Posted: Thu, 3. Nov 16, 18:15
if at first you don't succeed, /do else instead?
Done quickly, but needs to change a value in every ship macro, which means newly added ships via other mods need to be changed by urself. It's simple though, so shouldn't be an issue.Warnoise wrote:Hi all, is there a mod, or a possibility to modify the game to nullify exploding ships damage?
Since the AI is too stupid to escape from exploding ships, it is too frustrating watching your ships dying to one dead Xenon K explosion.
Wow thanks man i really appreciate it!iforgotmysocks wrote:Done quickly, but needs to change a value in every ship macro, which means newly added ships via other mods need to be changed by urself. It's simple though, so shouldn't be an issue.Warnoise wrote:Hi all, is there a mod, or a possibility to modify the game to nullify exploding ships damage?
Since the AI is too stupid to escape from exploding ships, it is too frustrating watching your ships dying to one dead Xenon K explosion.
noexplosiondmg
Hi there,alexalsp wrote:Hello. Who knows commands for defense officer?
Attack all enemies?
Thanks Sparky SparkycorpSparky Sparkycorp wrote:Hi there,alexalsp wrote:Hello. Who knows commands for defense officer?
Attack all enemies?
The 2 Defense Officer settings are on the wiki combat page.
The related combat orders for issuing ot Pilots and Captains are on the wiki key bindings page under "COMM: OWNED SHIP COMMANDS", "BROADCAST TO MULTIPLE SHIPS" and "NEW ORDER MENU".
А какой в этом смысл , дроны это расходный материал, не вижу в этом нужды.matveich[EG] wrote:Hi,
Are there any mods that make fighters/drones more viable? Specifically, I am looking for mods that do one of the following things:
1) removal of ship explosion damage
2) increase of fighter/drone hp and damage
3) autonomous fighter repairs
I believe using Russian lang in this sub-forum might be against the rules so I'd stick to English:alexalsp wrote:А какой в этом смысл , дроны это расходный материал, не вижу в этом нужды.matveich[EG] wrote:Hi,
Are there any mods that make fighters/drones more viable? Specifically, I am looking for mods that do one of the following things:
1) removal of ship explosion damage
2) increase of fighter/drone hp and damage
3) autonomous fighter repairs
1) бессмертные дроны, как я понял, не интересно.
2) увеличить корпус , тут можно , к примеру раза в два , это не много труда .
3) починка дрона - только если присобачить кокпит , который не известно , можно ли , и садить инженера , либо кто то напишет скрипт , но не думаю , что ради дрона , кто то будет этим заниматься .
Вообще считаю затея не стоит и одного яйца ))
Возможно кто то , когда то и сделает такой мод .
Nope, you have to do this for every Ship seperately. but if you are clever with the Path you can just reate the File once and then copy and Rename it, so it can be done pretty fast.matveich[EG] wrote:In any case my actual mod request is to adjust ship explosion damage. As I understand it should be a library with a single <replace sel>, which adjusts explosiondamage value in macros/macro name=*/properties to 0. If only I remembered how to write those..
i made a Mod which makes Energy Storage also compatible with Fuel - sadly it turned out the Vanilla AI didnt like this change because it liked to fill the whole Fuel Storage with Fuel and no Energy was remaining... i dont intend to fix this because i have no intention on relying on Vanilla Scripts and my own Scripts can account for this (with some space for improvement though ^^)matveich[EG] wrote:And another question/request about a dedicated tanker ship. So far I have not found a mod containing one, while it would be nice to have a ship with lots of space for fuel cells to resupply your fleet.
So, it is one line replacement per xml patch. That is unfortunate as I will have to write a ton of patches not only for vanilla ships but for every ship pack I am using. Could you remind me if it matters where the patch is located? Is it fine to organize all these patches in library dir or they must be located in assets/units/macros?UniTrader wrote:Nope, you have to do this for every Ship seperately. but if you are clever with the Path you can just reate the File once and then copy and Rename it, so it can be done pretty fast.matveich[EG] wrote:In any case my actual mod request is to adjust ship explosion damage. As I understand it should be a library with a single <replace sel>, which adjusts explosiondamage value in macros/macro name=*/properties to 0. If only I remembered how to write those..
Thanks, that's good to know. By a brief a look it seems that some ships mod contains dedicated tanker ships, but I have not checked that yet. In any case I can always write a patch to increase Rahanas E fuel storage and pretend it is a tanker ship.UniTrader wrote:i made a Mod which makes Energy Storage also compatible with Fuel - sadly it turned out the Vanilla AI didnt like this change because it liked to fill the whole Fuel Storage with Fuel and no Energy was remaining... i dont intend to fix this because i have no intention on relying on Vanilla Scripts and my own Scripts can account for this (with some space for improvement though ^^)matveich[EG] wrote:And another question/request about a dedicated tanker ship. So far I have not found a mod containing one, while it would be nice to have a ship with lots of space for fuel cells to resupply your fleet.
the path of the patch files in the mod must be the same as the original file in the game root. so the location for each file is pretty much fixed. but as i already stated you dont have to write an individual patch for each of them, you just have to copy the same file over and over and remanme it if you are clever with your xpaths:matveich[EG] wrote:So, it is one line replacement per xml patch. That is unfortunate as I will have to write a ton of patches not only for vanilla ships but for every ship pack I am using. Could you remind me if it matters where the patch is located? Is it fine to organize all these patches in library dir or they must be located in assets/units/macros?
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<diff><replace sel="//properties/explosiondamage/@value">0</replace></diff>
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<move_to object="this.ship" destination="this.ship.zone" flightbehaviour="$fb" forcesteering="true">
<position object="this.ship" min="500m" max="1km"/>
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<aiflight>
<skills>
<skill value="0" strafespeed="0.5" strafeacc="0.5" steeringspeed="0.5" steeringacc="0.5" reactiontime="1.0" />
<skill value="1" strafespeed="0.6" strafeacc="0.6" steeringspeed="0.6" steeringacc="0.6" reactiontime="0.8" />
<skill value="2" strafespeed="0.7" strafeacc="0.7" steeringspeed="0.7" steeringacc="0.7" reactiontime="0.6" />
<skill value="3" strafespeed="0.8" strafeacc="0.8" steeringspeed="0.8" steeringacc="0.8" reactiontime="0.4" />
<skill value="4" strafespeed="0.9" strafeacc="0.9" steeringspeed="0.9" steeringacc="0.9" reactiontime="0.2" />
<skill value="5" strafespeed="1.0" strafeacc="1.0" steeringspeed="1.0" steeringacc="1.0" reactiontime="0.0" />
</skills>
</aiflight>