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Quellcrest

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Everything posted by Quellcrest

  1. I haven't done an abundant of testing, but the mod definitely still works(as of 0.29.5), at least in singleplayer. Haven't touched multiplayer. If the instructions are unclear drop the 'mods' folder in: C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts And then drop the data folder here: C:\Program Files (x86)\Steam\steamapps\common\Avorion In game run /tmod in chat. I had to relog to get it to appear the 1st time, but after that it works everywhere I go. It also didn't load the correct icon, so if you want to fix that you can go in scripts/mods/DccTurretEditor/interface/TurretModding.lua. Find the function: function getIcon(Seed, Rarity). Change the return value to: return "data/scripts/mods/DccTurretEditor/Textures/Icon.png"
  2. Was this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1827208586 Even has a comment in there with the same problem :(
  3. Ya, they're auto defensive or whatever, torpedos and fighters. I can see them hitting the torpedos, but the torps just seem to take a zillion hits and then just explode on my ship/shields. After that I even went in and changed the scripts for pdcs to make the damage 100x more. They still don't successfully destroy the torpedos, for me at least. Enemies can still shoot theirs down no problem. Difficulty setting was on difficult. I didn't try disabling any mods, but then again none of the mods should have affected pdcs. I'll do that later.
  4. Maybe I'm missing something, but PDCs don't seem to be useful at all. I made a creative game, spawned in a ship with like 30 PDCs and a torpedo enemy ship. Torpedos hit me almost every time, even if I'm looking right at the damn thing. Enemies on the other hand, they can shoot down my torpedos in like half a second. Am I doing something stupid or are they broken?
  5. 1) Inside your steam folder will be a folder for Avorion. And inside that, a scripts folder. Should look something like: C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts 2) All the scripts are written in lua. You can edit them with any text editor including plain old notepad. 3) This forum should suffice. If you are having this much trouble simply importing ship designs, you will undoubtedly find modding to be very tricky, to the point of not possible. Not anytime soon at least.
  6. All bosses respawn. Something like the AI can be found in like 2 minutes, since it's a random spawn. The Guardian has a timer to cause his respawn, 1 hour.
  7. -100% regen shields just means 2x faster regen, doesn't mean you can't die. -No cooldown is great, but it still takes time to calculate the jump. Far jumps still take forever. -Infinite scanner/mass scanner range doesn't really provide an advantage
  8. Gonna take a stab in the dark and say you guys had turrets from Turret Factories and not ones looted? If so, sort of explains why your have HUGE firepower. The insane weapons you can get at turret factories are basically impossible to find from loot. Try again with regular weapons.
  9. I also made a tiny tweak to allow research to use multiple types of the same weapon to be researched together(Single + Double + Quads, etc). Since the number of weapons has no impact on dps, there's no reason to not do this. Change if W[A].item.itemType==T and W[A].item.material==Z and W[A].item.weaponPrefix==_ and W[A].item.numWeapons==a0 then To: if W[A].item.itemType==T and W[A].item.material==Z and W[A].item.weaponPrefix==_ then I haven't thoroughly tested it, but the few times I did it worked as I intended.
  10. Well, turretgenerator.lua has a few lines like: local weaponDPS, weaponTech = Balancing_GetSectorWeaponDPS(sector, 0) and: local o = GenerateTurretTemplate(seed, weaponType, dps, tech, rarity, material) You could manually change tech to something silly and see what happens, but it might be internally capped at 52 with no way of going higher...haven't tried.
