legendary formation takes almost 2 years to train.

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I think Legendary units should not be able to build, I think that if you conquer a medium to hard impor6ant planet you should get them, so when to Rebs take kuatfor exarmple thay get legandry of all the type's of space units, and some legegdary ground stuff. Mayby that is not such a good idea, I just think that you sould not be able to build legandry units

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

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Wait for sith war mod

Evacuate, in our moment of triumph. I think you overestimate their chances. :)

 

Please can you post a comment on My clone story, in fan fiction. :)

http://pff.swrebellion.com/index.php?topic=2306.0

 

 

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(> <) This is Bunny. Copy Bunny into your signature to help him on his way to world Domination

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for legendary i like the idea about specific planets - i suggest planets like hoth where the climate is VERY harsh and as such you would expect better troops there, for example in ww2 finland held back the russians (pop of 5 mil) by using ski troops as finland is generally really cold we were able to hold them off due to living in the cold climate all our lives.
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No... I was thinking about making climate specific types of units (Snowtroopers, Jungle Infantry) that can only be built on worlds with that climate, other infantry will suffer penalties due to be being poorly equipped for the climate.  Also, we should make hazardtroopers, maybe have it so their only available on volcanic worlds.

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Okay guys... I've got a project for you.

 

I want you to make a ground unit which is a Ground based TIE fighter Squadron that acts much like the snowspeeders due in the game.  It's transport should be a freighter of some sort (We could use the game's basic freighter model for now) with the TIE Mauler's self destruct ability.  When it self destructs it should spawn a squadron of tie fighters.

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this sounds insanly awesome,  but i do have a question.

How are we going ot be able to build alll of these building above mentioned when we have a very limited amount of space avaible, i mean  i love the idea but i dont think i under stand your concept of creating citys on each planet, wouldn't you have to go back to the way ROR gave people so many credits?

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Well... with realisitic build times the credit requirements are a lot less because it takes so long to build units.

 

Fully implementing the tech tree will require modifying the maps.  I'm certain of that, but each planet will have between 10-20 build slots.  I'd like to be able to modify GUI if possible but am willing to adapt to its restrictions.

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I think in generals we were able to make a makeshift... "next page" button as an upgrade.. that costs 0 money.. u click on it.. and immidiately u get teh second page's units.. and u could go back and forth

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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