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nimr0dbbow

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Everything posted by nimr0dbbow

  1. Yes. I'm working on trying to get Scuti's Default Talk Tree sorted so she is more helpful. However this does use a lot of conditions to check for example if you have : a. Mission 1 b. Mission following on from 1 c. Correct Skill level d. Item required? e. Faction required? If (c== true /\ d == true /\ e == true) then if (a==true /\ b == false) Give a hint as to what is needed for b else Check another condition check (in a list of several) The plan is that the player response text should match the mission that you can currently do or are doing and give a small hint. Of course this does mean for example each talk stage could have upwards of 20+ player responses (of which only 4 can be viewed) but if my conditions have been correctly implemented and [i]the code for the conditions which is out of my domain [/i]is correctly implemented, then there should be only one or 2 ("Exit") on view at any [i]k[sup]th[/sup][/i] part of your mission line at any one time. Once it is confirmed that scuti is [i]implementation [/i][i]error free[/i] (ignore typos currently) then the same concept can be rolled across to others. So instead of a static talk tree you should get a talk tree that reflects your current position in the game (that is the intention).
  2. Also the Architecti Talk Trees are currently in development to respond with what you need to know. Architecti Scuti is the 'test bed' one for these. Once she has the talk tree fixed right then I'll be able to roll it across to the others (who currently may give some confusing response) I'd rather get it working correctly on one. Architecti Scuti should: 1. Give response to player characters who can't build shields to in effect "go away" so you don't have to wade through extra text. 2. Give response to player characters who can build shields as to where and what they can currently do (this is the complex part) 3. Give response to player characters who are eligible to do (2) where there is a hint to the faction(s) she despises. Alteration to current talk tree (3): Will no longers specify required Collegia Faction here so any adjustments to the specified Mission Faction do not conflict with a set NPC talk tree. Planned Alterations: Once Scuti Fixed: - Inquiro to hold general information and hints to factions liked by the others - The rest to hold information similar to above
  3. Yes. Either way it will be interesting. Now to apply it to weapon testing and it should be complete.
  4. Update: Mission on server as it stands has the RD restriction part in the text removed. A server restart will remove this blockage to your mission currently. Next update will have the credit requirement in for device, reactor and shields.
  5. The problem with adjusting the stages due to credits is that existing players may go 'wtf' I was not meant to be on St 2 Pay this amount of credits. So I'll tag it on as to stages at the end of the missions where you then have to contribute funds
  6. I'm going to have a look at this in more detail. I know Intuneric hates Red Dragons, and it was the intent that she showed you her displeasure somehow. She may just invoke a surcharge (kerching! credit sink) for those with High Red Dragon faction. Say 1 million between 1-5k Red Dragon Faction 4 million between 5-9k Red Dragon Faction 9 million above 9k Red Dragon Faction {now, don't look at me that way, Lot.} How this is likely to be done in mission stages... St 1: Talk Tree St 2: Block (Refer to actual stage) St 3: Intuneric wants an additional 5 million credits due to your alligiance with the Red Dragons St 4: Intuneric wants an additional 3 million credits due to your alligiance with the Red Dragons St 5: Intuneric wants an additional 1 million credits due to your alligiance with the Red Dragons St 6: Start mission Now in the talk tree then it would check your RD faction - Red Dragon Faction <= 0 ---> Go straight to St 6 of mission - RD Faction >= 1k & < 5K --> Go to St 5 - RD Faction >= 5k & < 9K --> Go to St 4 - RD Faction >= 9k --> Go to St 3 So if you did have 9K RD faction you would have to do St 3, 4 and 5 (9 million credits in total) before starting the actual main part of the mission. Does this make sense to you? At least you get to do the mission, you just get to pay for being a pirate to the [b]Centuriata and Grissom Space Patrol orphan fund.[/b] This will make the mission a multi-stage one similar to the others.
