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Mattoropael

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  1. TrashMan should help immensely in your quest to get rid of all those turrets.
  2. The official turret tooltip is still not offering separate shield/hull DPS for weapons with shield/hull bonuses, or effective DPS for overheating weapons either.
  3. There are some simple pre-defined customized spawn scripts floating out there that you can experiment with. Overpowered Weaponry * Custom Torpedo Spawn Script * That one can be further customized since it isn't really using a lot of API functions. Compared to the included chaingun spawn script: Here's a heavily-customized version based on that script with more API functions utilized, which I use for one of my ship's custom AF cannon-based CIWS:
  4. Mattoropael

    [MOD] TrashMan

    Looks like it's semi-broken after Combat Update. Works fine until you have the new consumable items in your inventory.
  5. Even if we roll with this explanation (which I personally will never agree with), this is way too tedious: Limit it to the player ship and any ship under Escort Me command (so I don't have to go through 2000 sectors reissuing turret orders to ships that have nothing to do with this every time I load a save) Increase control transfer range to at least 5km because escort ships sure as hell don't follow me all the way down to 0.5km Make ships that are under Escort Me immediately resume that command after the player transfer out of that ship (so I don't have to reissue that every single time) And yes, I would rather piss off 300 factions than losing one ship to this.
  6. There is also TrashMan which allows you to auto-tag all non-favorite items as trash. This lets you get rid of them in one go at equipment docks (or any merchant/station that trade equipment).
  7. Simply put, something similar to [MOD][OPW] Overpowered Weaponry but for torpedoes. I tried jury-rigging a command script from entitydbg.lua without much success. Didn't even get to mixing in customized elements like OPW - I failed at the stage of separating the "Add Torpedo" spawn script from entitydbg.lua into a functional chat command.
  8. By not requiring a direct hit to deal damage (rockets and cannons do despite having AoE), a flak gun can use up those guaranteed dodges easily and start rapidly rolling the percentage dodges. And since fighters have laughable health they'd pretty much die as soon as they fail a dodge roll. That is assuming the new PD weapon actually functions like flak and does not have other unique feature regarding dodges, of course.
  9. While I'm completely worthless at building ships, I'd like to point out that MonCal ships are very difficult to accurately recreate in Avorion due to how curvy they are, unless we get round blocks in the future.
  10. No, those blocks are bloody useless, why would anyone ever use them? They're good for firing seeker missiles toward targets outside the turret's normal firing arc.
  11. Get used to making backups to any file you overwrite then.
  12. You can't: Select some of the bonus stats (extra shield/hull damage, etc.) (A lot of them are overrode by the stats enforced by the script, but some aren't) Select the model used (i.e. how many barrels, the type of barrel and how they're arranged) I have however found a way to force synchronized shooting for multi-barrel turrets (or force it off to increase RoF) by adding this line: turret.simultaneousShooting = true
  13. Got a little workaround here: Only use the modified upgradegenerator.lua briefly, when only the admins are around to obtain it with the dev commands, then revert to the normal upgradegenerator.lua, but keeping universalsystem.lua around. This will keep any Universal System modules you have already created, but making it unobtainable through normal means. Probably won't stop it from dropping when your ship is destroyed but frankly, something is wrong with you if you somehow get killed while having this installed...
  14. This is what you hired gunners for. You don't pay them to aim the guns only at the direction your magic pointer points at. You expect them to target the thing you specified (i.e. Attack Target) or, if given the "fire at will" command (i.e. Autofire), fire at whatever the hell they think they should. On the contrary I can very well argue that non-independent guns shouldn't require gunners, because you're doing all the crap that they should logically be doing for you anyway. A ship's captain doesn't do all the things himself, especially not painstakingly handholding his gunners about where exactly to train the ship's weapons on.
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