New Mod: Weapons Extended 2
I've found another bug. This one looks to be George's though. No multi-shot fragmenting weapons work properly. They fire only single shots. You may want to explore this and possibly temporarily remove such weapons as they are far weaker than intended.
http://xelerus.de/index.php?s=mod&id=237 now compatable. Names aren't unidentified because that would create problems with running it stand-alone, but the launcher ammo tables are in.
P.S. You need a sanity check to not put shields on Arco.
P.S. You need a sanity check to not put shields on Arco.
- digdug
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Most of the times however arco has a level I deflector, a level II or a monopole.P.S. You need a sanity check to not put shields on Arco.
Arco should behave as any other ship, he gets a shield 75% of the time in easy mode and 100% of the times in normal and hard mode.
I can hardcode it to get always a shield.
For me he somehow wound up with a shield that could shrug off missile hits. That's not good. It was probably the monopole I guess. Since he's basically immune to laser and kinetic there's not much that you can pick up to use against him in Eridani so the balance is more sensative on him than on anything else in the game.
- digdug
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Updated the randomizer to 1.13
- Arco always have a class II deflector now.
http://xelerus.de/index.php?s=mod&id=408
- Arco always have a class II deflector now.
http://xelerus.de/index.php?s=mod&id=408
- digdug
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- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Updated the randomizer to 1.14 !
http://xelerus.de/index.php?s=mod&id=408
Ships with meteorsteel armor won't get a shield anymore
Thanks to Atarlost for finding this bug!
NEW FEATURE:
Custom meteorsteel armor can be recognized by the mod if staticdata is present in the ItemType of the new armor.
The staticdata can be empty, simply, if it exists, the armor will be parsed by a function and included in the list of the meteorsteel armors
NEW FEATURE 2:
A custom playership can get a random weapon too.
In your custom playership put:
the staticdata WE_AddWeapon is checked at the beginning of a new game and run.
In this case the playership will get commonly a level 1 laser or very rarely a level 2 laser when a new game is created.
Have fun creating new custom playership!
http://xelerus.de/index.php?s=mod&id=408
Ships with meteorsteel armor won't get a shield anymore
Thanks to Atarlost for finding this bug!
NEW FEATURE:
Custom meteorsteel armor can be recognized by the mod if staticdata is present in the ItemType of the new armor.
Code: Select all
<StaticData>
<WE_meteorsteel>
(block Nil)
</WE_meteorsteel>
</StaticData>
NEW FEATURE 2:
A custom playership can get a random weapon too.
In your custom playership put:
Code: Select all
<StaticData>
<WE_AddWeapon>
(int_WESetWeaponConfig "1a" " +Laser;" gPlayership Nil)
</WE_AddWeapon>
</StaticData>
In this case the playership will get commonly a level 1 laser or very rarely a level 2 laser when a new game is created.
Have fun creating new custom playership!
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
Updated the randomizer to 1.15 !
http://xelerus.de/index.php?s=mod&id=408
Atarlost pointed out that besides the Solon shield generator I wasn't checking for custom shields that suppress a damagetype.
So, modders, here it is the requested update:
NEW FEATURE:
Place staticdata like this example in your custom shield:
the staticdata must contain a single number that is the damagetype of the suppressed weapon by the shield itself.
In this case the shield is suppressing kinetic weapons.
So if the ship has kinetic weaponry, it won't install this shield, and the function will loop until a non-conflicting shield is found.
Have fun!
-------------------------------
A little addition to the playership weapon randomization, when you call the function in the staticdata of the playership like this :
instead of Nil you can put there the itmStruct of the weapon of the ship, something like is fine.
In this way the function will uninstall the weapon of the ship and put a new one. The playership will have a weapon, and will be playable even without the randomizer.
http://xelerus.de/index.php?s=mod&id=408
Atarlost pointed out that besides the Solon shield generator I wasn't checking for custom shields that suppress a damagetype.
