
On a side note: This mod seems to override some improvements and bugfixes from 2.6. My fleet ships are not moving in formation anymore with this mod enabled.
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Und wenn ein Forenbösewicht, was Ungezogenes spricht, dann hol' ich meinen Kaktus und der sticht sticht sticht.
/l、
゙(゚、 。 7
l、゙ ~ヽ /
じしf_, )ノ
VRO does not change any AI scripts or scripts at all, i do not see a way how it can impact formations.
this is why i love your mod to make game challengeShuulo wrote: ↑Wed, 2. Oct 19, 21:37 As I already mentioned, I do not plan to make it separate.
Every change here is for the reason.
There is no point in large ships without turrets in OOS, as they currently are in vanilla due to critical bug - thats why at least M turrets are indestructible (I really considered making even L turrets the same). If you want board ships without consequences and in easy way then sorry, this is not how I see this game, there should be a challenge.
Agility, speed, HP and shield health of ships are fully balanced against new weapon damages and behavior and to make combat more variable and fun, what is the point in balancing guns around poor game design in ship balance regards? Even if I release weapon module it will be a total mess, thats what it was at first when i started developing VRO and then came to realization that without changes to ships there is no point in making weapons as I want them.
You can unpack the mod and just delete the assets/units folder and try it yourself, its lame.
Boost was deactivated because its shit, abused by player and AI is utterly broken in using it. You can unpack the mod and delete the assets/props/engines folder to revert this change.
I will not release the mod in modules, VRO is being created as an overhaul to how you experience the game, as I see it, as I like it.
But you are free to do whatever you want with unpacked mod on your PC, its like 5 minutes learning how to unpack files and revert any change in it. Just do not post any patches based on my work without talking to me first.
I think view on balance is subjective. I tried this mod, while there are indeed lots of great aspects in it, I got discouraged by the ship flight feeling and lack of boost. Whenever i find myself in firing range of xenon K when using a Nemesis, it is 100% death for me. I attacked a xenon K using about 10 Nemesis and 6 Perseus. 4 Nemesis died before even reaching the target, of course at the end they all died without doing significant damage (only dropping shield)Scoob wrote: ↑Fri, 4. Oct 19, 00:44 I do agree that boost, as implemented in vanilla, is a pretty poor feature. You can insta-boost away from anything if you have shields, then engage travel mode for instant high speed travel. Alternately, if you're actually getting your behind whooped by an opponent and your shields are down, you can't flee. While AI use of boost is better in 2.6, they don't totally drain their shields, they still don't quite appear to obey the same rules as the player at times. All in all, it's better off disabled in its current form and ships having their natural speed advantage preserved keeps the classes a little more distinct too.
If however there was a way to make boost separate from shield drain, and it only gave a 10-20% speed boost for a couple of seconds, then had a long-ish cool down timer, it'd be quite fun. No more spamming boost, but saving it for when you really need it. Great for the player, but I doubt the AI would use it appropriately. Only a thing for Fighters though really.
I'm currently testing the 2.6 Beta, so am totally vanilla for that reason and it's a bit painful at times and fire fights are far less pretty.
In the past with this mod I've started afresh, are there consequences of applying it to a game in progress? I.e. ships with weird hull values and the like? I would quite like to continue my vanilla save with some mods when 2.6 is officially released. No worries if not though.
Scoob.
There must be a switch that goes off like when as a player i click shift-1, the computer must do the same.....could it not be added to this switch?
You could do something around the move_to in the ai orders that move ships around. There is an effect library like the sound library and you can play effects with a method.Madwack wrote: ↑Wed, 9. Oct 19, 20:29There must be a switch that goes off like when as a player i click shift-1, the computer must do the same.....could it not be added to this switch?
Could the engine effect be edited to do this?
HAHA me no give up
My coding abilities goes as far as editing the music and the soundfx and editing Audio.