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  Discovery Gaming Community Discovery Development Discovery Developers Forum Discovery Unofficial Development Discovery Mod FLHook Projects
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Alley's FLHook Todo List

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Alley's FLHook Todo List
Offline sindroms
02-28-2016, 12:54 PM,
#11
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Posts: 9,434
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How easy it would be to write a hook that adds cargo and stops adding after X seconds or a certain amount of cargo is reached?

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
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Offline Alley
02-28-2016, 01:31 PM,
#12
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Posts: 4,524
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Joined: Jun 2009

(02-28-2016, 12:54 PM)sindroms Wrote: How easy it would be to write a hook that adds cargo and stops adding after X seconds or a certain amount of cargo is reached?

It's maybe 30 mins of work, the real problem is what it's supposed to be and do and defining the constraints.

(02-28-2016, 02:40 AM)Nyx Wrote: Maybe have FL hook to create random 'playerbases' that spawn randomly at any random system?

Unsure what it is though.

This is planned but not as POBs. It'll be solars. The issue here is to create the system to manage them, not actually creating them.

Laz Wrote: Alley was right.
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Offline Epo
02-28-2016, 01:36 PM, (This post was last modified: 02-28-2016, 01:40 PM by Epo.)
#13
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(02-28-2016, 02:36 AM)Titan Wrote:
(02-25-2016, 02:48 PM)Alley Wrote: - Implement Anomalies and Anomaly Scanner

like in eve online?
can you explain?

I bet it would add anomalies like in Omega-3 and badlands. Not sure how would the scanner work... Maybe identifying it, but not sure, only my thoughts.

(02-28-2016, 01:31 PM)Alley Wrote:
(02-28-2016, 12:54 PM)sindroms Wrote: How easy it would be to write a hook that adds cargo and stops adding after X seconds or a certain amount of cargo is reached?

It's maybe 30 mins of work, the real problem is what it's supposed to be and do and defining the constraints.

(02-28-2016, 02:40 AM)Nyx Wrote: Maybe have FL hook to create random 'playerbases' that spawn randomly at any random system?

Unsure what it is though.

This is planned but not as POBs. It'll be solars. The issue here is to create the system to manage them, not actually creating them.

If I get it right, @sindroms meant adding shield batteries up to max. amount that BS can carry, like we've discussed in this thread.
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Offline St.Denis
02-28-2016, 04:36 PM,
#14
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Just a gentle reminder, this isn't Flood, keep things on Topic

'I would like to be half as clever as some people like to believe they are'
Life is full of disappointments, it is how we handle them that helps to define us, as a person
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Offline Lennox
02-28-2016, 04:52 PM,
#15
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Posts: 1,428
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(02-25-2016, 02:48 PM)Alley Wrote: - Implement JD Matrix & Beacon
- Implement Genesis

This sounds very cool. I assume it'd be similar to the jump beacons of X3 Terran Conflict /Albion Prelude in terms of mechanics just with dispensable coords for ships in the area? I could see that increasing the use of jumpdrives themselves.

As for Genesis, what exactly would we be looking at here? Can't quite make this out myself.
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Offline Hannibal
02-28-2016, 05:14 PM,
#16
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(02-28-2016, 01:31 PM)Alley Wrote: This is planned but not as POBs. It'll be solars. The issue here is to create the system to manage them, not actually creating them.
(02-28-2016, 04:52 PM)Lennox Wrote: As for Genesis, what exactly would we be looking at here? Can't quite make this out myself.
i think you got the answer a few posts above..\

so the only question left is:"- Implement satellites handling" anything..interesting ? Big Grin

and docking modules not on the list Sad


People want to believe that God has a plan for them.
They don't wanna believe that anyone else does..
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Offline Kauket
02-28-2016, 05:15 PM,
#17
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Posts: 6,548
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Joined: Nov 2014
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(02-28-2016, 01:31 PM)Alley Wrote:
(02-28-2016, 02:40 AM)Nyx Wrote: Maybe have FL hook to create random 'playerbases' that spawn randomly at any random system?

Unsure what it is though.

This is planned but not as POBs. It'll be solars. The issue here is to create the system to manage them, not actually creating them.

Would it be possible to generate randomized solars that act as a jumppoint - like the one you made in Connecticut with the alien gate - except both of the ends are randomised and could be two or one way?


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Offline Lennox
02-28-2016, 05:22 PM,
#18
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Posts: 1,428
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(02-28-2016, 05:14 PM)Hannibal Wrote:
(02-28-2016, 01:31 PM)Alley Wrote: This is planned but not as POBs. It'll be solars. The issue here is to create the system to manage them, not actually creating them.
(02-28-2016, 04:52 PM)Lennox Wrote: As for Genesis, what exactly would we be looking at here? Can't quite make this out myself.
i think you got the answer a few posts above..\

If that was the case, I wouldn't have posted.

Regardless, I like the idea of more random things as well. Anything that makes stuff less predictable, in a way.
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Offline sindroms
02-28-2016, 05:25 PM,
#19
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(02-28-2016, 01:31 PM)Alley Wrote:
(02-28-2016, 12:54 PM)sindroms Wrote: How easy it would be to write a hook that adds cargo and stops adding after X seconds or a certain amount of cargo is reached?

It's maybe 30 mins of work, the real problem is what it's supposed to be and do and defining the constraints.

A equipment slot device called an "automated repair unit" that would add 100 nanobots or batteries or both every one minute after being activated. Could be an interesting little thing to slap onto a battleship, especially if the cargo requirement was big enough not to allow use of a cap6 and up upgrade. A sort of a repair-tank sort of thing.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
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Offline Kauket
02-28-2016, 05:26 PM,
#20
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(02-28-2016, 05:25 PM)sindroms Wrote:
(02-28-2016, 01:31 PM)Alley Wrote:
(02-28-2016, 12:54 PM)sindroms Wrote: How easy it would be to write a hook that adds cargo and stops adding after X seconds or a certain amount of cargo is reached?

It's maybe 30 mins of work, the real problem is what it's supposed to be and do and defining the constraints.

A equipment slot device called an "automated repair unit" that would add 100 nanobots or batteries or both every one minute after being activated. Could be an interesting little thing to slap onto a battleship, especially if the cargo requirement was big enough not to allow use of a cap6 and up upgrade. A sort of a repair-tank sort of thing.

Or have an armor upgrade replacement that is a 'nanomolecular' reinforcement armor - less armor multiplier - but has a certain % for regeneration - depending on the type of armor you get.


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