View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0025941 | AI War 2 | Gameplay Idea | Dec 14, 2021 8:22 pm | Feb 20, 2022 8:13 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Fixed in Version | Beta 3.900 Modular Ships / Ship Loadouts | ||||
Summary | 0025941: Modular ships core code and interface. | ||||
Description | Modules: - Ship types can be marked as modular (every last human-controllable fallen spire fleet ship line is) - Modular ships have various weapons or other abilities (cloaking, forcefields, tractor beams, more health, etc) that are not unlocked by default. These are called modules. - Each module has a cost in module points, for lack of a better term. The cost can be whatever. - When you change the loadout of a ship line, it affects all the ships in that line. So for fallen spire this is nice, because your ship lines are coming from specific cities already. It gives you plenty to configure, without it being every individual ship. - You can change which modules are outfitted at-will, but there would be some sort of metal and time cost when doing so, based on the nature of the change. - A given ship frame has a certain number of module points available for you to spend at every mark level. - Modules are baked in to any given ship line, and have either an ON or OFF status. Depending on where you allocate your points, this is how you customize what your ship is. - You cannot have duplicates of a given module unless the ship was designed with those duplicates in there from the start. - When over-budget on modules, incoming and outgoing damage malus. Small amounts is small malus, large amounts is major malus. - Modules also shut off when you are not high enough mark to afford them. - All module points are just driven by mark level of the ships in question. - Ships having unassigned points will show up a warning notification. Ships with a malus from being over-budgt also will show a warning notification. | ||||
Tags | No tags attached. | ||||
related to | 0025944 | closed | Chris_McElligottPark | Modular ships "switching frames" |
related to | 0025978 | new | Allow modding of AI Overlord 2 fight per AI Type | |
child of | 0025887 | resolved | Chris_McElligottPark | Parent: Todo prior to DLC3 full testing ability (and the new DLC1 additions) |
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* Modules have come to AI War 2! ** The loadouts system is now in place, and is ready for the xml designers to start adding things to new ships. ** As part of this, the spire that you get as part of the Fallen Spire (or Spire-Infused) games are all now modular, and their existing starting modules are a mix of their old guns and the weapons from the (now-retied) Spire Railgun Shop by Lord of Nothing. Thanks again to Lord of Nothing for giving those to us. ** Still todo: adding bubble forcefields, health, and shield health from modules. Weaponry, cloaking, tachyon, etc, all already work. Also some form of prefixing or name adjusting based on selected modules needs to be figured out. *** Note: I am not planning on adding any sort of "base frame switch" mechanic. Because of the extremely large number of modules that we can have now, that really seems unneeded. Flagships already have that capability anyway, so this is really just referring to things that are modular and yet not a fleet leader. * A guide for creating modular ships in xml has been added here: https://wiki.arcengames.com/index.php?title=AI_War_2:Xml_Modding_Modular_Ships * If you have unspent module points on a unit, then there's a notifier that shows up at the top of the screen, letting you quickly cycle through all of those without having to dig in menus. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 14, 2021 8:22 pm | Chris_McElligottPark | New Issue | |
Dec 14, 2021 8:22 pm | Chris_McElligottPark | Relationship added | child of 0025887 |
Dec 14, 2021 8:28 pm | Chris_McElligottPark | Relationship added | related to 0025944 |
Dec 17, 2021 9:49 am | Chris_McElligottPark | Relationship added | related to 0025978 |
Feb 20, 2022 8:13 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 20, 2022 8:13 pm | Chris_McElligottPark | Status | new => resolved |
Feb 20, 2022 8:13 pm | Chris_McElligottPark | Resolution | open => fixed |
Feb 20, 2022 8:13 pm | Chris_McElligottPark | Fixed in Version | => Beta 3.900 Modular Ships / Ship Loadouts |
Feb 20, 2022 8:13 pm | Chris_McElligottPark | Note Added: 0064627 |