ReBoot
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Posts posted by ReBoot
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Hi Masyaka,
we have the researchstation on our server modded, to do something similar what you wanted. Turrets drop with normal stats, with the default generation, but if you put them into an research-station, a rarity-factor (commom = 1 to legendary = 6) is applied. Currently all turret DPS and turret size are multiplied by the rarity.
For example: If you research five white turrets (rarityfactor 1) into one green turret (rarityfactor 2), a default green turret would be generated with doubled DPS. Green to blue would generate a default blue one with DPS*3 and so on.
We also changed the research results for some turret types:
Mining / Salvaging Lasers:
Range: 0.75 km to 1.5 km multiplied by rarityfactor (Legendary 4.5 km to 9 km)
Eff: not entirely sure about the values, but legendary can roll up to 100%
Rocket Launchers:
Now have an 75% chance to roll with "Guided Missiles"
Rocketspeed is currently fixed to 2000m/s
Firerate is equal to the rarity-factor, so 1 shot/s to 6 shot/s
Balancing is currently a bit off, but due to the increasing turretsize (common 1x1 to legendary 6x6) bigger ships are needed to fit the turrets. Also all turrets from the researchstation currently have independent targeting, but I plan to change that to an 50% chance.
The nice thing is, that you only need to change the server, not the client and it's still working.
I would open a thread in the modding section, if you are interested.
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Hello fellow Builders and Pirates!
I thought I would share some of my creations with the community. I'm not the most creative builder, so I normally get inspiration from other space games like EVE or Wing Commander.
Widow
This is my first attempt based on a Widow from EVE Online. If you need more mobility, just scale it down once ;)
Newton-2
My current multiplayer vessel. If you wonder about the color-coding, it is way easier to communicate to other players, that something is to my "blue" or to my "red" instead of "left" and "right". Confusion about my "left" beeing their "right" has killed the original Newton-1...
Recognizer
Tron-inspired recognizer. Not the fastest, not the most beautiful, more a proof-of-concept.
Stata
My simple early game space ambulance ::)
Miner / Salavager
My little Companion Cube for all my mining and salvaging purposes. Small, but get's things done. Most favourable with a "Velocity Security Control Bypass"-Upgrade.
Big THANK YOU to Scytales at his Scytales Laboratories for his great creations.
[Mod] CarrierCommander - continuation of Nexus' Carrier commands
in Mods
Posted
Hi Hammelpilaw,
first and foremost: Thank you for this awesome mod! Without it - literally unplayable ;D.
I've found an error concering alliance ships with fighters. Scenario first:
-2 Players
-Player A in alliance ship with salvaging fighters on board and activated salvaging command. This player is currently offline and in a different sector then Player B
-Player B in non-alliance ship but also in alliance.
If Player B connects, the ship of Player A is loaded and tries to run the function "updateServer" in "CarrierCivilCommandSalvage.lua". This causes the following error:
Reasonably, because Player B ist not online, so no player can be assigned. It's getting worse, because this code is executed once every second and will fill the log-files really quickly. Furthermore the server can't stop and thus not save the galaxy.
To fix this, I've added code in the UpdateServer functions in all scripts/entity/ai LUA-files:
I hope you find this useful.
Kind regards,
ReBooT
P.S. Sorry if some of the language is a bit wonky, english is not my first language.