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Wayleran

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  1. I've tried to do this as best I can in the past but the problem is the vanilla values don't scale up very well. For instance the ship's hulls and dps don't gradually scale on vanilla like you'd expect. They go up drastically around the "naonite" stages but plateau all throughout the "trinium/xanion" stages and don't go up noticeably until you're well into the core, ie. 100-50 distance from center. But something I realized is that we should just start the game (whether on vanilla or with my mods) on Normal or Veteran then MANUALLY increase the difficulty around midway in the server.ini and then once again MANUALLY increase the difficulty when you reach the core. This way you get noticeable changes both through my mods and the game's difficulty settings. As it is the game just isn't balanced well at all. Whether it's because it's just too easy, enemies are too squishy, we do too much dps, bosses are ridiculously too easy, system upgrades (in vanilla) are totally out-of-whack...etc. So I'd use my mods and stuff but also do that other manual adjustment. Maybe when you first get at least SOME shields go from normal to vet, than when you first get some trinium go from vet to difficult, than finally when you first cross the barrier increase it once more to hard or even insane. Oh and P.S. - I will be updating the mod again soon, but I'm waiting to see what (if any) positive changes are made to combat difficulty with the new patch coming out. I hope they REALLY adjust numbers so my mods will be mostly unneccessary. But I have a feeling it's just going to be "fluff" like torpedoes and stuff, IMHO, we don't need right now. We need balance and polish and they need to prep for release THEN and only then continue adding "content".
  2. Question: does this affect Traders who come into Stations to buy goods, too? I have seen all my economy crippled to about 5-10% effectiveness in relation to previously - was this your mod, or the balance changes introduced by the Beta patch? My mod. Instead of a random amount between 50-500 they'll buy/sell only 10-50 which I now know is way too low. I've adjusted it in my own scripts but haven't updated this mod yet. Just go to shiputilty.lua line 288 and adjust those numbers but they are JUST for trading ships that are spawned for missions like distress signals or trader attacked by pirate events... line 288: entity:addCargo(g:good(), math.max(10, math.random() * 50)) -- MOD change the "10" and "50" to the min and max you want the ship to either buy or sell. 50 and 150 or something. But again this is only for mission trading ships not normal trading ships. Go to the next part for those. Go to tradingutility.lua line 206 and change: line 206: local amount = math.max(10, math.random() * 50) -- MOD change the 10 to something like 50 and the 50 to maybe 150-250. By default those values are 50 and 500. But these ships will always drop EXACTLY 50% of their cargo upon total destruction and salvaging wreckage. So if you select 50-200, you'll get 25-100 goods to drop.
  3. Indeed it is so: destroyed Stations will never regenerate with the current build of the game. Sad! That's why I've only ever raided Pirate Stations and a Sector who was already pissed off at me for no reason at all way out in the Outer Rim. :P Just do what I do and attack the cargo haulers. They're a constant source of credits and easier to kill than holding down the left mouse button for 20 mins while you whittle down an entire station. LOL Plus, my Economy Mod is designed with only killing cargo ships in mind. It's one of the only self-imposed restrictions I put upon myself. And I ONLY attack pirate factions OR factions that are hostile towards me upon first encountering them. I mean if they hate me right from the get-go, than F 'em I say. ;)
  4. You're welcome. Hope you enjoy it. The changes to the size and strength of some encounters along with the increase to the hull sizes of some enemies should make a nice difference. I went a bit too hard on nerfing them after the last couple versions. But I think this may be better. And the economy mod, like it states, is TOTALLY new so I'd recommend trying that out and tell me what you think. Keep in mind that ONLY trading ships are impacted by this but they are pretty consistent now in terms of the amount you'll get from destroying them. If you decide to take the time to destroy an entire station you'll potentially get a lot of goods, but I don't think it's worth the time to do that and also I like to restrict my raiding to ONLY the trading ships and killing defenders. I'm not sure if you destroy a station/factory if it'll ever be rebuilt (I don't think so) so essentially you're slaughtering a "cash cow" of a trading route. LOL
  5. That's in the script but apparently only for what to spawn into the station initially. Right above that though is a line that restricts the maxValue to 300*1000*the "richness" of the sector (which ranges from 1 to 20 roughly as you go towards the center. And that appeared to be the cap on trades I believe but the 500k is supposed to just be the max upon the first initial spawn of the factory/station.
