What about a random mission generator?

Command a squadron of spaceships

Would you like CM having a random mission generator?

Yes
14
88%
No
2
13%
 
Total votes: 16

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n-drx
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What about a random mission generator?

Post by n-drx » Mon Mar 06, 2006 6:10 pm

I'm quite sure no one has ever posted anything about this, correct me if I'm wrong. :wink:

That's just a thing that came to my mind tomorrow: wouldn't it be cool to be able to play random missions? Maybe with a difficulty level based on the level of the playing commander?

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Bob Janova
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Post by Bob Janova » Mon Mar 06, 2006 6:30 pm

It would be cool, although I don't quite know how it would produce anything other than random squadrons. Would it spawn random objective craft as well? Imagine trying to defend a freighter with 5 enemy squadrons all over the map :shock: ...

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n-drx
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Post by n-drx » Mon Mar 06, 2006 10:12 pm

It's something I haven't thought about yet... Yet it's a great idea! :wink:

It would produce random fleets (rather than single ships) of both enemy and friendly ships, and try to place them following some rules, so that they are not spread all over the map!

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Fighter_Ace
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Post by Fighter_Ace » Mon Mar 06, 2006 10:16 pm

Too bad you can't just design a add-on "randomizer" and access it as an external program component. You'd ace that one 8) !
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n-drx
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Post by n-drx » Mon Mar 06, 2006 10:24 pm

Actually it shouldn't be too difficult to program... :?
Let's just find the way to create random .mis files, and a rough RMG would be done!

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Post by Fighter_Ace » Mon Mar 06, 2006 11:01 pm

I remember you saying something about using a "hex editor" to alter the game. Could you recommend a program to do just that?

Also, are the mission files internal or external :idea: ?
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n-drx
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Post by n-drx » Mon Mar 06, 2006 11:54 pm

Fighter_Ace wrote:I remember you saying something about using a "hex editor" to alter the game. Could you recommend a program to do just that?

I myself use Hex Workshop, but it's not free.

However, there are lots of free hex editors, just google around and download some programs, try them and leave the one you prefer! :wink:

Fighter_Ace wrote:Also, are the mission files internal or external :idea: ?

The mission files have a ".mis" extension and are in the Missions subfolder of the Critical Mass folder! :)

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Fighter_Ace
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Post by Fighter_Ace » Tue Mar 07, 2006 12:04 am

Oww! *rubs eyes* Lots of ones and zeros :shock: ! Amazing you can work that stuff, n-drx! It totally baffles me that's for sure!
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sid6.7
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Post by sid6.7 » Tue Mar 07, 2006 12:51 am

it would be neat......yeah i tried to look using a hex editor
ya got to be good with hexidecimal's....:) and then ya got to know
what to do with them... :(
if you run..you'll only die tired

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Fusion_power
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Post by Fusion_power » Tue Mar 07, 2006 1:21 am

It won't work at present because CMass does not allow user control of the flotillas. You can create missions at will and on a random basis, they will be selected to fly. The problem is that the flotillas are a fixed and hard coded set of data. This is not the first time this general possibility has been discussed.

There are several improvements I'd like to see in CMass including full control of flotillas, ships, and missiles. It would be nice to have more missiles and maybe a "command" ship that would allow direct control of your wingmen.

A random mission generator would by default never be capable of setting up a more complex mission than the design limits of the random elements generated.

Fusion

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Fuzzy Wonky
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Post by Fuzzy Wonky » Tue Mar 07, 2006 1:31 am

That's what I thought...
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n-drx
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Post by n-drx » Tue Mar 07, 2006 10:16 pm

Fighter_Ace wrote:Oww! *rubs eyes* Lots of ones and zeros :shock: ! Amazing you can work that stuff, n-drx! It totally baffles me that's for sure!

sid6.7 wrote:it would be neat......yeah i tried to look using a hex editor
ya got to be good with hexidecimal's....:) and then ya got to know
what to do with them... :(

Actually, it's much easier than you might think! Image

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n-drx
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Post by n-drx » Tue Mar 07, 2006 11:01 pm

Fusion_power wrote:It won't work at present because CMass does not allow user control of the flotillas. You can create missions at will and on a random basis, they will be selected to fly. The problem is that the flotillas are a fixed and hard coded set of data. This is not the first time this general possibility has been discussed.

(...)

A random mission generator would by default never be capable of setting up a more complex mission than the design limits of the random elements generated.

You're right by saying that a random mission generator, at present, would be limited to the capabilities of the mission editor; yet this does not mean it wouldn't be useful.

The way I imagine it is the following:
- There should be rules for different mission types (at least: attack, ambush, destroy, defend, protect, reinforcement, war);
- The player should be able either to choose the mission type or to let the computer randomly choose it;
- Once the mission type is choosen, a random mission is generated following the rules of that mission type, and then weighted up with the current level of the commander (= # of credits).
- The rules for a mission type could include: % of friendly objectives, friendly fleets, enemy objectives, and enemy allied fleets; type of objectives (civilian, offensive); maybe allowed starting positions. This way, an attack mission would have no friendly objectives, some enemy objectives (civilian), some allied fleets (both friendly and enemy). A defend mission would be similar, but with friendly objectives (civilian) and without enemy objectives. An ambush mission would be similar to an attack one, but with offensive enemy objectives. A war mission, instead, would have enemy objectives (offensive) and allied friendly ships, without allied enemy fleets and friendly objectives.

I'd love to translate this into a program, yet it's not very easy! Image

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Fuzzy Wonky
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Post by Fuzzy Wonky » Wed Mar 08, 2006 12:16 pm

n-drx wrote:The way I imagine it is the following:
- There should be rules for different mission types (at least: attack, ambush, destroy, defend, protect, reinforcement, war);
- The player should be able either to choose the mission type or to let the computer randomly choose it;
- Once the mission type is choosen, a random mission is generated following the rules of that mission type, and then weighted up with the current level of the commander (= # of credits).
- The rules for a mission type could include: % of friendly objectives, friendly fleets, enemy objectives, and enemy allied fleets; type of objectives (civilian, offensive); maybe allowed starting positions. This way, an attack mission would have no friendly objectives, some enemy objectives (civilian), some allied fleets (both friendly and enemy). A defend mission would be similar, but with friendly objectives (civilian) and without enemy objectives. An ambush mission would be similar to an attack one, but with offensive enemy objectives. A war mission, instead, would have enemy objectives (offensive) and allied friendly ships, without allied enemy fleets and friendly objectives.

Hehehe, that is all pretty interesting... :D
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Post by Fuzzy Wonky » Wed Mar 08, 2006 2:01 pm

Fusion_power wrote:...CMass does not allow user control of the flotillas. (...) There are several improvements I'd like to see in CMass including full control of flotillas...

I'd like it too. As of today there's not much difference in authority between a lieutenant and an admiral. That's a bit strange. :? Furthermore there's no real possibility to have allied different squadrons coordinate or combine their action either. I often happen to regret there is no such tactical possibility. :(
IMO that's indeed a matter to wonder about with a view to a future CM version. :roll: May be some optional choices only should be offered (so as to allow players to keep the present game as it is -- for all those that like it so and want no change).
-- NEITHER FOR NOR AGAINST (quite the reverse!) --
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