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Messages - Mp70

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1
General Discussion / Re: Looking for Enemy Size scaling.
« on: April 21, 2019, 08:42:19 PM »
No problem, glad I could help!

2
General Discussion / Re: Looking for Enemy Size scaling.
« on: April 20, 2019, 03:33:26 PM »
https://www.avorion.net/forum/index.php?topic=4353.0
An example post.

I strongly believe in this game that enemy ship volume needs a big increase, in order to make the battle last longer than 1 second.
I mean, that or all weapons needs to be reduced in damage.

Fights end far too fast in Avorion. No point launching fighters if Rail and Lightning ends the entire game, tearing the fabric of challenge completely away.

So I took a look at the relevant file in the mod you linked, and since your primary concern is about volume, it'll probably be easier if I show you what that mod changed, then you can change the numbers yourself to find the right balance.

To start with, the file you need to open is located in Avorion/data/scripts/lib/  and the file name is galaxy.lua
Before opening, make a copy of the file and rename it galaxy.lua.orig or something to that affect.

Once you have that open scroll down to line 73:
Code: [Select]
return shipVolumeThe mod simply multiplied shipvolume by 2:
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return shipVolume * 2
The next change is on line 132:
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function Balancing_GetEnemySectorTurretsUnrounded(x, y)
    return Balancing_GetSectorTurretsUnrounded(x, y) * 1.5
end
The mod changed 1.5 to 6:
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function Balancing_GetEnemySectorTurretsUnrounded(x, y)
    return Balancing_GetSectorTurretsUnrounded(x, y) * 6
end
This essentially increases the number of turrets ships have, and the location of the change, inside the function Balancing_GetEnemySectorTurretsUnrounded, means it only affects 'enemy' ships.

The last change is made on line 179:
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local maximumHP = Balancing_GetSectorShipHP(0, 0)The mod changed the value of maximumHP by dividing by 2:
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local maximumHP = Balancing_GetSectorShipHP(0, 0) / 2This change is related to the first change, since a ships volume plays a role in it's total hp.
This is where you can tweak how much of a 'bullet sponge' you want enemies to be: divide by 2,3,4 etc to make them softer, multiply by 2,3,4 to make them tougher (or any value in between) Keep in mind that the function Balancing_GetSectorShipHP already multiplies the volume of the ship by 4 to get the HP value, so even dividing it by 2 still means it has twice as much HP.

You can tweak any of the number listed here or even in the rest of the file (make sure to make a backup) to find something that suits you.

3
General Discussion / Re: Looking for Enemy Size scaling.
« on: April 20, 2019, 05:29:24 AM »
If you tell me which mod is outdated, I'll take a look. No promises - but if it's not to complex a mod, I could probably update it.

As for the "I would love a few things to be honest" section, I'm sure most people would love that - even the developers - but the way the game works right now, the number of objects the game keeps track of - bullets, each and every block in each and every ship, every block in every station/asteroid/wreck, every dust cloud/satellite/loot object - it would make the most advanced chip choke to do what you ask. On top of that you have multiplayer, and every byte in the objects I just described would need to be communicated to every other player - plus ping, plus lag, plus plus plus - I'm sure the developers will pack as much in as possible - but you need to keep your expectations within reason.

4
(1) There's a Search button at the top of the page. You can select which forums to search, and wildcard a username (Thunder* found all your posts), though you need to include a word for the search to work.

(2) You can click on a users name in any post to go to their profile and see that information; there is a button to show users posts in their profile.

(3) I've been reading the forums for quite some time - and the need to 'downvote' someone simply doesn't exist, same for 'upvotes', if a post helped you - then reply and say thanks, or pm them. If you really feel the need to 'vote' - Knock yourself out!

5
Mods / Re: [MOD][Plll6] EVE Online Music
« on: March 21, 2019, 02:46:30 AM »
Thanks for this!

Just to be clear, this makes music 100% random all the time - no battle/mode specific music (yet) when in battle/space?

6
Mods / Re: [Mod] Detailed Turret Tooltips
« on: March 20, 2019, 06:14:12 PM »
Small update for new mining/salvaging turrets.

Updated  from MassCraxx a few posts up.

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