EMP (and Leech) Bombers

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siyoa
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EMP (and Leech) Bombers

Postby siyoa » Mon Mar 23, 2020 3:26 am

sorry no time to make it work from Mods folder, this will add two new bomber types, one for delivering EMP Missiles, one for Leech Missiles ... if requested technology is not known, they will be equipped with best known missile tech

add this to WEAPONS.lua, I made them as fast and durable as Strike Fighters, and a bit cheaper (change as you please)

Code: Select all

define_weapon "EMP Bomber" {
  tier=2,
  motion_sound = 'FIGHTER_ENGINE_LOOP',
  launch_sound = 'FIGHTER_LAUNCHED_SINGLE',
  multi_launch_sound = 'FIGHTER_LAUNCHED_MULTI',
  type= "fighter",
  loadout = {type = 'emp_bombs', n=1},
  cant_attack_trackers=true,
  cost_mult=3,
  health = 30,
  speed=12,
  desc = "Small craft designed to deliver EMP warheads at point blank range.",
  fighter_drawers = {
    default = 'BladeBomber',
    Hawk='HawkBomber',
    Hammer='HammerBomber',
    Blade='BladeBomber',
    Manta='MantaBomber',
    Star='StarBomber',
    Box='BoxBomber',
   Hat='HawkBomber',
  }
}

define_weapon "Leech Bomber" {
  tier=2,
  motion_sound = 'FIGHTER_ENGINE_LOOP',
  launch_sound = 'FIGHTER_LAUNCHED_SINGLE',
  multi_launch_sound = 'FIGHTER_LAUNCHED_MULTI',
  type= "fighter",
  loadout = {type = 'leech_bombs', n=1},
  cant_attack_trackers=true,
  cost_mult=3,
  health = 30,
  speed=12,
  desc = "Small craft designed to deliver Leech warheads at point blank range.",
  fighter_drawers = {
    default = 'BladeBomber',
    Hawk='HawkBomber',
    Hammer='HammerBomber',
    Blade='BladeBomber',
    Manta='MantaBomber',
    Star='StarBomber',
    Box='BoxBomber',
   Hat='HawkBomber',
  }
}


then change function _G.get_fighter_weapon(craft_type,empire,target) from tech.lua to this

Code: Select all

function _G.get_fighter_weapon(craft_type,empire,target)

  local _TRACE_INFO = craft_type
  local type in empire.part_info![craft_type]!.loadout!
  local alt_type

  if (type == 'energy_or_bombs')
    if target
      if is_tracking_object(target)
        type='energy'
      else
        type='strike'
      end
    else
      type='bombs'
      alt_type='energy'
    end
  end
 
  if (type == 'emp_bombs')
    if (empire:known 'EMP Warhead')
     return 'EMP Missiles'
   else
      type='bombs'   
   end
  end

  if (type == 'leech_bombs')
    if (empire:known 'Leech Warheads')
     return 'Leech Missiles'
   else
      type='bombs'   
   end
  end

  local best_weapon = fighter_weapon_fun![type](empire:available_part_info()!)

  if alt_type
    return best_weapon,fighter_weapon_fun![alt_type](empire:available_part_info()!)
  end

  return best_weapon
end


now change tech 'Multirole Fighters' to unlock your new bombers (file ~TECHNOLOGY.lua)

Code: Select all

    --unlocks_parts='Strike Fighter',
    unlocks_parts={'Strike Fighter','EMP Bomber','Leech Bomber'},
Attachments
emp_leech_bombers.JPG
emp_leech_bombers.JPG (78.67 KiB) Viewed 6434 times
Last edited by siyoa on Thu May 07, 2020 3:36 pm, edited 1 time in total.
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User avatar
siyoa
Posts: 180
Joined: Fri Apr 21, 2017 3:19 pm

Re: EMP (and Leech) Bombers

Postby siyoa » Mon Mar 23, 2020 7:03 pm

Missileses sounds kind of cute, but if you don't like it, change local already_plural in file RACES.lua

Code: Select all

local already_plural = set(
   'ashdar',
  'imperials',
  'ashdar colonials',
  'nuclear missiles',
  'antimatter missiles',
  'fusion missiles',
  'emp missiles','leech missiles',
  'pell','wrem','spice mongers','ashdar haduir','ashdar teros',
  'algorians', 'enfi', 'lummox', 'scanvagers', 'tarib',

  'tanks','battle mechs','hover tanks',
  'pirate raiders', 'assault marines', 'marauder raiders',
   
   'harmonized',
  'the black broadswords',
  "irregulars")
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zolobolo
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Joined: Fri Nov 25, 2016 3:49 pm

Re: EMP (and Leech) Bombers

Postby zolobolo » Sat Apr 25, 2020 9:01 am

This is a very neat idea :)

Would love to see a weapon mod (same as Ac, Rf..) like this for bombers (any fighters if ion gets some unique effect at some point)

It would make a lot of sense to be able to select the payload for the bomber squadron right before deployement - though not sure if the engine allows for it as there is crrently no similar mechanic. From the AI side it sohuld als obe fairly simple to adjust to this as if the target has strong shields right before hte bombers are sent it usually makes sense to use Leach missiles and no sense to use EMP

Though now that I thin abouth it: think I never actually saw AI designs use EMP or Leach missiles :?

