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KickRAzz

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Everything posted by KickRAzz

  1. That does seem a bit buggy and overpowered, i'll adjust them in a bit :)
  2. As the mods have their own files they should still work in 0.15.8.
  3. hah you're right they look kinda too big, or maybe too dense. i can do a couple of things, make the whole asteroids field bigger, so there is more space between them, i can decrease the amount of asteroids in a asteroid field, or i can make them a bit smaller. for now i changed the asteroid fields size. if you're going to update, it will only apply on newly generated sectors.
  4. It should change all asteroids, although i haven't checked claimable asteroids
  5. This mod changes how big asteroids are depending on the distance from the galaxy's core. At vanilla values, the asteroids are always between size 5 to 25 now they are between 5 to 47. This mod changes SectorGenerator.lua Installation: Changelog: If you would like to see more versions of this, let me know. Distance_Asteroids_5to47.zip
  6. So i'm no expert in modding so if you have some advice, or improvements to these; let me know. Modules These might need some more tweaking, let me know what you think After messing around in some files, i made two extra modules that can drop: Bi-Weave shield -lowers maximum shield, for shield regeneration Power to the weapons -Lowers power output for more weapons Pictures: Installation: Changelog: Enemies I found out that after a while, the pirates and Xsotan are just some enemies to squash, so i decided to make stronger enemies. They are quite dangerous as they have way more hull, shields and weapons compared to the Xsotan and pirates. They only appear when you get closer then 260 from the center. and have their own name: Rogue i duplicated the files of the game, to keep the original game files as clean as possible Picture: Installation: Rogue_Attacks.zip Modules_v0_2.zip
  7. Woah this is amazing! well done ;D
  8. In my experience it's server only. but you have to claim a new asteroid if you added a new mine, on old one's it won't show up.
  9. KickRAzz

    Request?

    1. you can do this in: data/scripts/server/factions.lua Around line 113 you can give them more resources when they first join the server, or a bit further down you can give them more turrets, or add you own stuff 2. i am not experienced enough in lua to do this :'(
  10. The only way to do this is outside the game, in build mode you can save your ships. To access your saved ships you have to open a folder and type into the address bar "%appdata%" (without the quotes) and navigate to: Avorion/Ships All the files in there should be of your saved ships, all you have to do is send it to them and have them put it in the same folder.
  11. You don't need to edit any other files it's probably that your syntax is wrong. for example i made a gem extractor: table.insert(productions, {factory="Gem Extractor ${size}", ingredients={{name="ore", amount=10, optional=0}}, results={{name="Gem", amount=1}}, garbages={}}) Let me know if you need any further help
  12. about your first question, you might want to check out the scripts from Carrier commands, it assigns the player's owned fighters to salvage. https://www.avorion.net/forum/index.php/topic,1032.0.html
  13. huh, i see what you mean with trying to get the weaponType from the fighters... i've been trying myself for a bit now and everything seem to return "nil". It may be because i'm debugging wrong, i'm not that experienced in lua yet.
  14. Works great so far, the only thing i noticed is that if enemies come withing the "defender" range they will try to attack enemies instead. Maybe you can easily do this for mining ships as well? there is a fairly similar script in mine.lua, on line 45 maybe that can help you out ;)
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