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[On Hold]Career Resources


MatterBeam

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Hello.

As part of my Career Mod project (see signature), I need to create a point system.

My goal to is to create something akin to Science, Funds or Reputation, but called Resources.

The player starts the career save with a certain Resource point budget. To launch spaceships, the player has to pay for fuel, oxidizer ect. with Resource points. Recovering Ore or ships containing various resources allows the player to gain Resource points with various multipliers for what is recovered.

Objectives:

1) Create a Resource point system identical to the Science/Reputation point system

2) Create a way to display the Resource point system. A toolbar/window is fine.

3) Convert all resource costs, as defined in the stock Resources/cfg file, to be read as Resource point costs and not Funds costs.

4) Allow the player to edit the initial Resource point budget from within the game.

5) Balance resource costs and add compatibility for other mods.

How can I go about doing this? I can work .cfg files but have zero knowledge of C# or .dll

Edited by TruthQuark
CYA LATER
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Skimming through the forums, I see people have added Reputation cost to their parts somehow. Maybe an interim solution is to rename the 'Reputation' points into @resources, use the same mechanic as the other modders to add a custom cost to the fuels, and then disable the entire reputation-gain mechanics in then game.

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Actually a resource system for career mode will be great, but you have the job half done with Kerbal Konstructs fuel tanks, they are resources that can be used on flight. So the things that are left are the storage for other types of fuel (like maybe you want to boost your funds by taking some Karbonite or stock Ore to the KSC) and also different tanks around the space center... that can take a while, as destructable buildings and building tiers aren't still at Kerbal Konstructs but planned.

I hope this is something like the idea on your mind :wink:

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Actually a resource system for career mode will be great, but you have the job half done with Kerbal Konstructs fuel tanks, they are resources that can be used on flight. So the things that are left are the storage for other types of fuel (like maybe you want to boost your funds by taking some Karbonite or stock Ore to the KSC) and also different tanks around the space center... that can take a while, as destructable buildings and building tiers aren't still at Kerbal Konstructs but planned.

I hope this is something like the idea on your mind :wink:

Thank you.

I'll get in touch with the author.

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I do like the basic idea behind this but feel you need to get your design a little more ironed-out. However, before you go spending time doing that, I have to warn you about this:

I can work .cfg files but have zero knowledge of C# or .dll...

From personal experience of modding for nearly two decades... the project lead needs to have most of the technical skills the project is going to need themselves. Trying to get others with the skills to step up and implement your grand plan for you is a recipe for failure.

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I do like the basic idea behind this but feel you need to get your design a little more ironed-out. However, before you go spending time doing that, I have to warn you about this:

From personal experience of modding for nearly two decades... the project lead needs to have most of the technical skills the project is going to need themselves. Trying to get others with the skills to step up and implement your grand plan for you is a recipe for failure.

It's currently exams period, so this project is kind of on the back burner.

You are right though, being as specific as possible is very important. Currently, I'm investigating different solutions.

As for the technical skills, it is one of my criteria for selecting or eliminating possible solutions. I already know that the most straightforward solution is collecting some 'API documentation', sitting down, and churning out code. However, since I can't do that, I'll have to find tools built by others and try and modify their settings to behave the way I want.

Like you Kerbal Konstructs, if everything works out :kiss:

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From personal experience of modding for nearly two decades... the project lead needs to have most of the technical skills the project is going to need themselves. Trying to get others with the skills to step up and implement your grand plan for you is a recipe for failure.

@Krakenfour Not to hate on the guy, but don't be an _Augustus_. Good luck with your project.

Edited by Spacepetscompany
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Not to hate on the guy, but don't be an _Augustus_.

- - - Updated - - -

@Krakenfour Not to hate on the guy, but don't be an _Augustus_. Good luck with your project.

The reference is lost on me, but thank you for your support.

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