This is a Community Inspired Mod, okie? So i am going to List as Co-conspirators and Creators and Idea Generators all the people on the thread where this idea was originally born.
Thanks and much appreciation to all the following people:
vp21ct for starting the idea and the thread
Carbon016
Orodum
DeadlyShoe
EvilIroN
ShadowMastif2468
TohKlidan
Mooster
Shadow_Of_Light
Harpo99999
Deceiver_0
and me.
Haha, Hello Everyone, Guess What? <Secret Smile> It Works!!!!!!!! Haha, i took the Advent AM Recharger mesh, which is a sphere, and i had already re-sized it down to make my version of the combat mines, with fatalattack ability as their payload, and i dropped it into NewBoerg's Resize Tool, and shrank it to a hundredth of its size, and took that and dropped it again into the resize tool and shrank that a hundredth of that size, total one thousandth its shrank size of the combat mine, which i believe was a third of the original, i think, i cant remember off the top of my head.
Anyway, i made a quick race, called them Unknown and dropped the invisible ship (the AM recharger with the minus1000.mesh) and put it in the playerunknown.entity and of course had to do the ai name and the player name from the player.entity into the string file.
But left the planetmodules, took all the ships out except the invisible ship and the fabricator and left the research in, because eventually im going to switch meshes for all the ships to make them all invisible.
Trick here is to give them no shields, very low hit points and normal guns, leave the speed relatively quick for the first inviso ship, but all the others of course will stay at the same speed, but lowered hitpoints, no shields also.
Made them fragile and invisible, haha, they do have phaseouthull but that is only renewable every two minutes so they protect themselves with that, at least temporarily.
Once i have all the ships in i will release 1.0 version, but im still testing, haha.
Oh, i fired up the mod with the Unknown race, (based off the Advent) with their one little ship. I built it, and out it popped. Icon and all, it has a pulsing light from the am recharger mesh effect. And i went to the menu and effects and turned off the icons, and guess what? Haha, it was invisible! well except for the pulsing light it was, haha. Anyway, im zipping it up now and anyone is welcome of course to download it off FileFront as soon as it finishes. I will post a link here.
Boy do i love this Game!!! Haha, it feels good to do stuff, you know? Haha, and fun and im acting like a kid, but hey, im having a good time. I have to remember i couldnt do any of this at all if the devs hadnt made this game, and i didnt hang out with all these cool people who get all these cool ideas!!!!!
Take care and see you on the forum!!
Keep Gaming and Keep Modding!!!!!
-Teal
link for HP Test 1 is here:
http://files.filefront.com/13647995
HP Test 2 is here:
http://files.filefront.com/13653669
Take care and Happy Modding!!!! Haha, boy am i excited, and silly, but happy.
-T
Well, finished updating the ships, all that is left is to update the string and test it out some more, make sure nothing is wrong. Almost bedtime, late, so will probably finish tomorrow and upload the version 2 Test with the added ships.
If all goes well, then i will take it to 1.0 after that as an official release.
hi
here is a nonbeliever change the mesh after activate the new ability fot mini-mesh, i think there is no problem with it, but my doubts:
1. no matter how mini is a logo, there is a big circle around it!
2. global warning tiger for jumping to enemy territory? how can you bypass it? without making disadvantages to non-cloaked fleet warnings. there is a warning for arriving, too!
3. the autoattack is working! no matter how small the mesh, the ai will attack the cloaked ship.
sorry, I don't know how can you solve these problems
Neterw,
Ok, lets see if i understand correctly.
Non-believer? haha, thats ok, i dont mind, we will try to work through this.
Change the mesh after activate the new ability for mini-mesh? Actually there is NO ability that changes meshes, i know the starbase does that in Entrenchment, but im not aware of it being possible in Vanilla, and that is NOT what i am doing here. I changed the mesh period. It is invisible, it stays invisible, it doesnt change back and forth.
