How's that for comet clouds (needs some touching up):LienRag wrote: ↑Fri May 21, 2021 7:32 pm My laborious efforts with GIMP were not very successful in producing graphics that are both distinctive enough and blending well with the general Galaxy graphics, but I don't believe that I can do better.
I do believe that at least the Comet Cloud is strategically interesting, though.
collecting ideas for new fields
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- The Silent One
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Re: collecting ideas for new fields
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Re: collecting ideas for new fields
Looks nice, thanks.
I'll have to test it in a real galaxy though.
I'll have to test it in a real galaxy though.
Re: collecting ideas for new fields
It looks indeed quite nice on the Galaxy map, but the black background produces some weird effects...
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Re: collecting ideas for new fields
Touched up version with transparent background.
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Re: collecting ideas for new fields
Thanks !
I can't test it right now because the Comet Cloud I had in the last screenshot disappeared (and I didn't keep a save file) but it should do the trick.
BTW I see from your first post that you have more unused Field graphics ?
Could you please post them there so I can try them with the various fields I created ?
And if you dabble with other graphics than Fields, I would need some icons too...
Also, if I may, I find your graphics for Nanite Swarms and Meteor Storm a bit too dense. Did you experiment with sparser ones ?
I can't test it right now because the Comet Cloud I had in the last screenshot disappeared (and I didn't keep a save file) but it should do the trick.
BTW I see from your first post that you have more unused Field graphics ?
Could you please post them there so I can try them with the various fields I created ?
And if you dabble with other graphics than Fields, I would need some icons too...
Also, if I may, I find your graphics for Nanite Swarms and Meteor Storm a bit too dense. Did you experiment with sparser ones ?
Re: collecting ideas for new fields
So, a new one appeared in my test game, and indeed it looks quite nice.
Also it allowed me to test that it works, and it does.
So, now that we have a functioning FOCS file and a good graphic for the Comet Cloud Field, I believe that it should be included in the test version of the game.
Also it allowed me to test that it works, and it does.
So, now that we have a functioning FOCS file and a good graphic for the Comet Cloud Field, I believe that it should be included in the test version of the game.
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Re: collecting ideas for new fields
No, don't wanna use graphics I'm n ot content with. But I can make new ones, at least for some of your suggested fields.
I should be more active again soon, but then I'll first focus on the makeshift icons that are in the game already. After that, we will see.
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- Geoff the Medio
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Re: collecting ideas for new fields
Please do...The Silent One wrote: ↑Tue May 25, 2021 10:07 am...I'll first focus on the makeshift icons that are in the game already.
Re: collecting ideas for new fields
I think this one is very interesting strategically...
Here's the FOCS code (I'll test it later I guess) :
Code: Select all
FieldType
name = "FLD_ELECTROMAGNETIC_FOG"
description = "FLD_ELECTROMAGNETIC_FOG_DESC"
stealth = 0.01
tags = [ "EXOTIC" ]
effectsgroups = [
EffectsGroup // move around
scope = Source
effects = [
SetSpeed value = 19
MoveTowards speed = Source.Speed/2.7 x = UniverseCentreX y = UniverseCentreY
MoveInOrbit speed = Source.Speed/1.5 x = UniverseCentreX y = UniverseCentreY
]
EffectsGroup // grow size when young
scope = Source
activation = And [
(Source.Age <= max((UniverseWidth ^ 1.1) / 50, 20))
Size high = 60
]
effects = SetSize value = Value + min(max(Value * RandomNumber(0.05, 0.1), 1.0), 5.0)
EffectsGroup // shrink size when old
scope = Source
activation = (Source.Age >= max((UniverseWidth ^ 1.1) / 50, 20))
effects = SetSize value = Value - min(max(Value * RandomNumber(0.05, 0.1), 1.0), 5.0)
EffectsGroup // prevents launch of Fighters
scope = And [
Ship
Armed
Or [
DesignHasPart name = "FT_HANGAR_1"
DesignHasPart name = "FT_HANGAR_2"
DesignHasPart name = "FT_HANGAR_3"
DesignHasPart name = "FT_HANGAR_4"
]
WithinDistance distance = Source.Size * 0.9 condition = Source
]
effects = SetMaxCapacity partname = "FT_BAY_1" value = 0
EffectsGroup // after reaching a certain age, dissipate when small
scope = Source
activation = And [
(Source.Age >= 10)
Size high = 10
]
effects = Destroy
]
graphic = "fields/comets_cloud.png"
I like the idea of disabling completely fighters, but just reducing by one the Launch Bay capacity could be interesting too.
