Jump to content

Quellcrest

Members
  • Posts

    59
  • Joined

  • Last visited

Posts posted by Quellcrest

  1. I haven't done an abundant of testing, but the mod definitely still works(as of 0.29.5), at least in singleplayer. Haven't touched multiplayer.

     

    If the instructions are unclear drop the 'mods' folder in: C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts

    And then drop the data folder here: C:\Program Files (x86)\Steam\steamapps\common\Avorion

     

    In game run /tmod in chat. I had to relog to get it to appear the 1st time, but after that it works everywhere I go. It also didn't load the correct icon, so if you want to fix that you can go in scripts/mods/DccTurretEditor/interface/TurretModding.lua. Find the function:  function getIcon(Seed, Rarity). Change the return value to: return "data/scripts/mods/DccTurretEditor/Textures/Icon.png"

  2. Ya, they're auto defensive or whatever, torpedos and fighters. I can see them hitting the torpedos, but the torps just seem to take a zillion hits and then just explode on my ship/shields.

     

    After that I even went in and changed the scripts for pdcs to make the damage 100x more. They still don't successfully destroy the torpedos, for me at least. Enemies can still shoot theirs down no problem.

     

    Difficulty setting was on difficult. I didn't try disabling any mods, but then again none of the mods should have affected pdcs. I'll do that later.

  3. Maybe I'm missing something, but PDCs don't seem to be useful at all.  I made a creative game, spawned in a ship with like  30 PDCs and a torpedo enemy ship. Torpedos hit me almost every time, even if I'm looking right at the damn thing. Enemies on the other hand, they can shoot down my torpedos in like half a second.

     

    Am I doing something stupid or are they broken?

  4. I need a very patient and willing person or persons to break down some basics for me.

     

    1: where do I download/unzip mods to if I want to install them in Avorion?

     

    2: what program type can open the game program files?

     

    3: where would you suggest I go in the future to answer questions of this nature?

     

    OK so I am only just getting into computers I built my first rig last November. I don't know how to mod. I don't know how to open and/or modify any files or programs. I barely figured out how to import xml files of other peoples ship designs. so...

    1) Inside your steam folder will be a folder for Avorion. And inside that, a scripts folder.

    Should look something like: C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts

    2) All the scripts are written in lua. You can edit them with any text editor including plain old notepad.

    3) This forum should suffice.

     

    If you are having this much trouble simply importing ship designs, you will undoubtedly find modding to be very tricky, to the point of not possible. Not anytime soon at least.

  5. Hello guys,

     

    sry guys for the bad English :P

     

    My question is comes the boss in the middle again after you have killed him. Do you know that?

    All bosses respawn. Something like the AI can be found in like 2 minutes, since it's a random spawn. The Guardian has a timer to cause his respawn, 1 hour.

  6. As it stands right now you can.

     

    Be invincible: stack any 4 shield modules with 25% regain shield when shields fall and boom you CAN't die.

     

    Instant hyperdrive cool down: stack any 4 -25% CD hyperdrive and boom instant CD.

     

    Jump half of the galaxy map in one jump: just stack hyperdrive modules. I have made 107 sector jumps none stop before.

     

    Infinite scanner range:

     

    Infinite mass scanner range:

    -100% regen shields just means 2x faster regen, doesn't mean you can't die.

    -No cooldown is great, but it still takes time to calculate the jump. Far jumps still take forever.

    -Infinite scanner/mass scanner range doesn't really provide an advantage

  7. I also made a tiny tweak to allow research to use multiple types of the same weapon to be researched together(Single + Double + Quads, etc). Since the number of weapons has no impact on dps, there's no reason to not do this.

     

    Change

    if W[A].item.itemType==T and W[A].item.material==Z and W[A].item.weaponPrefix==_ and W[A].item.numWeapons==a0 then

     

    To:

    if W[A].item.itemType==T and W[A].item.material==Z and W[A].item.weaponPrefix==_ then

     

    I haven't thoroughly tested it, but the few times I did it worked as I intended.

  8. Well, turretgenerator.lua has a few lines like:

    local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0)

     

    and:

    local o = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material)

     

    You could manually change tech to something silly and see what happens, but it might be internally capped at 52 with no way of going higher...haven't tried.

  9. I had probably hundreds of shitty white weapons or other types of weapons I had no use for and always selling them off was a tad annoying. So I made this little mod. It's a little ugly visually, whatever, but it seems to work just fine.

     

    What it actually does? Finds all turrets in your inventory, loops through them all and finds undesirable ones, and sells them. What counts as undesirable? The table named "JunkWeapons" contains names of weapons that I didn't want.

     

    Feel free to use, edit, modify, improve upon, etc.

     

    Note: You do need to follow standard procedure for selling items(proper rep, docked, etc).

