Search found 182 matches
- Sun Mar 18, 2018 2:49 am
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Re: Orthin and torpedoes
I think MOO worked something like, each ship class had total mass of equipment you can add there, there wasn't equivalent of hardpoints (not direct one for sure, there was limited amount of slots, but that was maybe more UI limit) ... if you equipped less that total mass, your ship was faster ...
- Sun Mar 18, 2018 2:43 am
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Re: Orthin and torpedoes
that once you like torpedoes, you should be able research a technology, that adds torpedo hardpoints to your ships, but I don't thing we are that far ... it definitely is on my todo mod list, though ... unlocking hardpoints through research
this is an interesting idea. what kinds of tech-gated ...
this is an interesting idea. what kinds of tech-gated ...
- Sun Mar 18, 2018 2:27 am
- Forum: Modding
- Topic: various improvements for ease of empire management
- Replies: 30
- Views: 62919
Re: various improvements for ease of empire management
so, I redesigned this ... it no longer shows on planet pane ... it shows on star system overview
the reason I like this, is that it helps me to micro manage the game ... I now can quickly say if I have all races available to me on the particular planet to maximize population cap and to unlock as ...
the reason I like this, is that it helps me to micro manage the game ... I now can quickly say if I have all races available to me on the particular planet to maximize population cap and to unlock as ...
- Sun Mar 18, 2018 2:15 am
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Re: Orthin and torpedoes
do you still need the save ?
I think I found a way to fix it
added this for Fusion Torpedoes and Antimatter Torpedoes (gremak are there as they are there for Heavy Missiles as well)
race = {
orthin = { locked=true },
gremak = { locked=true },
}
now Fusion Torpedoes got unlocked after ...
I think I found a way to fix it
added this for Fusion Torpedoes and Antimatter Torpedoes (gremak are there as they are there for Heavy Missiles as well)
race = {
orthin = { locked=true },
gremak = { locked=true },
}
now Fusion Torpedoes got unlocked after ...
- Sat Mar 17, 2018 6:37 pm
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Re: Orthin and torpedoes
I think I found a way to fix it
added this for Fusion Torpedoes and Antimatter Torpedoes (gremak are there as they are there for Heavy Missiles as well)
race = {
orthin = { locked=true },
gremak = { locked=true },
}
now Fusion Torpedoes got unlocked after scientists took captured ship apart ...
added this for Fusion Torpedoes and Antimatter Torpedoes (gremak are there as they are there for Heavy Missiles as well)
race = {
orthin = { locked=true },
gremak = { locked=true },
}
now Fusion Torpedoes got unlocked after scientists took captured ship apart ...
- Sat Mar 17, 2018 6:32 pm
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Re: Orthin and torpedoes
hmmm,
just captured ship with Fusion Torpedoes, handed to scientists ... got the tech ... as soon as I go to Tech Tree and click on AM Torpedoes (as this got unlocked for me due to having access to Fusion Torpedoes now) the game throws error at me ... something something Weaponinfo.lua something ...
just captured ship with Fusion Torpedoes, handed to scientists ... got the tech ... as soon as I go to Tech Tree and click on AM Torpedoes (as this got unlocked for me due to having access to Fusion Torpedoes now) the game throws error at me ... something something Weaponinfo.lua something ...
- Sat Mar 17, 2018 4:49 pm
- Forum: General Forum
- Topic: Orthin and torpedoes
- Replies: 25
- Views: 31092
Orthin and torpedoes
took me a bit to realize what is going on when I supposedly unlocked "Plasma Torpedoes" from defeating certain Harpy unit and nothing was showing up in tech tree ... then I realized Orthin have no access to torpedoes at all ... technically they do not have access to ships with Torpedo hardpoint ...
- Fri Mar 16, 2018 5:00 pm
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
no worries, Sven, you guys are doing great job and we are here all together to make this game the best of them allsven wrote:So, um, yes, that code is definitely buggy. I'll push an official fix in the next patch![]()

- Fri Mar 16, 2018 4:57 pm
- Forum: Modding
- Topic: Ship Damage Mod
- Replies: 13
- Views: 23697
Re: Combat Damage Mod
How did shield absorption work in MOO2?
first X amount of damage for each weapon hitting shields was ignored ... so absorption of 2 (for example) and firing at that shield with a weapon of damage range 3-8 actually made that weapon 1-6 effectively
I like it, because it promotes quality over ...
first X amount of damage for each weapon hitting shields was ignored ... so absorption of 2 (for example) and firing at that shield with a weapon of damage range 3-8 actually made that weapon 1-6 effectively
I like it, because it promotes quality over ...
- Fri Mar 16, 2018 2:45 am
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
sooo, I removed this function from WEAPONS.lua and added a bit of a code (in shipdamage.lua or what ever the name of the file is) that if shield_piercing_level is nil, it is set to 0
function WeaponProperty.shield_piercing_level(w)
if not w:special 'Shield Piercing'
return 0
end
return 1
end ...
function WeaponProperty.shield_piercing_level(w)
if not w:special 'Shield Piercing'
return 0
end
return 1
end ...
- Thu Mar 15, 2018 9:10 pm
- Forum: Modding
- Topic: Ship Damage Mod
- Replies: 13
- Views: 23697
Re: Combat Damage Mod
I like this one ... now I am wondering, if you have the time and it is something you like to implement as well
I always liked the way how MOO 2 had shield absorption implemented, I wanted to look into it a year ago for SiS, and I want to look into it now, I just don't have that much time
I always liked the way how MOO 2 had shield absorption implemented, I wanted to look into it a year ago for SiS, and I want to look into it now, I just don't have that much time
- Thu Mar 15, 2018 7:46 pm
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
Not exactly... The property values can be overwritten by values defined in the weapon or the weapon's weapon info table. So, for example, if we're evaluating the shield_piercing_level of a Force Lance, we should always return 2 (because that's the value defined in the Force Lance entry in WEAPONS ...
- Thu Mar 15, 2018 7:33 pm
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
hi Sven,
this should be what is in current build code (I am at work and only have a copy of Lua State folder, it is about a week old, so latest released build, I think)
define_weapon "Force Lance" {
tier=3,
sound_fun = "FORCE_LANCE",
type = "kinetic",
power_mult=3,
drawer_type = 'force_beam ...
this should be what is in current build code (I am at work and only have a copy of Lua State folder, it is about a week old, so latest released build, I think)
define_weapon "Force Lance" {
tier=3,
sound_fun = "FORCE_LANCE",
type = "kinetic",
power_mult=3,
drawer_type = 'force_beam ...
- Wed Mar 14, 2018 4:27 am
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
Out of curiosity, what were you trying before?
function WeaponProperty.shield_piercing_level(w)
if not w:special 'Shield Piercing'
return 0
end
if w.shield_piercing_level>1
return w.shield_piercing_level
else
return 1
end
end
just tested it, it seems my "ugly hack" is still needed for ...
function WeaponProperty.shield_piercing_level(w)
if not w:special 'Shield Piercing'
return 0
end
if w.shield_piercing_level>1
return w.shield_piercing_level
else
return 1
end
end
just tested it, it seems my "ugly hack" is still needed for ...
- Tue Mar 13, 2018 5:17 am
- Forum: General Forum
- Topic: Bug: Railgun, Force Lance, Station graphics
- Replies: 23
- Views: 34413
Re: Bug: Railgun, Force Lance, Station graphics
hey everyone, back to the game after about a year ... I was quickly checking a few things, this (shield piercing) seems to be unchanged unless it is now handled differently in the code ?