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Pasukaru

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Everything posted by Pasukaru

  1. WARNING: Do NOT use this mod on a server! All buffs are calculated client side and sent to the server. The server then simply trusts the client and takes the values from the client instead of calculating them. This means that any player can manipulate their client files to get insane buffs. (Go to TurretModding.lua and change 'return BuffValue' to 'return BuffValue + 10000') Edit: You can download a fixed version of the 2 files in my PR: https://github.com/darkconsole/avorion-turret-editor/pull/2 I hope darkconsole will merge this soon/fix it himself.
  2. Technically, it's also hardcoded without any change, since it would always retrieve the max HP at 0,0 (which never changes). It then scales towards that value. So what I do is simply scale towards the max HP at 0,0 (vanilla) instead of max hp at 0,0 (vanilla x10). But yes, It's easy to change my hardcoded value to the original thing and divide by 10. That should yield the same result, but I'd have to test that first. Will do so later. Not sure if that is a good idea, though. Because if you want to change the enemy hp modifier to something else, you'll have to do so in two spots: The volume function and also the player dps function to fix it. If the player dps function remains hardcoded to vanilla, you wouldn't have to change it there. I also don't think you can make this modding-proof easily: If another mod also modifies the enemy ship HP (which is a conflicting change in itself) - they'll need to account for the DPS change as well. If another mod only modifies player dps (using the same function), then yes - we also have a conflict. But it would still be a conflict if we change it to a division, since it still is the same line of code and thus the same function modified by two different mods. All this said - whatever you change in a mod at the moment is likely to have conflicts that need to be solved manually when merging (similar) mods. ...Until there is a proper mod managment that does not rely on overwriting source code files. ;) (I hope for a factorio-like modding experience)
  3. Yeah Pasukaru, this completely negates the mod. The line you first referenced is only the hull size mod to progressively increase enemies size from 2x to 10x. As far as I can tell, using Guns Guns Guns from the dev menu is affected by the change I made, as well as the isolated change of your mod regarding the volume - you can try it yourself by applying 1000x volume instead of 10x and check the DPS of guns with and without that change. The DPS of a turret will also be roughly 1000x (be sure to be close to the core when generating the guns, though!). If you don't trust the dev tools, building a turret factory at 0,1 will yield the same results. As stated in my previous post: Please note that player turret DPS scales based on the HP of enemies (so that it takes ~15 secs to kill a ship), which scales based on the volume, which IS the thing you increase by 10x. The DPS of enemies still scales 1-5x, I did not change that. Apparently, they are not affected by the weapon DPS function. So, using your mod with my change results in exactly the behaviour you describe in the original post. That is exactly what I tried to tackle with my change :). Without my change, the problem is that player weapons (drops, turret factories) scale to the max hp of ships at 0,0 - since this mod increases that by 10x, so do weapons (not the ones mounted on ai ships, though!). Which results in enemies not getting tougher HP wise. Their HP scales to 10x, but so do players turrets. To mitigate this, I printed the max hp at 0,0 without any mods to the logs and hardcoded it into the turret DPS function so that the player DPS does not scale towards 10x. To sum up: Without my change: Enemies have up to 5x DPS, 10x health. Players have up to 10x DPS, 1x health. With my change: Enemies have up to 5x DPS, 10x health. Players have up to 1x DPS, 1x health. I hope I did well in explaining :)
  4. Not player ships, but the enemies (xsotan, pirates). Turret damage stays vanilla, but enemy ships will have up to 10x health the closer you get to the core. As intended by the mod.
  5. It was a randomly generated turret from the dev tools 'Guns Guns Guns', while being at sector (0,1). I have found the issue to be in line 78: return shipVolume * ((linFactor * 8) + 2.0) If I leave the whole mod as-is and only change that line to (the original code without mod) return shipVolume , turrets are normal. I have no idea what the game is doing here, but apparently Balancing_GetSectorShipVolume has some effect on every single turret of the game (that is generated, not already existing ones). -Edit- As a side note: With the modded line, pirates have 2.21 mill hull, and 6k firepower. With the original line it is 200k hull and also 6k firepower. So it seems to only affect dropped turrets and turret factories (maybe merchants, haven't tested), but not the turrets mounted on pirates. -Edit 2- I figured out why! The problem is that generated turrets rely on Balancing_GetSectorWeaponDPS, which in turn uses Balancing_GetSectorShipHP which in turn uses Balancing_GetSectorShipVolume. Hence, the increase in weapon dps: The game calculates weapon dps based on the time it takes to destroy a ship within 15 seconds (See Balancing_GetSectorWeaponDPS). So with the mod, enemies have 10x more HP, but the guns will also be 10x stronger. - Edit 3- Fixed it by applying this diff to the mod: https://www.diffchecker.com/gn7e5iiD. Now it works like a charm - so now I can use it. Thanks for the mod :)
  6. Is this mod supposed to also modify the turrets that are dropped from enemies/built in Turret Factories? I noticed that I get insanely strong turrets with mod enabled (for example iron salvaging turret with 10k+ dps) - they are also physically larger when attaching them to a ship. I've only added this mod and Better Turret Tooltips and generated a few galaxies with and without this mod to verify that it is coming from this one. The same behaviour can be observed when using the dev tools to generate turrets. Edit: Seems like the issue comes from the galaxy.lua file. I added this mod but excluded this file and new turrets are normal again.
  7. I have fixed it to work with Avorion 0.15.7 by applying these changes to data\scripts\lib\story\xsotan.lua AFTER copying the mod into the avrion folder: https://www.diffchecker.com/gg8XMC2L. Left: File from mod. Right: Changes by me.
  8. I have fixed it by using ONLY the plangenerator.lua from the mod and applying the following changes manually to the original tradingmanager.lua file: https://www.diffchecker.com/sD0WGq92
  9. I started a new galaxy with all BiB mods and noticed, that I cannot trade with any station. The option to open the trade menu is simply not there, only Bulletin Board and Hire Crew. I don't know which mod causes that problem, or if it is the combination of all of them, but this is game breaking :(. Edit: I made a new galaxy with only this mod enabled - same problem. As soon as I remove it, it works again. Edit2: Using only plangenerator.lua from this mod and ignoring tradingmanager.lua works for me. Drawback is that the bigger inventory change is then not applied. The diff is here: https://www.diffchecker.com/RyzMhPGy (left is original code, right is changes by mod). I will work out the exact changes later and see if I can fix it myself. It should only be required to change some numbers, hopefully.
  10. Awesome mod! Would it also be possible to add the sorting by eDPS/Hull eDPS/Shield eDPS?
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