(MOD) Sleepz's Weapons

Discuss and distribute tools and methods for modding. Moderator - Grognak
sleepz8
Posts: 71
Joined: Thu Feb 04, 2016 11:25 am

Re: (MOD) Sleepz's Weapons

Postby sleepz8 » Fri Mar 25, 2016 8:28 am

MikieRpg wrote:You go big don't you XD? Tactical Nuke demolished the flagship XD, then that lanius chain gun looks amazing(haven't been able to get it)
These are some seriously amazing weapons, that aren't too op in the sense that you won't always get them, but work amazingly!


Haha, yeh XD Probably should've mentioned that letting the Lanius deconstruct your hull does 20 hull damage....... Any way, I'm glad you like them :D

NarnKar wrote:That lanius chaingun looks quite nifty. If I e'er get back into modding (which I think I kind of want to do, once this semester is over), would you mind if I used the art/modified it for my own ends?


Of course you can! Let me know if you do, so I can have a go with whatever it is you create :)
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

Re: (MOD) Sleepz's Weapons

Postby Braxbro » Sat Mar 26, 2016 8:40 pm

sleepz8 wrote:Hey guys and gals, I need some help if anyone's able to.
I would like to make the mantis cannon only available through a custom event, which only happens in mantis sectors and involves fighting a powerful mantis ship.
Any pointers would be great, I've had a poke around the data files and google but can't work it out :L
Thanks in advance.

If you still need help on this, just give the weapon a rarity of 0 and have that specific event give you it (It's what the Zolt unlock quest is like, if I recall...)
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
sleepz8
Posts: 71
Joined: Thu Feb 04, 2016 11:25 am

Re: (MOD) Sleepz's Weapons

Postby sleepz8 » Sun Mar 27, 2016 8:35 am

Braxbro wrote:
sleepz8 wrote:Hey guys and gals, I need some help if anyone's able to.
I would like to make the mantis cannon only available through a custom event, which only happens in mantis sectors and involves fighting a powerful mantis ship.
Any pointers would be great, I've had a poke around the data files and google but can't work it out :L
Thanks in advance.

If you still need help on this, just give the weapon a rarity of 0 and have that specific event give you it (It's what the Zolt unlock quest is like, if I recall...)


Thanks, but i have already worked it out, and have 3 custom events in my mod?
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

Re: (MOD) Sleepz's Weapons

Postby Braxbro » Sun Mar 27, 2016 10:31 am

sleepz8 wrote:
Braxbro wrote:
sleepz8 wrote:Hey guys and gals, I need some help if anyone's able to.
I would like to make the mantis cannon only available through a custom event, which only happens in mantis sectors and involves fighting a powerful mantis ship.
Any pointers would be great, I've had a poke around the data files and google but can't work it out :L
Thanks in advance.

If you still need help on this, just give the weapon a rarity of 0 and have that specific event give you it (It's what the Zolt unlock quest is like, if I recall...)


Thanks, but i have already worked it out, and have 3 custom events in my mod?

Cool. If I can modify unlock events, then I will probably make all the cruisers various Federation styled ships. Dunno what I would replace the Shrike with... is it possible to have an artillery have different effects at different levels? Like, lvl1 - 3 damage, lvl2 - 3 ion damage, lvl3 - 100% breach chance, and so on?
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
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fdagpigj
Posts: 80
Joined: Sat Apr 25, 2015 3:14 pm

Re: (MOD) Sleepz's Weapons

Postby fdagpigj » Sun Mar 27, 2016 7:42 pm

Braxbro wrote:is it possible to have an artillery have different effects at different levels? Like, lvl1 - 3 damage, lvl2 - 3 ion damage, lvl3 - 100% breach chance, and so on?

Sadly, nope. The benefits of leveling up a system are hardcoded, and for artillery it's reduced cooldown.
Braxbro
Posts: 78
Joined: Thu Mar 17, 2016 7:58 pm
Location: The Pew-pew (Chain Vulcan gunship)

Re: (MOD) Sleepz's Weapons

Postby Braxbro » Sun Mar 27, 2016 8:08 pm

fdagpigj wrote:
Braxbro wrote:is it possible to have an artillery have different effects at different levels? Like, lvl1 - 3 damage, lvl2 - 3 ion damage, lvl3 - 100% breach chance, and so on?

Sadly, nope. The benefits of leveling up a system are hardcoded, and for artillery it's reduced cooldown.

:( Aww... I wanted to make a ship unable to have weapons have twin artilleries that could be configured like that...
Kestrel A,B,C - Engi A,B,C - Stealth A - Zoltan A,B

Mantis board your teleporter. "They definitely can't just teleport us back onto our ship... these fleshy meatsacks are too dumb..."

"If we have AI, why not artificial stupidity?"
SerpentsBlight
Posts: 1
Joined: Mon Dec 22, 2014 2:05 am

Re: (MOD) Sleepz's Weapons

Postby SerpentsBlight » Wed Aug 30, 2017 7:28 pm

Does this work properly with Captain's Edition? Even the events?
sleepz8
Posts: 71
Joined: Thu Feb 04, 2016 11:25 am

Re: (MOD) Sleepz's Weapons

Postby sleepz8 » Wed Aug 30, 2017 9:47 pm

SerpentsBlight wrote:Does this work properly with Captain's Edition? Even the events?

The weapons certainly work and appear in shops, although all the weapons from CE make them quite rare. As for the events, I'm not entirely sure. I don't see why they shouldn't work but personally I haven't found one yet whilst playing with CE.

EDIT: I uploaded a no event version which adds them to shops, just in case ;)

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