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Hammelpilaw

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Everything posted by Hammelpilaw

  1. You can modify the size of a ship by modding the ship plan. There are lot of ways to do this. If you modify ./lib/galaxy.lua or ./lib/plangenerator.lua you could make all generated ships larger. Usely galaxy.lua is the better place for balancing, but if you change one thing there, it affects other stuff (like when increasing ship size, the weapons you find or build at turret factory also increases dps) so I recommand not to change it as an unexperienced modder. plangenerator.lua: function PlanGenerator.makeAsyncShipPlan(callback, values, faction, volume, styleName, material, sync) volume = volume * 2 -- ADD THIS LINE to multiply size off ALL npc ships (also Xsotan, pirates, factions) by 2 To make Xsotan ships stronger you could modify ./lib/story/xsotan.lua: function Xsotan.createShip(position, volumeFactor) position = position or Matrix() local volume = Balancing_GetSectorShipVolume(Sector():getCoordinates()) volume = volume * (volumeFactor or 1) volume = volume * 2 -- xsotan ships aren't supposed to be very big -- CHANGE THIS LINE if you have not done in plangenerator.lua yet local x, y = Sector():getCoordinates() local probabilities = Balancing_GetMaterialProbability(x, y) local material = Material(getValueFromDistribution(probabilities)) local faction = Xsotan.getFaction() local plan = PlanGenerator.makeShipPlan(faction, volume, nil, material) local ship = Sector():createShip(faction, "", plan, position) ship.damageMultiplier = ship.damageMultiplier * 2 -- ADD THIS LINE to multiply the damage of normal Xsotan ships by 2 I marked 2 lines in the code you could mod. These are only examples, there are lot of scripts that affects generation of different ships/factions and so on. To make enemies stronger I love the damageMultiplier, it's really awesome. Already used it in lot of my balancing mods to make enemies stronger. Ps.: Its the correct section for modding question. Pps.: Make a backup of your modded scripts, because game scripts may be overwritten when you download an Avorion patch.
  2. Thanks for reporting this. Koon fixed a bug in the forum wich broke the links. Fixed it :) Please try again.
  3. All my mods listed in this topic are compatible with current Avorion stable and beta. The only "issue" with the Guardian Scout is, that it removes the Xsotan damage scaling near core. Watch mods topic for more information, I could use some help (ideas) there regarding the damage scaling. @devs: Sticky please :)
  4. Since Avorion 0.18.x all Xsotan ships scale with the strenght of player ships when you are inside core. This mod currently skips Xsotans scaling until I update it. As you can see when using this mod I like strong enemies, but I do not like enemies scaling with the players strength. Imagine a house and there is a very small but angry cat inside that is attacking you when you walk in. When you walk in the same house with 20 soldiers and a tank, theres still only a little cat, and not a 10m huge armored lion... ;D Ok maybe not the best example... but I just dont like enemies scaling by players strength. Currently I think about how to balance this mod in future. On the one side I dont wanna skip vanilla stuff with this mod, on the other side I want a balancing I really like. Also Xsotan should not get OP compared to pirates and other npc factions. So Im asking you: how do you think about this? How would you like the Xsotan and the Boss? How would you like other npc factions? Maybe another mod would be required to solve this, so just tell me your ideas and do not only focus on the guardian.
  5. Thanks for the info, fixed that. Now there is a button "Create Mod".
  6. I do not like the dark background on info/error messages, it always overlaps half screen in game and also in building mode. We just talked about that in modding section. Maybe it should be possible to turn the background on/off? Also I would like to disable these message on mouseclick.
  7. Welcome back to forum and game :) I think this can not be modded, did not try though. To me this black background on all messages is annoying to me too. Lets ask devs to change it, I will mention this in patch topic.
  8. Fighters causes huge network traffic. ~120 fighters already overloads a 6MBit connection, thats the simple reason that fighters causes lags. If you wanna find out more about it watch the network traffic while using fighter. The program NetSpeedMonitor could help you, its free and you can find with any search engine like Google.
