SirDamnALot wrote:Cool
Could you spread the weapons/Missiles/Garrisons over more grid slots? E.g. every defense grid tech gives you two slots, so you have to invest more into building the defenses until you got the whole package?
General speaking, do you guys bother with star fortresses and such? I find them highy expensive and refitting them seperatly was a hassle until mass refit.
stixon wrote:Any comments/advice appreciated.
stixon wrote:AFAIK every upcoming defense slot will get the same number of hardpoints + 2 extra weapons/planet mounts +1 system mount. That's a lot of stuff! No costly fortresses needed to easily defend against several Battleships.
Moreover with the introduced changes to the Shield piercing mechanics this game now plays absolutely different from the original.
I'm also thinking of giving the LR Mod to all Heavy weapons so that planets could counter distant ship attacks with return beam fire and not only fighters and missiles
sven wrote:I'll get a simple Mods\ folder working ASAP though; that's a straightforward feature, and I think it will make maintaining an alternate balance mod like this one much easier.
sven wrote:Alright! We have a real mod! .
SirDamnALot wrote:sven wrote:I'll get a simple Mods\ folder working ASAP though; that's a straightforward feature, and I think it will make maintaining an alternate balance mod like this one much easier.
Wohoo! Could also be a good way to try different balancing approaches and quickly change between configs.
stixon wrote:FIXED strike fighters. Truely. Tested. Now they do attack mobile small targets with beams and ships and structures with bombs.
Code: Select all
define_weapon "Strike Fighter" {
loadout = {type = 'energy', n=1},
loadout = {type = 'bombs', n=1},
}
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define_weapon "Strike Fighter" {
loadout = {type = 'bombs', n=1},
}
Chasm wrote:Current developers build for mods directory.
@technology directory works fine. (so my mod are going to the proper subdirectory)
Drawers/ships gives an error:
attempt to index global 'HawkAK' (a nil value)
even when the complete unmodded ships folder and subdirectories is placed in it.
If the path weren't correct nothing would happen (since the mod directory only sees things if they are in the correct folder mirror)
stixon wrote:As of now added 1 more weapon 7x slot, 2 system (55) slots, 2 missile 7x racks, 2 Fighter squads x7 to planetary defenses.
Code: Select all
return 250 + (base + inc)*50
stixon wrote:sven wrote:Alright! We have a real mod! .
Yeah. I bumped into several issues though 1 of them being unable to add light weapon mounts (forced point defence would be great to counter missile threats) and another has to do with Marauders not able to refit their planetary defense though other races do it fine. I sent the bug report. Perhaps if you look at it and the modded file you'll help me with this. I'm not a coder, a translator actually. Though I have some modding background
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local space=s*5
local n=round | s * .3
local n_planet_mounts=defenses+2
local system_mounts=defenses+1
for i=1,n_planet_mounts
push { mtype="Planet", ..n,..space, hardpoint_type = "MaskedBeamMounts", mlocation_list={ 1, 2, 3 } }
end
push { ..n,..space, mtype="Berth", space = space*.5 }
push { ..n,..space, mtype="Berth", space = space*.5 }
push { ..n,..space, mtype="Missile", space = space*.5 }
push { ..n,..space, mtype="Missile", space = space*.5 }
for i=1,system_mounts
push {mtype="System", ..n,..space, hardpoint_type = "System", space = space*.5, mlocation_list={ 1, 2, 3 } }
end
push {mtype="Armor", space = space*.5 }
-- boiler-plate mount index assignment
for i=1,#available_mounts
insert(available_mounts[i],..i)
end
return {
hull_desc_key = 'Planet Defenses',
init_design_specs = init_planet_specs,
required_tier=0,
..available_mounts,
}
stixon wrote:1 of them being unable to add light weapon mounts (forced point defence would be great to counter missile threats)
Code: Select all
local small_n = round(n*.5)
push { mtype="Light", n=small_n, hardpoint_type = "MaskedBeamMounts", mlocation_list={ 1, 2, 3 } }
push { mtype="Light", n=small_n, hardpoint_type = "MaskedBeamMounts", mlocation_list={ 1, 2, 3 } }
sven wrote: let me know if you run into bugs with it
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