Creating/Editing Augmentations?

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Divitos
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Creating/Editing Augmentations?

Post by Divitos »

Is it possible to not only alter the value of an augment but to alter its properties as well?

If not, how else would I go about regenerating .5 hull per second?
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5thHorseman
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Re: Creating/Editing Augmentations?

Post by 5thHorseman »

Regenerating hull per second is impossible with what we have available to us now.

You can change some parts of some items. For example you can change how fast you heal with the Engi NanoBots. But you can't change that to, say, generate missiles instead or heal your hull.

You CAN modify a lot of events to, if you have the augment, heal your hull. It's a huge pain but check out my ghost ship mod the Black Opal. I modified the MediBots I mentioned above to be named Cursed Stasis Pod and made every "nothing happens" even spawn you a crew member.
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Divitos
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Re: Creating/Editing Augmentations?

Post by Divitos »

Well damn.
That's pretty much what makes borg cubes so overpowered in the first place. I suppose one of those scrap to hull augments will have to do. Unless, isn't there a hull repair drone?
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5thHorseman
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Re: Creating/Editing Augmentations?

Post by 5thHorseman »

Divitos wrote:Well damn.
That's pretty much what makes borg cubes so overpowered in the first place. I suppose one of those scrap to hull augments will have to do. Unless, isn't there a hull repair drone?
There is. I don't know if it's moddable to heal more than the 3-5 before dying or what, and recovery arms won't grab them when they die. But they do exist :)
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Sleeper Service
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Re: Creating/Editing Augmentations?

Post by Sleeper Service »

5thHorseman wrote:I don't know if it's moddable to heal more than the 3-5 before dying or what,
Yeah, that cant be modified. You can only determine how fast they move and how much power they cost.

A modified repair arm might be your best bet for a regeneration aug, unless you really need this to happen in combat. In this case a slow hull repair drone can do the trick. They work on enemies as well, if that is what you are aiming for, but the opponent will deploy them even if it has not sustained any hull damage. An enemy with a slow hull repair drone and unlimited drone parts can regenerate almost indefinitely, at various speeds. You can make the drone invisible to hide what you are doing a bit, but the "repair pulse" graphic will still show. If you aim to provide in-combat regeneration for the player, then he/she will be limited by how much drone parts are available.

For the player, bombs with negative hull damage can also provide in-combat repairs, but are more fuzzy to use than the repair drones. The advantage of bombs would be that you can hide their effect entirely, they don't even have to cost missiles or power. As long as you auto fire it on a room, it will provide heals, but the downside is that it can miss.
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Divitos
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Re: Creating/Editing Augmentations?

Post by Divitos »

Sleeper Service wrote:
5thHorseman wrote:I don't know if it's moddable to heal more than the 3-5 before dying or what,
Yeah, that cant be modified. You can only determine how fast they move and how much power they cost.

A modified repair arm might be your best bet for a regeneration aug, unless you really need this to happen in combat. In this case a slow hull repair drone can do the trick. They work on enemies as well, if that is what you are aiming for, but the opponent will deploy them even if it has not sustained any hull damage. An enemy with a slow hull repair drone and unlimited drone parts can regenerate almost indefinitely, at various speeds. You can make the drone invisible to hide what you are doing a bit, but the "repair pulse" graphic will still show. If you aim to provide in-combat regeneration for the player, then he/she will be limited by how much drone parts are available.

For the player, bombs with negative hull damage can also provide in-combat repairs, but are more fuzzy to use than the repair drones. The advantage of bombs would be that you can hide their effect entirely, they don't even have to cost missiles or power. As long as you auto fire it on a room, it will provide heals, but the downside is that it can miss.
Another downside is that they'd have to know the healing bomb is in their weapons list. And have it active at all time
ZahaianGhost
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Re: Creating/Editing Augmentations?

Post by ZahaianGhost »

Since this appears to be the most recent thread on the matter...Thought I'd also like to ask about this. It appears that this is possible, but could anyone explain where in the files you go to edit these things and/or how you go about doing so? I looked around on my own awhile ago and if I'm not mistaken, they may be in the blueprints file, however I couldn't determine how revising them might affect them in-game, and some values didn't make sense to me.

E.g. <bp>#</bp>, <value>#</value>.

Thanks if you respond!
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Sleeper Service
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Re: Creating/Editing Augmentations?

Post by Sleeper Service »

You can only effect the original augment. Their effects are mainly determined by internal hard coding and the game just applies the code for each aug to its own specific ID.

<value> sometimes regulates the exact effect of the aug, for example the amount of healing that Engi Medbot Dispersal provides, or how much resist chance Rock Plating adds. On some augs, it has no real effect though.

<bp> is a cut tag with no effect. I think I once read that originiates from a time when the defs still planed to have some kind of ship crafting/customization system (bp=build points?)
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ZahaianGhost
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Re: Creating/Editing Augmentations?

Post by ZahaianGhost »

Aah, okay, so at best you can only maybe rename existing augmentations and, with some, slightly readjust their effect attributes? Is it safe to assume you can also rewrite the description text to say what changes you may have made or fit it in with the theme of whatever you're doing?

Do we have a list of which ones are revisable and which aren't, by the way? Thanks again! This reaffirms some ideas I was already having about not using these.
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