Avorion

Avorion

Extra Ship Classes Core
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Update: 28 Mar, 2021 @ 9:40pm

v1.3.1 - Afterburners on!

  • Implements afterburn.lua
    • This script works similarly to phasemode.lua and overdrive.lua. Instead of the amped-up mode increasing damage or making the craft immune to damage, however, it greatly increases the craft's speed and acceleration.
  • Removes an unnecessary variable from overdrive.lua
  • Adds afterburn.lua to the list of possible scripts that can be added to an entity by allybooster.lua
  • Accidentally left debug mode on the Defense Controller when uploading

Update: 26 Mar, 2021 @ 7:56pm

v1.3.0 - Minor update

  • Had accidentally left debug mode on overdrive.lua when publishing.

Update: 26 Mar, 2021 @ 3:23pm

Version 1.3 - The Executioner Update

  • Added a debug specificer to absolutepointdefense.lua
  • Added debug logging to absolutepointdefense.lua
  • Added ability to specify rate of fire (ROF) on absolutepointdefense.lua - note that it cannot fire faster than once every 0.25 seconds.
  • Added a debug specifier and logging to eternal.lua
  • Added customization parameters for eternal.lua
  • You may now specify how much HP eternal.lua heals for (as a percentage - 0.01 is 1% HP healed per tick)
  • You may now specify if taking damage delays the regeneration of eternal.lua
  • eternal.lua now shows an animation when restoring the ship's HP.
  • Added a debug specifier to ironcurtain.lua
  • Changed the range on megablocker.lua
  • Added ability to specify a torpedo's durability modifier to torpedoslammer.lua
  • Changed a couple of lines in the addPirateEquipment function to align better with vanilla code.
  • Made a couple of adjustments and optimizations to order of operation of adding scripts.
  • Reduced the number of systems that Devastators and Executioners drop.
  • Significantly changed Executioners
    • Maximum size of executioners is halved and reached earlier.
    • HP bonus of executioners now starts earlier and scales faster.
    • Executioners will no longer use Chainguns, Lasers, Cannons, Rocket Launchers, or Tesla guns as their standard weapons.
    • Executioners now have two dedicated batteries of artillery weapons.
    • Removed the battery of Persecutor weapons from the Executioner and replaced it with addtional artillery.
    • Removed the battery of anti-shield weapons from the Executioner and replaced it with additional artillery.
    • Removed the CIWS weapons from the Executioner and replaced with an Absolute Point Defense script.
  • Made a small change to how size / damage values are calculated for Light and Heavy defenders when HET is installed in the ship generator.
  • Reduced the damage of MegaLasers somewhat.
  • Added addExecutionerStandardEquipment, which adds a set of standard equipment for executioners.
  • Allows for the specification of an absolute faction limit on defensecontroller.lua. Check the file for more information on how it works.
  • Changed a couple of lines in the addPirateEquipment function to align better with vanilla code.
  • Added adaptivedefense.lua
    • This script dynamically keeps track of how much damage an entity is taking and adjusts its shield to resist the damage type it has taken the most of.
    • It will also make the entity's shield impenetrable.
    • Once the entity's shield has dropped, it will set a hull resistance based on the amount of damage the shield has taken. Higher priority is given to antimatter damage.
  • Added afterburn.lua
    • This script is a placeholder and is not yet implemented.
  • Added allybooster.lua
    • Every 80 seconds, this script will pick a random allied ship in the sector and give them one of the following scripts, chosen at random:
      • eternal.lua
      • phasemode.lua
      • ironcurtain.lua
      • adaptivedefense.lua
      • overdrive.lua
  • Added lasersniper.lua
    • This script is a placeholder and is not yet implemented.
  • Added overdrive.lua
    • This works similarly to phasemode.lua - every minute, this script will cause an entity to flip into a "berserk" state for 30 seconds.
    • While berserk, the entity will do double damage.
    • While berserk, red particles will appear off of the entity.
  • Added esccspawnutil.lua
    • This script is a placeholder and is not yet implemented.
  • Updates mod version. Apologies for any inconvenience - this was necessary for a new upcoming mod, and new changes to Increasing Threat.

Update: 9 Mar, 2021 @ 6:36am

  • Adds the entity\absolutepointdefense.lua script.
  • Adds the entity\ironcurtain.lua script.
  • Modifies the range on megablocker.lua.
  • Slight adjustments to the phasemode and torpedoslammer scripts.
  • If HET and HarderEnemys are active, the extra pirate classes (Prowler, Scorcher, Pillager, Devastator, etc.) are bigger and have additional firepower.
  • The extra firepower adjustment will only work with the HET / ESCC compatibility patch mod.
  • If HET is active, the Heavy Defender will be larger and have more firepower.
  • Adds a function to ESCCUtil to make all Xsotan ships leave the sector.
  • Adds the "addVelocityCannons" function to shiputility.lua
  • Slight adjustments to esccutil and esccdbg.

Update: 24 Jan, 2021 @ 7:34pm

  • Adds the entity\eternal.lua script.
  • Adds the entity\phasemode.lua script.
  • Adds the entity\hyperaggro.lua script.
  • Adds the entity\phasemode.lua script.
  • Adds the entity\torpedoslammer.lua script.
  • Fixes a bug in the siegegunshot script where it would spam errors if _Velocity got set to nil on a reload.
  • Adds some more substance to a couple of extra functions in the shiputility script.

Update: 22 Jan, 2021 @ 9:53am

  • Fixes a couple of errors with the siege gun and siege gun shot script.

Update: 22 Jan, 2021 @ 9:30am

  • Adds the following files:
  • data/scripts/entity/stationsiegegun.lua
  • data/scripts/entity/ai/supply.lua
  • data/scripts/sector/siegegunshot.lua
  • data/scripts/sector/background/defensecontroller.lua
  • data/scripts/sector/background/shipmentcontroller.lua
  • The defense controller is an alternative to Boxelware's Wave Manager script that is much more customizable and more dangerous. It uses numerous ships designs from ESCC.
  • The shipment controller is a script that sets freighters to continuously spawn in and attempt to dock with a station, transferring a "supply" value - this value can be used to upgrade ships spawned from the defense controller or the siege gun.
  • The siege gun is a special script that fires a custom blob shot at the player. This shot is fairly customizable and can be configured to do massive damage to a player ship.
  • The defense controller, shipment controller, and siege gun scripts have fairly extensive documentation showing how to use them.
  • The siege gun shot script and the supply AI script are more ancillary and have less documentation. They are directly added to a sector / entity via the siege gun script / shipment controller script, respectively.

Update: 22 Jan, 2021 @ 7:11am

  • Fixes some logging errors in the ship / pirate generators.
  • Adds an extra logging function to structuredmission.

Update: 10 Jan, 2021 @ 4:13pm

  • Adds a reset button for player money / resources that will nuke all player credits / resources.
  • Adds a function to esccutil that makes all pirate ships warp out after 3 to 6 seconds.

Update: 8 Jan, 2021 @ 11:53pm

  • Adds an "Other" tab to esccdbg.
  • Adds a test torpedo loader script to esccdbg.