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Messages - Acuru

#16
Modding info / Re: Adding new skill tab
July 18, 2017, 02:07:40 AM
Well i will work with that ;)
#17
Modding info / Re: Item/skill icon
July 18, 2017, 01:45:01 AM
Hmm i don't know how to explain in English what i exactly mean...

Every icon seems to have blue (or green or other color) background, on top of that white picture with shadow, and on top of all some "marble/nebula" pattern mixing with it all. I propably need source files for it to make icons most similar to this existing already in game.

If it is not a problem, maybe pack all sources of icon and post downloadable link on wiki page for future use of other peoples

i for sure make new shop items, skills and even a faction or two. There is big chance i would make big set for station equipment (I'm planing to add player option to create own station and manage it, but i don't know how far i will go into that direction :) )
#18
Modding info / Item/skill icon
July 17, 2017, 07:27:43 PM
Where i can find pattern/empty icon? I want to make new icons for implemented skills and i wish to make them possible similar to vanilia icons.
#19
Modding info / Wiki modding section
July 17, 2017, 11:43:41 AM
Post here any information that could be placed in mod section on wiki page :)



shield_charge_percent is missing in http://wiki.atomictorch.com/VoidExpanse/Content_modding
#20
Modding info / Re: Adding new skill tab
July 17, 2017, 11:09:05 AM
Yea i know that :) Any chances that u will change it in future? I added lot of new class skills, and i'm planing to add whole skill tree for station managment, so it would get messy after a while :C

Also sorry for posting in wrong section.
#21
Modding info / Adding new skill tab
July 17, 2017, 06:43:30 AM
Is there a way to add new skill category? I found way to make more shop categories, but so far i not found way to create new skills tab.
#22
Mods / Re: [WIP] AbyssExpansion
July 17, 2017, 06:16:57 AM
UPDATE v0.0.2

QuoteRework of class rework
Character start now without allocated skills points (purchased skills, expect for laser qualification and firgate piloting). Instead u get special class specific skill, that grants unique bonuses. Other classes can't get those. You also have 25 skill points to allocate.

On level 60 you can upgrade your class, and get even better bonuses to class specific attributes (in futher I'm planing to add multiple upgrade path's to each class).

Option to manufacture consumables.
They require components to made (instead of raw ore). Cost in components are higher than cost of consumables, so u propably can't make money on it (maybe if u find really good offer on them), but now mass produce it - possible even sell on multiplayer servers to other players.

  • (shield) Civilian powerplating civilian version of power plating, for those who want to use armor early on.
  • Ergreks combat thrusters, Ergreks cruise engine system hi-tech engines, obtainable for 750 science points from scientists. They require engineering 6.

  • Added option to manufacture 20, 50 and 100 units at once

  • Manufacturing consumables - new skill that allows to manufacture consumable items (see Manufacturing changes)

  • Optimalized prduction skill cap reduced from 5 to 3 (it is shifted to industrialist class).
  • Optimized resource use cost increased to 10 and Optimalized prduction cost increased to 7 (with new manufacturing options this skills are more vailable).[/b])
  • Manufacturing optimization affects now only ore cost, not component cost[/b])
  • Optimized components use - reduces component consumption in manufacturing.[/b])
  • Shield frequency switching - bonus decreased to 10 from 15 (maxed only with electronics class)[/b])
  • Shield configuration tuning - shield reestablishment bonus changed to 2 from 3 (shifted to electronics class)[/b])
  • Light direct weapons skill cost changed to 10 from 0 (some classes don't have this skill on start now, so it can't be free).

