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The Solar devils return to the Golden Arrow, Solar devils can now spawn naturally[Feat: The Tripoli and Midway] #8284

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@private-tristan private-tristan commented Jan 30, 2025

todo

About the pull request

The Solar Devils (full squad) ERT can now spawn, with a 10 prob chance of doing so.

The Solar Devils now spawn in the Midway as their distress shuttle. The Almayer's landing zones have been expanded both vertically and horizontally to adjust for this.

Adds a modified version of the Golden Arrow, ported from cmss13-devs/cmss13-pve#476 as the homebase for the Solar Devils ERT. Has almost everything that the PVE version does, including the Tripoli.

The Garrow has been modified to be smaller, only having the main floor and a small section of its maints. All the elevators are gone, sorry.

The Tripoli on the garrow has its disabled set to true, meaning that it cannot be used to fly to the LZs or back. Adminspawned versions of it, however, should be fully functional.

Ports quite a few sprites over from PVE, including the whiteboard, a Working Joey container sprite Cupboards, cargo crane tracks, Tripoli-related dropship sprites, and the maptable (will be swapped out when #8130 is merged).

The chance of VAIPO/VAISO (military contractor ERT) spawning reduced from 20 to 10 on both

Explain why it's good for the game

The Golden Arrow is super cool looking, I wanted to port it over for when I try to make the Solar Devils have an actual chance of spawning (outside of adminspawn), so that others can see the Garrow.

I've always wanted to see Solar devils as a natural spawning ERT, and while they are sovl they aren't massively overpowered, rocking unmodded Mk1s with AP as their weapon of choice (As compared to PMCs, which have the antitank rifle that also has thermals).

Testing Photographs and Procedure

image

image

Changelog

🆑
add: Solar Devils ERT can now spawn naturally, with 10 probability
add: the Solar Devils now use the Midway to land on the Almayer
balance: slightly decreased the metal that Solar Devils spawn with
mapadd: The Golden Arrow, Midway, and Tripoli have been ported over from PVE, and modified to be a bit smaller.
maptweak: The Almayer ERT landing zones have been expanded to fit the Midway.
code: Renamed some of the PVE floor tiles to match what they're called on the PVE codebase (and a few had wrong dirs).
imageadd: a LOT of sprites from PVE.
/:cl:

@cmss13-ci cmss13-ci bot added Sprites Remove the soul from the game. Mapping did you remember to save in tgm format? Code Improvement Make the code longer labels Jan 30, 2025
@private-tristan private-tristan changed the title The Solar devils return to the Golden Arrow [Feat: The Tripoli] The Solar devils return to the Golden Arrow, Solar devils can now spawn naturally[Feat: The Tripoli and Midway] Feb 4, 2025
@cmss13-ci cmss13-ci bot added Feature Feature coder badge Balance You need to be a professional veteran game maintainer to comprehend what is being done here. labels Feb 4, 2025
@cm13-github cm13-github added the Merge Conflict PR can't be merged because it touched too much code label Feb 5, 2025
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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

@cm13-github cm13-github removed the Merge Conflict PR can't be merged because it touched too much code label Feb 6, 2025
github-merge-queue bot pushed a commit that referenced this pull request Feb 12, 2025
# About the pull request
Split off PR from #8284 because im planning to add solar devils to the
spawn pool

Vai spawn chance is now 10 (regular) and 10 (covert) prob to spawn
instead of 20 and 20
Pizza Galaxy ERT is now 2 prob to spawn
For reference, there is the current spawn chance of every ERT in the
game, sorted by probability (and groupted by faction)
> VAI : 20 + 20 (VAIPO + VAISO)
CMB: 10 + 20 (marshals + Riot control)
CLF: 20
PMC: 20
Freelancers: 20
UPP: 20
RMC: 15
Xenos: 10 (Prime + Ferals)
Pizza: 1 

For a total of 176

VAI is the most likely faction to spawn (roughly 22% of the time) by
quite a decent margin, with only CMB coming close to them due to the
riot ERT.

After this change, the total is 157 probability total.

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
VAI spawn too often, making them rarer means we see different ERTs more
often.

The doubling of pizza galaxy chance is because I've still yet to see
pizza ERT naturally spawn ingame even after I added it in #5662 and the
number of ERTs has only increased since then, making it rarer and rarer.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
balance: Military Contractors (VAIPO/VAISO) spawn chance decreased
significantly.
balance: Increased the chances of Pizza galaxy ERT spawning, from 1/176
to 2/157.
/:cl:
github-merge-queue bot pushed a commit that referenced this pull request Feb 12, 2025
# About the pull request
in #7193 I wanted to add the SG frontline mode only, but couldn't figure
it out until now.
Solar devils Smartgunners are now stuck on frontline mode, to emulate
the PVE feel, to compensate, they get 15% bonus damage multiplier.

Solar Devils RFNs spawn with 30 metal (from 50)  (split from #8284)
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Solar Devils SG having frontline mode fits in with the PVE 'soul' of it,
the 15% damage boost is nice but I doubt it's going to make the SG too
overpowered, as they are forced to watch their firing lines instead of
just holding m1 from behind a horde.

The metal nerf is to discourage the solar devils RFNs from making a mega
FOB when spawned by admins for events groundside, especially as I plan
to make the solar devils a naturally spawning ERT.
# Testing Photographs and Procedure

spawned in, works.

# Changelog
:cl:
balance: Solar Devils SGs are now stuck on frontline mode, but gets a
15% damage boost to compensate.
balance: Solar Devils RFNs spawn with 30 metal (from 50)
/:cl:
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