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IDProjectCategoryLast Update
0019451AI War 2[All Projects] Audio WorkJul 9, 2018 11:24 am
Reporterx4000BughunterAssigned Tox4000Bughunter 
Status assignedResolutionopen 
Product Version 
Fixed in Version 
Summary0019451: More lines for the Watch Commander and Science Officer.
DescriptionFrom Badger:

Dyson sphere: Badger notes: the currently implemented voice hooks for the Dyson Sphere are

DysonLiberatedFromPlayer # the player owned the dyson sphere planet but the Planetary Constructor was just destroyed (so the dyson sphere πlanet is now unowned)
DysonLiberatedFromAI #the AI owned the Dyson Sphere, and the planetary controller was just destroyed (so the dyson sphere πlanet is now unowned)
DysonPlanetCapturedByPlayer #The player has just captured the Dyson Sphere planet (and the Dyson is now spawning ships extra fast to get rid of the humans)
DysonPlanetCapturedByAI #the AI just captured the Dyson Sphere planet
PlayerGainsDysonIntel #the Dyson Sphere planet is now visible to the Player (presumably the player just destroyed a Sensor Scrambler allowing the Dyson to be seen)
TagsNo tags attached.


related to 0019376 resolvedx4000Bughunter Get the rest of the main voice acting categories recorded. 
related to 0019729 new "Enemy Activity on Border Planet" when AI is on my home world 



Feb 22, 2018 12:48 pm

administrator   ~0047039

From Badger:

Add support for a few Nanocaust hooks
PlayerGainsNanocaustIntel #the first time a player can see a Nanocaust planet, should give some exposition)
NanocaustFrenziesAgainstHumanArk, #The nanocaust is about to send a force against the player Ark in particular (think an Exo, but from the Nanocaust)

I have not yet implemented the following:
NanocaustFrenziesAgainstHumanPlanet, #the nanocaust is going to attack one of your planets
NanocaustFrenzyGeneric, #the nanocaust is going to attack something (similar to a Wave warning, but not necessarily against you). Could just be a "We're detecting a surge in Nanobot activity/energy levels", without the "and they are heading this way"
NanocaustHacked, #the player has hacked the Nanocaust, which is now going to attack the Master Controller. This is an alt-win condition and will require significant effort by the player to achieve
NanocaustHackingHint, #Suggests to the player that the Nanocaust might be hackable (like an AI hackable unit). Something like "Similar energy signatures as the AI" or "We've detected some weaknesses in the Nanocaust Communications Grid which we could explot if we could find their hive".
DevourerHeadingForFleet, #the Devourer is heading for your fleet (this is scarier than just eating some turrets)
DevourerHeadingForHumanPlanet, #the devourer is heading for a planet you own, though the planet is not where your fleet is
ZenithTraderReadyToTrade, #the zenith trader has arrived at human space and has some wares for sale

but you probably should get those recorded as well.

You might also want to do
as well, in case someone manages to make some Devourer alternate win conditions. I can imagine some fun scenarios for having the Devourer explicitly try to kill you or the AI. Imagine if on high Devourer difficulty settings the AI builds a "Devourer-Enticer" that makes the Ark smell like fresh chocolate chip cookies, and you have to blow up the Devourer-Enticer before the Devourer gets your Ark (or you can hack it to make the Master Controller smell like chocolate chip cookies). Now I'm hungry....


Feb 22, 2018 12:48 pm

administrator   ~0047040

From Badger:

Speaking of resources, you should get some "Running low on Metal" voice lines too. That's more critical. You can lose a fight because you ran out of metal to rebuild. You are unlikely to lose a fight because you ran out of fuel (if you run out during a fight that's because you had some other build Qs running elsewhere or because some fuel generators have been destroyed)

For "Low on fuel", here's my first suggestion. Put a check in HumanSpecialFaction::DoPerSecond that looks like this.

int threshold = MAX(fuel cost for 2 starships, 1/10 maxFuel); //values are made up and can stand adjustment

if(recentlyHadMoreFuel && (availableFuel <= threshold))
    play Low on Fuel
    recentlyHadMoreFuel = false
if(fuel >= threshold * 3)
     recentlyHadMoreFuel = true;

This way if you have used up most of your fuel you won't get repeated messages for losing/rebuilding a few fighters.


