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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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 Weapons Extended 4
WEAPONS EXTENDED 4 RELEASED! http://xelerus.de/index.php?s=mod&id=612-----OLD NEWS--------------------------------------------------- Weapons Extended 3Current version: 3.11 500+ weapons and missiles ! It contains: - the old Weapons Extended 2 updated to 1.0RC3 - a brand new package of sovereign weapons - Northwind Equipment Pack (THANKS ATARLOST!) - a brand new package of ammo boxes! What the mod overrides: - all the weapons, missiles and ammo boxes of the game (including virtuals) - dsExchangeSell and dsExchangeBuy - intComputeSellPrice - superconducting coil and shield to clear up a use key conflict There are all the features implemented in Weapons extended 2 for handling custom meterosteel armors, custom weaponsuppress shields, adding random weapons to custom playerships, additional modules (up to 19) Please see here for more details (or post or PM me): viewtopic.php?t=2178The weapon randomizer is now included in the package, and it's not available anymore as a separate download. The infinite fuel mod is still working: http://xelerus.de/index.php?s=mod&id=520In any case I enjoyed it a lot re-building the mod, and I would like to thank everybody that helped me doing it ! 
_________________
 Tyrian Battlestar WE3
Last edited by digdug on Sun Jan 10, 2010 3:18 am, edited 3 times in total.
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| Tue Dec 22, 2009 12:45 am |
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Atarlost
Fleet Officer
Joined: Tue Aug 26, 2008 12:02 am Posts: 1384
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The NW package also overrides the superconducting coil and shield to clear up a use key conflict. (coils in vanilla use 'L' and appear before installed devices in the use list. With the mod it is the superconducting shield that is invoked (though the coils retain their invoke without the use key for compatability with the apparently hardcoded handling for the huari) so that 'L' can be used for other shields)
And I just realized I'm still using the 0.99 superconducting shield. Fixing my version. Will get to digdug tomorrow.
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| Tue Dec 22, 2009 1:43 am |
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Prophet
Militia Captain
Joined: Tue Nov 18, 2008 6:09 pm Posts: 821
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There's something wrong with the Buy/Sell screens, I am able to buy fuel from ice farms. Perhaps using (itmGetActualPrice ..) instead of objgetSellPrice which checks the stations <Trade> settings.
_________________ Coming soon: The Syrtian War adventure mod! A Turret defense genre mod exploring the worst era in Earth's history. Can you defend the Earth from the Syrtian invaders? Stay tuned for updates!
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| Tue Dec 22, 2009 1:58 am |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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Recent bugfixing 22.12.2009 (version 3.11):
Fixed bug with ice farms selling fuel rods.
Changed superconducting shield in northwind equipment pack with 1.0RC3 version.
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 Tyrian Battlestar WE3
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| Tue Dec 22, 2009 2:06 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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Recent bugfixing 26.12.2009 (up to version 3.12):
Fixed bug with Ares thunderbolt cannon (Configuration was broken)
CHANGED!: No more use of global variables, now data is stored on the playership (and it's properly saved)
It's much better because the state of the selectors is now saved when the game is saved.
When you reload you get the same difficulty level and same weapon configuration as you were playing.
There was also a bug on the difficulty selector, easy mode was bugged and normal mode was too hard. Now it's fixed.
Next versions will include:
dockscreens for the difficulty selector and weapon mode selector (maybe I will put them together in 1 item only)
override of the barrel of acid, it shouldn't destroy the selector itself, or I could use a virtual device for it so it doesn't get destroyed.
omnidirectional weapons should be replace with omnidirectional weapons variants (always or with a percentage like 50-60% of the time?)
More weapons ! (they are never enough !)
Still working on a small cargo mod that will randomize and increase a little the loot on common ships.
Armor randomiser ?
Questions:
what do you want to see enhanced/improved/added in this mod ?
More:
Have you got a cool idea to add to this mod ? post it and I will add it! (to the best of my modding skills)
Note:
I added a number of generic modifiers for Atarlost, in order to support new ammo types, and new weapons. They are called AmmoExtra1...AmmoExtra9.
If a weapon has such a modifier, it will be randomised with a weapon variant with the same modifier. Safety catch are implemented in the code so that if no weapon is found, the original one is placed back in the ship. This can eventually be used for not randomising weapons, until I code them properly.
Have fun! 
_________________
 Tyrian Battlestar WE3
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| Sat Dec 26, 2009 11:32 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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Recent bugfixing 27.12.2009 (up to version 3.13):
Fixed return carriages in Northwind equipment pack items.
