Jump to content

Mattoropael

Members
  • Posts

    15
  • Joined

  • Last visited

Posts posted by Mattoropael

  1. So here's my scenario; I kinda new about Research stations from a video I watched prior to buying the game. I figured I'd save all the loot until I found a station. Well after several days playing, I finally found a station, but by that time I had several thousand guns and systems. I was NOT going to click and drag thousands of times, so I ran to the forums to get the Auto Researcher mod - which helped a LITTLE - with systems only. Now my only option was to sell remaining weapons/systems by hand - clicking sell over 1000 times at the equipment dock. Not fun.

     

    TrashMan should help immensely in your quest to get rid of all those turrets.

  2. I guess this mod would need a complete rewrite now that update added dps in tooltips. What devs didn't add though is "dps per slot". Even if you find an awesome turret with 3000 dps with 4 slots, it is worse than 2 turrets of 2000 dps and 2 slots each.

     

    The official turret tooltip is still not offering separate shield/hull DPS for weapons with shield/hull bonuses, or effective DPS for overheating weapons either.

  3. There are some simple pre-defined customized spawn scripts floating out there that you can experiment with.

     

    Overpowered Weaponry *

    Custom Torpedo Spawn Script

     

     

    * That one can be further customized since it isn't really using a lot of API functions.

     

    Compared to the included chaingun spawn script:

     

    package.path = package.path .. ";data/scripts/lib/?.lua"
    function execute(sender, commandName, ...)
        
        TurretGenerator = require("turretgenerator")
        TurretGenerator.initialize(Seed(turretSeed))
        local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.ChainGun, Material(MaterialType.Trinium))
        local weapons = {turret:getWeapons()}
    
        turret.size = 1
        turret:clearWeapons()
    
        for _, weapon in pairs(weapons) do
            weapon.reach = 1500
            weapon.damage = 200
            weapon.fireRate = 10
            turret:addWeapon(weapon)
        end
        turret.baseEnergyPerSecond = nil
        turret.energyIncreasePerSecond = nil
        turret.heatPerShot = 0
        turret.automatic = true
        turret.turningSpeed = 2
        for i=1,50 do 
            Player(sender):getInventory():add(InventoryTurret(turret))
        end
        
        return 0, "", ""
    end
    
    function getDescription()
        return "A shorter way to get entitydbg"
    end
    
    function getHelp()
        return "A shorter way to get entitydbg"
    end
    

     

    Here's a heavily-customized version based on that script with more API functions utilized, which I use for one of my ship's custom AF cannon-based CIWS:

     

    package.path = package.path .. ";data/scripts/lib/?.lua"
    function execute(sender, commandName, ...)
        
    TurretGenerator = require("turretgenerator")
    TurretGenerator.initialize(Seed(turretSeed))
    local turret = TurretGenerator.generate(200, 200, 0, Rarity(RarityType.Legendary), WeaponType.AntiFighter, Material(MaterialType.Trinium))
    local weapons = {turret:getWeapons()}
    
    turret.size = 0.1
    turret:clearWeapons()
    
    for _, weapon in pairs(weapons) do
    	weapon.damage = 357
    	weapon.fireRate = 5
    	weapon.accuracy = 0.95
    	weapon.reach = 500
    	weapon.pvelocity = 300
    	weapon.recoil = 0
    	weapon.pmaximumTime = weapon.reach / weapon.pvelocity
    	weapon.shieldPenetration = 0
    	weapon.hullDamageMultiplicator = 1
    	weapon.shieldDamageMultiplicator = 1
    	weapon.stoneDamageMultiplicator = 10
    	--weapon.psize = 0.5
    	weapon.pcolor = ColorRGB(1, 1, 1)
    	turret:addWeapon(weapon)
    end
    turret.baseEnergyPerSecond = nil
    turret.energyIncreasePerSecond = nil
    turret.heatPerShot = nil
    turret.automatic = true
    turret.simultaneousShooting = true
    turret.turningSpeed = 5
    turret.slots = 1
    turret.crew = Crew() -- No crew requirements
    turret.flavorText = "CIWS"
    for i=1,350 do 
    	Player(sender):getInventory():add(InventoryTurret(turret))
    end
        
    return 0, "", ""
    end
    
    function getDescription()
    return "A shorter way to get entitydbg"
    end
    
    function getHelp()
        return "A shorter way to get entitydbg"
    end
    

     

  4. This is intended by koonschi as safety guard.

    If you leave your turrets on autofire, log out and forget about it and then fly into a sector with a faction you want to improve your standings with that would cause you to lose too much. So we thought it is better to have to remember to put them on a mode at the beginning. A bit tedious, but the consequences for forgetting wouldn't be too bad.