No matter how mini a logo is there is a big circle around it? In default mode, icons for ships are ON, if you go to MENU and then to EFFECTS you will see the option for ICONS and OWNERSHIP ICONS, if this is unchecked, then the icons in the game are removed, UNLESS the ship is selected, then it shows. (Nice for finding out where your ships are).
Global warning tiger for jumping to enemy territory? How to bypass it? Without making disadvantages to non-cloaked fleet warnings? There is a warning for arriving too?
I dont understand the tiger part, but Yes, jumping to enemy territory will give a warning, that is part of the game. How to bypass it? Cant bypass it that i know of, well.. that is not true, you could probably remove it from the string dialog, but why? We dont want a fleet that cant see us, or attack us, only a "Visually Pleasing" difference in the gameplay. Yes there is a warning on arriving too. Also part of the game. I see no reasonable reason to take it out. It is there for a purpose and certainly all the little visual and audio clues i can get for "Where" my invisible fleet is the better. That is of course this modders opinion.
Auto-attack is working! No matter how small the mesh the ai will attack the cloaked ship.
Yes, That is standard behaviour. There is an ability that i gave the first invisible ship, to phase out, but i modified it to not cut out engines or to disable weapons, and the modified version affects friendlies as a protection mode, when phased out the invisible ships become "UNSEEN" by the enemy. This was of course made by the Devs, a very nice ability, but i didnt want it to make the Inviso ships too powerful, so i set it to a two minute recharge. So its there, and protects them somewhat, but not completely and not continuously.
And i dont really want the enemy to NOT attack my fleet. That of course is the purpose of the game, to engage the enemy in battle and to use strategy and tactics to win, or lose. But it is a game, for fun. I DONT want the enemy to NOT attack.
These really are NOT issues i think should be corrected. What you are asking for is an invulnerable, unseeable, unattackable fleet, which in my opinion, doesnt sound like very much fun.
You are welcome to CHANGE my mod, this community mod, because i wanted it in all the people's names that were on the Cloak thread. And you can change some of the behaviour you are talking about in the string file in the string folder, or by removing the icon calls in the entity files, or by using abilities to make the enemy not attack them. All this should be very DOABLE.
But that is a project i will leave to you, any others that wish to change the mod may do so as well, just credit the Cloak Crew for the base you are taking from, and change it to your hearts content.
Sorry to disagree with your premises, but i just dont see it the same as you, but you are most welcome to change it, and it looks workable. Have fun and keep modding!!!
Link for HP Test 2 is here:
I've added the rest of the ships for the Unknown race and added the string names, this includes the 3 races, the Diplomats, the Traders and the Infectors as well as Playable Pirates and all the new ships, mines, starbases (not from Entrenchment) as well as the Frigate Deploying Support Carrier and a oversize Flagship as well.
Give it a test if you want, i will be testing over the next day or so, and if it looks stable, i will release then to 1.0. Any suggestions, comments or ideas are welcome.
Hi Teal
I got your point, I understand your solutions for my mentioned problems. I think I wasn't enough clear with my concerns. So I redifine them
I (and maybe many others) have an image about cloaking from games (starcraft,c&c) and movies (stargate,statrek) how should it works. I think becouse there are limits of sins, right now, no one can make ships/buildings actually cloaked!
1. _LOGO ISSUE_ cloak conception: the enemy cannot see it or maybe just a blur, can not select it, from distance he cannot see the pictogram of it. perhaps when he zoom in, he can see the ownership logo. 1.a you can universally remove things. but you shouldn't remove the circles universally, that would be nerve-racking, with no ownership logos when you zoom in, you can hardly manage the battle + 1.b with no pictogram universally how you control your fleet when you zoomed out? + 1.c you have to make different between who's seeing the pictogram or who's not.
