Jump to content

Rocksen

Members
  • Posts

    4
  • Joined

  • Last visited

Rocksen's Achievements

0

Reputation

  1. fixed. sorry about the super late update it has really been a long time since i played last.
  2. This mod is based off of the one done by DarkPaapi, heres a link to his post. https://www.avorion.net/forum/index.php/topic,2051.0.html mod version = 0.2 working game version 18.3 updated (9/25/2018) Change log. V0.1 initial release. V0.2 sergeants, Lieutenants, and Commanders actually work. nothing has changed expect 1 line. it should still work if you have a world back from 14.5 =S. Important: if you modified upgradegenerator.lua and want to use this mod, no worries. open spoiler and find out This mod adds crew through the use of the ship system upgrades system. There is only one system upgrade added to the game with this mod, although the stats change based on the rarity just like any other upgrade. here is a image of a rare upgrade will check to see if i can add pilots/captains while i'm messing around with the mod. EDIT: tried to get captains to work but it seems it doesn't work. i got them to spawn on the system mod in the shop menu but in player inventory it's no longer there and it doesn't work. so captains are not possible right now. such a shame i really wanted full auto ships =( pilots are also not possible. so the possible crew you can get on a system mod will be Engineers, Mechanics, Gunners, Miners, Sergeants, Lieutenants, Commanders, and Generals. balance suggestions are welcome. AutomatedCrew_V0.2.zip
  3. not sure if the op is still around but i can help you. you can easily change the size of the claimable asteroids if you find your way to SectorGenerator. lua make a backup of SectorGenerator somewhere(i make a folder on my desktop) this way if something goes wrong you can revert back easily. this also (i don't think) affects already spawned asteroids so you will have to go and find another one to see it in action. (i'm using notepad++) search for "claim" which should bring you to line 243 which is the function that generates the claimable asteroid. line 252 desc:setPlan(PlanGenerator.makeBigAsteroidPlan(100, 0, Material(0))) function SectorGenerator:createClaimableAsteroid(position) local desc = AsteroidDescriptor() desc:removeComponent(ComponentType.MineableMaterial) desc:addComponents( ComponentType.Owner, ComponentType.FactionNotifier ) desc.position = position or self:getPositionInSector() desc:setPlan(PlanGenerator.makeBigAsteroidPlan(100, 0, Material(0))) -- <-------- this line, i made this comment to show you where. desc:addScript("claim.lua") return Sector():createEntity(desc) end change that 100 (first argument) to 500. in vanilla the claimable asteroids are 4 times bigger then the biggest asteroid. this mod sets the max asteroid size to 125 instead of 25, 125 * 4 = 500. now 500 is HUGE so maybe make it like 200-300 xD function SectorGenerator:createClaimableAsteroid(position) local desc = AsteroidDescriptor() desc:removeComponent(ComponentType.MineableMaterial) desc:addComponents( ComponentType.Owner, ComponentType.FactionNotifier ) desc.position = position or self:getPositionInSector() desc:setPlan(PlanGenerator.makeBigAsteroidPlan(500, 0, Material(0))) -- <-------- this line, i made this comment to show you where. desc:addScript("claim.lua") return Sector():createEntity(desc) end onto the next part of your comment. this mod works fine on the "main" branch. aka version 14.5, using the opt-in betas is not advised because things get changed quite often in that branch. at least if your trying to use mods. i can't really help much with that problem because i don't have the opt-in beta installed, thus i don't know what code changed. parts of the script can just stop working if something is trying to call a function that no longer exists or if the number of arguments change. you can try to compare a fresh 15.1 SectorGenerator with the one provided by this mod and see if you can spot what is missing. the easier thing to do would be to post back your log file after you enter a sector you know should have gates..this is easy to do, just create a new galaxy, the start sector always has gates. do these steps, launch Avorion, create new galaxy. leave current game, close game. go to the folder located in computer/local disk:C/users/username/appdata/roaming/Avorion there should be a clientlog using the data modified current data and pretty close to current time to find the newest one created. it's normally the bottom most one. if you can't see appdata, then go search google for how to do that. just so you know, asteroids can already respawn in some sectors (depends on if the sector has the respawnasteroids script or not which is part of the game itself, not a mod.)
  4. necroing because it still works, to a point. can't even do anything because level 10 waves keep spawning "randomly" and again you don't start with a lot of iron, nor do you start with even 2 weapons. 1 chain gun is not going to take down a fleet, nor will it take down 9,8,7,6,5,4 or even a level 3 wave. you might be lucky to get a level 2 wave, but your ship will be beyond repair. i edited the file so that the levels scale based on the distance from the center, also reverted the defenders spawn back to what it use to be, this way they get CRUSHED but still help in a fight. only problem is now i will have to make a new game, because all the good starting zones are filled with nothing but level 10 fleets of pirates trying to get iron? i mean that doesn't make any sense xD. i like this mod, it makes pirate attacks more engaging, just needs some balancing tweaks so you can get somewhere in a reasonable amount of time. the aliens are scaled nicely, i don't know why the pirates are not scaled also in the same way. oh well it was a easy fix thanks for your hard work on the mod.
×
×
  • Create New...