Feb 28, 2018 9:56 am

manager   ~0047095

Added support for two new lines for Human Resistance Fighters:


If desired I can split these up into things like "HRF warping in on your planet/AI planet/neutral planet". Also the HRF can warp out when the battle is won, but also if you've lost all your other allied ships.


Feb 28, 2018 11:39 am

administrator   ~0047096

Those splits would be great, yes.


Mar 1, 2018 9:33 am

manager   ~0047100

The HRF lines are split as described above (friend/enemy/neutral planet warp in, and victory/defeat warp out)


Mar 10, 2018 12:18 am

manager   ~0047117

Note there is also
           ZenithTraderArrivedOnHumanPlanet (this triggers if the Zenith Trader hasn't been on a human planet in "a while".)
           ZenithTraderRespawns: (If the Devourer destroyed the Zenith Trader then it can respawn)
           ZenithTraderDestroyed: (only if the humans can see this happen)


May 18, 2018 11:31 am

manager   ~0047552

Last edited: Jul 7, 2018 4:40 pm

View 3 revisions

Some new hooks
Macrophage attacking ==> for when a macrophage decides it wants to attack the human player. This plays when the macrophage sets out to attack the player, which is unlikely to be when it arrives at the player. "We've detected a surge of hostile energy from a Macrophage" or "Sensors indicate a Macrophage coming right for our home command center"

Marauders attacking ==> The marauders are attacking a planet we have information on. It may or may not be a planet you own. "Marauders are entering normal space", "Marauders have just become visible". Or if we want "Marauders attacking human/neutral/AI world" lines, record them and I'll give hooks for each type of planet.

Astro Train Depot Spawned ==> An astro train depot has just appeared on the map, and the AI will now start sending trains to it. "A new Astro Train Depot has been detected"
Astro Train Spawned ==> A new astro train has appeared and its on its way to an existing depot "

Risk Analyzers Activate ==> The Risk Analyzers (aka Spire Civilian Leaders) have updated the AIP. Needs a verb. Activate? Fire? Updated the AI on human activity?

Remember the "Low on Metal", "Low on Energy" and "Brownout" lines.

New Dark Spire Vengeance Generator Spawning ==> The Dark Spire is building a new vengeance generator.

We also need some "AI forces are attacking one of our planets" and "AI forces are attacking our home planet" style lines

We could potentially allow a player to designate some planets as "Critical planets", then play a voice effect for that. Lets do a few "Enemy is attacking critical planet"-like lines just in case we want it.


Jul 9, 2018 11:24 am

manager   ~0047790

Also lines for "Exo Galactic attack inbound" ("We've detected a major incursion of ships from outside the galaxy!" etc...)

Also just look through the voice lines defined in PresentationLayer_AIW2.cs and make sure there aren't even more to be mentioned. When you get around to it, maybe making a big google doc and letting people give suggestions of more hooks and some lines

Issue History

Date Modified Username Field Change
Feb 22, 2018 12:48 pm x4000Bughunter New Issue
Feb 22, 2018 12:48 pm x4000Bughunter Status new => assigned
Feb 22, 2018 12:48 pm x4000Bughunter Assigned To => x4000Bughunter
Feb 22, 2018 12:48 pm x4000Bughunter Note Added: 0047039
Feb 22, 2018 12:48 pm x4000Bughunter Note Added: 0047040
Feb 22, 2018 12:48 pm x4000Bughunter Relationship added related to 0019376
Feb 28, 2018 9:56 am BadgerBadger Note Added: 0047095
Feb 28, 2018 11:39 am x4000Bughunter Note Added: 0047096
Mar 1, 2018 9:33 am BadgerBadger Note Added: 0047100
Mar 10, 2018 12:18 am BadgerBadger Note Added: 0047117
May 18, 2018 11:31 am BadgerBadger Note Added: 0047552
May 18, 2018 3:01 pm BadgerBadger Note Edited: 0047552 View Revisions
Jul 7, 2018 4:01 pm BadgerBadger Relationship added related to 0019729
Jul 7, 2018 4:40 pm BadgerBadger Note Edited: 0047552 View Revisions
Jul 9, 2018 11:24 am BadgerBadger Note Added: 0047790