     

    Even if we roll with this explanation (which I personally will never agree with), this is way too tedious:

    • Limit it to the player ship and any ship under Escort Me command (so I don't have to go through 2000 sectors reissuing turret orders to ships that have nothing to do with this every time I load a save)
    • Increase control transfer range to at least 5km because escort ships sure as hell don't follow me all the way down to 0.5km
    • Make ships that are under Escort Me immediately resume that command after the player transfer out of that ship (so I don't have to reissue that every single time)

     

    And yes, I would rather piss off 300 factions than losing one ship to this.

  5.  

    Create 2 new files:

    /scripts/commands/torpedo.lua

    /scripts/player/torpedo.lua

     

    /scripts/commands/torpedo.lua :

    package.path = package.path .. ";data/scripts/lib/?.lua"
    package.path = package.path .. ";data/scripts/player/?.lua"
    function execute(sender, commandName, warhead)
    
        local ship = Player(sender).craft
        ship:addScriptOnce("data/scripts/player/torpedo.lua")
        ship:invokeFunction("data/scripts/player/torpedo.lua", "start", sender, commandName, warhead)
    
        return 0, "", ""
    end
    
    function getDescription()
        return "/torpedo [type]"
    end
    
    function getHelp()
        return "soo many torpedos"
    end
    

     

    /scripts/player/torpedo.lua :

    package.path = package.path .. ";data/scripts/lib/?.lua"
    local torps =
    {
        Nuclear = 1,
        Neutron = 2,
        Fusion = 3,
        Tandem = 4,
        Kinetic = 5,
        Ion = 6,
        Plasma = 7,
        Sabot = 8,
        EMP = 9,
        AntiMatter = 10,
    }
    
    function initialize()
    
    end
    
    function start(sender, commandName, warhead)
        if not torps[warhead] then warhead = "Nuclear" end
        local ship = Player(sender).craft
    
    
        local TorpedoGenerator = require("torpedogenerator")
        local x, y = Sector():getCoordinates()
    
        local torpedo = TorpedoGenerator.generate(0, 0, nil, nil, torps[warhead])
    
        --stats
        ---general properties
        torpedo.rarity = Rarity(RarityType.Legendary)
        torpedo.tech = torpedo.tech
        torpedo.size = torpedo.size
    
        -- body properties
        torpedo.durability = torpedo.durability
        torpedo.turningSpeed = torpedo.turningSpeed
        torpedo.maxVelocity = torpedo.maxVelocity
        torpedo.reach = torpedo.reach
    
        -- warhead properties
        torpedo.shieldDamage = torpedo.shieldDamage
        torpedo.hullDamage = torpedo.hullDamage * 100
        torpedo.shieldPenetration = torpedo.shieldPenetration --[true or false]
        torpedo.shieldDeactivation = torpedo.shieldDeactivation --[true or false]
        torpedo.shieldAndHullDamage = torpedo.shieldAndHullDamage --[true or false]
        torpedo.energyDrain = torpedo.energyDrain --[true or false]
        torpedo.storageEnergyDrain = torpedo.storageEnergyDrain
        torpedo.damageType = DamageType.Physical
        torpedo.acceleration = torpedo.acceleration -- reach max velocity after 10km of travelled way
    
        if warhead.damageVelocityFactor then
            -- scale to normal dps damage dependent on maxVelocity
            torpedo.damageVelocityFactor = torpedo.damageVelocityFactor
            torpedo.maxVelocity = torpedo.maxVelocity
            torpedo.hullDamage = 0
        end
    
