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DarkPaapi

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Posts posted by DarkPaapi

  1. 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.

  2. could it be possible to have thecode instead of the file? because i already use a mod wich modifys this script

     

     

    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.

  3. 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...)

     

    Newroboticcrew.jpg

     

    Giving random amouth of crew workforce bonus, and randomly selected Gunner or Miner.

     

    Versio 0.41

     

     

    The mod is adding 3 extra system moduls wich is:

     

    Robotic Crew - Adding extra workforce for Mechanics and Engineers

     

    Robotic_Crew.jpg

     

    Automated Turret System - Adding extra workforce for Gunners

     

    Automated_Turret_System.jpg

     

    Advanced Mining Tools - Adding extra workforce for Miners

     

    Advenced_Mining_Tools.jpg

     

     

    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

     

     

    v0.1 - Test

     

    v0.2 - Adding random amount of crew workforce, depends on drop and rarity.

     

    v0.3 - Change in the Robotic Crew modul. Now giving slighly more Mechanics than Engineers. (As Thundercraft suggested) CAUTION IT WILL CHANGE THE ALREADY OBTAINED MODULS ON UPDATE

     

    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 ;)

     

    v0.41 - Reduced the chance to get 0 energy modul.

     

    v0.5 - Moduls have been combined into one to prevent them swarming the mercants and itemdrops.

     

     

    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

  4. 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 :)

  5. 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.

     

    v21xsotankey.jpg

     

    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

     

    Teleporter Key 1 (Haatii) : All Turrets +5 (this is the original boost), Jump Range +10

     

    Teleporter Key 2 (Research Station): All Turrets +5, Generated Energy +80%, Recharge Rate +50%

     

    Teleporter Key 3 (Boss Swoks): All Turrets +7

     

    Teleporter Key 4 (Traveling Merchant): All Turrets +5, Jump Range +5, Hyperspace Cooldown -20%

     

    Teleporter Key 5 (The 4): All Turrets +7, Shield Durability +80%, Shield Recharge Rate +40%

     

    Teleporter Key 6 (AI): All Turrets +10

     

    Teleporter Key 7 (Mad Scientist): All Turrets +5, Radar Range +7, Deep Scan Range +7, Scanner Range +130%

     

    Teleporter Key 8 (Smuggler): All Turrets +5, Hyperspace Cooldown -50%

     

     

    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

  6. 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.....

  7. 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.

  8. 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

  9. 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.

  10. 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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