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Theoman02

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Posts posted by Theoman02

  1. Casino on the server does not seem to remove my cash.

     

    I also found only tested it 20 times but only got white modules the entire time the turrets were mostly white but got one blue / yellow.

     

    Near the center (before you can enter was costing over quarter of a mil and I think that is fine.

     

    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.  

    stuff

     

    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)))

  3. 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)

     

     

  4. Thank you friend. I woke up to an error (for the warlord clearing missions)

    could not execute function 'updateServer' in '"data/scripts/player/missions/clearsector.lua"':
    data/scripts/player/missions/clearsector.lua:78: attempt to index global 'r' (a nil value)
    stack traceback:
            data/scripts/player/missions/clearsector.lua:78: in function 'awardRep'
            data/scripts/player/missions/clearsector.lua:42: in function <data/scripts/player/missions/clearsector.lua:32>
    
    Setting script "data/scripts/player/missions/clearsector.lua" to invalid.
    

     

    I will try that change soon btw ty :)

     

    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.

  5.  

    Hey friend, I think 60k is great but I also think the faction system via faction wars is wrong. I opened up temporarydefender.lua and found that they give 85k? just to side with someone meaning that you can get well past friendly instantly. So what I'm thinking of doing is setting mine to about 25k instead.

     

    Not sure how bad that will go since I can't really script and I'm pretty sure that replaces the rep rather then gives 25k meaning that if I had 30k with them it will reset. But either way it seems better then having instant friendly.

     

    Any suggestions?

     

    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!

  6. 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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