Cores for R5

Development areas for Allegiance core (IGC) design.
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KGJV
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Post by KGJV »

This post is to gather ideas and wishes about what we could add/change to core for R5 and above.

It's related to ICE II post when your proposal is more about core structure change than "ICE editing feature".

So far we have:

- Make the time required for an aleph res to blow up dependant on a missile property.

- more "masks" for the ripcord ability (currently 2 : normal rip and smallrip).

- more tech numbers (currently there are 400)

- more ACs/DMs (currently 20 of each)

- new GAs: mass, ship energy regen, fuel, ammo, missile range (lifetime), hull regen

- Weapons/turrets on miners (on all drones in fact).

- separate He capacity for different miner types

- relay lead indicator flag to probes

- allow everything to use everything. guns that run on fuel, boosters that use energy and ammo, cloaks that use fuel

- turn rates for turrets + limits (not full 360° for instance)

- allow probes, turrets (and drones eventually) to use missiles

- Disabling Local/Pre/Def bits that turn bits off when enabled and bits on when disabled (aka 'logical' stuff)

- Multiple “Override Byâ€
Last edited by KGJV on Tue Sep 18, 2007 5:03 pm, edited 1 time in total.
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Andon
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Post by Andon »

Make 'required' core items so they can't be deleted (Booster 1 for example)
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KGJV
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Post by KGJV »

Andon wrote:QUOTE (Andon @ Sep 8 2007, 02:20 PM) Make 'required' core items so they can't be deleted (Booster 1 for example)
? I dont get it
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madpeople
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Post by madpeople »

more logical operators

this tech depends on #34 or (#56 and #72 and not #23)

http://www.freeallegiance.org/forums/index...st&p=106563
^^ very awesome but complicated (partly because of its simplicity) i think

and just using the search function for core+change might be good idea /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

perhaps ability to limit a turrets turning ability to a certain sized hemisphere, or even better, a certain amount of rotation on 3 axes, in preparation for when i suggest changing the model format to support moveable bits of ships to allow you to have turrets that turn etc

options to define the spread of missiles for ones that launch more than one at a time (e.g. fire in a regular polygon, or on the edges of a square, or in a grid, or spread along a line at a certain angle, or even some firing forwards, others sideways, others backwards. guess this could be done with a "spawn shape" which defines some lines which the missiles are spawned on at regular distances along the lines (or at verts etc), the angle the missiles are spawned on the line (0-360), and rotation modifiers for the spawn shape.

allow everything to use everything.
guns that run on fuel, boosters that use energy and ammo, cloaks that use fuel but make ammo.

amount of camera shake a booster makes, and GAs to change it.

allow guns to have special effects like capture, but not just one hit capture, let them have a %capture per projectile. so for a projectile with a 1% capture you need to fire 100 into the base to capture, of course, bases could have anti capture regen which lowers their capture % by so much every second.. actually, change that, the gun has a certain capture dmg, the base has a certain capture dmg limit, and a capture regen, base is captured when capture dmg exceeds capture dmg limit, capture dmg regen lowers the capture dmg by a certain ammount every sec.
apply the above to missiles too, and reses.. reses that capture bases...

turn rates for turrets

projectile turn rate (homing bullets!) -tekla

make it easily expandable, perhaps ability for user to add new fields without it breaking the format and just require a code change in allegiance to let those fields be used.
while that may not make too much sense yet, the ability to put expressions in boxes instead of fixed values... well, imagine the possibilities.
paydays that change based on how long the game has lasted and how many bases the team has
ResDelay=RAND(1,15)
the new user created fields could be used in expressions directly without needing to change the allegiance executable at all.

options to change properties of stuff (aleph random re-location, turning an aleph off for a certain time etc)

GAs for everything

i know there are lots of other things i've said "core change" to, but that should give you a little to get you started!
Last edited by madpeople on Sat Sep 08, 2007 1:22 pm, edited 1 time in total.
KGJV
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Post by KGJV »

"GAs for everything" I dont see the need for this.

"logical operators" samewise

"allow everything to use everything. guns that run on fuel, boosters that use energy and ammo, cloaks that use fuel but make ammo." I like that one, althought "producing" fuel or ammo could be problematic.

