[Mod]Hell's Trinity

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Aury
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I don't think making a thread on making missions would be very productive, given how varied missions are. I mean, you'd have to have a new thread for every mission type, and that would get tedious, very quickly.

In fact, I need to finish/update my tutorials on ship graphics >.>
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ThePrivateer
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Yay! Alpha+3 is now uploaded @45 dls!

Finally got a mission working (phew) though it is a eternally repeating mission, but not bad for my first go. :/

I'll try now to get a "kill X" mission going, and then move onto Bismuth.
Once all three systems (the Trinity) are done, I'll move it up to Beta status.
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Aury
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I presume that is the point when you would begin fleshing out the other systems?
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ThePrivateer
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Wolfy wrote:I presume that is the point when you would begin fleshing out the other systems?
Yes. Beta version will consist of the three systems (the Trinity) and a final boss, which can be defeated and win the game, similar to how George had Transcendence at Beta (.99) where it was a lonely universe, but could be played from beginning to end.

The Beta additions will slowly flesh out the three systems until they are living and breathing, with different stations and docks, new items etc.

When it's all done, I'll release it on Xelerus as "Hell's Trinity 1.0".

[Edit : There is only going to be three systems though. This is my first Adventure, so I didn't want to push it. As it is, just doing one system is fairly time-consuming! ;) ]
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Aury
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:lol: TSB is really just the officially 3rd, technically 4th incarnation of my first mod... XD
But its great to see people making adventure mods - we're really short in supply of those ^^
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ThePrivateer
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Usual update to let everyone know that Hell's Trinity Version 0.4 is on Xelerus!

Mainly worked on the second (Bismuth) system this time round, along with a few tweaks to the way the UNIDs/extensions work. The extension's name now appears in the Player Stat's box (rather than just "0xDAFC...")

At this stage I would appreciate some input on where to go next...I have the framework for a wingman available, but can't get it to work :(

I also would like so opinions on what to do in the final system (which I will most likely code next). I'm thinking of using Ares Shipyards and Communes in the third (final) system, and using a big Phobos as the end boss. Does anyone know how to end the game when a ship is destroyed?

And also, I'd like some input on how to put higher level weapons into each system...do I just make new stations and tell them what level weapons to use, or is there an easier way? I think I saw a "Level" rating in the <Node> part for each system.

Thanks again in advance guys, I hope you enjoy! :D
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alterecco
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Does anyone know how to end the game when a ship is destroyed?
Gate the player to the EndGame node (you would do that from the OnDestroy event on the phobos, after checking that the player indeed is the source of the destruction.
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Prophet
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Great to see this is coming along.

I just dl'ed and will take a look at it when I get some time.
And also, I'd like some input on how to put higher level weapons into each system...do I just make new stations and tell them what level weapons to use, or is there an easier way? I think I saw a "Level" rating in the <Node> part for each system
That is the easiest way to do it. That will affect the level items available for sale at stations, the level of loot found in wrecks and any random encounters spawned.

There are ways of overriding all of that but it is much more involved.
Coming soon: The Syrtian War adventure mod!
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josh19967
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I added stuff to the system topology plus another system, but the game crashed when I tried to enter Bismuth.

Code: Select all

<SystemTopology>	
<Node ID="SE" rootNode="true">
		<System 
				name=		"Lincoln"
				level=		"4"
				attributes=	"newBeyond"
				>
			<System UNID="&ssLincoln;"/>
		</System>

		<StarGates>
			<StarGate Name="Outbound" DestID="Bismuth" DestGate="Inbound"/>
		</StarGates>

	</Node>
	
	<Node ID="Bismuth" rootNode="true">
		<System 
				name=	"Bismuth"
				level=		"5"
				attributes=	"newBeyond"
				>
			<System UNID="&ssBismuth;"/>
		</System>