  • Added quest option to skip tutorial quest sequence (with Joe) . You will get full reward for skipped missions.
  • Removed option to clear skill memory - it would conflict with new class skills, and some other skills (in future i will try to make some workaround, but for now, just chose wisely)
#23
Modding info / Re: Adding to effect group
July 17, 2017, 04:02:39 AM
That's sad and another reason to not make my mod modular :C Well i propably just include others mods into mine if they autors won't have any objections.
#24
Modding info / Adding to effect group
July 17, 2017, 01:43:16 AM
I'm adding new effect to effects group (let say industry_exp to effect_definitions_industry.xml). I copied file to mod, and just added another entry and it is working smoothly. BUT! Is there a way to add just entry to effect group without coping whole file (and overriding it)? Something like push to array, not creating whole with new elements. I'm asking it for sake of compatibility with other mods, if they will also modify this file, there will be a problem :C And i don't want to create new, mod specific file (it would display badly on pilot profile).
#25
Ideas and suggestions / Re: Player stations
July 16, 2017, 11:44:22 PM
I have sooooo many ideas in my head for expanding this wonderful game, so i don't know witch to chose. I for sure will expand station managment, buto to what point - i don't know at this moment.
#26
Modding info / Re: Can't create working .mpk file
July 16, 2017, 11:41:34 PM
I packing like this:
http://scr.hu/6eb/8or23

Not like this:
http://scr.hu/6eb/lgsyn

xD I found on forum, that someone was making this same mistake, mayby add information about to wiki page?

And about this... is there a possibility that u will add functionality to game, that we can make mods bundle? I.e. you can create randomname.bpk that will contain mod1.mpk, mod2.mpk, mod3.mpk etc. Why?

  • It would be easier for someone to gather mods, make them compatibile and share wiht others
  • I'm making mod that (i hope) would be pretty big. It would be nice to slice it into few smaller mods without complicating it's installing. Making it modular, will give players more flexibility with it, will help bugtracing for me, and will make easier for other modders to use my work.
#27
Ideas and suggestions / Re: Player stations
July 16, 2017, 02:13:00 PM
I would think to add better statnion managment to my mod.
#28
Hello.

I bought game few days ago, and hence started to moding it. Im working as game developer and programmer, so i would say i have some experience in it ;) Anyway fell free to take parts of my future mods, i won't mind. Propablly it take some time to finish my first mod to state that i want.

http://forums.atomictorch.com/index.php?topic=975.0 (http://forums.atomictorch.com/index.php?topic=975.0)

#29
Mods / [WIP] AbyssExpansion
July 16, 2017, 12:20:07 PM
Mod Info
Title: AbyssExpansion
Mod version: alpha 0.0.3
Game version: 2.0.3
Game mode: singleplayer/multiplayer

Description: This mod is supposed to expand upon basic game, adding more skill/items variety (in future maybe some quests). All changes are balanced around basic game so no OP items or skills. Im planing to add some hi-tech, end-game items that will be better than actual, but: 1) they will not be MUCH better, only a little 2) they will require lot power and high specific skills 3) they will cost lot of money AND science points. I will also try to integrate some other mods (especially if they are discontinued) if they authors wouldn't mind.

Author: Acuru
Credits:

  • WillieSea - Levelers Tech (http://www.nexusmods.com/voidexpanse/mods/16/? (http://www.nexusmods.com/voidexpanse/mods/16/?))
  • loudent - Cargo Pod Pack (http://www.nexusmods.com/voidexpanse/mods/9/? (http://www.nexusmods.com/voidexpanse/mods/9/?)) -> i took some modules and little rebalances it

Download
WARNING: it is WIP, and some content could not work properly or need re-balance. It won't crash your game, but don't use it if it is your first playthrough (it can influence your gameexperience in way i don't want). Later iterations of this mod would not have this problem :)

Direct download: http://www.filedropper.com/abyssexpansev003 (http://www.filedropper.com/abyssexpansev003)
Steam download: (soon)

Incompatibilities
As this mod uses contents of listed bellow mods, it is somewhat incompatible with them. It will work, but u will get duplicated items, sometimes with changed names or slightly diffrent statistics (i re-balanced some of items). This mod not use all content of this mods (i decided that some of them not fit to game so i not included them).

  • Levelers Tech
  • Cargo Pod Pack

Game Changes

Class System Rework

Core game class system feels... not important. You just get diffrent skills sets and this is all. Not anymore.

Character start now without allocated skills points (purchased skills, expect for laser qualification and firgate piloting). Instead u get special class specific skill, that grants unique bonuses. Other classes can't get those. You also have 25 skill points to allocate.

On level 60 you can upgrade your class, and get even better bonuses to class specific attributes (in futher I'm planing to add multiple upgrade path's to each class).

