DLC rebalance mod

A place for discussion of making game modifications.
BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Post by BladeX »

did you remove LR from hellbores?
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

Yes, with the new longer range for heavy mounts, as well as the revised beam mitigation, it was unneeded. Between rapid fire and armor piercing mods hellbore are now very viable without it.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

https://drive.google.com/open?id=1MhXtn ... DD4FXqKE42
Updated for latest version.
Adds bombs (alternate missiles type, heavier warhead though slower, usable on fighters), low/mid/high tech (torpedo tree)
Tech tree tweaks.
Ashdar heavy cruiser improved slightly.
BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Post by BladeX »

welp looks like i can't use this version because i don't have the beta
Image
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

Its mostly to update to the beta version. if you want to try out the modifications, use the prior released version, and then copy the contents of this link into the dlc folder (do not leave it in the folder it comes in).
https://drive.google.com/open?id=1-ybnP ... Z2Yyr3dBeS
~Technology.lua , race.lua and weapon.lua will all need be overwritten.
Last edited by Chasm on Sun Jan 07, 2018 12:47 pm, edited 1 time in total.
BladeX
Posts: 18
Joined: Sun Dec 17, 2017 3:17 am

Re: DLC rebalance mod

Post by BladeX »

it works i'll check it out later
rustyi
Posts: 32
Joined: Sat Feb 11, 2017 3:36 am
Location: San Francisco, CA

Re: DLC rebalance mod

Post by rustyi »

Hey Chasm,
Thanks for all your modding work! I was playing with your latest 010518DLC mod - a lot of fun!

Curious about enabling ships for other races. I play tinkers a lot and find they seem to be missing a mid-level escort-type craft. I tried adding tinkers to the list of races in the TECHNOLOGY.lua which enabled me to research the ships, but not build them.

Any idea what I'm missing?
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

Each ship class has a linked design (for example HawkCA is a heavy cruiser ship template) . In order to add a class, you would have to make a full new ship template (including graphics) and tie it in properly. And unfortunately this is far beyond what I know how to do. I experimented trying to set up ship variants but could never get those to work. Sorry :(
rustyi
Posts: 32
Joined: Sat Feb 11, 2017 3:36 am
Location: San Francisco, CA

Re: DLC rebalance mod

Post by rustyi »

Thanks! After reading your post I started going through the ship drawer folder and reading the various LUA... totally get it. I was hoping to bootstrap an existing design and simply let another race "borrow" the template, but doesn't look that simple (to your point).
Appreciate the quick response, and your work on the mod :)
zaikman
Posts: 4
Joined: Tue Feb 06, 2018 11:10 am

Re: DLC rebalance mod

Post by zaikman »

I have downloaded your modpack and am running version r21558 but nothing seems to be working. I started a new game to see if anything would change but no. The things you mentioned like flak cannon and bomb tech are not present in the tech tree, small worlds still exist. In the start menu it says all mods are detected.

What could be the problem?
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

Small worlds will still be there, I edited out tiny worlds. Flak cannon, and bombs are both discovered with other weapon types (torpedoes and bombs share the same research types, as do flak cannon and heavy coilgun). Are you getting a hard crash?
zaikman
Posts: 4
Joined: Tue Feb 06, 2018 11:10 am

Re: DLC rebalance mod

Post by zaikman »

No hardcrash but evey turn im getting errors that look like this.

Code: Select all

Mods\Encounters\trigger_generic_events.lua:21: EventCard is missing required field: event_name -> harpy_tender
Mods\Encounters\trigger_generic_events.lua:21:trigger_generic_events:
 Lua state\Orders\end_year.lua:162:
  Lua state\Orders\end_year.lua:243:
   Lua state\Orders\end_year.lua:289:end_year:
    Lua state\GUI\~GalaxyMap\@NextTurn.lua:144
Or like this

Code: Select all

Mods\@Tactical\ship_damage.lua:978: attempt to call global 'animate_destroyed_trackers_and_damage_text' (a nil value)
Mods\@Tactical\ship_damage.lua:978:
 Lua state\AI\CloseAndAttack.lua:151:attack_as_able:
  Lua state\AI\CloseAndAttack.lua:357:close_and_attack:
   Lua state\AI\CloseAndAttack.lua:440:
    Lua state\AI\CloseAndAttack.lua:563
Every turn some error pops up.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

https://drive.google.com/open?id=1A7sdb ... 7JU1NvL-SP
Please try this version, and let me know if you get a hard crash. If you do not then copy the contents of this next link into the dlc folder (do not leave it in the folder it comes in).
https://drive.google.com/open?id=1-ybnP ... Z2Yyr3dBeS
~Technology.lua , race.lua and weapon.lua will all need be overwritten.
zaikman
Posts: 4
Joined: Tue Feb 06, 2018 11:10 am

Re: DLC rebalance mod

Post by zaikman »

Hi, I replaced all files with the older version of the DLC pack, no hard crash. I then proceeded to replace those 3 files you mentioned last including adding in HawkCA which was all in the link you gave me.

I am still getting this error turn 1

Code: Select all

Mods\Encounters\trigger_generic_events.lua:21: EventCard is missing required field: event_name -> harpy_tender
Mods\Encounters\trigger_generic_events.lua:21:trigger_generic_events:
 Lua state\Orders\end_year.lua:162:
  Lua state\Orders\end_year.lua:243:
   Lua state\Orders\end_year.lua:289:end_year:
    Lua state\GUI\~GalaxyMap\@NextTurn.lua:144
And the same errors persisting subsequent turns.
Chasm
Posts: 568
Joined: Sat Feb 06, 2016 9:14 pm

Re: DLC rebalance mod

Post by Chasm »

Fresh game , right ? The mod will crash any saved game that isn't from it.
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