Lapapsnow

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Features suggested

Project Feature Score Description
Akaito/reassembly-ai-mod-example Scavenger Beam 4 A weapon type that extracts R resources from a block based off of target block's (P cost / (HPMax / HPCurrent)). A fun little way of keeping ship husks in play, and allowing a way of resource generation beyond plant harvesting, and the initial boost from destroyed ships. I believe it also adds a lovely secondary tool for modders when making scavenger empires or pirate factions. The Scavenger Beam can be used as both a weapon and a utility.
Akaito/reassembly-ai-mod-example Save game integrity Validation & Mod warnings 2 There are quite a few mods and users that utilise universe-altering cvars. As we know ,this effectively breaks any save that is loaded while a universe-altering mod is loaded. I would like to ask ( and I know it's a hell of an ask ) for a validation system akin to Rimworld's save validation system. The aim would be to inform players that the save they are loading would be aversly effected by the mods they currently have loaded. ( Perhaps comparing universe cvars changed, to the savegame's universe cvar values? ) Later down the line, I would love to see saves informing players about missing mods, or that they are adding new mods. Eg. The savedgame previously was run with: - Anisoptera Heavy Weapons for Terran - Hardey's Funny Asteroids - Sam's 3x bigger universe And that the player now has - Anisoptera Heavy Weapons - Lap's Ridiculous Asks - Simply Smaller Ships and would receive the warning: - - - "Your saved game was previously ran with mods: X However you are now running mods: Y You are also running Universe Values ( size changes, sector changes, etc ) that are not the same as the save's Universe Values. This will cause corruption." - - - Naturally, there is both a conflict, and a removal and an addition of mods to the save. But, if we inform the player of the possible issues, we let the player know what they should do to make the save load as it did originally or at least let them be aware of the dangers. It's a big ask, but what are feathubs for? Hah. Thanks for reading Arthur. - - -
Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format 20 - - - Capability to form a tournament, that spawns all included competitor fleets within a single arena instance. Wonderful total tactical turmoil! Proposed method: Within the arena, is an imaginary circle. This circle, ( which would be relative to the arena size somehow, perhaps dependent on a seperate tournament variable? Or based on the current tournament spacing system? [ 1/2 Arena size ? ] ) has a perimeter, upon which the fleets will be spawned. Fleet spawn positions are upon this circumference, and spawning will be controlled by the circumference length divided by the number of fleets. eg. if a circumference total length is 100 units; Two competitors would be spawned, with a spacing between each other upon the circumference of 100/2 = 50 units. Resulting in: One spawned on the left hand side, and one spawned on the right hand side. ( as we would expect from a 1 v 1 ) This method would ensure easy scaling with larger tournaments. Fleet spawn direction, would be directed to the center of the arena. [ Obvious, but included for completion. ] Additionally: UI ( problematic for this ) could be stripped out and replaced with a single-focus system. Single fleet focused, based on remaining P of fleet, and remaining ships out of total ships. [ Or however you'd like it Arthur. ] This UI solution would be in the vain of a Last Man Standing situation. Thanks very much. - Lapapsnow

