KickRAzz
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Posts posted by KickRAzz
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someone used this on 0.15.8 ? does it work ?
As the mods have their own files they should still work in 0.15.8.
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So I'm using this and it has a bit of a bad side effect and another that is hilarious.. It changes the size of normal asteroids as well so close to the center the clusters of rocks are all crazy big which is funny to me.. trouble is I can't claim anything anymore not sure if this mod did it or not.
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.
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All asteroids? Or only mineable asteroids? What about Claimable Asteroids?
It should change all asteroids, although i haven't checked claimable asteroids
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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:
Just download and overwrite the file
Changelog:
2/13/2018: Added that asteroid fields scale aswell a bit aswell, from 2250 max to ~4200 max
If you would like to see more versions of this, let me know.
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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:
Bi-Weave shield generator:
Power to the weapons:
Installation:
Download the files and put them in your game folder.
Open Upgradegenerator.lua in: "Avorion/data/scripts/lib".
When you see a bunch of lines with "Upgradegenerator.add(...)" add these lines somewhere with them:
UpgradeGenerator.add("data/scripts/systems/powertoweapons.lua", 1) UpgradeGenerator.add("data/scripts/systems/biweaveshield.lua", 1)
Changelog:
v0.2 -Fixed pricing on bi-weave Shield module
-Lower rarity weapons modules give less turrets
v0.1 Initial release
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:
This is their capital ship strength in sector 185:100
Installation:
Download the files and put them in your game folder.
Open eventscheduler.lua in "Avorion/data/scripts/player"
When you see a bunch of "schedule = random():getInt(...)"
add this line with them:
{schedule = random():getInt(80, 120) * 60, script = "rogueattackstarter", to = 560},
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Woah this is amazing! well done ;D
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IF making the modification to multiplayer mode, do you do this only on the server or do all the clients need the edit also?
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.
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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.
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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
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about your first question, you might want to check out the scripts from Carrier commands, it assigns the player's owned fighters to salvage.
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Oh i know, my Captained ship salvage commands mod is based on a modification of the mine.lua. I do intend to add that, the only problem is that currently both salvaging fighters, and mining fighters count as unarmed. And currently because i cant seem to get the weaponType the fighter has for comparison I'm just checking if the entity counts as unarmed.
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.
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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 ;)
[MOD] More Modules & Enemies
in Mods
Posted
That does seem a bit buggy and overpowered, i'll adjust them in a bit :)