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Re: DLC rebalance mod

Posted: Mon Jan 01, 2018 6:12 am
by BladeX
did you remove LR from hellbores?

Re: DLC rebalance mod

Posted: Tue Jan 02, 2018 7:22 am
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.

Re: DLC rebalance mod

Posted: Thu Jan 04, 2018 2:21 pm
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.

Re: DLC rebalance mod

Posted: Fri Jan 05, 2018 3:37 am
by BladeX
welp looks like i can't use this version because i don't have the beta
Image

Re: DLC rebalance mod

Posted: Fri Jan 05, 2018 11:05 am
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.

Re: DLC rebalance mod

Posted: Sun Jan 07, 2018 3:45 am
by BladeX
it works i'll check it out later

Re: DLC rebalance mod

Posted: Sat Jan 13, 2018 7:38 pm
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?

Re: DLC rebalance mod

Posted: Sat Jan 13, 2018 11:00 pm
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 :(

Re: DLC rebalance mod

Posted: Sun Jan 14, 2018 1:33 am
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 :)

Re: DLC rebalance mod

Posted: Tue Feb 06, 2018 11:14 am
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?

Re: DLC rebalance mod

Posted: Tue Feb 06, 2018 7:47 pm
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?

Re: DLC rebalance mod

Posted: Wed Feb 07, 2018 7:06 am
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.

Re: DLC rebalance mod

Posted: Wed Feb 07, 2018 5:33 pm
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.

Re: DLC rebalance mod

Posted: Wed Feb 07, 2018 11:22 pm
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.

Re: DLC rebalance mod

Posted: Thu Feb 08, 2018 12:02 am
by Chasm
Fresh game , right ? The mod will crash any saved game that isn't from it.