View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0019451||AI War 2||[All Projects] Audio Work||Feb 22, 2018 12:48 pm||May 18, 2018 3:01 pm|
|Fixed in Version|
|Summary||0019451: More lines for the Watch Commander and Science Officer.|
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)
|Tags||No tags attached.|
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....
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.
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.
||Those splits would be great, yes.|
||The HRF lines are split as described above (friend/enemy/neutral planet warp in, and victory/defeat warp out)|
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)
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
|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|