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ralle030583

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  1. trying to release a first customizeable version this weekend - removed now the old download link cause the last version wont be updateable due to major changes in structure of the mod
  2. its planned, i'm currently working on a config file for storing infos for multiple factions and ships, its all still WIP ;-)
  3. sektorFrom/sektorTo is min/max distance from center where that event (in that case spawn of the ships) can happen, its a setting for the eventshedular
  4. yeah some randomness seems like a good idea think will make that you could then just make a faction "Pirates" and add all ships to it.. think will make the definition of waves like wave A: 3 frigs wave B: 2 frigs 1 cruiser etc... and at the blueprint definition blueprints you defince the classes of the blueprints and he picks random frigs, cruise from that faction for the spawns i'm currently working on the config and changing the mod to Dirtyredz mod template and directory structure think will release the next version next weekend cause im a bit busy IRL atm
  5. currently the ships spawned are different waves with fix composition of ships im currently tiding up the code and trying to make config like this: factions [customFactionID][name][descr] blueprints [customBlueprintID][blueprint][faction] waves [faction][wavesize][shipcomposition][sektorFrom][sektorTo][probability] would suggest that you wait until i done with a config file so its easier to add own blueprints, factions
  6. first alpha version, see install instructions in 2nd post Version 0.0.2 First Features: - Spawns Khillmarr Faction attack waves (5 different ship blueprints) - material and weapons are balanced depending on the sector distance to center, avorion only inside center ring Version 0.0.3 - small Bugfix and added forgotten khillmarrattack.lua tothe zip Downloadlink v0.0.3: *downloadlink removed, dont use this version*
  7. I'm currently currently searching Ship Builders who have a collection of similar looking ships for this different ship tiers Tier 1 Frigate Tier 2 Cruiser Tier 3 Destroyer Tier 4 Dreadnaught Tier 5 Battleship X a Shipyard (for own systems, optional) Please consider that big ship with to many blocks & details cause a small lag when spawned or destroyed.
  8. *reserved for changelog* Version 0.0.1 (05.10.2017) *downloadlink removed, dont use this version* - Initial Alpha Release for people who wants to test arround with it
  9. Install Instructions: * install instructions depracated cause of new sturcuture of the mod, will be updated with release of new version* A small Preview: After fixing material fitting to sector, same ship as before but now orginite/avorion cause its near the center of the galaxy
  10. i currently working on a mod witch use workshop ships for a faction, its planned to be serverside only, so no dialog options etc are planned for new factions, cause i want it to work without havent clients to download anything Already Working: - spawning attack waves like xsotans using saved workshop ships - ships got turrets generated according to sector difficulty - big waves only in center - altering material of ships according to the sector difficuty for balancing Currently working on: Priority 1 list Comeing Features Priority 1: - adding bounty payout at pirates death - generating own sectors as home for the faction Comeing Features Priority 2: - mod settings to created different factions and assign blueprint files to that faction Comeing Features Priority 3: - changing it that factions can be configuired to be pirates or a regular faction - own systems, etc. Credits: Currently i'm using 4 workshop ships from Khillmarr (with permission) for a Test Faction (Khillmarr Pirates) - http://steamcommunity.com/id/Khillmarr/myworkshopfiles/?appid=445220
  11. Stats without Upgrades Hull: 664K Shield 342K Weight: 895K Tons Upgrade Slots: 10 Cargo: 27K Jumprange ~13 Rader ~13: Energy Output: 0.29TW Battery: 2,3 TJ Crew needed: 215 Engenieers 375 Mechanics Materials: Trinium 669K Xanion 34K (only main reactor + platform for long range guided Rocket launchers on top) Credit Cost: ~6,3m credits Crew Cost: ~150k/h with partwise skilled crew Intended Role: Long Range Fleet support and repairs, enough space for additonal systems or cargopods on the sides TODO: building this in mp.. still a bit trinium missing :D
  12. if you using root as user (witch you really shoudnt do tbh) you should find the files under /root/.avorion/
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