"turn rates for turrets + limits"
.
this can be done i guess.

"make it easily expandable ..." This post isnt about a new core format but changes or additions to existing format. New core format is a completly different subject.

"options to change properties of stuff (aleph random re-location, turning an aleph off for a certain time etc)"
.
Well i was thinking about some 'devices' that could be deployed at an aleph with a layer (like mines/towers). These "devices" would have hitpoints, eventually some defense system(s) and would mainly add extra effect such as allowing to move (very slowly) the aleph or turning it off for some amount of time (aka 'aleph gates', 'aleph movers', etc). One could even think of 'aleph creators': a pair of 2 constructors that would, once deployed, start creating 2 connecting alephs. Even 'aleph destructors' as long as map connectivity is kept (these could be special resonators not deployable devices).
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Adaven
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Post by Adaven »

-More Armor classes and Damage tables

-If not present already, the ability for station models to change when upgraded

-Ship hull regen
madpeople
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Post by madpeople »

KGJV wrote:QUOTE (KGJV @ Sep 8 2007, 03:38 PM) "GAs for everything" I dont see the need for this.
well, faction attributes
why not add ship mass faction modifier (changing every belters ship is a bit annoying)
payday GA and ship mass GA cant be so bad... (for examples)
QUOTE "logical operators" samewise[/quote]
allows for more complicated tech trees / easier to follow usage of pre/def numbers (e.g. the "this faction is not rix" pre/def, ok, you could think of that as "this faction uses missiles", but it was only an example)
QUOTE "allow everything to use everything. guns that run on fuel, boosters that use energy and ammo, cloaks that use fuel but make ammo." I like that one, althought "producing" fuel or ammo could be problematic.

"turn rates for turrets + limits"
.
this can be done i guess.

"make it easily expandable ..." This post isnt about a new core format but changes or additions to existing format. New core format is a completly different subject.[/quote]
you had my hopes up :(
well, extending the current one is a start i guess /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
QUOTE
"options to change properties of stuff (aleph random re-location, turning an aleph off for a certain time etc)"
.
Well i was thinking about some 'devices' that could be deployed at an aleph with a layer (like mines/towers). These "devices" would have hitpoints, eventually some defense system(s) and would mainly add extra effect such as allowing to move (very slowly) the aleph or turning it off for some amount of time (aka 'aleph gates', 'aleph movers', etc). One could even think of 'aleph creators': a pair of 2 constructors that would, once deployed, start creating 2 connecting alephs. Even 'aleph destructors' as long as map connectivity is kept (these could be special resonators not deployable devices).[/quote]
allow [probes], turrets [(and drones)] to use missiles (ones with [] would need an AI change i think :(, drones would probably be the least important there, with turrets the most)
Last edited by madpeople on Sat Sep 08, 2007 3:00 pm, edited 1 time in total.
Adaven
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Post by Adaven »

payday ga is already possible in current ICE, but I agree, I just came up with a similar list a few minutes ago.

GA's
-mass (for belters and when combined with accel/agil will make htt armor plating effect)
-ship energy regen
-fuel
-ammo
-missle lifetime (range)

Also
-res delay tied to specific missle instead of a global
-separate He capacity for different miner types

*Edit*
- add relay lead indicator flag to probes
- Weapons/turrets on miners (code change?)
Last edited by Adaven on Sat Sep 08, 2007 4:59 pm, edited 1 time in total.
madpeople
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Post by madpeople »

more pre/def numbers too, 65 536 should easily be enough but 4 294 967 296 (4 bytes = int data type = 32 bits) could work too /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Adaven wrote:QUOTE (Adaven @ Sep 8 2007, 04:46 PM) - Weapons/turrets on miners (code change?)
code change, not core change /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Last edited by madpeople on Sat Sep 08, 2007 5:16 pm, edited 1 time in total.
KGJV
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Post by KGJV »

Adaven wrote:QUOTE (Adaven @ Sep 8 2007, 04:45 PM) -If not present already, the ability for station models to change when upgraded
Already present. It's just that no one use it.
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