plablo Posted July 14, 2018 Share Posted July 14, 2018 Sorry if i put this topic in the wrong section i'm not a modder, but i want to mess with pirate/xsotan/trader attacks to spawn more and bigger and powerfull even in normal difficulty not just on insane i already found how to add more ships but where do i scale? Link to comment Share on other sites More sharing options...
Hammelpilaw Posted July 14, 2018 Share Posted July 14, 2018 You can modify the size of a ship by modding the ship plan. There are lot of ways to do this. If you modify ./lib/galaxy.lua or ./lib/plangenerator.lua you could make all generated ships larger. Usely galaxy.lua is the better place for balancing, but if you change one thing there, it affects other stuff (like when increasing ship size, the weapons you find or build at turret factory also increases dps) so I recommand not to change it as an unexperienced modder. plangenerator.lua: function PlanGenerator.makeAsyncShipPlan(callback, values, faction, volume, styleName, material, sync) volume = volume * 2 -- ADD THIS LINE to multiply size off ALL npc ships (also Xsotan, pirates, factions) by 2 To make Xsotan ships stronger you could modify ./lib/story/xsotan.lua: function Xsotan.createShip(position, volumeFactor) position = position or Matrix() local volume = Balancing_GetSectorShipVolume(Sector():getCoordinates()) volume = volume * (volumeFactor or 1) volume = volume * 2 -- xsotan ships aren't supposed to be very big -- CHANGE THIS LINE if you have not done in plangenerator.lua yet local x, y = Sector():getCoordinates() local probabilities = Balancing_GetMaterialProbability(x, y) local material = Material(getValueFromDistribution(probabilities)) local faction = Xsotan.getFaction() local plan = PlanGenerator.makeShipPlan(faction, volume, nil, material) local ship = Sector():createShip(faction, "", plan, position) ship.damageMultiplier = ship.damageMultiplier * 2 -- ADD THIS LINE to multiply the damage of normal Xsotan ships by 2 I marked 2 lines in the code you could mod. These are only examples, there are lot of scripts that affects generation of different ships/factions and so on. To make enemies stronger I love the damageMultiplier, it's really awesome. Already used it in lot of my balancing mods to make enemies stronger. Ps.: Its the correct section for modding question. Pps.: Make a backup of your modded scripts, because game scripts may be overwritten when you download an Avorion patch. Link to comment Share on other sites More sharing options...
plablo Posted July 14, 2018 Author Share Posted July 14, 2018 just to make sure i did it right. in the pirate/alien/trader attack lua files, i basically copied and pasted the pirateattack.lua: Code: [select] generator:createScaledRaider(MatrixLookUpPosition(-dir, up, pos)) and i didnt forget to add the " + right * -distance * 2.0~ + right * distance * 2.0~" alienattack.lua Code: [select] {size=1, title="Xsotan Scout"%_t}, and their variations just to spawn even more did i did it right? Link to comment Share on other sites More sharing options...
Hammelpilaw Posted July 14, 2018 Share Posted July 14, 2018 Your code looks good to me, but only a test can give you the final answer if it works. I recommand testing with the admin panel in debug mode. You can enable debug mode in your test galaxy by editing server.ini in galaxy directory and change DevMode to true: DevMode=true Link to comment Share on other sites More sharing options...
Shrooblord Posted July 15, 2018 Share Posted July 15, 2018 the admin panel in debug mode.Ohh?? What's this? Do you have a screenshot for me? This potentially sounds game-changing for a modder such as myself, if it is what I think it is. Link to comment Share on other sites More sharing options...
ArgMGa Posted July 15, 2018 Share Posted July 15, 2018 Sorry mean to be a quote... Link to comment Share on other sites More sharing options...
ArgMGa Posted July 15, 2018 Share Posted July 15, 2018 the admin panel in debug mode.Ohh?? What's this? Do you have a screenshot for me? This potentially sounds game-changing for a modder such as myself, if it is what I think it is. I think he mean for the debug script, i might be wrong but other than the way he says you can try usin this command in the chat: /run Entity():addScript("lib/entitydbg.lua") Link to comment Share on other sites More sharing options...
Hammelpilaw Posted July 15, 2018 Share Posted July 15, 2018 I think he mean for the debug script, i might be wrong but other than the way he says you can try usin this command in the chat: /run Entity():addScript("lib/entitydbg.lua") Correct. Link to comment Share on other sites More sharing options...
