[MOD] diversityMod [V0.3]

Distribute and discuss mods that are functional. Moderator - Grognak
Fangz
Posts: 76
Joined: Tue Oct 02, 2012 9:57 pm

Re: [MOD] diversityMod [V0.3]

Postby Fangz » Thu Jan 03, 2013 8:06 pm

VanguardOfValor wrote:I can say for sure that when I went through looking for little errors, none of the other numbers were off. Sounds to me like you just had that 1% chance of not getting a breach two missiles in a row.


Ty, VoV.
Oddball_E8
Posts: 2
Joined: Sun Jan 06, 2013 9:44 pm

Re: [MOD] diversityMod [V0.3]

Postby Oddball_E8 » Sun Jan 06, 2013 9:52 pm

Hi.

I tried installing this with the GMM, but i get this error message:

Image

(i was installing Disable Fleet, High Res Backgrounds v1.0 and Weaponanza v1.1 as well, all of which have installed fine before trying to install your mod, and all install fine if i try again without your mod)


EDIT: also happens if i try to install just this mod...

EDIT 2: HAH! When i tried Istarune's graphical only version it worked just fine :D
Thanx Istarune!
Tekidek
Posts: 27
Joined: Sun Dec 30, 2012 8:29 pm

Re: [MOD] diversityMod [V0.3]

Postby Tekidek » Fri Jan 11, 2013 11:53 pm

So this mod changes some weapon values, right?
Could you upload a version with only the graphical changes? :mrgreen:
Bubbacubba
Posts: 9
Joined: Sun Dec 30, 2012 6:13 pm

Re: [MOD] diversityMod [V0.3]

Postby Bubbacubba » Sat Jan 12, 2013 2:20 am

Hmm, I don't really like the heavy laser ignoring one shield, we already have that, why not put the other one in shops?
My dad said I should waste my time playing video games and watching firefly over and over again
herbert
Posts: 6
Joined: Sat Dec 22, 2012 11:34 pm

Re: [MOD] diversityMod [V0.3]

Postby herbert » Sat Jan 12, 2013 2:43 pm

Hi,
I've some questions about the Istarune graphic only version.
In the blueprints.xml.append there is this line:

Code: Select all

<blueprintList name="STARTING_WEAPONS">
  <name>LASER_BURST_2_A</name>

This is not present in the original file, does this modify something ingame? or is it just a list to choose from for starting ships.
There are also some errors in this file

Code: Select all

LASER_BURST_3
cooldown original 12 now 14

LASER_BURST_5
tooltip original </tooltip> now </desc>-->

LASER_HULL_2
speed original </speed> now  </image>

In autoBlueprints.xml.append :
<blueprintList name="STANDARD_WEAPONS">
<name>LASER_BURST_2</name>

Same question has before, does this change anything ingame? or is it just a list to choose from for the following ships descriptions.
also there is this line for all the ships and not present in the original file

Code: Select all

<name>LASER_BURST_2</name>

I suppose this is a game changing thing, the ships have now an extra weapon to choose from thus changing the probabilities for laser vs missile etc...
Also the WEAPONS_ROCK has a missing ION_2

for animations.xml.append :
i.e.

Code: Select all

<anim name="laser_light1">
   <sheet>laser_light1</sheet>
   <desc length="4" x="0" y="0"/>
   <time>0.1</time>
</anim>

all the times are 0.1 but are 1, 0.5 or 0.35 in the original file. What does the time anchor represent? does it modify the speed of the projectiles or just the animation?

There is no real centralization of the modding knowledge so I may ask some obvious things, I did some research but didn't find anything.
I'm also interested only in the graphic part of this mod.
Millennium
Posts: 12
Joined: Fri Sep 14, 2012 7:53 pm

Re: [MOD] diversityMod [V0.3]

Postby Millennium » Sun Jan 13, 2013 8:35 pm

Tekidek wrote:So this mod changes some weapon values, right?
Could you upload a version with only the graphical changes? :mrgreen:

I would like to see this as well.
Oddball_E8
Posts: 2
Joined: Sun Jan 06, 2013 9:44 pm

Re: [MOD] diversityMod [V0.3]

Postby Oddball_E8 » Sun Jan 13, 2013 11:23 pm

Millennium wrote:
Tekidek wrote:So this mod changes some weapon values, right?
Could you upload a version with only the graphical changes? :mrgreen:

I would like to see this as well.


Top of page four pal :D
Tekidek
Posts: 27
Joined: Sun Dec 30, 2012 8:29 pm

Re: [MOD] diversityMod [V0.3]

Postby Tekidek » Mon Jan 14, 2013 12:41 am

Oddball_E8 wrote:
Millennium wrote:
Tekidek wrote:So this mod changes some weapon values, right?
Could you upload a version with only the graphical changes? :mrgreen:

I would like to see this as well.


Top of page four pal :D


Thanks. Should add to the 1st page, please. :mrgreen:
Classic
Posts: 3
Joined: Tue Jan 15, 2013 8:01 am

Re: [MOD] diversityMod [V0.3]

Postby Classic » Tue Jan 22, 2013 5:03 am

Love this mod, but is there any way to get this mod to work with other mods? What would I need to do with the blueprints to get this to work with other weapon mods? I have the weaponanza mod and the athena missile launcher mod, and I would love to add this to the mix, rather than one or the other. Thanks for the help!
karmos
Posts: 16
Joined: Thu Jan 17, 2013 5:27 am
Location: elsewhere

Re: [MOD] diversityMod [V0.3]

Postby karmos » Tue Jan 22, 2013 5:07 am

I love the visual and actual breadth that this mod adds to Vanilla, all without feeling like you've left Vanilla at all.
Image
Current project: DronesPlus
Other mods: AugmentationsUnlocked

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