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Enzo Matrix

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Everything posted by Enzo Matrix

  1. For me I have made my own game much harder than original insane mode. Much tougher aliens, harder pirates, 3x-4x guns on their ships. My own personal alien spawns. Some really nasty alien types. Go in a guns blazing against 14 alien ships with over 30k fire power by outer ring and over 1million hp. Turret power also was buffed. It's a massive difference since my last game. Drops are even more interesting. Up to 60 tech level, items have more potentials, this actually made enemies harder because of this to lol. People may view my way of giving myself a much harder game as a oh just build a bigger ship.. yet my one ship that costed 900k minerals which took quite awhile to build is not good enough anymore and I can't imagine how hard the core will get! I also buffed the end boss quite a bit. No idea what to expect lol. I also do not build from turret factories and play with found only. My game is very challenging :) My ship btw had 5 million hp. I had to engage carefully or else I was getting blown up! I really enjoy having no idea what I'm about to fight with all my new alien spawns lol.. could be scouts.. could be a planet harvester with battleships.. rip sector
  2. Put a note on that locations so you know where to go after :)
  3. Oh also difficulty for sure changes hp/ size of the ships. From my experience anyways. Insane mode on my special modded files is a blast!
  4. Lol mod it! I have. I made xsotan go from 0.5 to 1.85 scale power, I also made my own xsotan spawns in alien attack.lua, I even have a size 10! I also buffed up pirates, pirates also have triple the fire power and xsotan have 4x the guns now. Let me tell you.. game not so easy now haha. Nearly max distance I started and had an xsotan ship over 12k hitpoints and 250 fire power. I been having a much better experience. Mod in alienattack.lua, xsotan.lua and pirate generator.lua. Want it tougher make the enemies terrifying :)
  5. I just leave collision off.. to many debris after I am blowing up ships all over I am constantly hitting off ship parts lol. I enjoy game much more not dying to stuoid small ship parts
  6. No sadly I can't change how they look. I am not that good haha. Not sure if you can. They are all randomly generated when it comes to looks.
  7. For me today... I modded the Xsotan lol Now I am just stuck trying to get the game to drop tech levels 1-18 from max distance to 350, 18tech - 42 tech from 350-150 distance and 42 tech-75 tech once you breach the core. Right now I can only get it to go from 1-75 in a linear from 500-0 distance rather than have it split into sections which is resulting in tech 52 by 152 distance and thats to much for me personally at that stage. I rather 42 by the ring.
  8. Hmm nvm, seems its now tech 42 no matter where I am. Unsure why. I reverted back to this. function Balancing_GetTechLevel(x, y) -- this is just a number indicating how strong the tech of the object is -- ranges from 0 to ... lots local coords = vec2(x, y) local dist = math.floor(length(coords)) local tech = lerp(dist, 0, 500, 75, 1) return math.floor(tech + 0.5) end So now tech is scaling, current tech 9 but at 449.1 distance to core So I am assuming its just going from 1-75 in a linear fasion again. I assume I need to do create just this function and do "else if" or something like that to split up the tech increases into sections? I am no coder but I do want to learn lol
  9. Yes I laughed quite a lot at my new message. I was very happy to successfully mod the xsotan spawn, message and give them names! Been wanting to show this off cause it was pretty comical. No more Unknown ships! I LOVE this game haha! I am going to tinker some more, add in more spawn types, currently the game only has 4 groups of alien spawns but so easy to make as many types as you want! This is a tech 36/37 area but in my game is tech 42 for the outer ring and tech 75 max by the middle. I split the tech drop into 3 separate sections so early game is slower, and the tech rises better as you get closer. Enemies are all buffed up, though going to buff xsotan a bit more. I increased dropped turret dps potentials, mine turret are actually decent now with 13+dmg base on 42 tech! Just wanted to share this as I have never modded before except XCOM 2 which was much different. I love Notepad ++ lol
  10. Mine is. Not sure if I made it so itsa triple the amount. But seems to be around that? -- Xsotan have random turrets TurretGenerator.initialize(random():createSeed()) local turret = TurretGenerator.generateArmed(x, y) local numTurrets = math.max(3, Balancing_GetEnemySectorTurrets(x, y) / 1)
