Avorion

Avorion

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Klingon Weapons Pack
   
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Mods: Mod
File Size
Posted
Updated
2.148 MB
22 Mar, 2020 @ 7:52pm
13 Jul @ 4:06pm
46 Change Notes ( view )

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Klingon Weapons Pack

Description
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



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.
69 Comments
Kelethaar  [author] 14 Jun @ 7:18pm 
Thank you Merlin. I got a lot of code to go over and need to make some updates.
Merlin 7 Jun @ 6:44am 
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  [author] 14 Apr @ 5:44pm 
Hi LanParasek.
Can you share what issues you are seeing? Can you provide log entries to that effect?
LanParasek 14 Apr @ 2:00pm 
Hello, these weapons are causing problems with the standard Avorion weapons. Is there a way to fix this?
Kelethaar  [author] 13 Jul, 2024 @ 12:18pm 
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.
Kelethaar  [author] 8 Jul, 2024 @ 12:34pm 
minor update to balance drops. Might feel a touch light with existing saves but i think the balance is closer to what i wanted for early-mid.

Thanks for your feedback @Captain.
Strife 8 Jul, 2024 @ 6:00am 
any chance for a xavorion version :-P?
Kelethaar  [author] 10 Apr, 2024 @ 11:35am 
It is worth looking into.
Captain 10 Apr, 2024 @ 6:38am 
60% of my loot is klingon weapons only, that why i'd recommend changing it, or im just very lucky
Kelethaar  [author] 10 Apr, 2024 @ 2:24am 
@Captain, Spawn rates are far below vanilla rates (with a Vanilla Chaingun at probability 2.5, My type 1's at Probability 1.5 or 1.0) I want some of them to be prevalent (like chainguns) while others are rare (Type V have a 0.33 probability, Torpedoes something like 0.5) without flooding the loot possibilities.

I appreciate the feedback and will take it under advisement.