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You never reference the corresponding array entry from the start to any changed parts. If your using the standard LUA2DAT.LUA that alone could create some wonky results. I can’t say for sure that my way is the clean version (The corresponding content as comment is not needed), it’s just the way the LUA conversion is handled. I don’t know the exact details, but the heavy use of unreferenced strings in the file could hinder the game in any kind of ways (Or just does nothing at all).
With that you can now just reverse my DATA2.pak and get a clean LUA file out of every DAT in the PAK.
About the 15_TURRET_PROJECTILE.LUA in particular I can’t tell you anything, I’m sorry. They look mostly the same aside from the referencing.
Well, i will look into this, but I am modding the same way since before 1.07. As for the code, it was copy/paste of the devs code. It sounds like maybe my lua library needs to be updated or something.
I was able to outfit my ship with the different weapons and try them out. You know, they really aren't that unbalanced to what we can buy, it's a shame that they weren't included already in the price lists for the various system tech levels.
Performance wise, the alien ♥♥♥♥ turrets are right between scatter and pulse. They miss more than they hit and the dmg is low. The range is nice, but since hitting things is difficult (even with a turret accelerator).
The alien broadsides also fill a niche left open by the regular options. I ended up going back to pulse. I LOVE the sound of them, however.
The badger turrets fill an interesting gap (very low performance vs. no ammo required)
The game, however, pushished the HELL out of me for outfitting my ship with alien weaponry.
Even at the same TL, all of a sudden the random missions were unbeatable.
I'm talking 2 McKinleys, a few destroyers, a frigate or 3, and a swarm of fighters vs. my frigate.
I died every mission and I'm not that bad. I took the equipment off and purchased regular Mk 4 gear and all of a sudden the missions were beatable again.
I think they game is coded to give waaaaay too much credit for alien weapon power in adjusting random mission difficulty.
I really think that the addition of these weapons as part of the regular game with some adjusted pricing (only some items seem too cheap, not all imo) and "value considered by the game vs. random mission difficulty and spawning" would allow for some interesting builds.
It's a shame that they were not included in the regular agame already. I realize they can be found in drops, but not reliably, and their power is not enough to warrant that small percentage.
The only item I really felt was overpowered was the multiphase armor, I think it's called. 20% resist small craft and explosions. Even that's debatable, I suppose. The engines were more powerful, for sure.
Anyway, thanks again! It was enlightening to be able to play around with them.
Regards.
Keep in mind this mod might conflict with other mods so it's probably best to use it on its own.
EDIT (RANT?) FOLLOWS;
Obtuse modding methods prevent progress. Binary within files further causes confusion. WinMerge useless due to lack of general use .bat files for mass file conversion, and binary being present within files to be merged upon unpack.
Really, what is needed is a better packer and unpacker. Requiring .bat files other than the ones for packing and unpacking just makes things unnessecarily complex. Setting a standard for modding, and then using that standard only, removes the worries of incorrect folder pathing, thus enabling this concept to work perfectly.
For instance, it may be a different game, different code, but the packer/unpacker for Dragon's Dogma Dark Arisen does just this, in a simple and easy to use manner. In games where mod merging is required to be able to use multiple mods, ease of use is of utmost importance. Of course, you still have to have some idea of what you are doing, and there will always be cases of people, no matter how simple something is, not being capable of grasping how to go about doing something.
Is this me saying I'm too stupid to understand the modding tutorial? Yes and no. No, because the tutorial has a rather round-about wording, and my brain just doesn't work that way. Yes, because I couldn't grasp how mass file conversion from .dat to .lua works in this particular scenario, if there is any available.
Ok, looking up, I think I've said a bit much.
I’m not sure what you’re trying to accomplish. If you use the values of Ifrets mod these weapons would be around double the power of all my weapons (Retrofitted) and the Greel Arbiter turrets as well as the Murath Electro-bolt cannons would work in their standard way.
The availability would only change in the sense that more merchants have them (I have limited that aspect to a degree), but you can already buy all of them.
When I get to Charon, I'll probably incorporate the mod relating to that too.
I still think there really ought to be a mass folder convert. Lua just says "no" if you try to do it, already tried popping admin access on the command prompt too. Big ol ACCESS DENIED. But to what? To the lua executable? To the cmd prompt? I'll never know.