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LordHavoc

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Posts posted by LordHavoc

  1. Ahh my mistake. I've been relying on the \crew command scripts so long I didn't even notice.

     

    I'll get another version out as soon as I can; I've been tweaking fighters quite a bit and made some big improvements on that end. I'll fix crewboard while i'm at it.

  2. Important notice: this is built for single player only.

     

     

    Howdy All

     

    I've been behind the scenes for a bit, busy with t'other t'ings in the meantime. So I thought it was time to poke my head out in the community to show that enthusiasm is still bubbling while the game development continues.

     

    First of all - Huge thanks to all the mod creators; without them, this wouldn't exist. Where'st my lua skill lacks creative talents - my strength is in tinkering and diagnosis - so my contribution (where applicable) is getting this up and running with 0.12.7 - for which some of the mods weren't compatible.

     

    So - mod pack summary

    Avorion Commands Package {modified}

    Detailed Turret Tooltips

    Extended trading reach

    All Turret Auto-Targeting {heavily modified...a lot of me really - i'll explain later}

    Hiring Pool Scaling

    Mining System Module

    AI Ship Salvages

    Unique Xsotan Keys

    Better Fighters {made compatible & modified}

     

    (Credits at the bottom)

     

    TLDR version - just a bunch of mods to make life easier

    However - my contribution is this:

    Salvaging Turrets - Higher DPS, Longer Range, Thicker Beam, Faster turret rotation, Cost fixed(so that dps doesn't make em too expensive)

    Turrets & Upgrade merchants sell more items

    Salvage fighters have longer range

    Custom Fighters - I've used the commands package with some old code that I got working (in one of my older posts) so that you can make your own custom fighters. It's probably one of the few methods of getting around the 0hp fighter bug. But i'm not going into detail here

     

     

    Important notice: this is built for single player only.

    Unfortunately there are some features that don't work with a server-client scenario

     

    Download

    https://drive.google.com/open?id=0Bz80Z2BwXutsQmY3cm9tUDRuSzA

     

    Installation

    Extract into your Avorion\Data folder

    Overwrite files in the scripts folders

    (Disclaimer: There's no proper mod support yet, so mods have to overwrite game files. Making it unsuitable for online play.

    To reverse the mod, Go into the game properties in steam and verify the game files. Steam 'should' put the game back to defaults)

     

    Credits

    Aki: Avorion Commands Package

    http://www.avorion.net/forum/index.php/topic,830.0.html

     

    lyravega: [Mod] Detailed Turret Tooltips

    http://www.avorion.net/forum/index.php/topic,1635.0.html

     

    NexusNull: [Mod] Extended trading reach

    http://www.avorion.net/forum/index.php/topic,1114.0.html

     

    RebCom1807: [MOD] All Turret Auto-Targeting

    http://www.avorion.net/forum/index.php/topic,1120.0.html

     

    bit: Hiring Pool Scaling

    https://www.avorion.net/forum/index.php/topic,1241.0.html

     

    Kane Hart: [Mod] "Mining System/Module" Balance Changes. - Increases The Distance

    http://www.avorion.net/forum/index.php/topic,845.0.html

     

    JohnnySinclair: [MOD][FIX] AI-Ship salvages now all wreckages

    http://www.avorion.net/forum/index.php/topic,3220.0.html

     

    DarkPaapi: [Mod][Tweak] Unique Xsotan Keys {v2.1} (Updated on: 10/04/2017)

    http://www.avorion.net/forum/index.php/topic,1918.0.html

     

    akeean: [Mod] Better Fighters (compatible with carrier commands!)

    https://www.avorion.net/forum/index.php/topic,2764.0.html

  3. Concerning overpowered shields:

    That's on the radar and I agree that this is the point that's problematic. As I stated here in the "Further down the road" paragraph, I'm working on solutions to this.

     

    Concerning customizable turrets:

    Please everybody who has a strong opinion on this answer me the following questions. Don't take them too literally, it's about the principle of why you want something. I'm looking to fix the problem and not treat the symptoms. Please also tell me which of those is the most important for you.

     

    1. Do you want to configure a turret's stats (as in Damage, Range, etc.)?

    2. Do you want to create more of the same turret (so your ships look less random)?

    3. Do you want to adjust the size of turrets?

    4. Do you want to change the appearance of turrets?

     

    1. is already possible at a turret factory, and the rest will be coming later on. If you don't like the turret factory then please tell me why (and don't just say "it's buggy" because I know very well that there are some issues).

     

    My answer would be #3 - but with a stat scaling system that's multiplicative/exponential.

    Requirements should scale also such as crew amounts...and perhaps even turret slots amounts increase after a threshold***

     

    ***A more granular system for the turrets would work well for this.

    Example: If you were to multiply the turret systems by 100. Instead of 1 system = 1 turret. You now have the option of:

    1 system = 1x100 sized turret

    1 system = 2x50 sized turrets

    1 system = 4x25 sized turrets

    and so on...

