Jump to content

akeean

Members
  • Posts

    13
  • Joined

  • Last visited

Posts posted by akeean

  1. +1 to that, it's amazing how most empires have turret factories (sometimes even up to 5 of them) but do not even have half the goods in store in their an their closest neighbour empires to build ANY turret.

     

    Plus the shitty inventory for cargo (you only see/control the first 10-15 goods in your hold etc) makes building turrets a PITA, while there are plenty of trash turrets available for recycling (and yeah, research is also little more than a shitty slot machine).

  2. Hey fellow modders, so I'm trying to force Xsotans to ONLY (/mostly) use Lightning or tesla weapons, in order to make purpose built rock plated ships feasible against them. (Also I like to think Xsotan do not assimilate chainguns and other man made-ish weapon systems, given how they disregard station and shipwrecks with their containing technology and I think that Xsotan brought Lightning and Tesla weapons with them and factions just looted it from fighting Xsotans for 200ish years)

     

    So far I've tracked down ship generation and arming to lib\shipgenerator.lua and arming a ship with turrets to lib\shiputlity.lua question is, what would be the faction parameter for xsotans? Do they get a certain known ID, or can I somehow get a string name from a passed $faction variable so I can make a filter in the ship generator?

     

    Edit: I think I've almost worked it out. Key is the lib/story/xsotan.lua that calls turretgenerator, there i've copied the generateArmed function and changed the probabilities for the weapontypes allowed to be rolled. However my Xsotans at the guardian get spawned with 0 omicron firepower listed, so something is still wonky. Not sure what value I could give "weaponType" to pass on TurretGenerator.generate ... WeaponType.LightningGun for example does not work either.

     

    lib/story/xsotan.lua, line 52, look for "local turret = TurretGenerator.generateArmed(x, y)" and replace with

    local turret = TurretGenerator.generateXsotan(x, y)

     

    then add this to lib/turretgenerator.lua (just before the "return TurretGenerator" in the end

    function TurretGenerator.generateXsotan(x, y, offset_in, rarity_in, material_in) -- server
    
        local offset = offset_in or 0
        local sector = math.floor(length(vec2(x, y))) + offset
        local types = Balancing_GetWeaponProbability(sector, 0)
    
        types[WeaponType.RepairBeam] = nil
        types[WeaponType.MiningLaser] = nil
        types[WeaponType.SalvagingLaser] = nil
        types[WeaponType.ForceGun] = nil
        types[WeaponType.ChainGun] = nil
        types[WeaponType.MiningLaser] =      nil
        types[WeaponType.SalvagingLaser] =   nil
        types[WeaponType.Bolter] =           nil
        types[WeaponType.ForceGun] =         nil
        types[WeaponType.PlasmaGun] =        nil
        types[WeaponType.Laser] =            nil
        types[WeaponType.Cannon] =           nil
        types[WeaponType.RepairBeam] =       nil
        types[WeaponType.RocketLauncher] =   nil
        types[WeaponType.RailGun] =          nil
    
        local weaponType = getValueFromDistribution(types)
    
        return TurretGenerator.generate(x, y, offset_in, rarity_in, weaponType, material_in)
    end

     

  3. More often than not I don't even understand what kills them. Sometimes fighters will survive a huge encounter with tens of ships on each side, but sometimes you send them to help in a 1v1 situation, and half of them will die without them even being focused. I followed them very closely, and they would just pop almost at random. Splash damage? Stray projectiles?

    I had a situation where fighters died even without anyone in the system. I had two flights of fighters salvaging a massive wreck, while also salvaging it with turrets myself, and I had a fighter die. I am thinking that either one fighter shot another, or maybe my salvager hit it.

     

    It really is hilarious at times.

     

    With unshielded fighters, they basically die from each others friendly fire, or by crossing your salvage & mining beams since their hitpints are so low (<4 hp), with the buffed ones with shields, they mostly die from colliding with stuff, since that damage ignores shields, also since cannons have a chance to punch through shields and its AOE damage, with the low health, cannon fighters usually just die from their own AOE effect when they attack something.

     

    I'd stick with tesla, lightning, chaingun or bolter fighters. Laser may have issues with the fighters jitter and speed, cannon is dangerous with AOE damage and missiles sucks unless you get a super lucky roll with high dps, non-burst and guided perk.

  4. I'd probably go to shipgenerator.lua and find the ShipGenerator.createCarrier function and delete everything in that function and replace it with a call to create defender eg:

     

    function ShipGenerator.createCarrier(faction, position, fighters)
        return ShipGenerator.createDefender(faction, position)
    end

     

    That way any time the game tried to create an npc carrier, it will still create a ship but it will be a regular defender instead.

     

    This seems to be a more elegant way to discourage AI from spamming carriers over my fighter size suggestion. Because it prevents from AI spawning helpless ships (What use is a carrier with just 1 or 2 fighters?) You can still increase the fighter sizes to discourage player-owned fighters, tho.

  5. On the server where I play, it's become pretty obvious that fighters are a leading culprit of lag issues. It's such that the admin set a rule where players are only allowed 2 to 3 squads of fighters, max, in salvage yards or sectors with lots of wrecks - at least when there are lots of players online. (Server uses the carrier commands mod to have salvage fighters.) Also, we were told to try to avoid using fighters at all if the lag becomes bad.

     

    Further, it's been noticed that when we find several sectors with ongoing faction wars, the lag becomes much worse. (Faction wars always seems to involve one side using lots of fighters.) The admin stated, "If you come across sectors with swarms of fighters, you have my permission to destroy them." And he said he would try to buff the stats of fighters so players won't have to use as many.