  11. I managed to finally get it to work! I am no coder, been since grade 11 and I am now 29 so yeah I basically am re-learning as I look at it and try to understand the functions lol. But I managed to get tech levels to go from 1-18 from max distance - 350, then 18-42 from 350-150, and 42-75 from 150-0. While also beefing up aliens and pirates. I am also making new spawn groups for aliens as the current 4 is OK.. but I want more variety and I am giving them names instead of "unknown". I increased the alien spawn timer also because it was just too constant, being larger battles taking longer. This is what I did to split up tech levels into sections and have different progression. function Balancing_GetTechLevel(x, y) -- this is just a number indicating how strong the tech of the object is -- ranges from 0 to ... lots local coords = vec2(x, y) local dist = math.floor(length(coords)) local tech = lerp(dist, 350, 500, 18, 1) return math.floor(tech + 0.5) end function Balancing_GetTechLevel(x, y) local coords = vec2(x, y) local dist = math.floor(length(coords)) local tech = lerp(dist, 150, 350, 42, 18) return math.floor(tech + 0.5) end function Balancing_GetTechLevel(x, y) local coords = vec2(x, y) local dist = math.floor(length(coords)) local tech = lerp(dist, 0, 150, 75, 42) return math.floor(tech + 0.5) end function Balancing_GetSectorByTechLevel(tech) local tech = lerp(dist, 350, 500, 18, 1) return math.floor(dist + 0.5), 0 end function Balancing_GetSectorByTechLevel(tech) local tech = lerp(dist, 150, 350, 42, 18) return math.floor(dist + 0.5), 0 end function Balancing_GetSectorByTechLevel(tech) local tech = lerp(dist, 0, 150, 75, 42) return math.floor(dist + 0.5), 0 end Some cool finds from the outer ring. Going to create new spawn groups, and gonna try a new game on insane :)
  12. Awesome thanks! I will try around with that :) A quick look and I'm pretty sure I can make it so there are 3+ lines of distance and tech level making early game have x levels of tech level, then a second stage that continues the tech level in a different pattern and a late game that can give up to much higher tech level. I will play around and see how this works out
  13. So the game seems to have tech level capped at 52, which lua does this fall under? I wish to increase this cap. An awesome goal of mine would be to have tech level based on the spawned difficulty resulting in a range of tech levels in sectors rather than flat numbers. Fighting 40k hull pirate for 30 tech and 200k hull alien for same tech 30 seems silly. But no idea how to do this part. But for now figuring out where the code for this 52 cap is would be nice :)
  14. You must not be admin then. It worked for me just fine :).. to hell with that mad science and bottan mission! Lol
  15. That alien attack.lua is amazing! I will post a screenshot when the event happens but its going to be hilarious!
  16. I can't find a single one.. I am fed up with this quest hunt! Been to so many yellow blips. Can't see anything but asteroids. No idea if they would give off a colored border if I zoomed out or not, used object finder and didn't help. Gonna do that cheat thing hopefully it works. Edit:.. OMG.. IT WORKED!! Never again am I doing that mad science! lol.. or Bottan, I can't find energy inverters anywhere! lol
  17. the final sector is a communication beacon.. talk to it and keep talking until it gives you the artifact, it will pop out in a random wreckage and you have to look around for it.
  18. Xsotan is in Data > Script > Lib > Story > Xsotan.lua :) Enjoy! function Xsotan.createShip(position, volumeFactor) position = position or Matrix() local volume = Balancing_GetSectorShipVolume(Sector():getCoordinates()) volume = volume * (volumeFactor or 1) volume = volume * 1.25 Thats my current setting, they are 0.5 default, you can also increase turret amount, drop chances etc. I also did other changes .. theres lots in there take a look around :)
  19. I just want to confirm that they spawn in yellow blips? And will an icon show or do I need to use object finder to get an icon showing there is one there?
  20. A tech 8 with 764 hull dps!? Haha that's amazing! Those are amazing bonuses! Edit: I just found 2 amazing turrets! This chaingun is insane haha. My best plasma yet! I got a huge boost to my omnicron power from these!
  21. This is perfect.. also science labs where are you! In right area but none showing up :(
  22. I found that it's not including the officers, lieutenants, captains etc. In the crew pay total.
  23. Maybe now we travel through the wormhole to their universe and uncover even more monstrous things lol
  24. I haven't found one yet lol at 140/140 atm
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