     

    A little bit of math-fu to get from A to B would be needed, but it'd be robust enough to satisfy the turret needs for scaling - and introduce a large aspect for the modders to get their hands on.

  4. It appears you've got an extra : "return GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)"

    AFTER the "return template"

     

    Remove it, it only needs to return the template

     

     

    This is what I've got...showing a few lines before and after. Just so you can see how it all fits

     

        local rarity = rarity_in or Rarity(getValueFromDistribution(rarities))
    
    -- Begin altered code.
        --local TurretTemplate T = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)
    --T.automatic = true
    --return T
        --get the template and mess with reach
       
        local template = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)
        local weapons = {template:getWeapons()}
        template:clearWeapons()
        for _, weapon in pairs(weapons) do
            -- if salvager or miner, double blength and adjust reach
            if weaponType == WeaponType.MiningLaser then
                weapon.blength = weapon.blength * 4
                weapon.reach = weapon.blength
            elseif weaponType == WeaponType.SalvagingLaser then  
                weapon.reach = weapon.isBeam and weapon.blength * 4 or weapon.pvelocity*weapon.pmaximumTime
    
            end
        template:addWeapon(weapon)
        end
    template.automatic = true
        return template
    
    end
    
    function TurretGenerator.generateArmed(x, y, offset_in, rarity_in, material_in) -- server

  5. Now this is what I love about this game; it truely stimulates the imagination and brings it to light.

    If Star Trek were stuck for a design to represent the borg...i bet this style would have gotten serious interest. It's just so cool!

  6. I've redone this guide/mod as I think the creator has gone inactive (only 2 posts)

    Full credit though goes to FeelSoMoon (just in case he/she returns)

     

    This lets you create and use custom fighters, which you can design yourself via the normal ship builder (the designs need to be moved to a specified location, explained below)

     

    The code

    Follow the below steps, don't add the quotes themselves

     

    1. Download and install the Avorion Community Commands Package

    2. Edit \data\scripts\player\cmd\fighter.lua (notepad++ is a good tool)

    3. Search for "function addFighter(player, weapontype, rarity, material, tech, amount)" and then comment it out with double minus "--"

    4. Add this immediately after "function addFighter(player, weapontype, rarity, material, tech, amount, xmltype)"

    5. Search for "local fighter = GenerateFighterTemplate(random():createSeed(), weapontype, dps, tech, Rarity(rarity), Material(material))"

    6. Add this immediately after "fighter.plan = LoadPlanFromFile("data/plans/" .. xmltype .. ".xml")"

     

    The ships

    These go in avorion/data/plans

     

    1. Create your fighter in-game (make sure it's small, for idea of size your fighter shouldn't be around the size of a 1x1x1 size block)

    2. Locate your saved fighter in %appdata%\avorion\ships and copy it to your steam\...\avorion\data\plans

     

    Using in-game

     

    The syntax for the fighter command is: /fighter add <weapon> [rarity] [material] [tech] [qty] [xmltype]

    So to use it you could use the following example: /fighter add chaingun uncommon iron 20 1 myship

    Use the name of your ship, but you don't need to add the ".xml" in-game

     

    Known Issues

    1. The scale of your ship determins the fighters hit points with a bit of randomness

    2. The 'qty' part of the command doesn't work. Just use 1

     

     

    Ed: I'll add valid rarities, weapons, materials when I get home later.

    I'm moderatly active on the forum, so if anyone gets stuck with this I'll do my best to help. But it may take me a few days to reply

  7. This multiplies the miner/salvager ranges by 4

     

    First of all - credit

    I've not created this, I've just mashed them together :)

     

    Credits:

    RebCom1807 - Turrets

    https://www.avorion.net/forum/index.php/topic,1120.0.html

     

    Olmmy - Weapon ranges

    https://www.avorion.net/forum/index.php/topic,2571.0.html

     

    Edit the TurretGenerator.LUA

    After line 50 add the following

     

    (I've even left in RebCom's notes, it helped me put this together)

     

    	-- Begin altered code.
        --local TurretTemplate T = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)
    --T.automatic = true
    --return T
        --get the template and mess with reach
       
        local template = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)
        local weapons = {template:getWeapons()}
        template:clearWeapons()
        for _, weapon in pairs(weapons) do
            -- if salvager or miner, double blength and adjust reach
            if weaponType == WeaponType.MiningLaser then
                weapon.blength = weapon.blength * 4
                weapon.reach = weapon.blength
            elseif weaponType == WeaponType.SalvagingLaser then  
                weapon.reach = weapon.isBeam and weapon.blength * 4 or weapon.pvelocity*weapon.pmaximumTime
    
            end
        template:addWeapon(weapon)
        end
    template.automatic = true
        return template

  8. Lol...yep, i can

     

    Where OP's code says

    fighter.plan = LoadPlanFromFile("data/plans/" .. xmltype .. ".xml")
    end

     

    Do not add the "end" (that basically causes the code to finish what it's doing prematurely.

