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Going offline. See ya in a day or 3 if all goes well.
Sooner if not lol.
Later Taters.
Big fun.
ChainGuns, PulseCannons and their ilk are now bonified usable weapons that can hit out further than arms reach now..
Bolters and other cooldown turrets have less cooldown time and more pew pew time :-)
Plus increased range for them too! :-)
The Turret Changes I made apply to the enemies you fight too, so it is all good here.
The System changes I made allow me to play as I like to play also.
As usual the hyperspacebooster was a pain to modify. but the rest went smooth as butter.
Life is good.
(That's one of the many things I would like to mod ;D)
Let me open up the files.
OK. With just a quick look at the "fightergenerator . lua" (without the spaces) in scripts/lib, it looks like we can still change some game changing stats. And thats what I remember from pre 2.0 too. This will be fun. There are 2 lua files on fighters in /scripts/lib, take a look see :-)
Edit - Hmmm, OK so I am not seeing ranges yet, however I have run into this type of situ before since I am a non techy non coder game file changing fool. So if the ranges turn out to be hard coded, what I would do is adjust the speed, durability, and other things to make up for whatever stat I am lacking access too. (in this case range).
However, I just opened em up. I usually take a day or two to figure them out. Not just a minute or two as in the 2 fighter lua files just now. So take a look see if you are a modder. You might have access to the ranges. I will keep looking the next time I get a day or 3 free.
local maxDurability = FighterUT.getMaxDurability(tech)
fighter.durability = maxDurability * lerp(rarity.value, -1, 5, 0.2, 1.0) * rand:getFloat(0.9, 1) * math.pow(1.2, material.value)
fighter.turningSpeed = rand:getFloat(1, 2.5)
fighter.maxVelocity = rand:getFloat(30, 60)
fighter.diameter = diameter
if rand:test(0.2) then
fighter.shield = maxDurability * rand:getFloat(0.25, 0.5)
end
Things such as (but not necessarily this) adding something as simple as a + 1 to the end of the fighter.turningSpeed = line, can have a profound effect. Then add ten or something to max velocity RNG and it can easily make up for other things such as range.
So a non techy might try something like this:
local maxDurability = FighterUT.getMaxDurability(tech)
fighter.durability = maxDurability * lerp(rarity.value, -1, 5, 0.2, 1.0) * rand:getFloat(0.9, 1) * math.pow(1.2, material.value)
fighter.turningSpeed = rand:getFloat(1, 2.5) + 1
fighter.maxVelocity = rand:getFloat(50, 80)
fighter.diameter = diameter
if rand:test(0.2) then
fighter.shield = maxDurability * rand:getFloat(0.25, 0.5)
end
(Notice the changes above)
And then start up a test game where you give yourself all you need to test, but in a real game, not a creative mode variant, and see what they do.
If it gives you something close to what you are looking for in test runs, then stop and start a real game and have a blast.. If not, change the numbers and try again.
Easy peasy.
And I dont math or code or anything.
Edit - heh heh heh. I bet a few test runs -
changing the diameters by adding a " * 0.80"
and " * 1.2" would be wild as all get out LOL!
For a rather bad example for the fighter changes might be the fightersquadsystem.lua in the data/scripts/systems folder.
So all of a sudden you get access to more squads the entire game too.
Yeah that is a bad example, but the principle of it remains true for every change you make.
Edit- Here is a good example of a change that affects a whole lot of in game items that you might make changes too ->
The energybooster.lua and the batterybooster.lua in /scripts/systems
Changing those two has a profound effect on a lot of other files you might make changes too.
One other principle I have found that is not always but usually correct for most games for us Non Math, Non Techy Types is this - Never mess with fire rates :-) hehehe.
weapon.reach = math.min(weapon.reach, 350)
============================================
It is Inside of this below block of text in the /scripts/lib/fightergenerator.lua.
for beginners to this ->
You should be able to change the hard Int " 350 " or possibly make it a float. (a float is basically a variable that can use decimals.)
Edit -
IE: 350 would be 3.5 kms, 400 would be 4 kms, 600 would be 6 kms, etc etc
Block Of Text ->
===================================================================
local baseVariation = rand:getFloat(1.0, 1.15)
for _, weapon in pairs(weapons) do
if weapon.isProjectile and weapon.fireRate > 2 then
local old = weapon.fireRate
weapon.fireRate = rand:getFloat(1, 2)
weapon.damage = weapon.damage * old / weapon.fireRate
weapon.damage = weapon.damage * baseVariation
end
weapon.reach = math.min(weapon.reach, 350)
fighter:addWeapon(weapon)
end
============================================================
Last Edit - The above blocks of text (including previous posts) is a good example of why you always copy and paste directly from your own game files, and not from instructional posts on Steam boards. The spacing is all screwed up since I did not use the formatting tools available.