Weapon levels above 10
-
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters. have to disagree here, additional slot types are more than useful, probably even needed as the game was designed for fighters and freighters and they ofc cannot carry the same guns as capitals and utilities. yes, there are workarounds but those are maybe good for total conversions, not for vanilla-based mods (as far as we call the weap balance vanilla-based)
-
Gisteron wrote:
and again, the turrets conversion are massively a workaround due to that then they can be mounted on any gun slot rather than just one one certain like on most fighters.learn how to code your shiparch properly… and that statement is total…
-
Screw the vanilla “balance”, it basically amounted to the farther you are the better the guns. You ended up only using class 9+ guns and forgetting about the rest.
I know you’ll have to work gasp, but seriously, redoing the balance is 1) much better if you actually care about that word and 2) will show you how insanely wasteful the original game is about weapon classes.
And I still stand by the fact that any such hack would be utterly insecure in multiplayer. If you want your mod to be a hackfest, be my guest.
-
Good guys, now with some common sense. This is a low-priority requirement compared to others.
Guys, let adoxa come back to this when he is really bored, with nothing more import… hush, ST! He’s just getting some sleep!
-
Hehe… Im all for Hacks/Plugins when there’s no other option… but on this matter there’s been a solution for years… and more than 1 way to go…
and besides… it’s been on his “todo” list for some time now to be in the next JFLP… if anyone actually read stuff… you’d know that I for one want/need extra torpedo classes & have been waiting for a while… patience peeps… 8-)
-
ClassEx, ExHp, eXXtender, LvleX
just throwin stuff out there…
-
First. When does Adoxa ever sleep… do be serious ST…
Second.
ClassUp
AddClass
ClassPlus
AdvClass
AdvType
AdvGroup
ClassPool
HPPool -
Classes are only for separating which guns fit which ships, and in plain FL that was not done well at all. In fact - it was crap.
You can do so much better.
Don’t forget you can have any number of guns in each class, and some can be twice the damage or more - up to you.
So you can make 20 different-power guns for each single class. That is 200 guns. Go crazy!
You’ll get fed up at around 40!
The best for “realism” is that:-
- small fighters should carry only class 1-2 (small) guns,
- bigger fighters carry only class 2-3 guns,
- biggest fighters carry only class 3-4 guns,
- gunboats class 4-5 guns,
- warships class 5-6-7 guns,
- big warships class 6-7-8 guns,
- biggest warships class 7-8-9 guns,
- class 10 for very special/unique weapons for certain ships only
If you want more specials then just limit the ships to class 8 max and you have class 9 & 10 available for specials. Easy!
e.g.
Class 1: light fighter gun
Class 2: medium fighter gun
Class 3: heavy fighter gun
Class 4: very heavy fighter gun
Class 5: gunboat gun
Class 6: heavy gunboat/destroyer gun
Class 7: cruiser gun
Class 8: battleship gun
Class 9: dreadnought gun
Class 10: special mount gunsThen on each of your ships in shiparch.ini limit the class of gun each ship can mount:
Light fighters:
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, …Medium fighters:
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, …Heavy fighters:
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, …Very heavy fighters:
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, …Gunboats:
hp_type = hp_gun_special_5, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, …Destroyers/Cruisers:
hp_type = hp_gun_special_7, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, …
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, …Battleships:
hp_type = hp_gun_special_8, HpWeapon012, HpWeapon013, …
hp_type = hp_gun_special_7, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, …Dreadnoughts/Starships/Heavy Cruisers:
hp_type = hp_gun_special_9, HpWeapon012, HpWeapon013, …
hp_type = hp_gun_special_8, HpWeapon06, HpWeapon07, …
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, …Then you can also keep Class 10 for any very special guns that maybe only 1-2 ships can mount.
And you can do the same for your turrets.
So who needs 10 classes?
Unless you are setting out to prove you can?
But then I can be just as daft as the next guy too.
-
Why only “gun”? I would prefer to use “turret” for capital ships.
So, the solution is to move the turret classes to make place for capital ships tutrrets? Not exactly the answer I expected for… I thought of it before making this thread.
About special guns like the Liberty Cruiser Gun, I thought to not include that hardpoint in the shiparch, that you can’t unmount the special gun because you can’t see it. Will it work? -
Yes it will work.
And I’m sorry, but seriously, modding is work. If you are expecting somebody else (like adoxa) to do your work for you, then you’re in the wrong place.
-
The DvD Man I have a good solution for you.
gun mount can be missiles slots, turret class 1 to 5 can be guns/turrets and 6 to 10 can be turbo guns/turrets.
class 1 : Civilan gun/turret
class 2 : light ______
___3 : medium ____
__4 : heavy _____
___5 : spacial fighter device.It’s the same for turbo but it’s for capitals ships.
-
TheDvDMan wrote:
Why only “gun”? I would prefer to use “turret” for capital ships.So? I didn’t say “only gun”…
If you read carefully you will see at the bottom “And you can do the same for your turrets!”
My teachers used to tell me to think further from simple examples when I was at junior school, and I learned to do that. What happened to you, sleeping on the desk? In Maths we used to call it “extrapolating” - extending something we learned.
Stop watching DVD’s, it’s bad for your eyes, makes them googley!!
Bite 'im agin, FF!
-
StarTrader wrote:
…. So who needs 10 classes? …Example:
I want to have a main gun on my Liberty Gunboat,
which can’t be traded.
Now trying to work with no [good] and
package-mounting in unassigned HP.Give me 200 more weapon classes and
I can use 200 weapons, which can’t be traded.
-
Turbo gun/turret? why “turbo”? I would like to refer to this as “capital gun/turret”.
And thanks for your affort, but i planned it alredy like this:
6-Transport/Liner turret
7-Gunboat/Cruiser(Liberty) turret
8-Cruiser/Destroyer turret
9-Battleship turret
10-Battleship Flak/Missile turret
All the rest is how you said. -
Anyway, to use vanilla slots - bad idea.
I can’t take default slots because i hope you understand that Defender and Sabre guns and turrets are little bit different… I can use only 6-10 turret_special’s, but it is not enough cuz i already taken 6-8 for 3 transport turret levels (i hope you understand than transport with 100 cargo and 2000 cargo are different too and have to have different firepower).
And its only default levels of ships. -
Every bloody mod before yours has managed. Don’t kid yourself thinking you’re so unique YOU need something nobody else needed before.
@F!R: Don’t understand your problem. Weapons without class and good entries can’t be traded. Just make all those weapons impossible to unmount.
-
@FF
With no good you have no entry (dealer / weapon list),
which shows the stats (only the HUD to turn it on + off).No class will mount everywhere (if I remember correct)
{if there is a good}.And don’t get me wrong
- I m not seriously requesting 200 more weapon classes.
But a few more weapon classes are a nice idea IMHO
and I take, what I can get.
- I m not seriously requesting 200 more weapon classes.