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Ghost722nd

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Posts posted by Ghost722nd

  1. Yeah, found his thread some days later after posting the mod.

     

    At the current state it's not possible to remove the gates you've placed with the mod. But in general it should be possible to remove the placed gates because they are just entities like other stations, ships or asteroids.

  2. Let us bring this thread back to life!

     

    Have build a new trade station and updated the current ones to the new design.

    Tuned a friends ship and reduced his crew costs.

    Then wiped out a pirate sector and sold their stuff to the neighbors in the next sector.

    And thought about a design for a shipyard because the current one looks too "functional".

     

    Screenshot of the new trade station:

    E40E45C06D17B153E044A911BEBA0A3F47D69CDF

  3. It's better to wait a bit longer than to have "bugdates" ;)

     

    Unfortunately, I think 'bugdates' are just part and parcel in this situation. After all, isn't that what beta testing is all about?

     

    If you look at Space Engineers then you will get what I mean  ::)

  4. Since i'm beginning to get very interested to write mods for Avorion it's time to start this thread to keep this section of the forums cleaner.

     

    Player Warp Gates

     

     

    INSTALL:

     

    1. Download the mod (Attached to this Post; If you can't see it then create a forums account!) <- Requires Aki's Command Package (LINK BELOW)

    2. Extract it to your Avorion folder (default: ../Steam/steamapps/common/Avorion/..)

    3. Go Ingame and look for a sector to start the new gate from (Video Example: x: 180 y: 11)

    4. While in the Sector type "/gate create x y" (Video Example: /gate create 180 11)

    5. The new created gate is a ONE WAY connection, means that you will have to spawn another in the target sector.

     

    Example:

    First Gate: (FROM: x:180 y:11 - TO: x:180 y:12)

    Second Gate: (FROM: x:180 y:12 - TO: x:180 y:11)

     

    6. Congratulations! You have spawned a warp gate for you or your alliance (depending on you are inside an alliance ship or not)

    7. Have fun!

     

     

    NOTE:

     

    I have removed the costs which LogicSocket added to prevent a player to add gates right from the start off.

    Since only admins/moderators are able to spawn them I have thought that this restriction is not necessary!

     

    If you want to modify this mod then please add Aki, LogicSocket and me in a Credits section.

    "The company thanks!" ;D

     

    Credits:

     

    Aki for his Avorion Commands Package

    LogicSocket for his Player Warp Gates mod

     

    Required:

     

    Aki's Commands Package:

    http://www.avorion.net/forum/index.php/topic,830.0.html

     

    German: Ich habe fertig!  8)

     

     

    Bribe Factions to increase reputation

     

     

    INSTALL:

     

    1. Download the mod (Attached to this Post; If you can't see it then create a forums account!) <- Requires Aki's Command Package (LINK BELOW)

    2. Extract it to your Avorion folder (default: ../Steam/steamapps/common/Avorion/..)

    3. Go Ingame and jump to a sector where you want to increase the controlling factions reputation.

    4. While in the Sector type "/likeme bribe AMOUNT" (e.g. "/likeme bribe 5000" for 5k reputationpoints)

    5. Bribe anyone you like!

     

    NOTE:

     

    - 1 reputationpoint costs 100 Credits (for now). A total of 200000 rep would cost then 20 million! You get a message if you don't have enough credits!

    -  Works for both, alliances and players (depending in what kind of ship you are)

     

    WARNING:

     

    - There are no limitations set! If you type in a too high number then you can loose all your/alliances credits! Keep that in mind!

     

    Required:

     

    Aki's Commands Package:

    http://www.avorion.net/forum/index.php/topic,830.0.html

     

     

     

     

    If you've got any questions or feedback related to my mods please post it in this thread to keep the forums clean!  ;)

    MODPlayer_Warp_Gates.zip

    MODBribe_Factions.zip

  5.  

    ...

     

    I dont know if its the amout of blocks that will lag you out or the size.....

    Whats your pc stats?

     

    AMD Phenom II X4 965 ~3.4 Ghz

    Gigabyte 970-DS3P

    16 GB DDR3-1600

    GTX 1050 Ti

    1 TB HDD

     

    Only graphics card and hdd (had a crash) are not older than a year, all other components are going into their 5th year now  ;)

  6. After a hundred times reading this line, I have to post it:

     

    "Wenn du mit zusammen mit deinen Freunden spielst, kannst du eine Allianz gründen um als Fraktion zusammenzuarbeiten."

     

    Little Bug:

     

    Instead of showing the translated line it shows the english one:

     

    "\\'+stats\\' in Tooltips zeigen, wie viel besser der Geschützturm im Vergleich zu anderen, durchschnittlichen Geschützen des gleichen Tech-Levels ist. Sie (+x Effizienz/DPS/Reichweite) sind bereits in den obigen Zahlen enthalten!"

  7. The amount of blocks is currently not a problem (45k+) since i've had the head of the statue of liberty converted (which took around half an hour or more, dunno, was cooking in my kitchen in the meantime) which had ~147k! Tried to build the mega maid from spaceballs since the devs put this nice easteregg name "Weltraumputze" in the game and I've thought: "Why not!" ;D

     

     

     

     

  8. Couldn't find a suitable one, so I've started to build it myself.

     

    It's way too huge that it could ever be used in a normal game and costs so much resources/credits that the numbers where pushed over the names of the resources/credits.  Even the amount of crew you need is insane. (The numbers in the crew tab can barely be seen, so small are they!)

