Avorion
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Klingon Weapons Pack
   
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Mods: Mod
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2.096 MB
2020. márc. 22., 19:52
dec. 9., 2:08
48 változásjegyzék ( megnézés )

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Klingon Weapons Pack

Leírás
Klingon Weapons Pack
This pack is a standalone for adding Klingon weapons into Avorion!

Contents
The Arsenal of the great Klingon empire comes to Avorion! Glory In battle!!
  • 5 classes of Disruptor cannons. K-Disruptor I (a Point Defense cannon), K-Disruptor-II through K-Disruptor V (Standard Armament).
  • 5 classes of Phasers, K-Phaser I (a Point Defense phaser), K-Phaser-II through K-Phaser V (Standard Armament).
  • 1 Photon torpedo launcher

Credits
I would like to give a big thanks to all those who have helped!
Kelethaar - Creator
Kxawzìtan - Thumbnail

Pairs very nicely with:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2846957669



Disclaimer
May (STILL) have some balancing issues. Will continue to update as issues are found. Please let me know if there is a bug, glitch, or otherwise game-breaking issue my mod is causing, so I can make a patch or fix.
74 megjegyzés
Kelethaar  [készítő] 18 órája 
whatever the issue was seems to have resolved itself. I hope you enjoy!
Kelethaar  [készítő] dec. 8., 13:03 
So i have been trying to push the latest and greatest update to this since my Nov 1 update but, for some reason it doesn't seem to be getting up to Steam. I'm not sure why but, when i get it figured out you'll get a lot of fixes and improvements over the Nov 1 patch.
Kelethaar  [készítő] nov. 20., 16:33 
I'm doing a playthrough test with the new changes and am seeing and correcting some balance issues. Will be dropping a big change in the near future to address these issues.
Kelethaar  [készítő] nov. 1., 21:18 
Patch to fix turrets not spawning. I made a lot of changes in how the turrets get spawned. Might need to unsub then resub to get the latest push.

I hope you enjoy!
TotallyNotASquirrel okt. 22., 21:43 
Some reason weapons arent spawning at all despite not having any other weapon mods on
Kelethaar  [készítő] jún. 14., 19:18 
Thank you Merlin. I got a lot of code to go over and need to make some updates.
Merlin jún. 7., 6:44 
Hey so I kept seeing debug/console log errors, and going into the mod in data/scripts/lib/turretgenerator.lua, editing line 717 so that the output KSpecialty is now usedSpecialty seemed to clear them up. Looks like the global KSpecialty type descriptor (well it looks like an enum but lua isn't one of my programming languages so I don't know what it's called really. Probably a table but idk.) was getting overwritten by whatever the second return value of the text output of the getKSpecialtyAdjective function was meaning that in some cases it would be nil, resulting in a ton of nil errors when trying to reference the global KSpecialty variable elsewhere in the script. Haven't been seeing log errors, but maybe there's other issues I created from this. If you have a github for this I'd submit a PR, but this is the next best thing I guess?

outerAdjective, usedSpecialty = getKSpecialtyAdjective(rand, kspecialties)
Kelethaar  [készítő] ápr. 14., 17:44 
Hi LanParasek.
Can you share what issues you are seeing? Can you provide log entries to that effect?
LanParasek ápr. 14., 14:00 
Hello, these weapons are causing problems with the standard Avorion weapons. Is there a way to fix this?
Kelethaar  [készítő] 2024. júl. 13., 12:18 
Updated pulse weapon icons for a bit more clarity.
Updated beam weapons as they weren't showing at all. Apparently Avorion isn't a fan of green in the Icons haha.