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Ronin213

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  1. I had an idea that might be fun after we defeat the guardian, why not have a wormhole open after ~1 minute after the guardian is destroyed, ~1 minute afterwards we have a large Avorion asteroid (80k+ resource) spawn in the sector, followed by getting a message that the scanners are showing bizzare readings unlike anything we've seen so far coming from the Wormhole, ~1 minute later we receive another message saying that something is messing up the readings from the wormhole, ~1 minute later we receive a message saying that something big is breaching the Wormhole, 30 seconds later we have a massive ship ~ 25% stronger/larger than the guardian spawn, firing all sorts of weapons and several torpedoes at the same time at the player, when it reaches 50% hull it retreats, the players receive a message saying it escaped back through the wormhole. New events can now happen, large fleets of unknown but clearly not xsotan ships are invading systems within the barrier, composed of mostly smaller scout ships (about dreadnought size with ~100k+ firepower each + torpedoes) with some massive ships (50% to 2x bigger than battleships with massive firepower ~1 million or more) showing up sometimes with the fleets. The fleets do not leave the barrier but otherwise attack everything within, the player must go through the Wormhole to attempt to stop these atttacks, where we arrive at a new galaxy (somewhere around the outer edge as with a new galaxy), with Avorion and Ogonite being very abundant. Once there, we find massive fleets and ships warring with each other, having several factions invading systems at the same time but all hostile to each other and the player, with no relationships being gained for helping sides. Basically a new Hard mode begins once we enter the new galaxy, we can always return through the Wormhole to safer space. Once we establish a front in the new galaxy, friendly factions can start to filter in, having the same size ships they have in the normal galaxy but having more of them and calling for reinforcements quickly when the new enemy attacks them. We can have a new story line in this galaxy and perhaps new weapons and larger turrets still. Just an idea of something I'd like to keep the game going after beating the Guardian instead of going around with a monster ship/fleet doing whatever I please.
  2. I've been working with making new systems to play around with having different qualities for shields but the problem of having shields instantly heal when you have too much recharge rate is breaking my systems and any possible balance I'm trying to achieve. Is it possible to have shield recharge count up, ie: have shield recharge be say 2% per second once it starts to recharge modified by shield recharge; 30% increase would make it 2.6% per second, instead of it being a countdown, ie: 60 seconds until shield recharges fully; 30% increase would cut this to 40 seconds, this would make shield recharge unbreakable, ie 100%+ recharge rate = 0s until fully healed = instant recharge.
  3. I like the mod, but was wondering if you would add more possible drawbacks or maybe have some systems with multiple drawbacks, maybe something like reduced shields, decreased velocity or acceleration, lower warp distance, increased warp recharge, etc. I think the number of turrets far outshines the penalties you can get so far especially if you don't care about cargo, the energy cost also seems rather negligeable. I don't see why someone would want to use the normal turret systems if they can use these.
  4. If the shield takes a long time to start recharging after being hit, then the reinforcer is the cause as it should be doing, the recharge rate is how fast the shield recharges per second (say it recharges at 1%/s, the rate should increase that, say 30% recharge rate, it would go up to 1.3% per second) after it starts to recharge. The booster does not modify the delay before a shield starts to recharge only how fast it "heals". The way the game has it with the booster is actually the opposite so it says 15% increase but instead it reduces it by 15%, so instead of getting 1.15% per second you'd get .85% per second.
  5. Shield boosters with Recharge bonus actually reduce recharge rate, as opposed to what the system says, I just made it negative and it works as intended.
  6. Just a small compilation of systems I tried making, as well as fixing the shield booster recharge doing the opposite of intended. I have included 3 very different shield systems, Phase, Temporal and Quantum, each playing around two of the shield properties; durability, recharge and recharge time after being. Temporal: constant recharging and quick recharge, also impenetrable, but very fragile Quantum: Very durable, starts recharging faster, but recharges very slowly Phase: durable, recharges faster but takes time before recharging you can mix the shields if you want but they mostly counter each other so it would be pretty pointless. Also included are Capital Turrets, adds a huge amount of turrets (5 per rarity) but drains TWs of energy, only for the really big ships, and a shield regenerator, reduces recharge time after being hit and increases recharge speed. Scroll to the bottom of the post to see any updates on this mod and any thing else I'm working on. pics The numbers may seem slightly large but it needs to be this large to actually see a noticeable difference Installation extract the files in the data/scripts/systems folder to the matching one in your game directory you'll need to modify the upgradegenerator.lua in data/scripts/lib folder, add the following lines after the similar ones UpgradeGenerator.add("data/scripts/systems/Capitalturrets.lua", 1) UpgradeGenerator.add("data/scripts/systems/ShieldRegenerator.lua", 1) UpgradeGenerator.add("data/scripts/systems/shieldphase.lua", 1) UpgradeGenerator.add("data/scripts/systems/shieldquantum.lua", 1) UpgradeGenerator.add("data/scripts/systems/shieldtemporal.lua", 1) I included a modified upgradegenerator.lua to include the new systems, if you have other mods that change the upgradegenerator.lua just add the lines after the extra ones Any suggestions or feedback is greatly appreciated Update*** Fixed errors I overlooked new version works fine Update**** fixed post, saw some errors and clarified about fixing shield booster Update ***** Fixed more errors I overlooked, pics added Update****** After playing around quite a bit with shields, I have to acccept that the shield recharge problem is not something I can fix right now; for those who don't know, shield recharge works by decreasing the time it takes to heal shields, so if we have 50% it halves the time to fully heal shields, the vanilla game's shield booster adds positive shield regen so we increase the time it takes to heal the shield. I changed that so it decreases it instead but it gets broken when we hit really high numbers, like over 100%, we have 0s until shield heals fully, so instant shield recharge. My plan was to try and change it so we have a base value recharge %, say 2% per second, and increase that with shield recharge as I assume was the original intention. I'll keep trying to see if I can figure anything out but I'm not sure if shields are hard-coded to work how they currently are, I'll keep everyone updated as I work on this. Capital_Turrets_+_shield_modifiers.zip
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