2. _GLOBAL TRIGGER_ cloak conception: if some jumps with a cloaked ship, the enemy doesn't get any warnings, that's the point of cloaking... surprise! I meant earlier there is a trigger somewhere in the game's code that indicate warnings. you can upgrade them by phase detection researches, or disable them just removing the sound-actions. removing it universaly, not so clever, we agreed.
3. _AUTOATTACK_ you're right, with that modified phaseout it's done. there are weapon and thrust, and it's invulnerable, temporaly.
4. _DECLOAKING_ you make it antimatter-eater ability or you just passivate it, and make a decloak ability, as in other games, and movies. there is no problem with the first one, but the second is that real cloak (my opinion)
That was theory I downloaded it. And I have a few questions. The unknown race's ships are spining continously around themselfs. Did I make something wrong? And these ships have no meshes? In the game there are only pictograms for almost max. zoom-in, and after one point it changes for a white star effect or someting like that!? is the glitch on my computer?
The moving structure-mesh ships are great!!! I would use them in my mod too And there are good abilities on the new ships, maybe I steal one or two for my mod, there are good ideas.
I am sorry, if I offended you. That was not my intention! It's good to see that someone pushes the limit of sins! As you said, I just dont see things the same as you. Perhaps I am just pessimist. I try to be "yes-man"!
neterw
oh wow, if you didn't tell me this I wouldn't have known ROFL
The idea is kinda cool actually.
How do you intend to hide weapons fire?
Well a way to stop auto attack, turn off auto attack defualt on all ships entities.
Recently my real life has gotten very crazy. Would prefer not to go into that, but i have to put everything on hold, until life gets calm again. Nothing can get updated if i cant work on it, and right now, at least for awhile it seems, i wont be able to do that.
I probably wont be on the computer for awhile, and the problems ive been trying to work through for HP, StarFall and FireFall as well as the merger for Entrenchment and the other mods will have to sit, until i do. Sorry to everyone, take care and see you when i have a chance to get back.
what version is this for???
I believe Teal says Entrenchment
To be honest, all new mods are made for entrenchment now.
Not Entrenchment, this is for 1.16 Vanilla. My only mod for Entrenchment is FireFall, everything else i have done, including this mod is for Vanilla.
Sorry,
Mooster,
As to your idea of a Group Sync, im not quite sure how to do that. Right now everything is on FileFront, on my own account. Maybe in the future a team account would be a good thing to consider.
But to be honest my little mods are still one person coding mods. Teams seem to me to be better suited to large projects that are parcelled out into sections with different team members doing different things. I believe that is how 7DS operates.
Sorry for that, but my little mods arent all that fantastic that someone needs to take over if im out anyway.
Take care and see you all when i can,
The icons in 1. that you mention should be removeable in the effects menu.
2. Global trigger, i see, i did not catch that, but yes, removing the sound file calls, or even in gameevents file you could remove the string that references it.
3. Auto attack might be corrected using the adjusted phase out ability, or you could take all the capital and frigate entities and change the auto attack option to FALSE instead of TRUE.
That should work.
But really this mod isnt TRUE CLOAKING, its just a guess-ta-mate little mod. TRUE CLOAKING would be as you say, to turn it off and on as you choose, like an ability. That is beyond me right now, but maybe the devs can do this, someone on the thread mentioned that the beta for Entrenchment had such a feature. Perhaps they can consider bringing it back? Anyway, thank you for the comments, and im sorry i sounded like such a jerk, i should know that different people like different things, haha, i sure do, so i shouldnt come off like it has to be my way, sorry for that. You are most welcome to make the changes you want and if you like post them in a mod of your own, that would be cool. Good luck and take care and again, sorry for the gruff response, i wasnt being as helpful as i should have, but i wont let that happen too much i hope.
I have found a way, using a modified ceasfire.entity abiltiy that will allow the ships to not be attacked.
If that in addition to the "invisible" mesh makes them unattackable when under the ceasefire, then that should fix your issue with them being seen and attacked.
I will update this and get back with you with a link, okie?
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