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Haven't tested the multiplier scaling beyond naonite yet, so drop me feedback if they're overpowered.
No functional changes needed. Enjoy.
Reason for not using GitHub? I've had my GitLab repo long before i had GitHub. Just didn't get around to moving it to GitHub (yet).
@Hype365 - You were right; it only needed a version fix.
Will try to get a patch out as soon as I can. It's not complicated, just a logistical issue.
Note: The min client version is 2.2.0 and max is (currently 2.3.x) because the API had a minor change with The Rift (since v2.2). This is compatible to the latest client (v2.3.x)
Seems I missed that statement when merging 2.0 changes. Update pushed to the workshop.
T: 9
Object: N2cp13ServerScriptsE
Execution Context (inner to outer):
#0: claim data/scripts/entity/stash.lua
Error calling Sector:dropTurret: invalid argument 'nil' at stack position 5, expected 'TurretTemplate'
stack traceback:
[C]:-1: in function dropTurret
C:\Users\Admin\AppData\Roaming\Avorion\galaxies\Galaxy\workshop\content\445220\2058470633\data/scripts/entity/stash.lua:28: in function receiveTurret
data/scripts/entity/stash.lua:132: in function ?
If anyone avoids the update (for whatever reason), be aware that there is a minor breaking change in the game API so the updated mod won't be backwards compatible with 1.x clients.
I am not actively playing the game right now until the holidays, so I only did some basic tests to verify the changes. No issues on my end, but do file a bug report if something seems amiss.
The entity creation API is updated with this patch, including support for Black Market. As I do not have Black Market DLC, I cannot test that aspect.
Enjoy!
(Response to Part 1)
Your suggestions mirror my planned Todo, in order of priority:
1. Scale the cash amount more realistically to the world progression.
2. Increase rewards, decrease spawn rate
These are easy to alter, but hard to test as I don't have a save file with mid and late game progression.
(Response for Part 2)
Wow.. that escalated really fast, haha. But I like the ideas.
I need to dig further on the spawn behaviour. Still relatively new to Avorion scripting. From my understanding, spawning pirates should be easy; sector content are anyway spawned upon first entry. I will look into this.
As for linking to quests, I will take a lot more time to look into. Will get around to looking into it one step at a time.
While it is only a tiny almost meaningless part of the game, I am happy that you adress this vanilla problem to give this aspect of the game more meaning =).
What I think is needed to make secret stashes more valuable and to give treasure hunters a true feeling of reward.
- make secret stash drop 10 Items in addition to your modifications.
- reduce their appearance in a galaxy by 70-90%
- the cash should also be increased ( in best cases they should hold up to 20m cash )
Impression should change from " Just another secret stash lets not even open it"
to " Nice, I found a secret stashes. Let's see what goodies are in there =D"
Your changes are a step into the right direction. Maybe you can even expand this idea to include strong pirates guarding their "loot" in a secret stash which you get to open after beating them. Or you can somehow do a fly by steal action. This last part can even be paired with a quest that can be found on a station. called something like "rumors about loot". Such quest could include 1 of a couple scenarios.
1. loot that is not guarded
2. loot that is guarded very well
3. A trap! Pirates lure treasure hunters in with this fake rumor spreading to get their loot this way.
( This is just a start and can turn into something amazing =D )