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DarkPaapi

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Everything posted by DarkPaapi

  1. Updated on v0.41 Sorry about it but after a couple of hours testing its turned out that slight chance is not realy that small to get a modul what not consumes energy. So i Reduced it about a 1% chance.
  2. Updated to v0.4 v0.4 - Repacked with v0.11.0 r7783 Upgradegenerator.lua. Reduced the energy cost of the moduls, AND Added a slight chance to get a modul what not requires Energy just to make the HUNT a bit more exciting ;)
  3. As I seen the wormhole generation is random, and it have been decided is the sector contains one or not when you entering into it. If you open the sectorgenerator.lua in the game library, and scrolling down to the very end there is 3 or 4 different kind of wormholes. One of them have the criteria to never point to the center. I don't remember I seen the same for the others.
  4. Nice observation. Yes it was always gave more Engineers then Mechanics. But not anymore just as you suggested Thundercraft. Updated to v0.3
  5. Since they taking up ridiculous amount of energy already i dont realy see its neccesary. Plus i dont know how to do that yet.... :)
  6. The only part wich can conflict with other mods is in the upgradegenerator.lua (data/scripts/lib folder) if you open it with Nodpad++ or similar program and scroll down to line 36 you will see the the added lines -- added by Crew Aid mod UpgradeGenerator.add("data/scripts/systems/roboticcrew.lua", 1) UpgradeGenerator.add("data/scripts/systems/automatedturretsystem.lua", 1) UpgradeGenerator.add("data/scripts/systems/advminingtools.lua", 1) simply just copy this part after the other Upgradegenerator.add(........) lines. And place the other 3 files in the systems folder.
  7. Yeah i was wandering too. This is why need some testing and balancing. For small miner ships its alright i think. Probably there will be some what give percentage intead of a flat number.
  8. Yes it is, im not sure about pilots i didnt tried it yet. The other one you mean getting extra slots from a single modul? I did not find to way to do that....
  9. Hello Guys This time Im here to give some extra aid for the crew. Versio 0.7 - Fixed the problem with the gunner crew The modul have been changed. Now its combined into One. (It was need to be changed since I notice its swarming the itemdrops and merchants...) Giving random amouth of crew workforce bonus, and randomly selected Gunner or Miner. Versio 0.41 Its going up to Legendary, and consume some energy for exchange. NEED TO HAVE LEAST ONE CREW MEMBER ON THE SPECIFIC JOB TO ACTIVATE THE BONUS! Installation: To use it you don't need to start a new galaxy. Important to make a Backup from the games steamapps\common\Avorion\data\scripts\lid folder! Drop the content of the zip file into ...steamapps\common\Avorion It will overwrite the upgradegenerator.lua file (\data\scripts\lib folder) what contains the drop/market table (i marked the added lines if someone want to use this with other mod what adding extra upgrades), and add an extra file into the systems folder. Update: To update simply copy the new one into the games folder, the changes will apply as soon as you reaload save. CAUTION! Updating will case the Advanced Mining Tools and Automated Turret System Moduls go blanck so need to be discarded through Players Inventory OR if you want to keep the old moduls too (separated miners, gunners) just overwrite the roboticcrew.lua. Uninstall: Restore the upgradegenerator.lua from the backup, and delete the extra files from the ...Avorion\data\scripts\systems folder. It will not brake the save, just need to discard the blank moduls from the ingame inventory. Version History: v0.7 - Fixed the problem with the gunner crew v0.6 - Reworked the math, now its a bit more usefull for bigger ships Tested on v0.12.7 r8782 Uploaded on: 17/02/2017 UpDated on: 24/07/2017 Corrent Version: 0.7 Nearly Forgot: Im NOT Claming any kinde of credit, or right for this mod. This idea is FREE TO USE by anyone without asking for permission! System_upgrade_moduls_-_Crew_Aid_v0.7.zip
  10. Jus realized key 4 and 8 reducing the time to recharge the jumpdrive, but using far more energy since I didn't modify the amount of energy what it consuming. Basically taking the same in less time, and it's making an energy using peak, so the batteries will sucked dry as soon as you warping into another sector.... Think I leave it, its a nice tradeoff :)
  11. Did you tried the out of sector production mod? http://www.avorion.net/forum/index.php/topic,1322.0.html Maybe that one helps
  12. Just noticed :D Thanks Vaikin , i uploading the corrected one. Plus here a teaser: http://steamcommunity.com/sharedfiles/filedetails/?id=864207109
  13. Hello Guys I made a little modification on the Xsotan Keys for my self, and i thought i share it with you. Maybe someone is intrested. What is this Mod/Tweak doing: Changeing the properties of the Xsotan Key systems, make them more unique. Versio 2.1 - More balancing, and fixing the Shiled Charge rate issue with key 6. - Reworked and streamlined my math in the files so now its more understandable. (Huge thanks again for the guys on Rusty's Galaxy Server http://www.avorion.net/forum/index.php/topic,798.0.html) Versio 2.0 Rebalance and implement a difference even with same moduls. Thanks to Devious, EliteFerrex, Ryugi and the rest of the Residents on Rusty's Galaxy Server, This update brings a bit balance in this mod. Plus since we can have multiples from each modul its nice to see a bit difference between them I think Teleporter Key 1 (Haatii) : All Turrets +5 (this is the original boost), Jump Range +10 - 15, HS Recharge Energy -15 - 20% Teleporter Key 2 (Research Station): All Turrets +5, Radar Range +6-8, Deep Scan Range +5-7, Scanner Range +130 - 140% Teleporter Key 3 (Boss Swoks): All Turrets +6 - 7 Teleporter Key 4 (Traveling Merchant): All Turrets +5, Cargo Hold +30 - 45% Teleporter Key 5 (The 4): All Turrets +6 - 8, Shield Durability +70 - 90% Teleporter Key 6 (AI): All Turrets +8 - 11 , Shield Recharge Rate +35 - 50% Teleporter Key 7 (Mad Scientist): All Turrets +5, Generated Energy +70 - 80%, Recharge Rate +40 - 50% Teleporter Key 8 (Smuggler): All Turrets +5, Hyperspace Cooldown -40 - 50% Versio 1.1 Installation: To use it you don't need to start a new galaxy. Important to make a Backup from the games steamapps\common\Avorion\data\scripts\systems folder! Drop the content of the zip file into ...steamapps\common\Avorion It will overwrite the telepolterkey 1 to 8 .lua files, nothing else. Uninstall: Restore the files from the backup. For multiplayer use Server and Client need to have the same files. To Update simply copy the new one into the games folder, the changes will apply as soon as you reaload save. Tested on v0.11.0 r7783 Uploaded on: 14/02/2017 Last updated: 10/04/2017 If you have any objection to change the stats just drop it in the comments. Nearly Forgot: Im NOT Claming any kinde of credits, or right for this mod. This idea is FREE TO USE by anyone without asking for permission! Unique_Xsotan_Teleport_Keys_v2.0.zip Unique_Xsotan_Teleport_Keys_v2.1.zip
  14. Move blocks could be nice, or resize them once they placed. But the thing what I really wish for is an option to hide blocks for building, because right now I need to rebuild the outer layer every time when I modify something on the core... Its a pain sometime http://steamcommunity.com/sharedfiles/filedetails/?id=863058392
  15. Don't know I occupied a sector and start to build stations for the weapons parts, that way I don't need to run around in the galaxy and hunt for them, or put it on luck and hit on cargoships.
  16. Its sounds fun but consider it I'm just building myself a new flagshit, what is on about 60% and already ate up more than 3mill of minerals that be a huge pain in endgame... Especially if you setting up a fleet, and start to build stations. I speaking about serious grind.....
  17. If you want to take down shield quicker laser, plasma, lighting or tesla turrets is perfect. Cannons, railguns, missiles is for hull. Chainguns, bolters have a low damage output but constant, since the fast cool down, or nothing at all.
  18. DarkPaapi

