Quick Battle Replacement

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This is a complete replacement of QuickBattle. All aspects of QuickBattle are setup with a python script file - QBSetup.py....

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From Readme:

This is a complete replacement of QuickBattle. All aspects of QuickBattle are setup with a python script file - QBSetup.py. Since Version 2.0 you can configure most options from within a dialog. Look in Saffi's menu and press 'Configure'. You can add ships and systems by clicking on their buttons in the menus. When you add a ship, you must select it in the right menu and change its properties. You must at least set a starting system and a new position. Press 'Update' to make changes permanent. Press 'Close' to cancel any changes. Press 'Start' to load the new setup. The complete setup is written in a file called 'QBSetup.txt'. If you want to keep your setup rename it to something different. To start QBR with a saved setup, rename your file to 'QBSetup.py' and start a new QuickBattle mission from the BC main menu. The player ship's name must always be 'player'. All ships must have unique names. For friendly ships you might want to enter 'FleetAI' in the AI edit box. Neutrals don't have a default AI. They will just sit in space. You can create a custom AI with the SDK's AI editor for more interesting missions. If you create a wrong setup, BC might crash. (I was too lazy to add a validation routine. :)) Ship and system mods will be added automatically to their menus. Custom sounds and icons do not work for now. Unfortunately this mod is still completely incompatible with Dasher42's Foundation System. I sincerely hope this can be solved in the future.

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Download 'quickbattle20.zip' (36KB)

Readme
DISCLAIMER:
Use this at your own risk. I am not responsible for any damage to your computer, your ship or your crew. You may use and distribute this freely, but you may not take credits (or gold pressed latinum) for it.

Quick Battle Replacement 2.0 (QBR)

Changes:
Version 2.0
- Added GUI
- Added Neutrals
- Added linking of missions via solar systems
- Ships can now have different AI levels under default AI
Version 1.2
- Added docking via 'Hail' menu
- Added use of custom AIs
Version 1.1
- Added battles in multiple systems
- ships may warp between systems
- Changed syntax: 1.0 scripts must be changed to run with this version

This replacement allows you to do a lot of things the original QuickBattle doesn't.
With this QuickBattle you can use all the ships and objects in the scripts\ship folder. You can even play as a starbase. All friendly ships take orders.
You can share your QuickBattle setups with your friends.
This should be also useful to modders. New ships can be used with this QuickBattle without modifications to the script. (Try this with the original QuickBattle script.)

Installation
Make a backup of your QuickBattle folder. Replace the QuickBattle folder with the content of this ZIP. 

Usage
This is a complete replacement of QuickBattle. All aspects of QuickBattle are setup with a python script file - QBSetup.py. 
Since Version 2.0 you can configure most options from within a dialog. Look in Saffi's menu and press 'Configure'. You can add ships and systems by clicking on their buttons in the menus. When you add a ship, you must select it in the right menu and change its properties. You must at least set a starting system and a new position. Press 'Update' to make changes permanent. Press 'Close' to cancel any changes. Press 'Start' to load the new setup. The complete setup is written in a file called 'QBSetup.txt'. If you want to keep your setup rename it to something different. To start QBR with a saved setup, rename your file to 'QBSetup.py' and start a new QuickBattle mission from the BC main menu.
The player ship's name must always be 'player'. All ships must have unique names. For friendly ships you might want to enter 'FleetAI' in the AI edit box. Neutrals don't have a default AI. They will just sit in space. You can create a custom AI with the SDK's AI editor for more interesting missions.
If you create a wrong setup, BC might crash. (I was too lazy to add a validation routine. :))
Ship and system mods will be added automatically to their menus. Custom sounds and icons do not work for now.
Unfortunately this mod is still completely incompatible with Dasher42's Foundation System. I sincerely hope this can be solved in the future.

Syntax

gSystem=[['Tevron', 'Tevron2', ''], [<system2>, <planet2>, ''], ...]
The first item is the python module name of the System. The second item is the planet name. There must be no space between the name and the planet number. The third item is the module name of a custom mission, e.g. a copy of the QBR ('QuickBattle.QuickBattleCopy.QuickBattleEpisode'). If you warp to this system, the custom mission will be loaded (doesn't work with BC stock missions).

gBridge='Sovereign' | 'Galaxy'
Sets the bridge the script will use.

gPlayer=['Sovereign', 'player', 'Tevron2']
Ship type, name and starting location of player ship. Ship name must be identical to the script file name in the ships folder.

gPlayerLoc=[0,0,0]
Absolute coordinates of player ship.

gEnemy=[['Akira', 'Rogue', 'Starbase12', 1, 'AttackAI', 0], ['Galor', 'Brute', 'Tevron2', 0, '', 0.5]]
gEnemyLoc=[[0,500,0], [500,0,0]]
For each enemy ship a list of ship type, name and starting location and a list of coordinates must be specified. 
The fourth parameter decides, if a ship with default AI seeks enemy ships in other systems and warps to them or not. 
0 = don't use warp
1 = use warp
It may happen, that ships do not warp, even when the parameter is set to 1. This is due to AI and is for now beyond my control.
The fifth parameter allows the use of AIs created by the AIEditor in the SDK. This must be the Python module name of the AI. 
I added FleetAI.py as an example. FleetAI is for friendly ships, which will follow you through warp and attack any enemies.
The sixth item specifies the AI level of a ship with default AI. You can enter any float number between 0 and 1. (0 = Low, 0.5 = Medium, 1 = High)

All other entries follow the same principles.
Starbases have no warp parameter (they don't go anywhere :)).


Docking with Starbases

Despite hours of experimenting I couldn't get the 'Dock' button to work outside of the 'Starbase 12' system. Therefore I abused the 'Hail' button for this purpose. If you hail a Federation starbase or one of your allies the docking procedure will begin. Right now only the Federation Starbase has docking points.

Comments, bugs and question to baley5@excite.com

Created by Banbury

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Banbury


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Registered 16th April 2002

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