  6. New Version Released! Update 1/26/2018: Version 0.15.7.5 - The Economy Mod has been re-integrated and COMPLETELY redesigned so it now only impacts raiding and has little to no negative impact of legitimate trading. - Trading ships will now carry less goods overall and therefore yield less profits, however players can still "farm" high value goods (like Mining Robots or Body Armors) by paying attention and finding good trade routes and simply waiting on more trade ships to enter the sector. - Pirates have had their hulls and dps slightly increased after the last version of the mod nerfed them a little too much. I'm fine-tuning things like this to find a balance between making enemies more challenging while also not adding "grind" to the game. - Both Pirate Attacks and Convoi/Fake Distress Signals have also had the number of enemies that spawn slightly modified. Some harder encounters may have 1 or 2 more enemies than before, while easier ones are still the same. - Alien Attack events have also been adjusted to have an extra ship in most cases and the sizes of the Xsotan Reavers, Dreadnoughts and Motherships have also been increased because they too were nerfed too much in the previous version of the mod.
  7. Well that 500k cap is only on the initial amount of goods that are SPAWNED into the station upon the player's first time entering the sector. From then on the station can and will begin to either produce more or buy more from it's trading route partners. So I don't think that's worth messing with too much. If you see a factory is stuck at a certain amount and you want more you can go and buy the prerequisite goods it needs (indicated by the goods it's buying) and stock it up so production can continue. Otherwise you can wait and watch for trading ships that are entering the sector. Eventually there should be some carrying the goods it needs.
  8. I wonder if it were possible to make a modification that would destroy a fair part of the goods when a ship/station blows up. Would make perfect sense too. That would nerf piracy without the needless punishing of player trading. I actually do think that is the case normally. I don't know for sure or what the percentage is, but I have been testing that out. I'll spawn some cargo ships and then look at their amount of goods and then destroy and completely salvage the wreckage and it seems to be maybe 10-50% of the goods "survive" normally. And I FOR SURE have figured out how to minimize spawned trading ships AMOUNT of goods from a fixed 500, to a randomly generated amount between 10 and 100. There's no need to have a fixed amount of 500 IMO. I am also reducing the maxStock on stations by 10 to see how that feels. What happens is on smaller stations small goods still have a lot of quantity but don't cap out at the max which is 25000, and on larger stations some still hit the cap of 25000 but bigger goods tend to have a small maxStock which may be nice but it needs more testing.
  9. Yeah it's the mod but I not only renamed and resized the Xsotan ships, I also adjusted the number of them slightly to compensate for the increase in both enemy ship's hull and dps. However in the newest version I've adjusted the amount of ships that arrive for some events. It's still 4 for the "massive" attack but one of them is a "Dreadnought" that doesn't even exist in vanilla. And the "entire fleet" attack now has 5 ships including a "Xsotan Mothership" which also doesn't exist in vanilla. And if you pay close attention to the wording of that 2nd (of the 3) notifications, it will hint at what level of encounter is about to occur. They breakdown as: Level 1: 3 Xsotan Hunters (small) Level 2: 2 Xsotan Hunters and a Reaver (large) Level 3: 2 Xsotan Hunters, a Reaver and a Dreadnought (massive) Level 4: 2 Xsotan Hunters, a Reaver, a Dreadnought and a Mothership (entire fleet) Version 0.15.7.5 will slightly modify these and some other events because I felt some encounters were taking too long and were getting too "grindy". P.S. - I came up with an even better solution to my "Economy Mod". Instead of modifying the volumes of certain goods, I've discovered a way to make trading ships spawn with less than the fixed 500 amount which isn't even dependent on the volume or price of the goods, it's just a stable 500 which I think is silly. And also to reduce the maxCargoSpace of stations so they can't have an unreasonably high number of expensive goods and this change also impacts the ships that deliver/sell to them on their trading routes too. I have the mods done now but want to test them before release. And I'll be re-incorporating the Economy Mod back into this Modpack if I get this new approach working well.
