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voltoth

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  1. Love the mod however, any chance of adding stats for torpedoes? I know this is a beta feature but still, would be nice to know what I'm dealing with when using torpedoes.
  2. I have tested this on the latest beta patch and it does work together. Just be careful as the sheer size of some of the asteroids can cause some rather random respawns, especially for AI ships and stations.
  3. Can confirm that this definitely works. I spawned a research station in the core (0,0) and it was HUGE. Had over 2 billion shield hp and more on hull.
  4. Nevermind, turns out I just put the script hook in the wrong place in the loader config. For those having issues. make sure you put Config.Add("mods/CarrierCommander/scripts/entity/CarrierCommander.lua") at the very bottom of the config file. I was putting it mistakingly earlier on in the file which meant that it didn't work. Great mod and thanks for continuing this. It actually makes fighters worthwhile to use, however. any plans to add the feature that Nexus had in his version where the fighters would take their location as the radius when searching for the next target (for mining and salvage) instead of the player ship?
  5. Being somewhat new to modding and tweaking code, specifically, LUA code, I may have missed something here but does anyone know of a way to alter the weapon velocity of projectiles (Cannons / Missiles specifically)? I would love to make missiles actually viable in this game but the fact is that they just can't keep up with the enemies, even without them being able to boost away. I feel that increasing the projectile speed of the missile itself will go a long ways towards correcting that but I haven't been able to figure out how to do it.
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