  7. Yeh. So long as they are not tempted to advance their hull (hull upgrade) in any way, that is the route around it. This applies to Stage I and other Progen Token missions only. (Of course, you will be pitted against foes with limited weapon/device slots and a weaker hull, but capping due to overall level would be too ... restrictive)
  8. Had a look at this mission now. For some time was unable to access due to server moving (and then work got in the way) There has been a change to this mission due to faction. Storyline content really, but Intuneric Vigoare hates Red Dragons. Her missions will eventually involve a choice of you to decrease your standing with them and not use Pirate Gates; or go you pirate scum way aaahggghhhhh.... me hearties and not have access to higher level Agrippa Gear. The Choice selection for Red Dragon hating is: I don't intend to annoy the Red Dragons. --> mission is postponed They will crumble before my might. ---> mission continues Unfortunately, I can confirm that you do have too high Red Dragon faction for this mission. This is due to Centuriata funding the Agrippa Technology research; and for some reason they seem to bear the brunt of damage from good centuriata going the pirate route... You will need to reduce your Red Dragon Faction to below +1000 to qualify.
  9. Nothing implemented here will have a very bad effect; the player(s) simply will require more Collegia faction if they have some of the factions that she dislikes.
  10. There is a part of this mission that if you disagree with the NPC you do not get the print. Its not one to click through without reading what you are clicking for.
  11. Collegia Faction is sufficient... May be some kind of wierd interraction. I'll just have to check the mission
  12. ok. Yes Yes No - Basically code is in game that can allow <= and >= to be applied, so ideally it has been applied. - Looks like in this case its no longer working... correctly. I was attempting to do: < FactionA & < FactionB "Yes" --- Talk info 1 >= FactionA & <FactionB "Yes" --- Talk info 2 <FactionA & >=FactionB "Yes" --- Talk info 3 >=FactionA & >=FactionB "Yes" --- Talk info 4 "No" -- Exit It appears not to like combinations of factions so the other route for me to do is a binary boolean tree 1. FactionA • < -- go to 2 • >= -- go to 3 2. FactionB • < -- go to 4 • >= -- go to 5 3. FactionB • < -- go to 5 • >= -- go to 6 4:action (A,B) (<,<) 5:action (A,B) (<, >=) or ( >=,<) 6:action (A,B) (>=,>=) However as you can see this takes up 6 stages of a talk tree where you would still only see 3 stages. The attempt above was to combine A/B in one talk condition, taking up less stages. A talk tree has a maximum amount of stages limited to it (default or mission stage). So what you are seeing for Yes Yes No Should work once the code is correct and go to Yes No =========== Hmm... Remember there are 2 liked factions and 3 hated factions. Think your collegia faction may not be enough as it stands, but i'll have a look at it (soon). Ambush Alpha should not have changed much.
  13. Yes, Theres quite a few in the pot. With the boarding idea this could lead to consumables such as "rookie troops" or "elite troops" as privateer only devices I suppose, that structural damage is taken as the 'hits in combat' to prove bonus to the troops. Maybe guilds could train 'shock troops' for use of the privateers; not sure how training would work though - diversion of experience? <Unless the item developers say... noooooo Byakhee>
  14. As to the Privateers skills, I would favour them developing the skills that make them the rogues that they seem to imply they are.
  15. The whole concept of the Progen ones was to provide content for the Progen in response to the InfinitiCorp. If the Terrans got more blueprints out there then the Collegia would have to gain more back! After all, the privateers are limited with not being able to make devices, so should have more prints of the other ones. A greater range of reactors, shields, and projectile launchers that are tweaked towards a particular pattern, so more blueprints of modified existing items. Eg: Rifle - "LongShot Pattern" - Increase range, increase reload speed, same ammunition
  16. *All Progen should visit Arx Magister and speak to the Nota who is their class. ------------ Architecti: Currently, the NPC default talk tree is trying to help you. Before it was "Come back when you are more experienced" Now, it attempts to look at what it thinks you need to know and gives a response. The talk tree for the NPC is complex and also in its' infancy. It is also highly reliant on code modules working (these are out of my scope) Stage I : Hull Level 100 only Basic Optimal Progen Mission Token x1 Build Shields level 5 Stage II: See Architecti Inquiro Build Shields level 7 Collegia Faction 2000 Stage III Progen only Must have done stage I and stage II Build Shields level 7 ---- Adapt this information to all other builds except Components and Ammunition which differ in: Stage I Hull Level 50 Build x level 3
  17. Re: TooTall Crossed wires thats all. My replies tend to be global replies, not just to one person (sorry). Re: Everyone (Information) One player character cannot complete the mission on their own (as intended). However, it was attempted by a few regular ones that I suspected put guild efforts into it. The definate minimum for Stage I is 2 Progen classes. Then again, historically, Components for The Collegia was implemented first, and because components are the building block of all Agrippa research, there was a foundation for others to follow. Pity the beta testers for the original mission creation though.
