[Mod] Weapon Pack
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Re: [Mod] Weapon Pack
Good that it works now .
Re: [Mod] Weapon Pack
The auto cannon needs a nerf imo. It absolutely melts anything it touches and impossible to dodge too.
Edit: I deleted the quote
Edit: I deleted the quote
Last edited by Warnoise on Fri, 3. Apr 20, 17:14, edited 1 time in total.
Re: [Mod] Weapon Pack
You dont need to quote the full mod description .
You must be wrong here. I think you mixed some weapons.
The 280mm autocannon (there is an S version whot comes from VRO mod that has nothing to do with this variant) which can only be mounted on L ships is pretty inaccurate and for sure will more miss than hit. ALso its DPS is pretty normal with 590. Plasma turret does 680 with a longer range but more misses for example. The CIWS has 419 DPS but hits waaaay more times and is for sure better as anti fighter weapon. Just check the encyclopedia for more details please.
But I agree that for its price its a bit too good. Its cheaper than CIWS and Flak and does more damage. WIll think about a nerf for the next version.
Re: [Mod] Weapon Pack
Just wanted to say thanks for your work on this and the XR Ship pack, I'm looking forward to giving it a try!
One suggestion (for this post and your other ones). Put the download links at/near the top of the post. I know it's a REALLY minor gripe, but it would be nice not to have to scroll past the change log
One suggestion (for this post and your other ones). Put the download links at/near the top of the post. I know it's a REALLY minor gripe, but it would be nice not to have to scroll past the change log
Check out my mod Crystal Rarities
Re: [Mod] Weapon Pack
You are welcome!Drewgamer wrote: ↑Fri, 3. Apr 20, 16:16Just wanted to say thanks for your work on this and the XR Ship pack, I'm looking forward to giving it a try!
One suggestion (for this post and your other ones). Put the download links at/near the top of the post. I know it's a REALLY minor gripe, but it would be nice not to have to scroll past the change log
The dl link at the bottom is intended. So I can try to force people to read the last changes before they spam asking questions they would have known the answer by reading them in many cases .
Re: [Mod] Weapon Pack
Haha fair enoughMax Bain wrote: ↑Sat, 4. Apr 20, 10:12You are welcome!Drewgamer wrote: ↑Fri, 3. Apr 20, 16:16Just wanted to say thanks for your work on this and the XR Ship pack, I'm looking forward to giving it a try!
One suggestion (for this post and your other ones). Put the download links at/near the top of the post. I know it's a REALLY minor gripe, but it would be nice not to have to scroll past the change log
The dl link at the bottom is intended. So I can try to force people to read the last changes before they spam asking questions they would have known the answer by reading them in many cases .
Check out my mod Crystal Rarities
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Re: [Mod] Weapon Pack
hi
may you help me?
how do you had icon in shop instead of [ ? ]
may you help me?
how do you had icon in shop instead of [ ? ]
my textid range: 909700-909799
Re: [Mod] Weapon Pack
In the bullet macro file located in assets/fx/weaponfx/macros there is a tag named icon. This is for the icon in the buy menu.ALEX Bemelmans wrote: ↑Tue, 7. Apr 20, 23:54hi
may you help me?
how do you had icon in shop instead of [ ? ]
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- Posts: 59
- Joined: Wed, 23. Nov 05, 17:07
Re: [Mod] Weapon Pack
this one change the HUD weapon's icon and the tiny little one on bottom left in shop menu
what i am looking for is the big icon where you see the item in the shop menu where you buy equipements like shield or engine...it is because all stuff i had to the game,whether it is weapons, shields, engines or other, i have a grey icon with a "?" and a grey weapon under it
images are more explicit...
sorry for the off topic...
what i am looking for is the big icon where you see the item in the shop menu where you buy equipements like shield or engine...it is because all stuff i had to the game,whether it is weapons, shields, engines or other, i have a grey icon with a "?" and a grey weapon under it
images are more explicit...
sorry for the off topic...
my textid range: 909700-909799
Re: [Mod] Weapon Pack
Ahh... that one took a while to find out. That is inside:
extensions\WeaponPack\assets\fx\gui\textures\upgrades
but you also need a script so that the game knows these items. Just have a look at the icons.xml inside libraries for that.
extensions\WeaponPack\assets\fx\gui\textures\upgrades
but you also need a script so that the game knows these items. Just have a look at the icons.xml inside libraries for that.
Re: [Mod] Weapon Pack
Hi Max Bain.
Started a new game. I noticed that the new weapon led to the appearance of turret components at the xenon shipyard.
