LordHavoc
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Posts posted by LordHavoc
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Forgot to add: for giggles, salvager turrets are quite a bit bigger than normal :)
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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!)
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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.
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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
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Blender-to-Avorion add-on would be amazing
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Could you send in what you've got, plus a few lines above and below. I might be able to spot the issue
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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!
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That is a thing of beauty :-*
Makes me want to get back into it sooooo badley.
I kinda burned out because of RL stuff taking over, but now i hear the calling.
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Aye,
I'd also like to see the radius of the miner/salvager beams to be increased (So the beams have thickness..instead of a 2dimensional vector)...just so they can hit those tiny fragments of hull without constantly missing.
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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
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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
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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.
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
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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
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I just dunno how to fix the problem where stats are decreased when you add more materials. That lame bug lol
Call me a math noob...but can't you just whack a '-' somewhere in the calc to flip it around (or remove one thats breaking it)?
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If you read this before my edit - ignore me. I figured it out
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If someone could test the limits (size?) of the custom fighter and post some amusing results; that would be awesome.
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Excellent work, those must have taken some time.
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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
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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.
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I chuckled at the stats
Everything - massively high numbers/stats
Fighters - 12-99 ^_^
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you have to click see our new website to get to firebase 3.0 i believe... fuck if i know why
https://github.com/rokf/lua-firebase
if rokf isn't a complete and utter fucking ass this should turn out very nice
I'm confused, what does this have to do with Avorion modding?
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I'd be totally happy for my shipyard pics to be used for advertising to help grow the game. Even Homer here would be happy
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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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It looks similar to a tactical borg cube. If that was the intention, it is a very bold attempt; the angles alone would be enough to pop my head.
Keep up the good work
[MOD] Havoc Mod Pack [ver: 0.12.7]
in Mods
Posted
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.