  18. [quote name='Mattsacre' timestamp='1331527020' post='55348'] Actually stage II are unlimited.......[...]. Bayhkee he mentioned that in the future they won't be a straight 10 items for 10 encript II's, that there will be a factional modifier that can get you less tha or more than 10 when you trade with the NPC. [/quote] Yes. The research is weighted towards Progens of course. And Progens who are loyal to the Republic.
  19. The main aim is to prevent people circumventing the system too much and retro analyzing gear. If you have to build an item then use it to swap to non-build items for further items, then if anyone retroes it they get back to the non-build component and cant go back to the component you spent time on missions to give to a non-agrippa researcher to analyze. This ensures that the component researchers (in the case of the Stage III another type of researcher) still has chance to market their wares.
  20. Should have a mission guide which also gives the tokens out. If you have not got this go back to your start sector station and click on message that shows outside.
  21. No. All can be completed, but as with all things you have to start with the little things (components) and work towards other lines. It is a multi-class system, of pass the parcel If no one did the component missions then it could not be completed. It does not need DEV/GM interraction. All it needs is player interraction. As stated earlier countless times, if you can't work with others towards a common goal then Agrippa Technology is not for you. There are plenty other missions that cater for the solo element.
  22. [quote name='Yogabilly' timestamp='1331467281' post='55316'] Ahhhhh! So I need to spend another token @ 100 to finish stage one weapons research! [/quote] Actually, spending the token @ 100 on this mission will Start Stage I weapon research into the Projectile Launcher. The token missions do not require other token missions, but with Agrippa Technology the items you create are required by other Agrippa tree lines, as you are aware. One character class will be unable to complete Stage I on their own without the involvement of the other Progen classes. Agrippa Technology also favors multi-build skill characters.
  23. For your information and others Progen Warriors: In Arx Magister there is a NPC called Centuriata Nota She has basic information on what is required for all Token missions relating to warriors. Her mission also will show what you can currently do. Progen Privateers See Collegia Nota Progen Sentinels See Sabine Nota These NPCs came in about over a year ago to help those with Token missions, you may have missed them out and not explored starbases you thought you knew who was in.
  24. You need to have a level 100 hull and build weapons 5 and do the Token Mission given by Architecti Telum then to do the launcher line. What you have done at the level 50 hull is to do the ammunition. Separate mission trees Stage I Structure: @ 50: 3 Token missions (2 for PP - Ammo + Components, 2 for PW both ammo) @100: 4 Token missions (2 for PS - Device, Shield; 3 for PP - Reactor, Shield, Weapon_Launchers; 1 for PW - Weapon_Launcher) A total of 7 mission trees for Stage I Agrippa Technology. You have done one of the ammunition lines only. You need to spend another token @ level 100 hull upgrade and Build weapons @ 5 at Telum to start the other line. 50 • Ammo •• leads to Flechette Ammo 50 • Ammo •• leads to Advanced Flechette Ammo 50 • Components •• leads to Hull Mesh Laminate component 100 • Device •• leads to required device, and stage II invite - devices 100 • Reactor •• fastly leads to Stage II invite - reactors 100 • Shield •• leads to stage II invite - shields 100 • Weapon •• leads to projectile launchers and stage II invite - weapons
  25. Well this proves my new NPC interractive works { some GMs can now point Stage I researchers to the NPC and say, ask and see if that fixes it } Incidentally. PP can build Fl(a/e)chette Ammunition for it (but only if they did the PP/PW Hull 50 token mission that this content is unlocked by it) PW get to do the more advanced ammunition also (Token mission) ----- Now, I can work on putting in text based dynamic content to other missions and NPCs to head off "problems". ==== Just remember the component you get for making an invite is very very rare. You will get one at Stage I, one at Stage II and one at Stage III, ... end. I could have made it an item in its own right, but thought it would have been nice for the invite to have your name on it, and the only way that could have been done was to make it a (type) of item but also give it a mission component so there are finite invites available.
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