		<StarGates>
			<StarGate Name="Inbound" DestID="SE" DestGate="Outbound"/>
			<StarGate Name="Outbound" DestID="SW" DestGate="Inbound"/>
		</StarGates>
	</Node>
	<Node ID="SW" rootNode="true">
	<System
		name="TriCover"
		level="6"
		attributes="newBeyond"
		>
	<System UNID="&ssTriCover;"/>
	</System>
	<StarGates>
		<StarGate name="Inbound" DestID="Bismuth" DestGate="Outbound"/>
	</StarGates>
	</Node>
	</SystemTopology> 
What am I doing wrong?
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Aury
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Because you need to add the outbound gate to "&ssBismuth;" system type before you can add it to the node.
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josh19967
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OK. I'll try it.
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ThePrivateer
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josh19967 wrote:I added stuff to the system topology plus another system,.....
I know I have given permission for people to use the mod, but it still is incomplete and being worked on.

If you want to dissect adventure mods, I advise that you try out some complete ones from Xelerus

If you still want to use my mod as the base for your own, please give me suitable credit and make sure your mod is fairly different from my own... I'll be cool with it as long as your mod doesn't involve three systems locked down by Ares. Use sung or something ;) ....

Anyway, Wolfy is right...I have not put coding in for an outbound gate. I am constructing Orion (the final system) at the moment and will put in the last stargates as well.

Again, I advise that I can't really provide support as such for a mod that is incomplete....I really should put more comments in my code!
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ThePrivateer
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Hell's Trinity 0.5 uploaded today!

If you just got 0.4, maybe wait a little before 0.6

This one is for those that missed out on 0.4... it adds mainly some new graphics for the start screens and adds support for the final system, along with tweaks to Ares positions in Bismuth and a +2 level change for Bismuth.

Still, if you want to, you can download it.

I released this short one, because I wanted to wrap up a few last things before I fully concentrate on the final system.

Again, I do not advise modding this Alpha, as in the above post, but I won't hold it against anyone as long as you abide by the guidelines in the ReadMe.
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ThePrivateer
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Hell's Trinity is now nearing the Beta stage, which will officially be "0.9".

Until then, download it here: Hell's Trinity 0.6 on Xelerus

This batch of additions incorporated a bunch of tweaks to the player's weapon, the Ares and a batch of higher-level stations for Bismuth.

Most notably, there is now an Ares Shipyard in each system, which pumps out Sandstorms that patrol the system. Also new is the Hell Tundra, and the addition of Orion, as "void" system -- it will be properly released in 0.7.

Recently I received my first Thumbs Up, which I think was from Darth Saber (thanks :D), and he also made mention as to whether I would expand the universe to many systems.

He suggested 40, but I think a more reasoable figure is around 12, which would be a nice chunk of space, possibly ending in the last few systems having the player fighting in the Ares home space (not sure on the Ares' actual place in the Trans universe, but my section of the galaxy is not meant to be near the Stars of the Pilgrim Quarantine Zone).

This would likely mean having the systems more randomly generated than they are now, as each system at the moment has been handcrafted with only a little randomness thrown in to keep things fresh.

Again, I would really appreciate feedback here on the forum, or on the Xelerus page. Thanks to the 100+ people who have downloaded (or re-downloaded) my mod.

Thanks also to George for provding a wonderful game like Transcendence that we can easily make fantastic adventures out of.

Edit: The player ship happens to have some map ROMS in the cargo. They are for debugging purposes only. Avoid using them if possible! ;)
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ThePrivateer
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Hell's Trinity 0.7

Hell's Trinity 0.7 is up and running, with a large amount of tweaks. Most but not all stations now have a different message and name compared to the vanilla commonwealth they were taken from.

Orion system has been started, Bismuth was updated, the nodes were changed so most run-of-the-mill god mods cannot be used and I threw in the beginning of the end for Trinity Hell - the Corporate Conspiracy.

Now the real work can begin on 0.8 to make Orion work and to be able to finish the game. Phobos will lurk around every corner and it will be hellish to win - but hopefully possible.

The production schedule is tight, so I think I'll miss the November Mod-of-the-Month elections, but I've got my fingers crossed.

Keep downloading and please post back feedback.

Watch this space for the next releases of Hell's Trinity!
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