  10. Yeah but actually I'm also working on an even better solution and it's about ready to release. I am going to reduce the storage capacity on stations and freighters to naturally reduce the number of goods available to either buy or steal. This seems like a much nicer solution. I noticed that trading ships that spawn for things like "Trader Attacked by Pirates" missions or just "passing ships" that go through sectors had a set AMOUNT of goods they'd be loaded with of 500! Which I think is silly because it totally wasn't dependent upon the price OR volume of those goods. So it could easily be 500 Carbon or 500 Mining Robots, which are of course drastically different in both price and volume. Also stations have a rather large maxCargoSpace dependent somewhat on their individual size, but in general are just VERY large. And this impacts the amount of goods the trading ships deliver and/or sell to them that you see flying around in sectors. So whether you destroy only trading ships on raids (like I do) or even if you like to destroy everything including the stations, this created an issue that would result in a small trading ship dropping 50-500 very large, very EXPENSIVE goods like Vehicles or Mining Robots. So I am testing out reducing both the maxCargoSpace for stations, which should impact not only them but those trading ships on their "trade routes", and also I am making the other spawned traders for missions and passing-by ships have a RANDOMLY spawn amount of goods (instead of the fixed 500). And that amount will be roughly between 10-100 and not a fixed 500! (Still working on that number so it's both fair to the players and also helps make raiding/trading more fun and challenging) If these new approaches work well than I feel the need to modify the individual volumes of goods won't really be neccessary. Stay tuned here or even better on my Modpack page. I'm probably going to re-incorporate the new Economy Mod back into the Modpack download IF I get it to a place that seems fun and balanced. Modpack: http://www.avorion.net/forum/index.php?topic=4375.msg23108#msg23108
  11. Because of my total change towards the "non-combat" upgrades in general. If it doesn't impact combat (Shields, Turrets and to a lesser extent Generator Upgrades) than I don't see the need to punish people for using "utility" upgrades like battery, radar, hyperspace, etc... My main philosophy is to somewhat limit a player's ability to just stack shield and turret upgrades with nearly zero downside and be overwhelming tanky AND have high dps. Now you can still have 2-3 shield upgrades but it'll cost you a lot of energy and you'll need more generator blocks to compensate and also you can have multiple high end turret upgrades but, again, it's a decision you'll have to make and sacrifice resources in your ship for more energy blocks. Thanks! I was starting to notice the grind, myself. You're quick on the draw! Yeah it still may need further tweaking because me and my buddy haven't gotten into the core yet on my unofficial "real world scenario" testing server. LOL Thanks bud but I think I need to just reverse the process. Start softer and slowly increase the mods, as opposed to the other way around. Because I don't want new people to try out the mods and be discouraged if I made them a bit on the difficult end. I can always buff mods as easily as nerf them. ;)
  12. I also found in shiputility.lua that spawned trader ships (ie, trader attacks, etc) have a set 500 amount of goods, not VOLUME, total amount. So I wrote a mod to make that like math.random(100, 500) instead to make it randomly spawn between 100 to 500 instead...even that might be high but 500 if it has carbon OR like mining robots...is not a good idea.
  13. I discovered that as far as freighter ships are concerned they spawn with 500 goods for events like trader attacks, etc... So I'm thinking of adjusting that number because it literally seems to have no relation to volumes. So it will spawn with 500 volume 1 items OR 500 volume 20 items. It's the last function in shiputility.lua. I'm going to test out changing it to 100 instead of 500. This is a better way to do it though for these ships at least because it doesn't involve changing individual goods' volumes which can get messy. I'll test it out and see, and if anyone else wants to test it out either change shiputility.lua: line 288: entity:addCargo(g:good(), 500) from 500 to whatever or just PM me and I'll send you the modded file, but it's easy to just play around with that 1 line to see for yourself.
  14. Well, since I don't need to totally abandon it, I posted a standalone version of it in it's own post. This is a NEW version of it also that's much more reasonable. I only modified a selection of highly priced goods by 2x-3x max. This will curb some of the raiding profits you'll receive and make trading a bit more challenging but not really affect anything in a negative way I think. You can find that post here: http://www.avorion.net/forum/index.php?topic=4408.msg23351#msg23351 For instance, things like Body Armors went from about 1.5 to 4.5 and War Robots went from about 8 to 24 just as a couple of examples. But those things are also of lower importance too. If something was highly priced AND had high importance, I either left it alone or modified it very slightly (less than 2x). See how this feels and tell me what you think. I am however working on, what I feel, is an EVEN BETTER SOLUTION! I'm going to look into making ALL items that come from destroyed cargo vessels and stations be marked as "Stolen". This will mean you'll HAVE to either sell them to a Smuggler Hideout for 25% of their value OR debrand them for 50% of their value, essentially cutting the profits down by 50%... This I think may be a more elegant solution if I can do it. You'll still get all the goods you would have but you'll have to decide whether to sell them stolen for a substantial discount OR debrand them to use for yourself or resell to another station.
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