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LordHavoc

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Everything posted by LordHavoc

  1. Have a poke around the "InventoryItemPrice.LUA" There are two sections in there which add price if they're miner or salvager...both of them take the raw 'VALUE' variable and then add additional price to it The raw 'value' has a reach calculation on it...but you don't want to mess with it there...you only want the miner/salvager. So the trick is to reduce it within those sections by a proportion to how much you added it on in the turretgenerator if object.stoneEfficiency > 0 then costFactor = 3.0 local materialFactor = material.strengthFactor * 5.0 local efficiencyFactor = object.stoneEfficiency * 8.0 value = value * materialFactor value = value * (1.0 + efficiencyFactor) --Put some kind of divide here for Miner end if object.metalEfficiency > 0 then costFactor = 3.0 local efficiencyFactor = object.metalEfficiency * 8.0 value = value * (1.0 + efficiencyFactor) --Put some kind of divide here for salvager end
  2. Wow...I never thought this thread would be resurrected I took a look at your script and looks fine. If you wanted to re-add the turrets then you could always add the commented line here (erm...without the comment syntax of course) end template:addWeapon(weapon) end --template.automatic = true return template
  3. If some profile pictures (top, side, front) could be posted; I could take a bash at it. But please bear in mind that I don't do projects like these to any times scales. I just fit them in when I've got free time.
  4. Already on m8 - there's even a link for it in between the two screenshots Sigh...I suppose I should. Someone on steam asked in a rude way and I had to retort in a humorous way. They'll be up there in about an hour or so
  5. And here she is Workshop page Here's the old one for comparison (urg.....ugly!)
  6. Been doing a lot of filling today, added some systems to see how it would perform. Those curves...mmmmm...sexy Starting to come together now If you haven't already figured it out...its a purely xanion build (with some iron for inertial stabs) I will be uploading to steam when its all painted up and ready to go
  7. I've finally let my own disgust of my original WhiteStar wash over me and now i'm re-doing it. Here's the progress New White Star
  8. That's right, the prices are controlled in the 'inventoryitemprice.lua'
  9. Would you be able to create a similar mod for turret copying? Requiring material and credit input in order to copy a turret you've found - perhaps even using the assembly blocks (similar to fighter production)
  10. I'd like to suggest that shops have a number of items that they always stock in addition to their random stock. Their regular items could held in higher numbers and be generated based off seed. Perhaps 2-4 types at most being regular and the rest being random. This would be great for players looking to get consistent weapons on their ships. They could buy out the regular stock of a station then come back later and get more after the stocks refresh.
  11. I've also been putting thought to this problem - A simpler solution would be to add simple clear weapon icons to the inventory - y'know the icons that appear in the shops
  12. Resurrecting - (to save me posting duplicate) I would like to re-suggest being able to toggle the visibility of selected blocks and block-types. And the turn off the snapping of selected blocks I often build the shell of the ship before adding the innards, especially for more complicated ships. And it gets messy when I have to manoeuvre the camera inside the ship
  13. They look beautiful..but one question. What are the poly counts on those? Even with smoothing, they look pretty high Bearing in mind some of the default turrets poly counts could probably be in single digits
  14. ooh, new update. Back to the drawing board :) The salvager accuracy update will no doubt help (I'm hoping it'll mean i don't need to touch those)
  15. I wish that the width changes were the cause of the issue. But in testing i had em stripped down to the defaults and still (occasionally) had some turrets that wouldn't work*. The only theory i have left is that some very subtle math glitch (we're talking small decimals) is throwing off the hit mechanics** I wish I had more time to look into the [shotCreationPosition] which is a vec3 value. I had this theory that if I could increase the Z-axis origin of the beam a few units further out from the gun centre...then the beam endpoint would also be further out (so it was appear the beam was shooting through the object) -> that would then force the collision and thus the normal damage calc to kick in. *The issue described is that they appeared to fire and hit wreckage, but no damage was being caused. **Bit of math: BeamOrigin(x,y,z) -> Target(x,y,z) ....but the target is short by a tiny amount
  16. Mod file updated and then i'm giving it a rest for a while Don't use in a server/client situation, it's not tested (unless you want to dabble and try and get it working yourself) I've updated the link on the original post with a different filename, its no longer called scripts.zip - you still have to install the contents in the scripts folder of your install directory...just line up the files and overwrite What I've done: Took a backup of my modded scripts folder to a separate location Let steam verify install and put the game back to defaults Used winmerge to compare the differences between default <> modded Separated the modded files and uploaded em for you to grab Please note, salvagers are still a bit tricky. But I've fixed the \inv command that comes with the command package so that it'll generate modded turrets (whereas it only used to generate default turrets). There's some other bits and bobs in that which weren't on the original release. I'm running with complexes and asteroid moving. And there's a load of other tweaks that I can't remember.