Special: Demolitionist start with modifited shuttle that have missle hardpoint instead of guns.

(https://ibb.co/i7Jyua) (https://ibb.co/h42f7v)


Vanila Skills changes


  • Trader skill cap decreased from 5 to 3 (You can now max trade margin only if you chose trader class)
  • Electronics and  Engineering skill cap increased from 5 to 7 (Some new end-game items require 7-th level of this skills [NOT IMPLEMENTED YET])
  • Optimalized prduction skill cap reduced from 5 to 3 (it is shifted to industrialist class).
  • Optimized resource use cost increased to 10 and Optimalized prduction cost increased to 7 (with new manufacturing options this skills are more vailable).)
  • Manufacturing optimization affects now only ore cost, not all manufacturing cost)
  • Optimized components use reduces component consumption in manufacturing.)
  • Shield frequency switching bonus decreased to 10 from 15 (maxed only with electronics class)
  • Shield configuration tuning shield reestablishment bonus changed to 2 from 3 (shifted to electronics class))
  • Light direct weapons skill cost changed to 10 from 0 (some classes don't have this skill on start now, so it can't be free).



New Skills


  • Radar managment: icreasing overal radar parametrs
  • Long range scaning: increases radar range
  • Manufacturing consumables allows to manufacture consumable items (see Manufacturing changes)
  • Optimized components use decreases nomponent used in manufacturing processes
  • Factory worker [!not working yet] ncreases experience gained from manufacturing
  • "I can handle this" increasing maximum amount of active quests.
  • Miner devices management skill that decreases mining devices energy consumption.


Items


  • (shield) Civilian powerplating civilian version of power plating, for those who want to use armor early on.
  • (booster) Cargo Pod mk1/mk2 increases cargo space in exchange for speed and manuvreability.
  • (booster) Ammo Container mk1/mk2 increases balistic weapons ammo capacity in exchange for cargo space.
  • (booster) Missiles Rack mk1/mk2 increases missiles ammo capacity in exchange for cargo space.
  • (booster) Auxiliary generator mk1/mk2 - additional small generators that is installed in boosters slots. Adds to main generator.
  • (enggine) Ergreks combat thrusters, Ergreks cruise engine system hi-tech engines, obtainable for 750 science points from scientists. They require engineering 6.
  • (hull) Prospector - modified Asteria ship hull that gives bonuses to mining. Can be bought in 40+ tech shops but in future will be obtainable only by quest.
(https://ibb.co/doZbvF)


Manufacturing

Option to manufacture consumables. They require components to made (instead of raw ore). Cost in components are higher than cost of consumables, so u propably can't make money on it (maybe if u find really good offer on them), but now mass produce it - possible even sell on multiplayer servers to other players.

Futher plans: I'm planing to add way to modify ships hulls - i.e. change laser mount to rocket, make more mark 2 versions of ships and etc. Same with weapons and other modules. Station manufacturing center propably will be leveled, and u will need high level MC for doing more complicated things (upgradable with money). Also option to install MC on stations without it.

Added option to manufacture 20, 50 and 100 units at once.


Quests

Ore mining quest changed. Now it will spawn new asteroid containing questite ore (new ore type), it can be obtained only from there (it is not selled on any station, and they will consume it pretty quick if selled to them). Now you really need to do some mining instead of just buying required amount from station. Also quantity and reward are not fixed now. [TODO: make that quantity is dependent on skills or level]


Other


  • Added quest option to skip tutorial quest sequence (with Joe) . You will get full reward for skipped missions.
  • Removed option to clear skill memory - it would conflict with new class skills, and some other skills (in future i will try to make some workaround, but for now, just chose wisely)

Aditional info
I'm not native engish speaker so if u spoot grammar error's i would be glad to correct them :)
#30
Modding info / Re: Adding custom effect
July 16, 2017, 09:01:12 AM
Ok i finnaly got it, but have another question:

function CalculateSkillPointsForLevel(args)
{
    return 10 * (args.level - 1);
}


How i will use it here? in args there is only level passing. How i can use effect value? In example i want something like this:

function CalculateSkillPointsForLevel(args)
{
    return (10 + custom_level) * (args.level - 1);
}