Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

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NarnKar
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Re: Flagship Randomizer 1.0 for AE and ACE

Postby NarnKar » Mon Sep 22, 2014 3:34 am

From the OP:

Sleeper Service wrote:Some stuff that we have planned:
- The mod will eventually be divided between a CE and non-CE vanilla version. The vanilla version will not include CE style weapons and drones. Right now the mod needs CE to work.


Er, yeah, miiight wanna fix that now that you've got AE and ACE options, heheh.
Russian Rockman
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Re: Flagship Randomizer 1.0 for AE and ACE

Postby Russian Rockman » Mon Sep 22, 2014 8:03 am

NarnKar wrote:From the OP:

Sleeper Service wrote:Some stuff that we have planned:
- The mod will eventually be divided between a CE and non-CE vanilla version. The vanilla version will not include CE style weapons and drones. Right now the mod needs CE to work.


Er, yeah, miiight wanna fix that now that you've got AE and ACE options, heheh.


There's a few things on the CE OP that could use updating as well... :roll:

But I imagine Sleeper's more interested in adding to the mod than updating that post every time. It can sometimes be time consuming.
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Sleeper Service
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby Sleeper Service » Wed Sep 24, 2014 12:19 pm

OP should be up to date now. It appears that I also missed some stuff concerning the "look at data" choices. Rann also added a selectable build for CE Infinite now. The boss generated this way will have CE gear and and faster cooldown on any of its weapons.

Flagship Randomizer 1.1
- Selectable Infinite build added
- "Look at data" options fixed for real this time
Russian Rockman
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby Russian Rockman » Tue Sep 30, 2014 1:44 am

I'm not sure why I just thought of this, but do you think a feature of the UI could be to display the description of the random flagship after generating it? The same description that would be in game, but without having to actually start the game?
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NarnKar
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby NarnKar » Sun Oct 05, 2014 2:35 am

Not sure if this has been fixed or not, but I generated this flagship in 1.1 and this is what I got:
Image

Image offset by some. The right-most weapon also has its station one tile below where it's supposed to be, for some reason.

Also, ridiculously brutal flagship. I know ACE-INF's build is supposed to be tougher, given more time to grind, but a quad-minelauncher that fires every 13 seconds is...man, maybe I'm just a sore loser, but that doesn't seem right at all, especially given CE's large number of defense drones that have high cooldowns.
Russian Rockman
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby Russian Rockman » Sun Oct 05, 2014 4:49 am

I finally got enough free time to do a run with latest version. It was fun. :)

My STORY. I got a flagship with the vanilla room layout. For weapons it had a Fire Missile Launcher, a 4 burst scatter laser, an ion stunner, and the F#$&ing Heavy Ion!!! :evil: I would have died if it weren't for my maxed out engines and 4 shields. I also got a hull repair drone in sector 7! The first 2 phases I was able to handle no problem, but somehow I took a whole bunch of damage in the 3rd phase and died, but not before taking the bastard down with me, earning me an awesome victory. :mrgreen:

As far as BALANCE, the flagship may have been slightly harder than in vanilla, but I thought the difficulty was as it should be. The two ions as support made the scatter laser much more scary than it should have been. I went down to no shields very quickly and I had 4 levels! The missile was probably as equally annoying as the normal vanilla missile. I rolled another flagship today and got a missile and laser for primary weapons, and for secondary weapons I got a ion stun blast and flak gun. The added weight for the ions and beams appears to be working to create I nice mix. In SUMMARY, I am really loving the current system! Two secondary support weapons and two guaranteed hull damaging primary weapons is a great balance.

I did notice a few ISSUES though. :? For the systems, the data said that the flagship would have a cloaking and hacking system in the first phase, and a hacking and cloaking system in the third phase as well. The flagship did have a hacking and cloaking system in the first phase, but it did not have a cloaking system in the third phase. The flagship was also supposed to have many different kinds of drones, but it only ever activated 2 in the second phase and it did not have a drone system in the third phase. So basically I prepared a lot to face 2 phases of cloaking and lots of drones, but the flagship was disappointingly underwhelming as it did not have any of those things. :roll: What I THINK happened is that, since the drone room and cloaking rooms were on the wing sections, the flagship lost its ability to use those systems. I'm not sure if that is intentional, but if the flagship is going to have any chance of cloaking or using drones on phase 3, then those rooms need to be moved to the center of the flagship, off of the wings. ;) There just needs to be something in place to make sure that whatever systems the flagship is planning to use for it's "last resort" are still there by phase 3.

The only small GRAPHICAL bug I noticed was that the cloaking image was off by a little bit on the first phase. It seemed a bit higher than the actual hull image.

Also, I may be mistaken, but I believe that when I checked the data again in a different sector I wasn't able to talk to my crew your use my production augment afterwords.

Anyway, that's my review. Waiting to do another flagship soon. Thanks for all your work.
rannl
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby rannl » Sun Oct 05, 2014 6:04 pm

Nice catch RR. I looked at the flagship system pools, aparantly the cloaking tag on the third stage has a spelling mistake, which explains why it didn't show up.