  17. I'll blitz my install and take it to defaults and then apply the file I've uploaded. Give it a fresh test to see what (if any) is wrong
  18. Ignore this bit: Ahh - I've spotted something on that last post - I'm only running as a singple player, not server-client Since I built this for single player, I'm going state that it's not intended for multiplayer. Apologies for that oversight. I'll amend the original post Edit: I'm going to take a serious look at the salvagers; something inconsistant going on which I need to pin down and fix (Having spent 30 mill on ogonite turrets and them not working, it's given me a push to sort it out) Edit 2: I think i might know why some salvagers arn't working. I read someone mentioning an issue with turret size. I'll keep digging Edit 3: Not having any luck in locating the cause. There doesn't appear to be any logic to it, some turrets work and some dont. I've even ruled out powered salvagers as a the cause as found some that work. Been mucking about with the localposition and shotcreationposition values but not getting anywhere there either
  19. I have the same issue, but it only seems to effect Salvage Lasers that use power during use. Unfortunately, I've not managed to track down the cause. And I've tried all sorts of tweaks and changes. It's most odd Regular Salvagers should be okay though
  20. @Daemon - those xsotan figures are correct. One of the many tweaks - I like lots of turrets & ta for sorting RodentVentura out @RodentVentura - Not sure what went on at your end; I've re-downloaded the link I updated and compared the crewboard.lua with the one i'm using and I confirm its the same file (the working one). Still, you're sorted now thanks to Daemon. There's not much difference between his and my versions. So whatever works :) ...
  21. You could have a look at the [statsbonuses] in the enum.html (in the documentation) It has these you could play around with: RadarReach HiddenSectorRadarReach ScannerReach HyperspaceReach HyperspaceCooldown HyperspaceRechargeEnergy ShieldDurability ShieldRecharge Velocity Acceleration GeneratedEnergy EnergyCapacity BatteryRecharge ArbitraryTurrets UnarmedTurrets ArmedTurrets CargoHold Engineers Mechanics Gunners Miners Security Attackers Sergeants Lieutenants Commanders Generals Captains Just give it a linear value based on tech or distanct to core (or even material) - and then you eliminate any randomness
  22. Yeah, i just overwritten the file. I don't have much time or i'm too tired to do proper versioning.
  23. It's a little confusing what you're trying to make; but from my interpretation you want to gain some level of control over how your upgrades are generated. Personally, i wouldn't use the seed in any part. I'd probably use an alternate, custom function that i'd have control over instead. Possibly tapping into the distance to core and some RNG for good measure. Also as your original posts how the upgrades are stored: When the lua runs and creates an upgrade. That upgrade is stored as an object, with it's own set of properties and methods. The last bit of advice, and i hope this really helps. Check out the Avorion\Documentation folder in your installation folder. It has many of the properties/methods that can be called upon and is a great modding resource.
  24. I 'think' i've fixed the crewboard.lau now (with the modded one updated for this version). A quick test at my end and the hire crew option on stations appears and functions as intended. The tweaks to the custom fighters I hope you'll like. Fighters actually work pretty well (Only custom ones though!) They're faster, more manoeuvrable and have shields. Default fighters are still rubbish due to the 0hp bug For those not familiar with the mod, check out this link for it's usage: https://www.avorion.net/forum/index.php/topic,3044.msg16336.html#msg16336 ps - have implemented the fix for summoning multiple fighters. Cheers Raio_Verusia Just re-download from the original link to get the changes
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