Maybe have another field that has this effect (reducing by one) combined with other effects ?
I wonder if having another field that adds one to the Launch Bay capacity could be strategically interesting ?
I don't have a graphic for it, I just re-used the one given by The Silent One above for now.
Re: collecting ideas for new fields
No, on itself a field is too random for basing your ship designs on. It very maybe could be strategically interesting if there are also e.g. system or planet specials which trigger this effect.
So you would base your build your ships factoring in the specials (e.g. on a choke point you want to push through), but if a field occurs you could use that enhancement in it.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: collecting ideas for new fields
Planet specials that only affect the local system are still too restrictive. Maybe a policy or a building (that might require a special) that affects all supply or something like that.Ophiuchus wrote: ↑Thu May 27, 2021 10:57 amNo, on itself a field is too random for basing your ship designs on. It very maybe could be strategically interesting if there are also e.g. system or planet specials which trigger this effect.
So you would base your build your ships factoring in the specials (e.g. on a choke point you want to push through), but if a field occurs you could use that enhancement in it.
Re: collecting ideas for new fields
Ophiuchus' reflection is interesting indeed and if I find an interesting way to make it work I'll try to implement it.Oberlus wrote: ↑Thu May 27, 2021 11:06 amPlanet specials that only affect the local system are still too restrictive. Maybe a policy or a building (that might require a special) that affects all supply or something like that.Ophiuchus wrote: ↑Thu May 27, 2021 10:57 amNo, on itself a field is too random for basing your ship designs on. It very maybe could be strategically interesting if there are also e.g. system or planet specials which trigger this effect.
So you would base your build your ships factoring in the specials (e.g. on a choke point you want to push through), but if a field occurs you could use that enhancement in it.
Your own reflection here seems to go completely to the opposite of the inital idea ? If it's on all Supply what is the point to have it also in the Field ?
Not that I'm opposed to general new Military Policies, but what would be the relation with the field ?
Re: collecting ideas for new fields
One thing I found (empirically, I wouldn't know how to measure it) in experimenting with new fields is that while I wanted to have more diversity of fields in the Galaxy, what happened (again, to my best knowledge) is that there were more fields in total.
Which means that most of the Galaxy was covered by Fields, and that was not at all my objective.
Is there a way to prevent that ?
Which means that most of the Galaxy was covered by Fields, and that was not at all my objective.
Is there a way to prevent that ?
Re: collecting ideas for new fields
Lower the probability of the fields occuring
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: collecting ideas for new fields
Also think supply&field or policy&field do not fit too well. If specials are too rare, how about a certain planet or star type(s)? I guess a military policy could maybe extend that usability to extra types(?)LienRag wrote: ↑Mon Jul 19, 2021 6:36 pmYour own reflection here seems to go completely to the opposite of the inital idea ? If it's on all Supply what is the point to have it also in the Field ?Oberlus wrote: ↑Thu May 27, 2021 11:06 amPlanet specials that only affect the local system are still too restrictive. Maybe a policy or a building (that might require a special) that affects all supply or something like that.Ophiuchus wrote: ↑Thu May 27, 2021 10:57 am
No, on itself a field is too random for basing your ship designs on. It very maybe could be strategically interesting if there are also e.g. system or planet specials which trigger this effect.
So you would base your build your ships factoring in the specials (e.g. on a choke point you want to push through), but if a field occurs you could use that enhancement in it.
Not that I'm opposed to general new Military Policies, but what would be the relation with the field ?
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!