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by siyoa
Sat Mar 17, 2018 6:32 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 7254

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 nil...
by siyoa
Sat Mar 17, 2018 4:49 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 7254

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 hard...
by siyoa
Fri Mar 16, 2018 5:00 pm
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

Re: Bug: Railgun, Force Lance, Station graphics

sven wrote:So, um, yes, that code is definitely buggy. I'll push an official fix in the next patch :oops: :oops:

no worries, Sven, you guys are doing great job and we are here all together to make this game the best of them all ;)
by siyoa
Fri Mar 16, 2018 4:57 pm
Forum: Modding
Topic: Ship Damage Mod
Replies: 13
Views: 6614

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 quantit...
by siyoa
Fri Mar 16, 2018 2:45 am
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

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 now thi...
by siyoa
Thu Mar 15, 2018 9:10 pm
Forum: Modding
Topic: Ship Damage Mod
Replies: 13
Views: 6614

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
by siyoa
Thu Mar 15, 2018 7:46 pm
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

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.l...
by siyoa
Thu Mar 15, 2018 7:33 pm
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

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, draw...
by siyoa
Wed Mar 14, 2018 4:27 am
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

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 For...
by siyoa
Tue Mar 13, 2018 5:17 am
Forum: General Forum
Topic: Bug: Railgun, Force Lance, Station graphics
Replies: 23
Views: 9615

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 ?
by siyoa
Tue May 30, 2017 6:04 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 14479

various improvements for ease of empire management

*** FOR LATEST FILES CHECK THIS POST *** it should now work in Mod folder just fine, also cleaned up PopIcons.lua so that it contains only the function I added any issue, please let me know if you want just empty slots showing (and not fancy icons for population), you only need @PlanetListPane.lua f...
by siyoa
Mon May 29, 2017 4:28 am
Forum: Testing
Topic: stellar beam animation length
Replies: 0
Views: 3152

stellar beam animation length

if anyone wants to change animation duration for "Stellar Surge Beam" , look inside Drawers\Effects\ beam_animation.lua just comment out time_scale=.15 , you may want to change glow_w (.65 should work fine), also you may want to change sound_fun = 'STELLAR_SURGE_BEAM' in WEAPONS.lua as the...
by siyoa
Sat May 27, 2017 8:37 pm
Forum: Modding
Topic: Modding to increase difficulty
Replies: 29
Views: 13420

Re: Modding to increase difficulty

just curious (I didn't have a chance to try it myself), how these changes turned out ?
by siyoa
Fri May 26, 2017 5:56 am
Forum: Testing
Topic: fighters bombers with multiple weapons ..sort of
Replies: 2
Views: 2507

Re: fighters bombers with multiple weapons ..sort of

I think I fixed the issue with re-docking, please re-download if you have earlier version 8-)
by siyoa
Fri May 26, 2017 5:03 am
Forum: Testing
Topic: fighters health based on armor tech (former LUA help thread)
Replies: 6
Views: 4704

Re: whoever understand LUA please respond

thanks, yeah going global would be the way to go, I don't need that info on design screen that much, it was there mainly to make sure my function altering fighter health is doing something :D

I'll resort to global functions for some more serious stuff ;)

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