View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019451 | AI War 2 | Audio Work | Feb 22, 2018 12:48 pm | Oct 9, 2020 4:11 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | assigned | Resolution | open | ||
Summary | 0019451: More lines for the Watch Commander and Science Officer. | ||||
Description | From Badger: Dyson sphere: Badger notes: the currently implemented voice hooks for the Dyson Sphere are DysonLiberatedFromPlayer # the player owned the dyson sphere planet but the Planetary Constructor was just destroyed (so the dyson sphere πlanet is now unowned) DysonLiberatedFromAI #the AI owned the Dyson Sphere, and the planetary controller was just destroyed (so the dyson sphere πlanet is now unowned) DysonPlanetCapturedByPlayer #The player has just captured the Dyson Sphere planet (and the Dyson is now spawning ships extra fast to get rid of the humans) DysonPlanetCapturedByAI #the AI just captured the Dyson Sphere planet PlayerGainsDysonIntel #the Dyson Sphere planet is now visible to the Player (presumably the player just destroyed a Sensor Scrambler allowing the Dyson to be seen) Also lines for "Dyson Sphere has become Antagonized" and "Dyson Sphere is no longer Antagonized" | ||||
Tags | No tags attached. | ||||
related to | 0019376 | resolved | Chris_McElligottPark | Get the rest of the main voice acting categories recorded. |
related to | 0020351 | resolved | BadgerBadger | Ark audio notifications meant for Home Base |
related to | 0019729 | resolved | BadgerBadger | "Enemy Activity on Border Planet" when AI is on my home world |
|
From Badger: Add support for a few Nanocaust hooks PlayerGainsNanocaustIntel #the first time a player can see a Nanocaust planet, should give some exposition) NanocaustFrenziesAgainstHumanArk, #The nanocaust is about to send a force against the player Ark in particular (think an Exo, but from the Nanocaust) I have not yet implemented the following: NanocaustFrenziesAgainstHumanPlanet, #the nanocaust is going to attack one of your planets NanocaustFrenzyGeneric, #the nanocaust is going to attack something (similar to a Wave warning, but not necessarily against you). Could just be a "We're detecting a surge in Nanobot activity/energy levels", without the "and they are heading this way" NanocaustHacked, #the player has hacked the Nanocaust, which is now going to attack the Master Controller. This is an alt-win condition and will require significant effort by the player to achieve. "The Nanocaust is now under our control", "The nanocaust has been reprogrammed", "Nanocaust reprogramming complete" NanocaustHackingHint, #Suggests to the player that the Nanocaust might be hackable (like an AI hackable unit). Something like "Similar energy signatures as the AI" or "We've detected some weaknesses in the Nanocaust Communications Grid which we could explot if we could find their hive". DevourerHeadingForFleet, #the Devourer is heading for your fleet (this is scarier than just eating some turrets) DevourerHeadingForHumanPlanet, #the devourer is heading for a planet you own, though the planet is not where your fleet is ZenithTraderReadyToTrade, #the zenith trader has arrived at human space and has some wares for sale but you probably should get those recorded as well. |
|
From Badger: Speaking of resources, you should get some "Running low on Metal" voice lines too. That's more critical. You can lose a fight because you ran out of metal to rebuild. You are unlikely to lose a fight because you ran out of fuel (if you run out during a fight that's because you had some other build Qs running elsewhere or because some fuel generators have been destroyed) For "Low on Energy", here's my first suggestion. Put a check in HumanSpecialFaction::DoPerSecond that looks like this. int threshold = MAX(fuel cost for 2 starships, 1/10 maxFuel); //values are made up and can stand adjustment if(recentlyHadMoreEnergy && (availableEnergy <= threshold)) play Low on Energy recentlyHadMoreEnergy = false if(energy >= threshold * 3) recentlyHadMoreEnergy = true; This way if you have used up most of your energy you won't get repeated messages for losing/rebuilding a few fighters. |
|
Added support for two new lines for Human Resistance Fighters: HumanResistanceFightersWarpIn: HumanResistanceFightersWarpOut: If desired I can split these up into things like "HRF warping in on your planet/AI planet/neutral planet". Also the HRF can warp out when the battle is won, but also if you've lost all your other allied ships. |
|
Those splits would be great, yes. |
|
The HRF lines are split as described above (friend/enemy/neutral planet warp in, and victory/defeat warp out) |
|
Note there is also ZenithTraderArrivedOnHumanPlanet (this triggers if the Zenith Trader hasn't been on a human planet in "a while".) ZenithTraderRespawns: (If the Devourer destroyed the Zenith Trader then it can respawn) ZenithTraderDestroyed: (only if the humans can see this happen) |