Comments

Project Feature Comment When
Akaito/reassembly-ai-mod-example map galaxy generation screen/options Formatting seems to have broken there, and I can't delete it. So let me try that again. It may break here too... oh well. Haha. New Game : Galaxy Generation screen option suggestions: ( And as discussed ) - Faction Controls:[ Number of factions : All or a number. ] [ List of factions : Control which factions spawn. ] [ Strength of factions : Let player customize P curve for region ship spawn. ] [ Presence of factions : Controls the size of faction regions, from Fit Them All, to a custom percentage for each faction. ] [ Aggression / Volume - Not useful without the far-in-the-future War Mode - but would effect Faction-Agent spawn rates, and their aggression ( How often they move towards the enemy instead of wandering, perhaps. ) ] [ Passives : Enable/Disable the Borg, Flys, or Spikey plants. ] - Map Controls: [ Scale : Multiplicative scale of the galaxy. 1x 1.5x 0.5x ( Could also use 50x50 sectors, or customNumber X customNumber ] [ Deadspace Percentage : Lets the galaxy have sections of space that are neutral and uninhabited by any factions. ( Passive factions? Borg, Flys, flying plants? Haha. ) ] [ Game Type - (Massive pipe dream, but here for completion) : As we discussed. Normal, War, other fanciful and hilarious ideas. ] - Misc: [ Quest intensity : Amount of ships that will on occasion have a quest for the player. ] [ Rampup Frequency : Rate at which all Factions will grow stronger and use higher-P designs with bigger fleets. ( and yours too! ) [ Grand Objective : ??? Defeating X number of factions? Owning X sectors? FreeRoam - ( as in none, the current normal mode ) ] 6 months ago
Akaito/reassembly-ai-mod-example map galaxy generation screen/options Factions: - Number [ All ( Trys to fit all factions in ), or a number ] [ Picks random factions from the non-disabled factions ] - Intensity [ P curve for region ship spawn ] - Presence [ Reduce/increase their region size ] - Blacklist [ Disable factions from spawning, eg Terran, or modded factions. ] - Aggression [ Higher causes more hostile Faction-Agents spawned in War-Mode. ] - Passive Factions [ Enable/Disable the Borg, Flys, or Spiky Plants. ] Map - Size [ 2x, 0.5x, Normal, ] [ Also fix long-standing mod galaxy size change save corruption issue ] - Deadspace [ Percentage of galaxy initially uncontrolled or empty ] - Game Type [ Normal, War, Expanse, etc)] More I probably cannot remember. 7 months ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Forgot to break out my _'s... 12 months ago
Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI Please yes. If we have the option of creating a Zombie Infection, such as in Space Pirates And Zombies. My man. That will be fun. We can start some real "Survive The Apocalypse" vibes. I'm not against that. - - - My 5 cents: Howdy Arthur! ( This is posted on feathub but I though I might as well put it here. :sweat_smile: ) I'd like to add some input on the Barnacle Infection - AI take over - missile. A nice way of dealing with it, would be letting CAPTURE Missiles... ( Which is what they are, and which gives a lot of application for modders :stuck_out_tongue: ) ...have a set Capture_Force that is added per tick, and compared to the targets total health. This would make it balanced against larger targets and allow the possibility of having modules that have a set AntiCapture_Force that would combat the docked Capture Missile. We can think of it as a boarding ship. That might be a little more interesting. :stuck_out_tongue: The missile has troops on it, and the enemy has troops of their own. Or, fungi, or infestation, and the target ship has a lot of cleaners. Hah. I think that might be a nice ballanced approach. Unless you've already thought of it. :joy: - - - 12 months ago
Akaito/reassembly-ai-mod-example Refine the priority of loading mod It's a nice idea, but if a player wants a mod with "low priority" to load before a mod with "high-priority: the player would then need a way of setting that easily. I don't think it is possible to refine the loading priorities without causing more heartache. Sadly, the player is just going to have to be conscious about the state of their mod list. : ( about 1 year ago
Akaito/reassembly-ai-mod-example improve automatic P calculation Additionally: The ability to force assign a 0 P value to a block despite durability and density or other factors would be hugely appreciated. about 1 year ago
Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers This will absolutely need a separate tag. ROTATOR I believe is a clear option. The issue with reusing TURRET is that drones that have turreted guns will no longer work correctly; Eg. Terran drone: As the thruster would translate onto the turret which already has a cannon. Causing chaos. Arthur already went over this. about 1 year ago
Akaito/reassembly-ai-mod-example When's Reassembly 2 coming out? ;) We down-vote, out of love and humor! ;D ( Helps to keep it out of the way anyway. So win-win. ) about 1 year ago

Votes

Vote When Project Feature
7 months ago Akaito/reassembly-ai-mod-example Proper Campaign Features
7 months ago Akaito/reassembly-ai-mod-example map galaxy generation screen/options
8 months ago Akaito/reassembly-ai-mod-example The ability to define what command module to use for making a new ship
10 months ago Akaito/reassembly-ai-mod-example perfect the "SELFFACTORY" feature
10 months ago Akaito/reassembly-ai-mod-example Decimal p values
10 months ago Akaito/reassembly-ai-mod-example Optimization and Multicore CPU Support
10 months ago Akaito/reassembly-ai-mod-example Agent stats
10 months ago Akaito/reassembly-ai-mod-example Save game integrity Validation & Mod warnings
11 months ago Akaito/reassembly-ai-mod-example maxLaunchedBlocks launcher drone/missile cap
11 months ago Akaito/reassembly-ai-mod-example NEVERFIRE/ALWAYSFIRE block flags
11 months ago Akaito/reassembly-ai-mod-example AI should ignore weapons bound to PD in optimal engagement range calculations
11 months ago Akaito/reassembly-ai-mod-example Scavenger Beam
11 months ago Akaito/reassembly-ai-mod-example Local ID relocation
11 months ago Akaito/reassembly-ai-mod-example A way to create solid asteroid or enlarging existing ones and merging multiple asteroids together
12 months ago Akaito/reassembly-ai-mod-example barnacle missiles that can attach to enemy ships and take over their AI
about 1 year ago Akaito/reassembly-ai-mod-example ONESHOT block feature (block self-destructs after firing once)
about 1 year ago Akaito/reassembly-ai-mod-example Modular Beam Weapons
about 1 year ago Akaito/reassembly-ai-mod-example Oscillating / slashing beam
about 1 year ago Akaito/reassembly-ai-mod-example allow blocks with mass between 0 and 1
about 1 year ago Akaito/reassembly-ai-mod-example improve automatic P calculation
about 1 year ago Akaito/reassembly-ai-mod-example rotatable thrusters / rotatable launchers
about 1 year ago Akaito/reassembly-ai-mod-example Limited Turret Firing Arc
about 1 year ago Akaito/reassembly-ai-mod-example Circular Free-For-All Tournament Format