     

    So it should just look like:

    		local fighter = GenerateFighterTemplate(random():createSeed(), weapontype, dps, tech, Rarity(rarity), Material(material))
    	fighter.plan = LoadPlanFromFile("data/plans/" .. xmltype .. ".xml")

     

    I've even had some fun mucking about with the ship design/scale. So basically...you can make your ship in the normal fashion, then copy it to the data/plans folder. Then when you run the \fighter command, use your plan.xml

     

    Known Issue: The stats the fighters are created at reset after launching the fighters.

     

    ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|700:1152&composite-to%3D%2A%2C%2A%7C2048%3A1152&background-color=black

     

    Note: The size of the fighter doesn't dictate it's stats, even giant vipers in the home system only had 1-3 hp - This is related to the known issue; when creating the fighter using /fighter, launching the fighters seem to reset the stats to the seed of the current system. I'll have a little play and try jumping. See if that causes the stats to lock into place...at the very least, that'll act as a workaround

     

    After testing: Turns out fighter scale did dictate its stats...but jumping didn't lock them. The little ones had 1hp and the big ones had 170

  9. Am I missing something?

    It's not generating fighters when I use the correct example

    (Note: I tested it before the edits and /fighter works okay. As soon as I add the lines though, the command stops working)

     

     

    	--function addFighter(player, weapontype, rarity, material, tech, amount)
    function addFighter(player, weapontype, rarity, material, tech, amount, xmltype)
    	local err
    	local ship = Entity(player.craftIndex)
    
    	if not ship:hasComponent(ComponentType.Hangar) then
    		return false, "Ship must have a hangar"
    	end	
    
    	weapontype, err = getType(weapons, weapontype, 0)
    	if not weapontype then 
    		return false, err
    	end
    
    	rarity, err = getType(rarities, rarity or 0, -1)
    	if not rarity then
    		return false, err
    	end
    
    	material, err = getType(materials, material or 0, 0)
    	if not material then
    		return false, err
    	end
    
    	local tech = math.max(1, tonumber(tech) or 6)
    	local dps = Balancing_TechWeaponDPS(tech)
    
    	local fighter = GenerateFighterTemplate(random():createSeed(), weapontype, dps, tech, Rarity(rarity), Material(material))
    	fighter.plan = LoadPlanFromFile("data/plans/" .. xmltype .. ".xml")
    	end

  10. That's some excellent work LordHavoc.  I really like the Romulan  D'deridex Class Battlecruiser, and the Mimbari White Star.  there does seem to be some weird shapes\angles on the white star's "wing lights"  that don't seem to look quite right, but then again that ship is such a curvy multiple angles ship design,  it's not at all easy to get 100% right.

     

    Also, I never realized your signature pic I see everywhere of Homer going woohoo in a space cloud, was actually a homer shaped ship.  I though it was just a Photoshop job, so... good job  :)

     

    Yeah, that white star was a tough one that took ages...and it was built in the times when the client crashed loads when building so it was even more painful. I gave it up as a near completion, hence ithe funny looking wings...just one crash too many i guess.

     

    I do like how the Romulan ship turned out, it was interesting getting the wing curves to look right. I used a 'ribs' technique; basically at each point along the Y-axis changes, i flesh out a rib. Once they're all in place, I can then use the triangle pieces to try to join them up. And the result is what you see.

     

    Homer just plain fun sillyness :)

     

    Also -  i'm on temporary break until next patch. But I've got a klingon bird of prey thrashed out in the drawing board. I'm going to go for crazy accuracy on this one. So probably 20k block build again

  11. Great thread ... Thanks LordHavoc.

     

    I have a few ideas that i wanted to share, and if anyone tests it out, or already has, please share and/or correct me  :)

     

    Idea #1

    I have been using Excel as a basic architecture support software.  So far, its been working very well - i recommend for any builder, especially novices, as a solid plan when u start pays off in the end.

     

     

    Hi Warrex;

     

    Have you tried InkScape?

    That's what I use, it's a vector based drawing program.

    What I do is create a mini pallette of shapes (blocks, triangles) I need and push them to the side, then use Duplicate (ctrl+D) to quickly paste them in to the shape I want.

    With grid and snap turned on, it lines everything up nice and quickly.

     

    Inkscape is opensource, so a person wouldn't need an Excel license.

     

    I've attached an example image of one of my projects, see how I've got solid blocks for the outer hull, and the darker blocks i use to indicate scaffolding blocks.

    inkscape_example.jpg.30df9436fe6669b24dec8b560bb085c8.jpg

  12. I was wondering if someone would like the challenge to add a new station to the game. Similar to either the research or turret factory.

    It's feature would be to be able to duplicate an existing turret for a price

    So that you can outfit your ship with identical turrets, instead of mismatched ones.

     

    I find myself having to mod upgrade stations to chuck out 10x turrets so that I can have the same turret across my ship.

     

     

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