|
Some new hooks Macrophage attacking ==> for when a macrophage decides it wants to attack the human player (ie Macrophage Enrage). This plays when the macrophage sets out to attack the player, which is unlikely to be when it arrives at the player. "We've detected a surge of hostile energy from a Macrophage" or "Sensors indicate a Macrophage coming right for our home command center" Marauders attacking ==> The marauders are attacking a planet we have information on. It may or may not be a planet you own. "Marauders are entering normal space", "Marauders have just become visible". Or if we want "Marauders attacking human/neutral/AI world" lines, record them and I'll give hooks for each type of planet. We also want a "Marauders are arriving to assist" for friendly Marauders. Astro Train Depot Spawned ==> An astro train depot has just appeared on the map, and the AI will now start sending trains to it. "A new Astro Train Depot has been detected" Astro Train Spawned ==> A new astro train has appeared and its on its way to an existing depot " Risk Analyzers Activate ==> The Risk Analyzers (aka Spire Civilian Leaders) have updated the AIP. Needs a verb. Activate? Fire? Updated the AI on human activity? Remember the "Low on Metal", "Low on Energy" and "Brownout" lines. New Dark Spire Vengeance Generator Spawning ==> The Dark Spire is building a new vengeance generator. Dark Spire Vengeance Strike ==> The Dark Spire is launching an assault from each Vengeance Generator We also need some "AI forces are attacking one of our planets" and "AI forces are attacking our home planet" style lines We could potentially allow a player to designate some planets as "Critical planets", then play a voice effect for that. Lets do a few "Enemy is attacking critical planet"-like lines just in case we want it. |
|
Also lines for "Exo Galactic attack inbound" ("We've detected a major incursion of ships from outside the galaxy!" "Exogalactic Strikeforce Incoming!" etc...) Also just look through the voice lines defined in PresentationLayer_AIW2.cs and make sure there aren't even more to be mentioned. When you get around to it, maybe making a big google doc and letting people give suggestions of more hooks and some lines |
|
Also lines for Wormhole Invasions, perhaps "Wormhole Invasion detected" "Wormhole Invasion incoming" "The AI has opened an Exogalactic Wormhole on one of our planets" |
|
Also lines for InstigatorBaseSpawns. "We've detected a new Instigator Base in the galaxy". "A new Instigator base detected". "The AI has spawned a new Instigator Base" |
|
Also make sure we have some "Home Command Station is under attack" lines. Right now we are using Ark messages, and that's going to confuse. |
|
Hey Chris, did these get recorded? |
Date Modified | Username | Field | Change |
---|---|---|---|
Feb 22, 2018 12:48 pm | Chris_McElligottPark | New Issue | |
Feb 22, 2018 12:48 pm | Chris_McElligottPark | Status | new => assigned |
Feb 22, 2018 12:48 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Feb 22, 2018 12:48 pm | Chris_McElligottPark | Note Added: 0047039 | |
Feb 22, 2018 12:48 pm | Chris_McElligottPark | Note Added: 0047040 | |
Feb 22, 2018 12:48 pm | Chris_McElligottPark | Relationship added | related to 0019376 |
Feb 28, 2018 9:56 am | BadgerBadger | Note Added: 0047095 | |
Feb 28, 2018 11:39 am | Chris_McElligottPark | Note Added: 0047096 | |
Mar 1, 2018 9:33 am | BadgerBadger | Note Added: 0047100 | |
Mar 10, 2018 12:18 am | BadgerBadger | Note Added: 0047117 | |
May 18, 2018 11:31 am | BadgerBadger | Note Added: 0047552 | |
May 18, 2018 3:01 pm | BadgerBadger | Note Edited: 0047552 | |
Jul 7, 2018 4:01 pm | BadgerBadger | Relationship added | related to 0019729 |
Jul 7, 2018 4:40 pm | BadgerBadger | Note Edited: 0047552 | |
Jul 9, 2018 11:24 am | BadgerBadger | Note Added: 0047790 | |
Sep 17, 2018 1:01 pm | BadgerBadger | Description Updated | |
Sep 17, 2018 1:02 pm | BadgerBadger | Note Added: 0049320 | |
Sep 17, 2018 1:03 pm | BadgerBadger | Note Added: 0049321 | |
Sep 17, 2018 9:19 pm | BadgerBadger | Note Edited: 0047552 | |
Sep 19, 2018 11:25 pm | BadgerBadger | Note Edited: 0047039 | |
Sep 20, 2018 11:34 am | BadgerBadger | Note Edited: 0047790 | |
Sep 20, 2018 11:38 am | BadgerBadger | Note Edited: 0047039 | |
Sep 20, 2018 11:39 am | BadgerBadger | Note Edited: 0047040 | |
Sep 20, 2018 11:40 am | BadgerBadger | Note Edited: 0047552 | |
Sep 20, 2018 11:40 am | BadgerBadger | Note Edited: 0049321 | |
Sep 25, 2018 2:12 pm | BadgerBadger | Relationship added | related to 0020351 |
Sep 25, 2018 2:13 pm | BadgerBadger | Note Added: 0049477 | |
Oct 9, 2020 4:11 pm | BadgerBadger | Note Added: 0059123 |