  11. There's an ingame debug console you can access by pressing the single quote button: '
  12. I had probably hundreds of shitty white weapons or other types of weapons I had no use for and always selling them off was a tad annoying. So I made this little mod. It's a little ugly visually, whatever, but it seems to work just fine. What it actually does? Finds all turrets in your inventory, loops through them all and finds undesirable ones, and sells them. What counts as undesirable? The table named "JunkWeapons" contains names of weapons that I didn't want. Feel free to use, edit, modify, improve upon, etc. Note: You do need to follow standard procedure for selling items(proper rep, docked, etc). Screenshot: http://i.imgur.com/hNH8LLW.jpg In the file scripts\lib\shop.lua, inside the buildGui function, right at the bottom add: local station = Entity() if guiType == 1 and (string.match(station.title, "Turret") or string.match(station.title, "Equipment")) then yText = y + 6 window:createButton(Rect(340, yText - 6, 160 + 360, 30 + yText - 6), "Sell Junk", "onSellJunkButtonPressed") end Now add 2 brand new functions: function onSellJunkButtonPressed(button) -- client local craftIndex = Player().craftIndex local ship = Entity(craftIndex) local station = Entity() local player = Player(ship.factionIndex) local JunkWeapons = {} table.insert(JunkWeapons, "Plasma") table.insert(JunkWeapons, "Rocket") table.insert(JunkWeapons, "Rail") table.insert(JunkWeapons, "Bolter") table.insert(JunkWeapons, "Repair") table.insert(JunkWeapons, "Chaingun") table.insert(JunkWeapons, "Mining") table.insert(JunkWeapons, "Force") local stuffs = player:getInventory():getItemsByType(InventoryItemType.Turret) for i,item in pairs(stuffs) do for _,junkweapon in pairs(JunkWeapons) do if string.match(item.item.weaponName, junkweapon) then invokeServerFunction("buyFromPlayer", craftIndex, i) end end end invokeServerFunction("onSellJunkButtonPressed2", Player().craftIndex) end and function onSellJunkButtonPressed2(shipIndex) -- server local ship = Entity(shipIndex) local station = Entity() local player = Player(ship.factionIndex) player:sendChatMessage("Server", 1, "All Junk items have been sold!") end
  13. There's a mod to fix that here: http://www.avorion.net/forum/index.php/topic,1984.0.html
  14. Maybe it is or maybe it isn't a bug, but I've never used an artifact in the research menu. I put in 3 legendaries and out pops the artifact, I've done it like a dozen times...
  15. That's why I made it. Wanted to see how well it worked. Been there, done that. Doesn't work well. Ships have way too many tiny little parts that take too long to get salvaged. If you fly an asteroid through this ring of death, it's almost instantly vaporized. Doing it with ships, you have to go over and over the same blocks a bunch.
  16. I saw this from one of the steam preview trailers. Thought it was funny and it turns out works extremely well. This version uses a few Avorion pieces, but you could very easily turn them into Titanium or Trinium/etc. It's also a little overkill as it uses almost 40 lasers but again, just use it with 15 or whatever and it works just as well. It vaporizes the large rich asteroids in about 5 seconds. Ship Cost: Ship With Lasers Activated: Ship Stats: Colossal.xml
  17. Mind sharing how? I can't get this to work either.. Something like: C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts\commands\agoods.lua C:\Program Files (x86)\Steam\steamapps\common\Avorion\data\scripts\player\cmd\agoods.lua
  18. As neat as this is, not sure how useful they are. At the beginning, small ships have few system slots, making the choice of what goes in them very important. At later levels, you might have 10+ slots...but since your ship is so damn big, you might require hundreds or thousands of crew.
  19. Don't expect the advertised range to be the actual range though... I think I have yet to find a crafted turret that has the correct range vs it's tooltip. Mods fixes that here: http://www.avorion.net/forum/index.php/topic,1984.0.html
  20. The best way for resources is definitely with salvage lasers. Those gold blip sectors, frequently-ish have VERY large ships/stations. I found 1 in the centre ring that had 6 or so large ships and 1 station. Salvaged the whole lot and got 4 million Avorion and a few million Ogonite and Xanion. Would take you a very long time to get that from mining or even from salvaging faction war ships...
  21. Ya, I'm not really sure. I made a new game in creative mode and just added a crap load of random weapons with the /turret mod, worked just fine. That fix you provided worked for my current game too. Tooltips look just like they're supposed to. Weird custom weapons? too many mods? dunno. Oh well.
  22. Latest version, getting lots of blank tooltips. Debug console shows this.
  23. Already done here: http://www.avorion.net/forum/index.php/topic,832.0.html
  24. Just get bigger batteries or one of those generator upgrades :)
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