So, modders, here it is the requested update:
NEW FEATURE:
Place staticdata like this example in your custom shield:
Code: Select all
<StaticData>
<WE_suppress>
(1)
</WE_suppress>
</StaticData>
In this case the shield is suppressing kinetic weapons.
So if the ship has kinetic weaponry, it won't install this shield, and the function will loop until a non-conflicting shield is found.
Have fun!
-------------------------------
A little addition to the playership weapon randomization, when you call the function in the staticdata of the playership like this :
Code: Select all
<StaticData>
<WE_AddWeapon>
(int_WESetWeaponConfig "1a" " +Laser;" gPlayership Nil)
</WE_AddWeapon>
</StaticData>
Code: Select all
(item (objGetItems gPlayership "wI") 0)
In this way the function will uninstall the weapon of the ship and put a new one. The playership will have a weapon, and will be playable even without the randomizer.
Last edited by digdug on Sun Jun 21, 2009 6:26 pm, edited 1 time in total.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
A little new module, the Infinite Fuel Mod for Weapons Extended 2
http://xelerus.de/index.php?s=mod&id=520
Infinite fuel and godmods seem to be a highly requested kind of mod on Xelerus.
So I did my little part.
This is the first mod I'm releasing showing the hook on the Randomizer
If you want something running on every ship every 30 ticks, just hook on the main event!
Just make a new xml, and create in the <Globals> a global function called:
intWE_ShipHook[number]
the accepted numbers for now are between 1 and 20
Numbers are so planned to be:
1-Random cargo mod (in construction)
2-Infinite Fuel Mod
3-Random Armor Mod
4-Random Launchers (that are currently not randomized by WE2)
5-Random Devices mod (Pirates with collimators or propulsion upgrades?)
6-Reserved
7-Reserved
All the other numbers up to 20 are free for you modders.
--------------------------------------------------------------------
To get the spaceObj of the ship the main event is looping onto just put this in your mod:
(setq theAIship (objGetObjRefData gPlayership "WE_ShipHook"))
----------------------------------------------------------------------
I discussed with Atarlost that some ships shouldn't be randomized, so I will implement a system that will prevent custom ships to be randomized by adding staticdata to the ship (yes, I love staticdata )
In particular we found a bug:
The Dragon Slaver uses a random level 9 antimatter weapon, and it shouldn't for obvious reason.
I will correct the bug in the next update.
http://xelerus.de/index.php?s=mod&id=520
Infinite fuel and godmods seem to be a highly requested kind of mod on Xelerus.
So I did my little part.
This is the first mod I'm releasing showing the hook on the Randomizer
If you want something running on every ship every 30 ticks, just hook on the main event!
Just make a new xml, and create in the <Globals> a global function called:
intWE_ShipHook[number]
the accepted numbers for now are between 1 and 20
Numbers are so planned to be:
1-Random cargo mod (in construction)
2-Infinite Fuel Mod
3-Random Armor Mod
4-Random Launchers (that are currently not randomized by WE2)
5-Random Devices mod (Pirates with collimators or propulsion upgrades?)
6-Reserved
7-Reserved
All the other numbers up to 20 are free for you modders.
--------------------------------------------------------------------
To get the spaceObj of the ship the main event is looping onto just put this in your mod:
(setq theAIship (objGetObjRefData gPlayership "WE_ShipHook"))
----------------------------------------------------------------------
I discussed with Atarlost that some ships shouldn't be randomized, so I will implement a system that will prevent custom ships to be randomized by adding staticdata to the ship (yes, I love staticdata )
In particular we found a bug:
The Dragon Slaver uses a random level 9 antimatter weapon, and it shouldn't for obvious reason.
I will correct the bug in the next update.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
I had a planned release of a new version of the randomizer and WE2 for today, but last night George released 1.0RC1
The mod crashes in 1.0RC1, so i'm holding it until i figure out what i'm doing that this version doesn't like.
The mod crashes in 1.0RC1, so i'm holding it until i figure out what i'm doing that this version doesn't like.