  9. Ok at least the issue is not that block id's changes, but can't say more about. Devs should check this.
  10. Example auto generated economy mod This is an example mod to demonstrate the power of the modpack manager by Avofactory - the unofficial Avorion economy Database. The Avofactory tool provides a web interface to create your own economy mods without any modding or lua skills. You can change existing factories, create new ones or remove an existing galaxy from your game. This means you can define what and how much the factory produces / consumes and set productions to be garbage/consumtions to be optional. The mod you created this way can be downloaded and directly inserted into your local game or on a server. Also it can be used in all other tools provided by the Scrap Yard database, f.E. it appears in the factory overview. Watch FAQ for more information. What does the example mod do? This example mod adds a new factory to your game, the "Example OP Laser Factory" wich produces lot of laser related stuff - well you shouldnt use this mod in your live system, thats why its called "Example". Create your own mods instead. How to install a mod? Just copy the productionindex.lua file into your Avorion lib folder: Avorion/data/scripts/lib Can you also modify goods? No, not yet. Maybe I will implement this when this tool will be getting used at all. productionsindex.zip
  11. Sure, it is possible. This mod does not use custom ship plans though, but there are other mods that does.
  12. It looks like the same issue I sometimes got. Please send a blueprint before, and another blueprint of the ship after repairing as described in my last reply.
  13. I can reproduce with 100%accuracy, and am pretty sure the Musai class I have on the WS is the version that can (there are hardpoints on the nacelles that you can place turrets on) they will vanish. As soon as I get home from werk I will attempt to send a gif or a video. Next time you reproduce, please save the ship before and after you repaired it. Then upload both ship plan files. This may show us what exactly happens to the ship that causes the issue. I think its changing block ID's, but could never prove.
  14. Can you reproduce? This is a very old issue that have never been fixed. Got it by myself sometimes, but could never reproduce though. If you can reproduce please let us know how.
  15. No, only available for my server, wich currently do not exist. I hope I can launch it soon, will publish it in Multiplayer section.
  16. Well thats funny. I added the new upscaling system that came with Avorion 0.18 to the modded guardian. After doing this the Guardian had 80 Billions of Omicron ;D It killed 1.5 billion shields in about 10 seconds... I guess I gonna rebalance it ;) (coming soon) But don't worry, latest version of the mod does not scale up any Xsotan, so this will not happen to you.
  17. Since docking got patched lot of months ago I think this should not be required anymore. At least this one is not compatible with current Avorion. Do you have any problems with docking in your galaxy?
  18. Yes I will upload it. The only reason I didnt do yet is, that I can't just upload it. I have to extract it from my modpack, remove my modpacks custom modifications from modfiles and then package a new mod wich works for vanilla game. Because I did lot of changes in my modpack and the mod itself this will take some time to get everything working. Also I have to update my other mods before. I hope you can have some fun with new turret editor while waiting for this ;) Did not test in 0.18 yet, but I expect it to work.
  19. Try to run game in window mode: windowMode=1 Maybe it does not work because the framerate of your screen is lower... I would recommand to try setting it to borderless mode once you could launch in window mode.
  20. You can copy existing galaxies and use it on any server/computer. Galaxies are stored in user folder.
  21. Wow the Turret editor is awesome ;D I'm excited to see the first turrets in creations section :) When you add a turret with size 1 on a turret block with a size 2 blueprint, the turret scales up to 2 correctly. When you remove the turret, it remains on size 2 and does not scale back to original size. Is this a bug or a feature?
  22. Perfect, working well now.
  23. Great thanks. The code-fix didn't work for Firefox though, or it maybe it has never been bugged in other browser? Can't say, for Chromium based browsers it works, for Firefox it doesnt work. I still got dark color on dark background in all code tags. For firefox browsers it puts the <code> element inside of a <pre> element, wich makes css overwrite the color. Doesnt happen in some other browsers I tested.
  24. Thanks for the report. Can you please send me your logs and tell me wich part exactly it was from the smuggler quest? Edit: Well I think you had both quests in the same sector? The dreadnought and the smuggler quest where you should meet Bottan? When you entered the sector both were spawned by the scripts. Because all npc factions are inatially hostile to Xsotan the Dreadnought attacked Bottan, and Bottan jumps out of the sector as soon as he receives damage. If you did not see bottan jumping out I think you were still on loading screen when he jumped out.
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