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The Halloween mod as an example was made in about 6 hours and I started with the scripts before building as I haven't used Rival AI before. But now that I have, I can use that as a base to build my enemy faction (just without the pumpkins).
So the capability exists but I can't make it perform as fully as I'd like. Still nice to get the mod to do this though. From what I've read it is something that has been wanted by players for a while.
I have just uploaded the WAL Ship Builders Store mod. It adds a few stations and a ground base for purchasing the ships I made for this mod. The store block mod used for the spawns has a few quirks but is the simplest method I've seen so far for adding in the option to sell custom grids. Because of the quirks, I would only suggest the mod for solo or locally hosted games as access to the admin tools might be useful in enjoying the mod. The quirks are explained on the mod page.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2634315072
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2632334875
After yesterdays comment, I edited one of my stations to use as a base for the "shops", created the appropriate config files and I've done a little testing. All I really need to do now is create a ground base, little more config and testing, and then the shops are pretty much ready for uploading.
If you want to create something like this mod, do a bit of reading around the modular encounters mod, and how to export grids and set up the folder structures.
I will test this out and, if successful, will upload the mod within the next week or 2.
P.S. - Has anyone encountered the planetary research base yet?
Regarding a store to sell WAL ships, I'm afraid that my research into the economy side of the game has found that you can't normally edit the list of ships "for sale" at a station. It may be possible with other mods, but I wanted to keep this mod as light as possible in the usage of other mods.
If anyone does have an answer for this, I would be glad to hear about it. The only other way I can think of doing this would be to add projectors to the shipyard and a "new" ground base to allow for WAL ships/vehicles to be built by the player, but I think this might impact station load in times on spawn as every blueprint would also be "spawned" with the projectors ...
Is there a way to gain rep with WAL? I've noted that hitting WAL ships raises Space Pirate, but not the other way around.
Are there stations for WAL which sell the WAL ships?
The re-balance was done to try and ensure other MES mods had a chance to spawn as well.
Here is the link to it:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=2610333154
The next experiment is integrating Rival AI for better drone behaviour, and then it will be building the faction.
The next step is to figure out if Rival AI can be used for drones spawned in with grids, and then I will start building the grids I want for the new faction. It might take a while before I get there though. Building everything for the WAL Fleet took 6 to 8 weeks as I'm not able to log on every day, and only at certain times.
Thanks for making something that isn't trying to kill me from the get!
(rep down about -400 tho, won't be long)
Seen that longsword inspired fighter and would be interesting to see that lift and fight off intruders/pirates
I've not had the chance to look at the new AI mod yet, but from what I've seen it seems perfect for this idea. So I will be looking into it and experimenting.
My overall hope was to create mods that work together to give almost mini scenarios when they spawn in. Friendly grids give something to explore, and maybe acquire, to help things along with combating the enemy factions that other mods bring to the game. And enemy grids focused on a theme to have something a bit different to fight (ship to ship, and hand to "drone" hand).
While working on the various grids for the mod, I tried to include the things I would want on various large grids so there is a chance to find vehicles that can be useful. For simplicity, nearly all of the grids are light armour so shouldn't be that tough to combat. I used light armour to try and use the ship grids for atmosphere as well as space.
If I could have, I would have made the factions allied, but the faction system doesn't seem to be able to support that. So the idea of the factions becoming hostile is based around the built in faction mechanics.
The building interiors are well made as well and I'm tempted to start a war with them and see what they throw at me
After the feedback, I have updated the spawn frequency for the grids for MES. They were all set up as a default value of 5 so everything big and small had the same spawn rate. I didn't think it would interfere with other MES mods as it was on default.
Hopefully this will balance the spawns a bit.
My biggest complaint so far is that the spawn rate seems high. I've currently got three drop pods and a vehicle drop sitting about 3k out, and I've seen about 4 WAL/CIV ships for every ASSERT ship. IDK how the spawning is configured, but it seems like you could knock your rates down by half to let other things in?