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Sathaerz

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Everything posted by Sathaerz

  1. I'm not sure if there's already a way to do this in structured mission, but a way to differentiate between client-only triggers and server-only triggers would be awesome. I guess I could always wrap the declarations in onServer / onClient but that feels kind of gross.
  2. Seconding this. I don't think I've ever seen anyone who actually likes the camo texture. Every opinion I have seen ranges from neutral to dislike. I actually end up coloring all of my ships dark grey specifically to hide the camo pattern.
  3. I warned them that the legendary turrets were too weak and they told me to try them first.
  4. Try going in creative mode and hitting "guns guns guns" about 10 times. Guarantee you that you will end up with more PDC / PDL / Anti-Fighter turrets than any other gun type.
  5. Is there an example of how to color dialogs or change the name in the upper left corner somewhere? I can't find any examples in the script or the documentation. EDIT / UPDATE: I actually managed to figure this out through pure guesswork / conjecture based on some of the mission utility functions / names, but I still think it would be a good idea to add a resource for others somewhere in the documentation. EDIT / UPDATE2: I just saw the updated documentation! Looks great!
  6. Thank you! I'll take a note of that.
  7. Yet Another Requestâ„¢ Add this code (or something similar) to AsyncPirateGenerator: function AsyncPirateGenerator:setPirateFactionByLevel(_PirateLevel) self.pirateLevel = _PirateLevel end Or at least make it so I can modify the pirate level of the generator somehow. I already have this set up myself, but I think it would be a nice addition to anyone who wanted to feature the same pirate faction in a mission that spanned two sectors over a large distance.
  8. Another request: I'd like a way to get the random names the game generates internally for ships / factions, for scripting purposes. EDIT: I looked through the documentation and I found this. I can't believe I missed that on the first pass.
  9. A similar menu for the consumer stations would also be amazing. I'd like to see how much my consumer stations have spent / made over time.
  10. Maybe a ledger or something. It would be nice to be able to track how much money you spent / made in a single game over a course of a few hours or something. This would be especially good with alliances. When I was doing an alliance-only playthrough with a friend we'd frequently lose a bunch of money and have no idea why we lost it.
  11. Also, while I'm at it - less frequent IDWS drops would be great too.
  12. Currently, the game sprays you with a firehose of point defense chainguns and point defense lasers. You don't need nearly as many as it gives you. It also gives you a TON of anti-fighter turrets, which you need even less than PDCs / PDLs. I looked through the script for weapon probabilities, and p for point defense chainguns / lasers is 1. It is 2 for anti-fighter turrets. I'd suggest reducing it to 0.25 for each. I think you could even go as low as 0.12 for anti-fighter turrets. Also, would it be possible to make it so that legendary PDCs / PDLs / Anti-Fighter turrets don't drop from enemies? There's nothing quite as annoying as getting excited about a legendary weapon dropping, only for it to be an Anti-Fighter turret. I made a mod that does all of this, but Tengu commented that it would be nice to see this in the base game, so I figured I'd toss it on here.
  13. In addition to the question I edited into the last post, would a readable UIElement text be possible? If not, I'd settle for a "return text" on the last line of Diplomacy:updateTraits(faction) - around line 1949.
  14. Oh, interesting. That... significantly changes how I'm going to have to write this. Thanks for the quick reply. Appreciate it, as always. EDIT: Is there a way to make sure it waits for the update to run before continuing the function? I still have to double-click before it shows the data, which is strange.
  15. I'd like a way to sync faction traits between server and client. I've noticed that you can set faction traits server-side, but when you click on the diplomacy window the values have not been set client-side. If there's a way to do this already, it's not clear based on the documentation / scripts. I'm trying to add some custom traits that get updated on the fly, and currently they are not getting set in the diplomacy window until the game is unloaded / reloaded which isn't ideal.
  16. I was looking back through some of the older suggestions and I found this. One great way to differentiate between factions would be how they phrase the mission briefings. If you want to see an idea of how this is done, you can check out one of my mods: https://steamcommunity.com/sharedfiles/filedetails/?id=2133506910 The "Destroy Prototype Battleship" mission has three different possible dialogues, based on the "aggressive" trait of the faction that you're accepting it from. You could definitely do more with this, too. Like maybe honorable factions talk about honor instead of money, etc. I've attached a screenshot of a couple of the different mission briefings. It's not a big thing - it is just stitching text together according to different values, but it will make a faction feel much more polished and distinct than just having generic messages about transferring ships or something. It's also just fun! I had a ton of fun trying to think about different turns of phrases that the various factions could use depending on how aggressive they were.
  17. Adding to this, I'd love to see a menu for consumer stations where I could see how much money they have made. This is available for factories that buy goods, but I don't think it's available for consumer-only stations like military outposts, shipyards, habitats, etc. EDIT: Also, I voted for this.
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