     

    Anyway, the admin would gladly disable NPC fighters if a way was found to do this. Hence, this request.

     

    Server admin could just mod the volume of the generated fighters, thus limiting the quantity that players & npcs can carry at once. He can do so by tweaking the fightergenerator.lua.

     

    If you were to use my Better Fighter mod, just insert "template.diameter * 4" just before both "return template" lines in the that file to have 4 times bigger fighters.

     

    That file also discrimiates between combat and utility fighters, so admin could make combat fighters way bigger than salvage ones to cut down on use of combat fighters over just salvage/mining/repair ones to reduce lag.

     

    Keep in mind that the AI ships likely won't care about fighter types and will happily use whatever the RNG give them, just as salvage fighters will come to your defense if you use the carrier commands mod and have them salvage.

  6. First of all, massive thanks for creating this mod. Fighter issues are the one thing that prevents me from enjoying the game to the max. Too bad about the HP bug, the fighters still die like flies to the slightest sneeze, however increased stats and amount/variation in the shops are very helpful.

     

    If fighters did really have the amount of health you set, then i could see them being OP, but as it stands - they're still glass cannons.

     

    Thanks! From my testing it it seems that as long as you don't send them against certain shape of ships (very long ones tend to start rapidly spinning when facing fighters, thus killing them quickly through collisions) they will now last a lot longer.

     

    I will probably revisit fighters after the next patch to see if the mod is still needed and which part of it (prices, quantity, stats of fighters). I might also consider tweaking the generation of pilot crew (sadly I haven't found prices of those exposed in my initial pass). However, I don't want touch too many files, to not make running multiple mods at once too difficult.

  7. I too am having the problem where fighters are costing 3-10 Million Credits for a white (Common) Nao or Trinium Lv fighter.

     

    Sorry about that, grab v0.1a it's fighter prices have been fixed in that. Avg. cost about 2.000 for a bunch of 20dps plain iron chaingun fighters with 450m/s top speed to 350k for exceptional 140dps xanion tesla fighters with 750m/s top speed  from what I've seen so far.

  8. First time posting on a forum properly.

     

    It appears upon installing this. prices of fighters have gone to insane levels.

    At least 10 Million per fighter for average chaingun Xanion fighters.

    Hoping this helps somehow.

     

    Move the merchants folder into the entity folder.

    Thats what i did anyway and they are a bit pricy but not THAT pricy.

     

    Thanks for setting this straight, fixed in 0.1a

  9. TL;DR: Makes fighters tougher, deal more dps (depending on weapon type, no more 2dps tritanium chaingun fighters), faster, more available and fairer priced. Goes well with "Carrier Commands"-Mod. Don't use against wildly rotating "stick" shaped ships or lose fighters QUICK.

     

    Update (0.1a): Looks like the HP of fighters is bugged on Avorions side, so for now this mod only gives you on average cheaper, faster, harder hitting, fighters with MUCH STRONGER SHIELDS that are easier to acquire. Can't do anything about the health till the engine bug is fixed :-/

     

    A quick search for Avorion & Fighters results in many complaints about them being mostly annoying to acquire & use and a waste of money considering how quickly they die.

     

    What if... they would be a bit tougher, faster and the crappy RNG ones were cheaper than the good / high end ones?

     

    So I've played with fightergenerator.lua & fightermerchant.lua - buffed up fighters & changed how some of their stats were rolled.

     

    opI3ibT.jpg

     

    For now I've settled to fighters having around 1400hp in iron tier, better materials and size give a bonus to health, so Xanion Fighters will usually end up with 5-7k HP plus their shields, which are for some undocumented reason always equal to their hull points. *Due to engine bugs, they only get their shields beefed up for now. Avoid enemies with shield piercing weapons :)

     

    I've also beefed up the speed to 400-900m/s, so now they can keep up with most carriers and thus will dock quickly.

     

    Smaller fighters have less HP and may be a little cheaper (since you have space for replacements) other factors of price: Size, speed, hp/shield, maneuverability.

     

    If you still end up somehow wiping all your squads, carriers will usually find at least one type of cheap fighter at the equipment dock to have at least something to throw at the enemy.

     

    Turret vendors also have 12 different fighters in stock and more of each type, so you have a bit more selection and can fill up your carrier at a single equipment dock if you need to.

     

    Please leave feedback about this especially the scaling of fighter strength.. are they OP now?

     

    Note that you likely still lose fighters at times, especially with full squadrons as fighters seem to hit each other with friendly fire (I'm looking at you laser/tesla fighters!)

     

    Version History:

    0.1a: folder nesting fix (no more insane fighter prices)

     

    0.1: Initial release

     

    Installation:

    - Backup your Avorion/data/scripts folder

    - replace files in the folder with files from the zip, voila.

     

    Uninstallation:

    - You did take a backup of your scripts folder, right?

    - Replace modified files in your Avorion folder with your totally backed up originals.

    betterfighters-v0.1a.zip

  10. Another good tip for shipbuilding is to have a big block made out of material with high HP per volume as anchor for your turrets, since if their mounting block gets destroyed, the turrets will float off into space, leaving you defenseless.

     

    I realized the hard way as I "laminated" my first ships front with a 0.05 layer of armor plating and mounted turrets on that. Needless to say in the first fight against Aliens, they shot off my offensive power and I had to grab my stuff and run to remake my ship :)

     

    Also avoid placing turrets on the same plane close to each other, since I think they block each others line of fire, so if you want to shoot frontal, make a downwards sloped block so all turrets can shoot what is in front of you. This is better than a flat front with turrets pointing "upwards" when firing forward, since they will spend a lot of time adjusting if you change your ships tilt ever so slightly.

×
×
  • Create New...