Random Equipment Mod 4 / Weapons extended mod part2
Feature added: the possibility to use up to 3 modifiers for each ship in order to filter the random weapons.
That means: you get to play the game as close as possible to the vanilla version, but with random weapons and shields.
So a Corsair will get a laser weapon (selected between around 15 laser weapons) and the Corsair-II will get the laser weapon and a bunch of random missiles for the NAMI launcher.
It took me a while to set up all the ships, but here it is!
http://xelerus.de/index.php?s=mod&id=113
Require at least the Weapons Extended Mod 1.12+
Latest version here (1.13):
http://xelerus.de/index.php?s=mod&id=83
Finally, this is exactly what I wanted to do with the weapons extended mod part2 (this explains the 2 titles)
Thanks to Periculi that gave me permission to release modifications to HIS mod.
Thanks to Betel, that helped me a lot to debug the code.
Random Equipment Mod 4
- digdug
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This behaviour is strange, corsair ships equip at maximum level 2 shields and weapons, there is a very small chance to get instead thermo missiles for missile ships, but the pirates have no access to the XM900.schilcote wrote on xelerus.de:
11.04.2008 00:06:37
A note on the Raandequip system, I quite often find that it equips eneimies with overpowered weapons (thermonuclear missiles and Iocrym veils in Eradani!) and you really should check the power of the weapon before you slap it on a Corsair. I doubt the Charon pirates could get a hold of Ares micronuke cannons and Mammoth deflectors.
Someone else got the same problem ?
- Betelgeuse
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Nate on IRC is having problems getting weapons extended working
it says
unable to parse randequip2ships.xml (line 213) close tag does not match open
he is getting other mods to work
it says
unable to parse randequip2ships.xml (line 213) close tag does not match open
he is getting other mods to work
Crying is not a proper retort!
- digdug
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randequip2moreships.xml ?
that was a prototype to the random Equipment mod 3.
I suggest to download the latest version of both of the mods:
Weapons extended 1.13
Random Equipment Mod 3 (closer to Periculi original randomequip2, with ships that equip a very large random variety of weapons and shields)
or
Random Equipment Mod 4 (closer as possible to the vanilla version)
that was a prototype to the random Equipment mod 3.
I suggest to download the latest version of both of the mods:
Weapons extended 1.13
Random Equipment Mod 3 (closer to Periculi original randomequip2, with ships that equip a very large random variety of weapons and shields)
or
Random Equipment Mod 4 (closer as possible to the vanilla version)
I know this is a little off-topic, but how do you get to select from all the weapons in the game, including extensions? I'm making a mod that requires random items and I would like to be able to call up items from other extensions as well as the built-in stuff.
[schilcote] It doesn't have to be good, it just has to not be "wow is that the only thing you could think of" bad
- digdug
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- Location: Decoding hieroglyphics on Tan-Ru-Dorem
all itmCreate functions call eny itemtype in all loaded extensions or main xmls.
Use an invoked item to change a numerical variable that is computed to get the level or the curve string for the installed equipment.
yes, that's a very interesting ideaHey! How about an in-game config for this mod that allows us to select 'difficulty' level or the random spread factors?
Use an invoked item to change a numerical variable that is computed to get the level or the curve string for the installed equipment.