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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Tue May 05, 2020 2:48 am

zolobolo wrote:It would make a lot of sense to be able to select the payload for the bomber squadron right before deployement - though not sure if the engine allows for it as there is crrently no similar mechanic.

yeah, had the same idea when I was modding this ... and yes, currently there is no support for it in game engine

I might try to mod it in, before I retire computers for summer hobbies ... or it may just wait till about November
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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Wed May 06, 2020 4:23 am

ok, this is even more complicated than I anticipated :lol:

well, I created menu item for it ... that's a start :idea:

fighter_armaments.JPG
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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Thu May 07, 2020 4:29 am

so, the first approach was a bit complicated

also, loadout of fighter is tied to weapon parent_type, so ...

this approach will let you cycle through different fighter types before you engage in battle ... I will release modded file once I clean up my scripts, it works already as a proof of concept

role_specific_fighters.JPG
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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Thu May 07, 2020 5:01 am

Multirole Fighters technology needs to be researched to unlock ability to assign role specific fighters (you need it anyway, to have access to EMP and Leech Bombers)

there is one thing, you can cheat by designing ship with 'Interceptors' and then switch fighter role to better fighters to lower ship building cost, at the moment I cannot do much about it ... in order not to cheat, you should put 'Strike Fighters' into Hangar when designing ship

changed it a bit, only Multirole Fighters are allowed to switch between (i.e. Strike Fighters, EMP Bombers, Leech Bombers), you can still cheat a bit when designing a ship as Strike Fighters are slightly more expensive ... I guess there is no purpose for ship to be designed with EMP Bombers, Leech Bombers as starting fighters, with this mod they now serve as role specific fighters, so their cost can be set the same as Strike Fighters and the whole problem is gone :idea:

Hangar #1 and #2 role specific fighter switching disabled due to ship being originally designed with Interceptors and Bombers in those

role_specific_fighters_02.JPG
role_specific_fighters_02.JPG (57.96 KiB) Viewed 5774 times


it is barely tested, let me know if things are not working properly
Attachments
ShipMidscreenPane.zip
(14.69 KiB) Downloaded 84 times
Last edited by siyoa on Thu May 07, 2020 4:06 pm, edited 2 times in total.
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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Thu May 07, 2020 3:39 pm

I am wondering if it makes sense to do the same for missile launchers, they all tap into one generic source of munition, even when you equip ship with different missile types ... so in a way it would make sense
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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Fri May 08, 2020 4:04 am

there is cosmetic issue, changing missiles or torpedoes to different type doesn't update graphics

maybe Arioch or Sven can chime in, not enough time to dig through scripts to figure out how it works at the moment :|

role_specific_weapons.JPG
role_specific_weapons.JPG (120.26 KiB) Viewed 5602 times
Attachments
ShipMidscreenPane.zip
(15.13 KiB) Downloaded 76 times
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zolobolo
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Re: EMP (and Leech) Bombers

Postby zolobolo » Fri May 08, 2020 6:10 am

siyoa wrote:I am wondering if it makes sense to do the same for missile launchers, they all tap into one generic source of munition, even when you equip ship with different missile types ... so in a way it would make sense

Sounds reasonable yes
Makes missiles much more versitile thouhg wonder if torps are still a valid option next to them being able to drain shileds and systems faster

zolobolo
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Re: EMP (and Leech) Bombers

Postby zolobolo » Fri May 08, 2020 6:12 am

Awesome solution! This mod I have to try!
Do you know how the AI is interacting with this mechanic?

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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Fri May 08, 2020 5:35 pm

zolobolo wrote:Awesome solution! This mod I have to try!


let me know how you feel about it, it for sure introduces a lot of micromanagement to your fleet ... don't forget that you need to apply changes from the first (and if you want to fix plural for missiles, second) post

zolobolo wrote:Do you know how the AI is interacting with this mechanic?

well, they die quicker :twisted:

seriously though, AI can barely make a choice where to send a fleet as it is now, I can't imagine a code that would govern it properly to make a sound decision as to what weapon to select for particular upcoming fight, maybe if harpy eagle is around to write some scripts for us ... i sure have no capacity to do so, sorry

I think you'll find that fighters having ability to use EMP/Leech warheads is quite overpowered
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zolobolo
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Re: EMP (and Leech) Bombers

Postby zolobolo » Sat Jun 06, 2020 7:09 am

siyoa wrote:let me know how you feel about it

Tried testing it out on my existing game but didnt pop up even after researching Strike Fighters, maybe will see it out in the next new game

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siyoa
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Re: EMP (and Leech) Bombers

Postby siyoa » Thu Jun 18, 2020 2:15 am

zolobolo wrote:Tried testing it out on my existing game but didn't pop up even after researching Strike Fighters, maybe will see it out in the next new game


hmm, trying it in Mods folder ? I modified vanilla files
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