How critical is this bug, and is it possible to play with it?
Vannila game:
Game with your mod:
Started a new game. I noticed that the new weapon led to the appearance of turret components at the xenon shipyard.
How critical is this bug, and is it possible to play with it?
Vannila game:
Spoiler
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Spoiler
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Re: [Mod] Weapon Pack
Hi,
that is strange. You sure that it comes from my mod?
Xenon ships do all have their default weapon loadouts so they should not use my weapons (maybe stations but Xenons shouldnt have the possibility to build my weapons at all).
Also they dont have any stations producing turret components or advanced electronics and all other races have -30 relation to them, so how could they fill their storage?
Somehow it makes no sense what I see here if it would come from this mod.
What other mods do you use?
that is strange. You sure that it comes from my mod?
Xenon ships do all have their default weapon loadouts so they should not use my weapons (maybe stations but Xenons shouldnt have the possibility to build my weapons at all).
Also they dont have any stations producing turret components or advanced electronics and all other races have -30 relation to them, so how could they fill their storage?
Somehow it makes no sense what I see here if it would come from this mod.
What other mods do you use?
Re: [Mod] Weapon Pack
Absolutely sure.
Initially, I noticed a similar bug in VRO, which I wrote to the developer about. His mod adds missile components.
If i put your mod only, then the turrets components appear, and the Xenon Defence stations put "280 mm Autocannon" on themselves.
The screenshot is shown using only your mod, so I think you can easily check it.
From which I come to the conclusion that the mods, that add new weapons, one way or another, hurt the xenon shipyard storage.
Re: [Mod] Weapon Pack
Ok good to know. Hm I dont know how I can forbid Xenon to use my turrets.. normally I explicitly say which weapons the races can use and I did that not for Xenon. So I dont know why they use the turrets I must admit. Will check the wares.xml file later, but other than that, I dont know where the problem could be.MrBubble wrote: ↑Tue, 21. Apr 20, 12:52Absolutely sure.
Initially, I noticed a similar bug in VRO, which I wrote to the developer about. His mod adds missile components.
If i put your mod only, then the turrets components appear, and the Xenon Defence stations put "280 mm Autocannon" on themselves.
The screenshot is shown using only your mod, so I think you can easily check it.
Also I am still wondering how they could get the components. Seems they just spawn... or is there a race they are neutral with that produce these?
Re: [Mod] Weapon Pack
I think it is generated at the start of the game. The problem is that they have nowhere to get new components.
That's why I asked initially how critical this bug is, and is it even possible to play with it?)
Re: [Mod] Weapon Pack
Give me some minutes. I need to reproduce it and check if I can fix it.
If you are right it could make some trouble depending on how many of the turrets they want to build from mine. If its 100% then this will result in stations without turrets for Xenons. If its 10% its no big deal.
Edit: I just checked the wares file and there are no Xenon mentioned. I am a bit confused how they can build the turrets.
If you are right it could make some trouble depending on how many of the turrets they want to build from mine. If its 100% then this will result in stations without turrets for Xenons. If its 10% its no big deal.
Edit: I just checked the wares file and there are no Xenon mentioned. I am a bit confused how they can build the turrets.
Re: [Mod] Weapon Pack
I don’t know) But I’m sure that this is somehow connected with the addition of turrets.
A good example, just started a new game with a Weapon Pack only and Split DLC.
Xenon Defence Station:
Spoiler
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Spoiler
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Xenon Wharf is ok:
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Re: [Mod] Weapon Pack
You dont need to send me more screenshots. I already fixed it (I think). I added a militaryequipment license as requirement to build the turrets and after that I couldnt find any Xenon stations with 280mm guns anymore. All other turrets had such a restriction already, so this might be the reason why you only saw this gun on Xenon stations.
You might double check if it works on your side as well.
Re: [Mod] Weapon Pack
Thank's man.Max Bain wrote: ↑Tue, 21. Apr 20, 14:22You dont need to send me more screenshots. I already fixed it (I think). I added a militaryequipment license as requirement to build the turrets and after that I couldnt find any Xenon stations with 280mm guns anymore. All other turrets had such a restriction already, so this might be the reason why you only saw this gun on Xenon stations.
You might double check if it works on your side as well.
It really helped. Not only the turrets from the stations disappeared, but the turret components at the start of a new game also ceased to appear at the xenon shipyard)
Re: [Mod] Weapon Pack
What are the implications to an existing game? Will it simply sort itself out over time or does it break their economy, etc.?