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@Reiklandraider what do you mean with titan beam platforms? do you mean the ion cannon platforms? Cause they can still be build but i limited them to 1 per starbase. Do you have trouble building one?
@DefactoAle and @Craghorn maybe in the future, for now i want to enjoy my mod myself a bit and look to have everything really fixed ^^ but i plan to add nsc3 and gigastrucutres.
@Starne idk that mod but the components might work ya, but they will feel completly useless and underpowered ^^´
Great mod regardless.
As in because large slot armor and shields being limited to starbases I can´t equip them on the Deep Space Citadel.
Otherwise I have been really enjoying your mod. Interested how it will solve my endgame lag.
Pushing an update, i changed their shipdesign, they should have more dps now but cant just eat away your ship anymore. I hope so xD
so once you trigger it, the cutho eats your scientist, thats a scripted event, then you send in your corvette to rescue, and if im not wrong, if you beat it with your fleet, it dies, and th scientist survives?
@Reiklandraider Hm it should actually work as intended there, i did a recalculation with how i set the modfiiers..
And LOOOOOOL Ya that wasnt intended xD I looked into it, the souls aura grants 5 plattforms.. Well since plattforms from this mod are as strong as 10.. Thats effective... 50... xD
I nerf that down to only one platform, so the time it took to grant you 75 defence platforms slots will now be 15, which is much closer to vanilla.
@Reiklandraider ya i think that is due to no fleet spawning, it instantly goes into "fleet is gone" mode and sets this message up. Which year and whats your max. naval cap, were you testing it? Cause the astral fleet scales of both, years passed (max of 200) and your naval cap.
Are ship upgrades also affected by these timescales? I usually swap my starting corvette design to a Flak Battery and Two lasers at start. Then I upgrade my starting corvette and carry on. For some reason it looks like the upgrade is not progressing though? Two years and no progress.
What I was thinking was, if you make changes to enable something like this, and then I want to make changes to try out global x20 or global x5 instead of global x10. If there is something with inline scripts and scripted variables in place, then I only have to go tweak a few numbers instead of dealing with the individual components.
I also really don't want to have to deal with csv if I'm writing a script to automate patch mod generation.
If you put mine from x10 to x1 to get that to the balance of other mods, you would actually screw balance for everything thats not touched by my mod. The swarm 4example would turn into a x10 crisis.
They do it using inline script. I checked common/component_templates/!_aot_3_components_weapons_sigma.txt for a sample where inline scripts are used on the base component level. They reference the inline script common/inline_scripts/weapons/aot_sigma_weapon_damage.txt where they do the mult.
The entire inline script is:
damage = {
min = @[ $MIN_DMG$ * 3 ]
max = @[ $MAX_DMG$ * 3 ]
}
and is called like this:
inline_script = {
script = weapons/aot_sigma_weapon_damage
MIN_DMG = @min_plasma_m
MAX_DMG = @max_plasma_m
}
the scripted variables here were defined at the top of the file, but they should work even if they were defined in common/scripted_variables
@Baron Porkface ok thats strange. Are you using other mods? If not maybe cthulloid themself work via some multiplier when it comes to the making enemy fleets energency ftl jumpijg 🤔 because i really dient touch emergency jumps or the threahhold to do them. I will dig into cthulloid code
@TropicRanger101 and G-Lew i looked into the code of both mods. There are very much poointd were they and my mod overwrite each other. So they are not compatible yet and a patch for compatibility would need to be done
e.g. set weapon component damage/health as some base number * a scripted variable that can be tweaked?
--> Their mod and mine overwrite the same files.
You wouild have to load my mod after theirs , in the load order. But thatway i overwrite real space´s speed. You wouldnt be able to use that command from real space to have faster ships. Oh and ships wont have 1.25 speed outside combat and 0.75 speed inside combat, my mod would overwrite that so they have 1.0 speed everywhere. If you can live with that, you can play with both. If you load my mod befor real space, you will have them overwrite the x10 damage and some of the x10 costs, i wouldnt do that if i were you. But there you go.