     

    The game crashed like 3-4 times during the build/scaling process but after some hours I've brought it to the original scale of 160km diameter.

    It's not even finished but I wanted to see if the game could even handle such a monster and was surprised that it could!

     

    While I've took the screenshots there was a merchant jumping in the sector and got trapped inside the Death Star. Poor boy ;D

     

    Scaled Tsunamik's Executor to the original size of 19km length but it looks so tiny next to the Death Star.

     

    B159531B0D7543927E4E82A44589A8344926F79C

     

     

    The poor merchant jumped in and was trapped next to the unfinished core.

     

    894B1C2FF1A96EF11023CB3725805BEA1A7059AB

     

     

    The Executor could park in the equator trench.

     

    0EDC6C0438F8ADC04FBBD6BF3C592D1AA760DEEE

     

     

    The unfinished trench on top.

     

    A5C9F59E2FC957EFCDF1183E75DFA8E5A52BE4FC

     

     

    Used a 3d model as base which I've converted using Drububu's voxelizer

    But had to fix many false calculated blocks but I think that was it worth!  8)

  9. Like Kamo said the game adds the titles for npc ships by the mass volume.

     

    If you are up to get the "Battleship Captain" achievement then you will need what Koonschi posted some time ago:

     

    ...

    - Fully functional battleship: I'll add some more ingame clarification on this as well. You'll need 50k+ hull and shields, gunners, mechanics, engineers, at least one of each officer, a captain, 10+ turrets, 2+ squads of fighters, 15+ fighters and no ship issues such as "not enough engineers" IIRC.

  10. Tried to create the death star yesterday out of a 3d model but after it filled the whole sector and the crew wages were higher than the game could calculate (which resulted in 0$ wages for ~1 bill crew members) i've dropped the plan and switched back to gate network creation for my little empire  ;D

  11. Currently there is bad calculation of fighter production time in the game. Have tested it by adding a legendary plasma weapon to the fighter which resulted in a production time of 5 hours per fighter, which is ridiculous!

     

    You can try it but don't be surprised if the production takes longer as for a purchased fighter from a merchant/station!

  12. Nevermind, found a solution and the gates are working now!

     

    INSTALL:

     

    1. Download the mod (https://www.avorion.net/forum/index.php/topic,5275.0.html) <- Requires Aki's Command Package (LINK BELOW)

    2. Extract it to your Avorion folder (default: ../Steam/steamapps/common/Avorion/..)

    3. Go Ingame and look for a sector to start the new gate from (Video Example: x: 180 y: 11)

    4. While in the Sector type "/gate create x y" (Video Example: /gate create 180 11)

    5. The new created gate is a ONE WAY connection, means that you will have to spawn another in the target sector.

     

    Example:

    First Gate: (FROM: x:180 y:11 - TO: x:180 y:12)

    Second Gate: (FROM: x:180 y:12 - TO: x:180 y:11)

     

    6. Congratulations! You have spawned a warp gate for you or your alliance (depending on you are inside an alliance ship or not)

    7. Have fun!

     

     

    NOTE:

     

    I have removed the costs which LogicSocket added to prevent a player to add gates right from the start off.

    Since only admins/moderators are able to spawn them I have thought that this restriction is not necessary!

     

    If you want to modify this mod then please add Aki, LogicSocket and me in a Credits section.

    "The company thanks!" ;D

     

    Credits:

     

    Aki for his Avorion Commands Package

    LogicSocket for his Player Warp Gates mod

     

    Required:

     

    Aki's Commands Package:

    http://www.avorion.net/forum/index.php/topic,830.0.html

     

    German: Ich habe fertig!  8)

  13. Since the mod doesn't work anymore I've tried to get it to work again in the last two days.

     

    And believe it or not, I've found a way to spawn the gates even with the script attached (couldn't test the pass-through price so far because as owner it's 0 for me)

     

    There are only 2 problems left:

     

    1.

    Had to change the file "data/scripts/commands/gate.lua" because somehow I couldn't add the script by using the command "addScriptOnce".

    I've changed it to "addScript" which worked for my tests but that is bad because everytime i start my server the whole file gets executed and causes some funny trouble.

     

    2.

    I always get "<Gate:  > nil" in the chatbox whatever I typed in.  "..action" also produces errors which I don't understand because it's the same kind of code like in crew.lua

     

    Tried:

     

    /gate

    /gate create

    /gate create 1 1

     

    These are the problematic code pieces:

     

    function execute(sender, commandName, action, ...)
    
    local player = Player()
       	player(sender):addScript("player/cmd/gate.lua")
        return 0, "", ""
    end
    
    function getDescription()
        return "Creates Warp Gates owned by the player"
    end
    
    function getHelp()
        return "Example: /gate create x y"
    end

     

    function initialize(help, action, ...)
    local flag, msg = false, ""
    player = Player()
    if action == "create" then
    	flag, msg = createWarpGate(...)
    	player:sendChatMessage("Gate: ", 0, "Warp Gate created")
    elseif action == "help" or action == nil then
    	player:sendChatMessage("Gate: ", 0, help)
    else
    	player:sendChatMessage("Gate: ", 0, "Unknown action: "..action)
    end
    terminate()
    end

     

    I would appreciate it if someone could help me out. To have such a comfort function like "/gate create x y" is a must have for me before i'll upload the rest of the code  ;)

     

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