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Messages - Popokattepetel

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1
@Taurec: The directory "Steam\SteamApps\common\Avorion\data\Mods\AvorionMultiverse" is correct to my mod. This is because the game do not support mods directly and there is no mod folder by default.

@Halfton: Thx for your hint, i will bring a fix in a few days.

@Douxo: Thx for your report, i noticed this problem and other problems with stations, trader and freighter, fix comes with further version.

2
@Elmruik: I tried to become a spam from killing pirates but without success...

Plz try to reinstall the Mod like this:

How to 100% uninstall:
   - Delete the "Avorion\Data\Mods\Avorion Multiverse" folder.
   - Delete the "Avorion\Data\scrips" folder.
   - Make a gamerepair over Steam by "right click" on game and "click" on properties, "click" on "local data"
     "click" on "verify integrity of game cache", done.
   - Download the mod version 1.3 for Avorion 0.21.4 r15002 (post#1)
   - Put all the folders found in the *.zip file at "Avorion\Data\" folder and override all.

If that do not work, in which pirate attack event/quest you got the bug? Pirates spawn in sector and you kill them or you take a quest to kill a pirate sector or pirates are attacking a trader or you go to help a distress signal or other??

3
Hallo, my mod is done for current stable 0.21.4 r15002.

Plz add this to the list, thx :)

Avorion Multiverse 1.3
For Avorion Stable 0.21.4 r15002
https://www.avorion.net/forum/index.php/topic,4890.0.html

4
Hi Dracolich :)

Thats from the devs not from me, i changed nothing on that line ;)

5
@Luisedgm: At the moment i canĀ“t spawn a faction at a specified place like around barrier but i can make a new mixed faction with your ships and stations and i can fill it up with others.

@CaoCao777: The bug that MHM do only spawn vanilla ships are fixed with next version. The amount of ships are random in avorion multiverse because the vanilla game spawns 5 or 3 ships in every sector. With later version of avorion multiverse i want to set up a config file for you all to change some settings like the amount of ships they spawns as defender.

6
Its not a bug its a feature.... No its a bug ;)

I have fixed it for the next version for MHM faction, for SeaFox i dont noticed it yet, thx for report i need to take a look at.

7
It's very rare to get that thing you have got in your first savegame ;)

The mod change the standard factions into new like Nova Corp, but not randomly at this time. If the game spawns only
factions they include "Guild" or "Syndicate" they will be changed into Nova Corp. If the faction do not contain any
keywords the will be do not changed because i want to keep a hand full vanilla factions. How do the game distribute
the faction names... i dont know ^^

In my current savegame i dont see a ship from warhammer 40k faction except for one trader  :o
I think its random but i see it positive because my next game should be more different than my last :)

8
Mods / Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.21
« on: February 25, 2019, 05:00:57 PM »
Quote
Is this mod able to handle carriers and their fighters?
What do you mean? The game can handle carrier already and the mod do not change it. There is a little change in the current version
to the amount of fighters each npc carrier can use depending on the ship size. i changed this a bit for next version. for now the fighters
do not changed in style, because i dont found a way yet.


9
Mods / Re: [MOD] [Stable 19.1] [Beta 0.20.3] Avorion Multiverse Beta 1.2
« on: January 25, 2019, 06:05:33 PM »
Ah sorry,

i dont add the install and uninstall instruction in the 1.2 readme.


How to install:
   - Put all the folders found in the *.zip file at "Avorion\Data\" folder and override all.
   - Start the game and change the language to "AM_*" because the factionnames do not match with standard language.


How to quick uninstall:
   - Delete the "Avorion\Data\scrips" folder.
   - Make a gamerepair over Steam by "right click" on game and "click" on properties, "click" on "local data"
     "click" on "verify integrity of game cache", done
   - Start the game and change the language into you normal language.


How to 100% uninstall:
   - Delete the "Avorion\Data\Mods\Avorion Multiverse" folder.
   - Delete the "Avorion\Data\scrips" folder.
   - Delete following files at "Avorion\Data\localization\": AM_English.xml, AM_English.po, AM_German.xml, AM_German.po
   - Make a gamerepair over Steam by "right click" on game and "click" on properties, "click" on "local data"
     "click" on "verify integrity of game cache", done.
   - Start the game and change the language into you normal language.guage.

10
Mods / Re: [MOD] [0.20.2] Avorion Multiverse
« on: January 19, 2019, 07:57:39 PM »
Your right, i will fix the "pirategenerator.lua" for next version!!

11
Mods / Re: [MOD] Avorion Multiverse
« on: November 11, 2018, 05:25:19 PM »
Hallo Guys the first version ist done and is waiting for you:

https://drive.google.com/open?id=1s_U8NtrWsdp1eXw-LZRIJyGdx_vhudSr

have fun :)

12
Mods / Re: [MOD] Avorion Multiverse
« on: October 20, 2018, 12:40:47 PM »
moved to Post one...

13
Mods / Re: [MOD] Avorion Multiverse
« on: June 11, 2018, 09:19:53 PM »
The different ship and station types like
Quote
DefenderShip, CarrierShip, MilitaryShip, TradingShip, MiningShip, FreighterShip, Shipyard, EquipmentDock, RepairDock, MilitaryBase, ResearchStation, TurretFactory, FighterFactory

are a result because that my mod do not spwan additional factions, my mod edit the existing factions and change there plans.
at this point i found a way to "rename" the faction. its not very smart but it works  ::)

14
Mods / Re: [MOD] Avorion Multiverse
« on: June 11, 2018, 08:43:34 PM »
All Ship/Station Types they are not definded spawns with the original avorion plan.
DefenderShips are ships they spawned to defend the sector and the have 10x volume, that from original game not me.

15
Mods / Re: [MOD] Avorion Multiverse
« on: June 11, 2018, 08:41:40 PM »
Good idea to integrate a rarity option, i like it  :)

At this time the mod will spawn only one ship if the game wants to spawn one ship. Here a litte look at the spawnmechanics:
1. The game says: i want to spawn a ship like that volume = 2000
2. My mod say, ok i need to take a look at my ships for that race (the race ist definded before)
3. The mod filtered all ships with minVolume > 2000 and maxVolume  < 2000
4. The mod has 5 ships and choose one per random (here i can modify the mod for rarity)
5. the mod convert the choosen ship into target material and scale the ship up or down to find a balance between duration, volume and cost + resourcecost in referenz to the original plan
6. the new ship is done but its volume can be greater or lower than 2000 after conversion but ist not far away

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