     

    Screenshot:

    http://i.imgur.com/hNH8LLW.jpg

     

    In the file scripts\lib\shop.lua, inside the buildGui function, right at the bottom add:

    local station = Entity()
    
    if guiType == 1 and (string.match(station.title, "Turret") or string.match(station.title, "Equipment")) then
    	yText = y + 6
    	window:createButton(Rect(340, yText - 6, 160 + 360, 30 + yText - 6), "Sell Junk", "onSellJunkButtonPressed")
    end

     

    Now add 2 brand new functions:

    function onSellJunkButtonPressed(button) -- client
    local craftIndex = Player().craftIndex
    local ship = Entity(craftIndex)
        local station = Entity()
    local player = Player(ship.factionIndex)
    
    local JunkWeapons = {}
    table.insert(JunkWeapons, "Plasma")
    table.insert(JunkWeapons, "Rocket")
    table.insert(JunkWeapons, "Rail")
    table.insert(JunkWeapons, "Bolter")
    table.insert(JunkWeapons, "Repair")
    table.insert(JunkWeapons, "Chaingun")
    table.insert(JunkWeapons, "Mining")
    table.insert(JunkWeapons, "Force")
    
    local stuffs = player:getInventory():getItemsByType(InventoryItemType.Turret)
    for i,item in pairs(stuffs) do
    	for _,junkweapon in pairs(JunkWeapons) do
    		if string.match(item.item.weaponName, junkweapon) then
    			invokeServerFunction("buyFromPlayer", craftIndex, i)
    		end
    	end
    end
    
    invokeServerFunction("onSellJunkButtonPressed2", Player().craftIndex)
    end

     

    and

    function onSellJunkButtonPressed2(shipIndex) -- server
        local ship = Entity(shipIndex)
        local station = Entity()
    local player = Player(ship.factionIndex)
    
    player:sendChatMessage("Server", 1, "All Junk items have been sold!")
    end

  10. Heh, no problem  :D

    That's the advantage of a multiplayer-possible (so, the main quest needs to be able to be done more than once) and moddable (run all the scripts) game  ;D

     

     

    I'd recommend using another artefact next time though, the one from Swoks is somewhat easier and cheaper to come by than the merchant one  :P

    Maybe it is or maybe it isn't a bug, but I've never used an artifact in the research menu. I put in 3 legendaries and out pops the artifact, I've done it like a dozen times...

  11. When i saw this in the trailer i screamed out loud, "THAT IS SO COOL!"

    That's why I made it. Wanted to see how well it worked.

     

    Change to salvage beams... and well.... ::)

    Been there, done that. Doesn't work well. Ships have way too many tiny little parts that take too long to get salvaged. If you fly an asteroid through this ring of death, it's almost instantly vaporized. Doing it with ships, you have to go over and over the same blocks a bunch.

  12. I saw this from one of the steam preview trailers. Thought it was funny and it turns out works extremely well.

     

    This version uses a few Avorion pieces, but you could very easily turn them into Titanium or Trinium/etc.

     

    It's also a little overkill as it uses almost 40 lasers but again, just use it with 15 or whatever and it works just as well.

     

    It vaporizes the large rich asteroids in about 5 seconds.

     

    Ship Cost:

     

    XoInixA.jpg

     

     

    Ship With Lasers Activated:

     

    kwqSp4w.jpg

     

     

    Ship Stats:

     

    HlnzjtJ.jpg

    Colossal.xml

  13. nvm i sorted it

     

    Mind sharing how? I can't get this to work either..

    Something like:

    C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts\commands\agoods.lua

    C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts\player\cmd\agoods.lua

  14. I dismissed them at first, seemed like a bit like a fetch questy kinda boring thing I didn't care about. Then I checked one right outside the ring and noticed... its "ingredient" cap was much higher... making the items much stronger. You can even make a 9km range lightning turret. Its super inaccurate so it isn't super viable, but still a good example of what you can do if you just max everything out. The railguns also look quite worth while

     

    Don't expect the advertised range to be the actual range though... I think I have yet to find a crafted turret that has the correct range vs it's tooltip.

    Mods fixes that here: http://www.avorion.net/forum/index.php/topic,1984.0.html

  15. The best way for resources is definitely with salvage lasers. Those gold blip sectors, frequently-ish have VERY large ships/stations. I found 1 in the centre ring that had 6 or so large ships and 1 station. Salvaged the whole lot and got 4 million Avorion and a few million Ogonite and Xanion.

     

    Would take you a very long time to get that from mining or even from salvaging faction war ships...

  16. Ya, I'm not really sure. I made a new game in creative mode and just added a crap load of random weapons with the /turret mod, worked just fine.

     

    That fix you provided worked for my current game too. Tooltips look just like they're supposed to.

     

    Weird custom weapons? too many mods? dunno. Oh well.

×
×
  • Create New...