Search found 182 matches

Go to advanced search

by siyoa
Sun Mar 18, 2018 2:49 am
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 28001

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 ... th...
by siyoa
Sun Mar 18, 2018 2:43 am
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 28001

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 hard...
by siyoa
Sun Mar 18, 2018 2:27 am
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57516

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 man...
by siyoa
Sun Mar 18, 2018 2:15 am
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 28001

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 scientists took...
by siyoa
Sat Mar 17, 2018 6:37 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 28001

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, but Ant...
by siyoa
Sat Mar 17, 2018 6:32 pm
Forum: General Forum
Topic: Orthin and torpedoes
Replies: 25
Views: 28001

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: 28001

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: 30526

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: 21518

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: 30526

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: 21518

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: 30526

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: 30526

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: 30526

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: 30526

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 ?

Go to advanced search