(updated) Random Equipment Mod 5

Post about your finished mods here.
Post Reply
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

As Periculi said:
Hey! How about an in-game config for this mod that allows us to select 'difficulty' level or the random spread factors?
Here it is ! :D
http://xelerus.de/index.php?s=mod&id=126

Pick one of the three modified ships (just added the item in the cargo bay), and ingame "use" the Difficulty Selector Item, and you will cycle between Easy, Normal and Hard mode!
The Difficulty level affects the probability of shields on a ship, the level of the weapon and its enhancement probability.

You can use it at Eridani and play through the game with the chosen difficulty, or use it anytime to affect random Encounters and Reinforcements ships ! 8)

The ships are on a separate file, so you can always get rid of them, add the switch item to your favourite modded ship and play.

You always need Weapons Extended Mod to play with this:
http://xelerus.de/index.php?s=mod&id=83

[EDIT] The game starts in Normal Difficulty Mode.
Last edited by digdug on Mon May 05, 2008 9:49 pm, edited 2 times in total.
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

Yay! Difficulty settings are fun.

So if it always needs a mod to play it, perhaps it should include the mod it needs?

Or maybe it should be able to run both ways- classic and extended (just to bump up the challenge after your so easy a time getting difficulty levels in there) :P
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Or maybe it should be able to run both ways- classic and extended
that's interesting too, i will think about that.


However I'm keeping them separate because in this way I can update them separately. :)

[EDIT] I wrote an helper function to split the string of the weaponlevel selection in a list made by a number and a letter, so "1a" is converted in '(1 a).
Unfortunately the helper function works only for the strings used in the mod, could be interesting instead to write a more general version of the function, that could handle many different strings and split them in lists. If not really useful, it can be a good exercise. :)
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

Work to do for next update (thanks to Sheltem for reporting these problems):

1. add code to get rid of the solonshield+laser bug
2. add code to charge up the shield to maximum when created on the ship, to get rid of the odd behaviour of some ships (hammeheads in particular)


I have no clue why sometimes ships get 2 shield generators and no weapon.
This problem was found on a Corsair.
Have someone else encountered this problem ?
User avatar
digdug
Fleet Admiral
Fleet Admiral
Posts: 2620
Joined: Mon Oct 29, 2007 9:23 pm
Location: Decoding hieroglyphics on Tan-Ru-Dorem

UPDATED!: A second switch item has been added, now you can choose between Vanilla Mode and Periculi's random weapons mode !

There is also an extra item, used to identify all the weapons in the mod, if you want to play like that.


No more Solon shield + laser weapon bug.
Shield are created charged, no more bizzarre behaviour of hammerheads.
Resolved the bug with the Viking II that had 2 weapons and 2 shields.

To download: same link as 1st post.
http://xelerus.de/index.php?s=mod&id=126
http://xelerus.de/index.php?s=mod&id=83
User avatar
Periculi
Fleet Officer
Fleet Officer
Posts: 1282
Joined: Sat Oct 13, 2007 7:48 pm
Location: Necroposting in a forum near you

yay!

My name means danger!
Post Reply