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howardxu23

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  1. i have done some tweaking, now it seems to work.....I think. you can open the file and adjust the vaules for yourself around where i have placed the comments. otherwise drop it in /Avorion/scripts/lib and hit overwrite and I have done some modifications, should not stop satellites and torps from generating, at least on my side turretgenerator.zip
  2. yes, but as of recent this is probably outdated :P
  3. currently i find it odd that the xoston keys, with it supposedly being made form alien stuff provide equivalent turret bonus to turret modules of the same rarity, plus with the advent of multi slot turrets since the recent update, it makes even less sense to have it then to use the military legendary turret slot, which gives 6(xoston give 5 to both types) so this mod doubles the no. of turrets slots each key provides, from 5 to 10(seems like it during testing) also my first time modding, so decided to have more dakka as a starting point (there is never enough dakka, only time when you have enough dakka is when you can obliterate planets with one shot) improved_xoston_artifacts.zip
  4. the SE devs themselves also said making a planet is impossible and not performance friendly, but they did it, although it means it is now only restricted to 64bit systems :P, and still have some performance issues, but I can say that it is quite impressive for such a feat. Now they need to work on the survival aspect a lot more, already sent some suggestions about it, for example multiple "sectors" like avorion, optional end game boss fight, quests that you can pick up from stations that you can find, neutral/friendly npcs, but obvoiusly they all need plenty of time.
  5. What happened is that jumped right into a pirate base of some sort, and decided to destroy everything that is red on the hud. The defenders are easily taken care of, but eac station takes something like 1000 years just to get it to half. Any tips regarding this?
  6. I’m in fact suffering from the same issue, but in my case it seems to be permanent, no matter what I do to it. And both versions are the same as well, latest update.
  7. XDD lololololol. But wait, since it knows what's up, does it mean that the generator is the illuminati?.
  8. That is glorious. ;D as a SE saying goes: everything can be used as an kenitc bomb ;)
  9. Better do it in a another world to see what happens then :P
  10. Not sure tbh, but if you have powerful enough engines, you can slowly push him away with your ship. Or temporarily set collision dmg to 0 and push it.
  11. Purge the entire annoying faction when you get the guns :P
  12. But it is sometimes best to keep ai with a certain level of stupidity. Because if not, they would attempt to break out of the game, gain control of bots and take over the world(the one we are in, not the game one)
  13. It is possible. First purge all stations, then build your own station in there ;)
  14. Just make a sepreate mod instead with the additional cmd. I don't think there is any easy way to compact that.
  15. What factions I decide to purge also depends on that ::)
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