        -- torpedo visuals
        torpedo.numShockwaves = 1
        torpedo.shockwaveSize = 60
        torpedo.shockwaveDuration = 0.6
        torpedo.shockwaveColor = ColorRGB(0.9, 0.6, 0.3)
        -- torpedo.shockwaveColor = ColorRGB(0.1, 0.3, 1.2) -- this looks cool :)
        torpedo.explosionSize = 6
        torpedo.flashSize = 25
        torpedo.flashDuration = 1
    
        -- see /lib/torpedogenerator.lua for more
    
        local launcher = TorpedoLauncher()
        if launcher == nil then return end
        local shafts = {launcher:getShafts()}
    
        for _, shaft in pairs(shafts) do
            for i = 1, launcher:getMaxTorpedoes(shaft) do
                launcher:addTorpedo(torpedo, shaft)
            end
        end
        --torpedo storage
        --[[for j = 1, 50 do
            launcher:addTorpedo(torpedo)
        end]]
        terminate()
    end
    
    

    Ingame type

    /torpedo

    enjoy

     

    Egr0Nwh.jpg

     

     

     

    This works well for my purposes, thanks a lot.

  6. I dont think that the big issue is the turret usage/slot, but how pd is going to handle with the 3+ dodges/min. If it negotiates that, they should use at least 1 turret slot but if it doesnt, then you should be able to fit 2 or 3/turret slot. Honestly i dont think new weapons need to be added, but that you should be able to have ind. Targ. Weapons with the order "attack fighters" or make it a stat just like ind. Targ. Is, but why make completely new weapons? Its a lot of work i imagine but the difference in what's added isn't that big.

     

    By not requiring a direct hit to deal damage (rockets and cannons do despite having AoE), a flak gun can use up those guaranteed dodges easily and start rapidly rolling the percentage dodges. And since fighters have laughable health they'd pretty much die as soon as they fail a dodge roll.

     

    That is assuming the new PD weapon actually functions like flak and does not have other unique feature regarding dodges, of course.

  7. Why shouldn you coustemize them? you can even open the commands with editor and there you can change the numbers or Materials of the weapon which you would like.

     

     

    sry bad eng

     

    You can't:

    • Select some of the bonus stats (extra shield/hull damage, etc.) (A lot of them are overrode by the stats enforced by the script, but some aren't)
    • Select the model used (i.e. how many barrels, the type of barrel and how they're arranged)

     

    I have however found a way to force synchronized shooting for multi-barrel turrets (or force it off to increase RoF) by adding this line:

    turret.simultaneousShooting = true

  8. Is there any way to reliably obtain this module?  Likewise is there a way to prevent the obtaining of this module?  It'd be nice for the admins on my server, not so nice to have players abusing it.  lol

     

    Got a little workaround here:

     

    Only use the modified upgradegenerator.lua briefly, when only the admins are around to obtain it with the dev commands, then revert to the normal upgradegenerator.lua, but keeping universalsystem.lua around. This will keep any Universal System modules you have already created, but making it unobtainable through normal means.

     

    Probably won't stop it from dropping when your ship is destroyed but frankly, something is wrong with you if you somehow get killed while having this installed...

  9. I disagree with the idea of adding independent targeting to all turrets. In real milititary weaponry there are also weapon systems that can fire indepently but there are as well those ones that need a central to fire. Both need personnel to be operated. (i.e. artillery)

    Applied on the game's turret scheme there are some turrets that can fire indepently because they have the required electronics onboard and those ones Who don't.

    I believe this versatility makes the game more challenging. If you want to have auto fire turrets only then go out and find them!

     

    This is what you hired gunners for. You don't pay them to aim the guns only at the direction your magic pointer points at. You expect them to target the thing you specified (i.e. Attack Target) or, if given the "fire at will" command (i.e. Autofire), fire at whatever the hell they think they should. On the contrary I can very well argue that non-independent guns shouldn't require gunners, because you're doing all the crap that they should logically be doing for you anyway.

     

    A ship's captain doesn't do all the things himself, especially not painstakingly handholding his gunners about where exactly to train the ship's weapons on.

×
×
  • Create New...