Jump to content

Vulture82

Premium Member
  • Posts

    13
  • Joined

  • Last visited

Nexus Mods Profile

About Vulture82

Profile Fields

  • Country
    Germany
  • Currently Playing
    BattleTech

Recent Profile Visitors

310 profile views

Vulture82's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Not going to comment on balancing, because that's more acquired taste than anything imho. But to the question if anyone is still playing RogueTech: YES Yesterday roughly 4150 people downloaded the last Alpha. I don't know how many stuck with the last release-version though. So yeah, RogueTech is alive and kicking. The reason why you haven't seen anything of that, might be because you apparently don't know the RogueTech-Discord channel: #roguetech I've been on Discord only for a few days myself and so far the chat is pretty much moving 24/7 Cheers.
  2. As a side-project I have been tinkering with my own Inferno-SRMs (trying to stick to the Classic BattleTech - Total Warfare rulebook) and so far I'm pretty happy with how it turned out. 0 damage and 6 heatdamage per missile, although on impact the floating numbers still show 1 damage but that might just be a visual bug. I even made 19 variants, based of vanilla & JK mechs, that switched their regular SRMs for Infernos (facing a Kintaro KTO-18-I with the potential to inflict 108 heatdamage with a single attack is... something else) and I also made separate Inferno-Ammoboxes for them. But here is the only stinger for me so far: I want the Inferno-Ammoboxes to inflict heatdamage additionally to their regular damage when they blow up (as per TT rules in the TW rulebook). So, I've been peeking around in the Assembly-CSharp.dll and some ability and weapon json-files to see how to do it. I'm confident that it wouldn't be a problem to apply the heatdamage itself to the 'Mech, the problem is: how to trigger the effect to go along with an ammo explosion or trigger it when the ammobox gets destroyed? Because as far as I can tell, ammo explosions are their own totally separate thing that can't really be tempered with short of writing your own .dll (which I honestly lack the skills to do so). So how would one go about triggering it through the statuseffects of the ammobox.json itself? The template would look a lot like this: (these lines are just from the stock PPC, but ammoboxes can use the same "statusEffects" as far as I can tell) "statusEffects" : [ { "durationData" : { "duration" : 1, "ticksOnActivations" : true, "useActivationsOfTarget" : true, "ticksOnEndOfRound" : false, "ticksOnMovements" : false, "stackLimit" : 1, "clearedWhenAttacked" : false }, "targetingData" : { "effectTriggerType" : "OnHit", "triggerLimit" : 0, "extendDurationOnTrigger" : 0, "specialRules" : "NotSet", "effectTargetType" : "NotSet", "range" : 0, "forcePathRebuild" : false, "forceVisRebuild" : false, "showInTargetPreview" : false, "showInStatusPanel" : true }, "effectType" : "StatisticEffect", "Description" : { "Id" : "AbilityDefPPC", "Name" : "SENSORS IMPAIRED", "Details" : "[AMT] Difficulty to all of this unit's attacks until its next activation.", "Icon" : "uixSvgIcon_status_sensorsImpaired" }, "nature" : "Debuff", "statisticData" : { "appliesEachTick" : false, "effectsPersistAfterDestruction" : false, "statName" : "AccuracyModifier", "operation" : "Float_Add", "modValue" : "1.0", "modType" : "System.Single", "additionalRules" : "NotSet", "targetCollection" : "NotSet", "targetWeaponCategory" : "NotSet", "targetWeaponType" : "NotSet", "targetAmmoCategory" : "NotSet", "targetWeaponSubType" : "NotSet" }, "tagData" : null, "floatieData" : null, "actorBurningData" : null, "vfxData" : null, "instantModData" : null, "poorlyMaintainedEffectData" : null } ], So far I wasn't able to find the right trigger for "effectTriggerType" to trigger either in case of an ammo explosion or when the component gets destroyed. Does anyone have any ideas what could be done here?
  3. CriticalComponent true actually does something. I've used that in my first mod to balance out a custom equipment that emulates the ten internal heatsinks being double heatsink, i.e. the equpipment sinks - 30 by itself. Pretty overpowered, right? Well, here's the catch (the equipment can only be installed into the center torso btw), CriticalComponent is set to yes which means as soon as the equipment recieves a critical hit in combat, not only is the equipment automatically destroyed instead of being damaged first, THE WHOLE MECH is instantly out of the fight! (But only the equipment is destroyed, the rest of the mech is undamaged). I explained that in-lore that it is a total conversion of the whole heatsink system and destroying it will disable ALL heatsinks which forces the mech to emergency shutdown. Quite a neat thing to balance overpowered equipments or weapons imoh ^^
  4. Yeah, seems like it. The files and even the Assembly-CSharp.dll are apparently full of these "Forgotten Children", so it becomes a lot of fun when you try to find out which value does what or which string is even valid -,-
  5. Hi, I'm trying to come up with new mods based around Morphyums StoreTagEnabler. Doing that I have tried to fiddle a bit with the "DiscountModifier" that you can find under every item in every shop.json, but either my shop-files are missing a value, tag or whatever, or the damn DiscountModifier doesn't work as I thought it should, because the actual price of my test-item always stays the same (already accounting for discount based off of reputation). Wouldn't be the first setting in the game that apparently serves no function anymore, but I wanted to make sure. Has anyone managed to get the DiscountModifier to work? Edit: Same goes for the setting "Purchasable" in every item-file as well. No matter if it is true or false, as long as there is a shop-file selling it, you can buy it in game.
×
×
  • Create New...