ArgMGa Posted July 15, 2018 Share Posted July 15, 2018 I think he mean for the debug script, i might be wrong but other than the way he says you can try usin this command in the chat: /run Entity():addScript("lib/entitydbg.lua") Correct. hehe thanks for confirmin my supicions :P may i ask you about some moding capabilitis on this game? Link to comment Share on other sites More sharing options...
plablo Posted July 15, 2018 Author Share Posted July 15, 2018 if hx == x and hy == y and player.playtime < 30 * 60 then this is the line to change the time to pirates spawn? because i found some outdated pirate mods and i been tweaking some lines they do spawn properly using the dev but i want to leave the game to actually spawn by it self Link to comment Share on other sites More sharing options...
plablo Posted July 22, 2018 Author Share Posted July 22, 2018 update looks like changing the plangenerator.lua mess with the creation of sectors with wreckage 2018-07-22 18-28-04| Creating sector at (-7:264) 2018-07-22 18-28-04| Generating new content for sector (-7:264) 2018-07-22 18-28-05| Execution Context (inner to outer): 2018-07-22 18-28-05| #0: generate data/scripts/server/generatesector.lua 2018-07-22 18-28-05| 2018-07-22 18-28-05| could not execute function 'generate' in '"data/scripts/server/generatesector.lua"': 2018-07-22 18-28-05| 2018-07-22 18-28-05| data/scripts/lib/plangenerator.lua:483: attempt to perform arithmetic on local 'volume' (a nil value) 2018-07-22 18-28-05| stack traceback: 2018-07-22 18-28-05| data/scripts/lib/plangenerator.lua:483: in function <data/scripts/lib/plangenerator.lua:482> 2018-07-22 18-28-05| (...tail calls...) 2018-07-22 18-28-05| data/scripts/lib/SectorGenerator.lua:415: in function 'createUnstrippedWreckage' 2018-07-22 18-28-05| data/scripts/lib/SectorGenerator.lua:398: in function 'createWreckage' 2018-07-22 18-28-05| data/scripts/sectors/wreckagefield.lua:35: in function 'generate' 2018-07-22 18-28-05| data/scripts/server/generatesector.lua:37: in function <data/scripts/server/generatesector.lua:18> 2018-07-22 18-28-05| 2018-07-22 18-28-05| Starting thread [stacktrace Sender]... 2018-07-22 18-28-05| Started thread [stacktrace Sender] with id 16 2018-07-22 18-28-05| Script "data/scripts/server/generatesector.lua" or one of its requirements is not in its original state, skipping sending of stack trace. 2018-07-22 18-28-05| scheduled save for sector (-7:264), 0x115e3070, entities: 21 2018-07-22 18-28-05| saving sector (-7:264) i got these lines on my log files i removed the * 2 and i guess that worked, im not 100% with the wreckage sectors properly working because i didnt found it yet sector with scrapyard only sectors with wreckage and some pirates Link to comment Share on other sites More sharing options...
Hammelpilaw Posted July 24, 2018 Share Posted July 24, 2018 hehe thanks for confirmin my supicions :P may i ask you about some moding capabilitis on this game? Offtopic, please open a new thread or send a pm. update looks like changing the plangenerator.lua mess with the creation of sectors with wreckage Oh sure... well it is beacuase "volume" can be nil. Do this in the same function: function PlanGenerator.makeAsyncShipPlan(callback, values, faction, volume, styleName, material, sync) local seed = math.random(0xffffffff) if not material then material = PlanGenerator.selectMaterial(faction) end local code = [[ package.path = package.path .. ";data/scripts/lib/?.lua" package.path = package.path .. ";data/scripts/?.lua" local PlanGenerator = require ("plangenerator") function run(styleName, seed, volume, material, factionIndex, ...) local faction = Faction(factionIndex) if not volume then volume = Balancing_GetSectorShipVolume(faction:getHomeSectorCoordinates()); local deviation = Balancing_GetShipVolumeDeviation(); volume = volume * deviation end volume = volume * 2 -- ADD THIS LINE local style = PlanGenerator.selectShipStyle(faction, styleName) local plan = GeneratePlanFromStyle(style, Seed(seed), volume, 2000, 1, material) return plan, ... end ]] .......... Link to comment Share on other sites More sharing options...
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