Omnidirectional weapons are randomized at 70% of the time with omnidirectional weapons.
_________________
 Tyrian Battlestar WE3
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| Sun Dec 27, 2009 4:23 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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Recent bugfixing 29.12.2009 (up to version 3.14):
Changed the EMP mine of the NAMI mine launcher with a device damaging mine.
Added the modifier Howitzer to all the howitzers, so that the speed-loader is now properly working
CHANGED: The randomizer now works from a virtual device, and all the configuration is done by a dockscreen.
Fixed some more Plasma and Ion modifiers in sovereign weapons.
Added more sovereign handlers in the randomizer for sovereign weapons. (Urak and Dwarg)
NOTE: Even if now everything is handled by the new virtual item and dockscreen, the mod is compatible with the previous version (3.13), so you can go on playing your save game.
_________________
 Tyrian Battlestar WE3
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| Tue Dec 29, 2009 10:10 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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Recent bugfixing 30.12.2009 (up to version 3.15):
Changed: itQuantumsphereDisintegrator is now a launcher. The randomizer has been changed to randomize its ammo.
Added a new ammo to the quantumsphere disintegrator, plus the ammo table.
FIXED a major bug caused by my misuse of an itmStruct variable.
_________________
 Tyrian Battlestar WE3
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| Wed Dec 30, 2009 10:12 pm |
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Atarlost
Fleet Officer
Joined: Tue Aug 26, 2008 12:02 am Posts: 1384
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I've come up with a way to use OnFireWeapon to use multiple ammo. This not only makes possible more variants of ammo weapons, but possibly randomising launchers along the same lines (eg a dual makayev launcher that fires half as often)
And yes that means more tags: AmmoNAMI, AmmoMAG, AmmoStrelka, AmmoRasiermesser, AmmoHeavyNAMI, AmmoAres, AmmoCnydocist, and AmmoKytryn I think.
Not all may wind up amenable to variants along these lines, but the possibility is here.
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| Sat Jan 02, 2010 7:07 am |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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awesome Atarlost, this can be the way to get rid of the duplicated ammo weapons that I'm currently using.
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 Tyrian Battlestar WE3
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| Sat Jan 02, 2010 1:50 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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WE3 is working again !
I had to rewrite most of the randomizer code to find the bug.
Now compatible with RC4 and the Battle Arena!
It's still compatible with previous versions (at least from version 3.1), so your savegame is preserved.
Easy mode will now feel easy and hard mode is now a real challenge.
Download from here the latest version (WE 3.17)
http://xelerus.de/index.php?s=mod&id=612
PS: Do you like the new virtual item used to manage the mod ?

_________________
 Tyrian Battlestar WE3
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| Sat Jan 09, 2010 4:48 pm |
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Blitz
Militia Commander
Joined: Wed Mar 07, 2007 7:29 am Posts: 308
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 Re: New Mod: Weapons Extended 3
Hey, digdug, maybe you should change this in your first post - it's the link to edit the mod...
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| Sun Jan 10, 2010 1:08 am |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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ops!
fixed ! 
_________________
 Tyrian Battlestar WE3
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| Sun Jan 10, 2010 3:15 am |
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Prophet
Militia Captain
Joined: Tue Nov 18, 2008 6:09 pm Posts: 821
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I'm loving this new version!
The virtual item with DS is great and much easier to use.
I haven't encountered any bugs but I did find a small problem:
In Rigel Aurelius, when on the BM mission with Kate, her Corp cruiser didn't have any missiles. She kept circling the station not doing anything so I had to hose 'em myself. The mission completed with no problems but now I have molotoks after me 8)
Thanks, and again, great job!
_________________ Coming soon: The Syrtian War adventure mod! A Turret defense genre mod exploring the worst era in Earth's history. Can you defend the Earth from the Syrtian invaders? Stay tuned for updates!
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| Sun Jan 17, 2010 12:16 pm |
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digdug
Fleet Officer
Joined: Mon Oct 29, 2007 9:23 pm Posts: 1598 Location: Decoding hieroglyphics on Tan-Ru-Dorem
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I'm glad you like it, Prophet
I noticed that bug too, It seems to me that the corprate cruiser shoots only from 1 side and not from the other, and it shouldn't, because I'm just replacing ammo on it, and not touching the weapons.
_________________
 Tyrian Battlestar WE3
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| Sun Jan 17, 2010 2:44 pm |
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