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Theoman02

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  1. Thanks for spotting that! Uploaded a fixed version in the OP. Also added a variable gambleMultiplier which dictates how much per tech level the price will be (techLvl * gambleMultiplier. Now it's 8k per tech level). As for the boss bar, I'll get to it soon, I just need to sort out some other things first.
  2. Updated with "gambling". Could someone let me know if it works online? I haven't had a chance to test it yet. Singleplayer works so far though.
  3. Could you elaborate this part in detail please for us uninitiated. Checked the science station code and as it turns out it does indeed use the turretgenerator to create the resulting turret, my bad. It will work but if you still want to change the gamestart turrets, just add: turret = TurretGenerator.upgradeTurret(turret) after local turret = InventoryTurret(GenerateTurretTemplate(random:createSeed(), WeaponType.ChainGun, dps, tech, Rarity(RarityType.Uncommon), Material(MaterialType.Iron))) and after local turret = InventoryTurret(GenerateTurretTemplate(random:createSeed(), WeaponType.MiningLaser, dps, tech, Rarity(RarityType.Uncommon), Material(MaterialType.Iron)))
  4. Found a way to make it less grindy. I came up with a way to make all newly generated mining turrets have a 20% bonus in their efficiencies by multiplying each newly generated turret's weapon stoneEfficiency&metalEfficiency that was made through turretgenerator.lua. Simply replace your turretgenerator with this one: http://puu.sh/tHspC/4d36653970.lua If you want to make 20% to something else, just change the efficiencyFactor variable. It won't make the gamestart generated turrets buffed though, so if you want to fix that, go into the factions.lua file, and where you see local turret = GenerateTurretTemplate(stuff) add in the line directly after it turret = TurretGenerator.upgradeTurret(turret) (this needs the lua file provided for it to work)
  5. I just sent the file over to a friend and he said he could see the new tab. Did you overwrite the old stationfounder?
  6. Sorry but, what do you mean by it not shutting up? Does it not close? Or does it not let it render the other tabs? Pictures would be greatly appreciated, as well, if it's more than that.
  7. Is it possible to create a ship in a different sector without having to do onSectorEntered to spawn it, and without having to create a new sector template? It would greatly help with making missions so that you wouldn't have to rely on already generated sectors.
  8. Thanks! Uploaded a fix just now. As for the mission frequencies, I think it's something in the updateBulletins function, but I haven't had a proper look at them, since the new mission just has a 50% chance to appear in place of a sector clearing one.
  9. If you mean adding 25k rep, you could change this line under the declarePeace() function: Galaxy():setFactionRelations(faction, player, 85000) to: Galaxy():changeFactionRelations(faction, player, 25000) Haven't tested, but let me know if it works!
  10. Updated the OP with a new mod, pirate warlord mission, and a tiny tweak to the spawn changer, changing the requirement to 60k from 50k
  11. Do people have the mod installed? Just tested this on an MP server and it worked fine. Was it a dedicated server as well?
  12. After having read the documentation, I came up with a few (and probably inefficient) mods. Spawn changer To do so, you need to go to a sector with a shipyard, where you need to have 60k+ reputation, interact with it and choose the "Set Homeworld" option. Both the server and the client need to have this mod in order for it to work in MP. [u[To Install:[/u] - Unrar attached file to data/scripts/entity/merchants and overwrite (backup just in case) Changelog: -Changed from 50k to 60k, because it didn't make sense that you could base for 50k, but you could only buy while armed for 60k and above. Known issues: - If you piss off the faction you're based at, you still spawn there. Pirate warlord This one adds a new mission to military outposts, "Eliminate pirate warlord", which tells you to kill a pirate miniboss/warlord in a pirate asteroid field. He drops a guaranteed exceptional item (there's a chance it could be exotic!) on top of what a standard pirate would drop. Also, this mission including clear sector from vanilla now reward players with reputation to that faction based on how naive said factions are, as well as scale the monetary reward with the greediness/generousness of those factions. Also, this is completely serverside. To Install: - Unrar folder contents to data/scripts/ and overwrite (backup just in case) Known issues: - The warlord only spawns when the player who got the quest warps in that area. - If the quest holder leaves the sector and another player kills the warlord, since the quest holder will have to enter the sector again, he will respawn the boss. (Experimental fix, need someone to test it.) Dock building Makes station founders able to construct equipment docks, repair docks, research stations and turret factories. This is still WIP, as I have to figure out to make the player owning them actually matter. For now, they will just act as any other dock, but owned by you instead. Your ship must be 200k+ in volume in order to found any of them. Both client and server need to have this mod, as it modifies the UI of the station founder. To Install: - Unrar folder contents to data/scripts/ and overwrite (backup just in case) Known issues: -If you log off in the same sector in your hsip as your built station, there is a chance you will spawn in your last-built station. -Docking ports are kinda weird, you'll have to place them far away from the center of the station for them to work. Casino "Gambling" This mod makes you able to "gamble" at casinos, which is basicly generating a random turret or system each time you press the button, at the cost of sector tech level * 8k. The odds are the same as a mob dropping items, but the benefit here is being able to do quickly (provided you got the cash). Comes with a very basic GUI, too! Needs to be both on client and server. Singleplayer confirmed to work so far. Need someone to test this in multiplayer, as I haven't tested it there at all yet. Install just like the rest. Preview: http://puu.sh/tJQ4i/1b2fd5aca0.jpg Downloads Dock building: http://puu.sh/tGIX3/24a8c345ca.rar Pirate warlord: http://puu.sh/tFoHh/82824602cb.rar Pirate warlord fix: http://puu.sh/tFCQT/9789146783.rar (Please let me know if this works) Shipyard respawn: http://puu.sh/tEF51/979417182b.rar Gambling: http://puu.sh/tK1l5/855c3d9a60.rar Please let me know what you think about these mods, if they are unbalanced, could use tweaks, anything!
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