    Modded Turrets

    That file is a mess. The program should fill out the not specified parameters with default but it won't so its failing badly. Probably the best idea to merge it with the research factory, make it like drop in an exiting turret or modul and with an investment you can buff the stats. Or you can make a copy of one.
  19. Did you try to swich the monitors on back of the video card? Because its posible the videocard was overheated and melted out one of the connections.
  20. Problem is a few missing line in the turretfactory.lua as i seen.... Its between line 79 and 87, minimum = 1 and the changeType = StatChanges.Percentage part. i already fix it for my self just to copy it to the other 3 line below, if you take a look on the other turrets you will se how its need to be look like. Its in the steamapps\common\Avorion\data\scripts\entity\merchants dirrectory. elseif weaponType == WeaponType.Laser then return { {name = "Laser Head", amount = 2, investable = 4, minimum = 1, rarityFactor = 0.75, weaponStat = "damage", investFactor = 2.0, changeType = StatChanges.Percentage }, {name = "Laser Compressor", amount = 2, investable = 3, minimum = 1, weaponStat = "damage", investFactor = 2.0, changeType = StatChanges.Percentage}, {name = "High Capacity Lens", amount = 2, investable = 4, minimum = 1, weaponStat = "reach", investFactor = 2.0, changeType = StatChanges.Percentage}, {name = "Laser Modulator", amount = 2, investable = 4, minimum = 1, turretStat = "energyIncreasePerSecond", investFactor = -0.2, changeType = StatChanges.Percentage }, {name = "Steel", amount = 5, investable = 10, minimum = 3,}, {name = "Crystal", amount = 2, investable = 10, minimum = 1,}, } Heres the fixed one https://www.dropbox.com/s/qk1li7pl96b2vs0/turretfactory.lua?dl=0
  21. That could be brilliant... Saving that 20 minutes just to find the right one.
  22. Probably they will tweak that issue. Right now looks like its random. Already tried automatic salvage collecting but gave it up, the first few shoots is alright and than they start to target something 2 kliks away.
  23. Hello guys. I was wandering, is it a good idea to have a kind of connector block? Not for merging, just to attach ships together. For example I would love to build a huge mother ship with 2 destroyers stacked on the bottom, and when the trouble comes just let them go to play, because be fair the AI is not to perfect in pathfinding and following so huge fleets are out... Or just to make external components for the ship like cargo bays, so you don't need to go to the build menu and draw a Enormous cube on the back of the ship and look for enough crew for a few cargo drops, or spend hours to create a new ship (people with OCD know what I mean...) and play around with the escort me nightmare. Anyway it's doable like the mass, energy, shields, engines adding together etc. , the only problem could be the systems and turrets.
  24. I didn't had problem with small chunks nether and I playing on full collusion, usually useing thick armor and slopes on the front so just cutting through on junk field like that. Only collusion what killed me so far was happened in a dogfight with pirates on an asteroid field... They ganged up on me so I had to the field to use it as a cover, took out a few of them and then an asteroid appeared on the side of the screen out of nowhere.... Me just oh sh!t NO!!... The ship called Krognak's Pride was gone in a split second with 50 souls onboard... But learned the lesson, need more guns to end the fight quicker :)
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