As for the drones, Sleepy and I decided to include all the drones one might encounter during the flagship fight. Those include the 2nd stage drones which always appear, and possible 1st stage drones which are used only if a drone system is chosen for the 1st stage. I understand this might be confusing, so I can rework the description so that the 1st stage drones are mentioned with the description of the 1st stage systems, and the drones descripion will be changed to a secondary systems description.

Sleepy has the final word, I'll just make a version with the possible changes.
By the way RR, did you try the random flagship using a randomly generated player ship ;) ?
Russian Rockman
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Re: Flagship Randomizer 1.1 for AE, ACE and ACE Infinite

Postby Russian Rockman » Sun Oct 05, 2014 7:12 pm

rannl wrote:Nice catch RR. I looked at the flagship system pools, aparantly the cloaking tag on the third stage has a spelling mistake, which explains why it didn't show up.

As for the drones, Sleepy and I decided to include all the drones one might encounter during the flagship fight. Those include the 2nd stage drones which always appear, and possible 1st stage drones which are used only if a drone system is chosen for the 1st stage. I understand this might be confusing, so I can rework the description so that the 1st stage drones are mentioned with the description of the 1st stage systems, and the drones descripion will be changed to a secondary systems description.

Sleepy has the final word, I'll just make a version with the possible changes.
By the way RR, did you try the random flagship using a randomly generated player ship ;) ?

I DID! I tried a randomized kestrel first, with 3 pretty good weapons, but only power for one of them. And 2 shields. I died in about sector 4 or 5. :lol: An auto-assault melted me, I neglected to upgrade my defenses because I was trying to get more weapon power :P .

Then I tried using a randomized Torus which had only two weapon slots and 4 drone slots. It started out with a 3 shot burst laser, but in sector 1 I picked up a charge laser, also with 3 shots. :D Those weapons got me all the way to the end of the game. I desperately tried looking for additional drones, other than my two anti-crew/system drones but I never found any good ones until sector 7. The ship became OP with 8 shields and 8 engines because I took a lot of risks to get scrap and got lucky.

-------------------

Glad you found out the bug with the cloaking. I see now what the problem was, cloak vs. cloaking, I'm loking forward to fighting a flagship with a super shield AND cloaking now. :shock: The flagship can also have cloaking on stage 2 right?

Also, how do you handle that if the cloaking room or drone room was on a wing section? Does the flagship just "apparently" have a backup system in the middle of the ship if the wing is lost? ;) Or would there be a way to install the cloaking system in the middle of the ship instead, from the beginning? I personally don't really care if the system has to jump around.

About the drones, I think reorganizing that bit of data might be a good idea. I see why you went the way you did with the drones, you have to list all possible drones you might face, but can't guarantee a drone system will actually be present. Only listing the drones with 1st phase and 2nd phase descriptions when a drone system is present would fix any confusion. Also, it seems like the flagship can't use drones on phase 3? But I think that should be a possibility. It would be really nice to fight a drone heavy flagship.

Lastly, have you considered changing the events in the last stand with the tool? Not only can you change the text on each phase, but you could make it so that there is a tiny chance of the fight appearing in a hazard. The flagship could try to lure you into an asteroid field where it is protected by it's superior shielding, or it could lure you into a sun where it's fire suppression system gives it an advantage, or a pulsar where it's ion shielding gives it an advantage, or it could try to ambush you within a nearby gas giant. :geek: Much like CE did before AE!!!

You could also cause other events to happen like another rebel ship gets a lucky shot on you from a distance and you start out the fight with a fire in your engine room. Or some extra boarders could teleport on to your ship. Or the flagship could use a combat augment to disable some of your weapons, drones, or (God forbid) life support. (That last one could be included in "special tech the flagship may have installed").

You could even have some good events happen after destroying the flagship. I did this a long time ago. You can change <event name="BOSS_ESCAPED"> to an eventList and add two events to the list. You cant tell which order they will appear in, but one will appear after defeating the boss in phase 1 and the other after phase 2. You could have some reinforcements show up give you some supplies, a crew member, or patch up your hull a tiny bit with emergency armor plating. Or you can have something else bad happen...

Anyway just some ideas.
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Sleeper Service
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Re: Flagship Randomizer 1.12 for AE, ACE and ACE Infinite

Postby Sleeper Service » Mon Oct 06, 2014 1:20 pm

So I'm unsure if the drone problem has been taken care of, but rann updated the randomizer and I also fixed some more stuff. The pointer with the unnatural fast mines was actually super helpfull, it looks like all missiles had an unaturally low cooldown in the last version. Sorry for that. :( We are getting there.

Flagship Randomizer 1.12
- Fixed some problems with third phase cloak system generation
- Fixed wrong offset of the "skeletal" layout
- Fixed too low cooldowns of all missile group weapons
- Some other weapon cooldowns adjusted
rannl
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Re: Flagship Randomizer 1.12 for AE, ACE and ACE Infinite

Postby rannl » Mon Oct 06, 2014 8:01 pm

You raised some interesting options RR. The 2nd phase currently is only a drone based phase, and I'm not sure about changing that. I'd be happy to know what Sleepy thinks about this.

The optional events are also a nice touch in my opinion. But it might be -too- random, especially if you might finish a phase by the skin of your teeth and then get destroyed by a newly added hull damaging random event.....