#541
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The ( Show Marker ) On The Settings Menu It Keeps Checking Itself Whenever I Open the Game It Is the only setting that does that , so i was wondering if i can change it from some file
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#542
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@Neo Genesis
That should be changeable in these files
Main.ini or probably more likely: Profiles/YourName/YourName.cfg Edit To be honest, I don't even know what this option does.
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#543
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I've Looked at them Before I'm just not sure which one is it ?
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#544
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@Neo Genesis
I did found it just now, its in yourname.cfg:
ai_showpointers But be aware, that changes may get overwritten from the game immediatley, you need to make it read-only after saving it.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#545
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I've Checked them a while back but not sure which one is the one .
It just puts the arrow lines when moving / attacking . Its just annoying to uncheck it every time you start Game |
#546
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@Neo Genesis
Well then changing "ai_showpointers" to "FALSE" in YourName.cfg, saving and then changing the properties to Read-Only should do the Job, Right?.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
#547
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Quote:
About the new Mod . Here are just some Suggestions if you think its ok 1.) In the Carcass File I Halfed all the HP of Stations that are too high . Because Super high HP Just Seems Wrong Do not Copy & Replace this file , It only has the Station files I edited https://www.mediafire.com/?rbh3y91hrflmkhl 2.) In The Modules I Edited the Vulcan , Gattling , Avenger , Vindicator , Polaris , Shining & Rage To Balance Gameplay So That the AI Does not do super Rapid Fire on you while you can only do that if you click on enemy unit continuously. I Also Edited the Kinetic GK Guns . Halfed their DMG & Doubled their Rate of fire , bec for me its just seems better that way Do not Copy & Replace this file , It only contain the ones I edited https://www.mediafire.com/?1jzb54vscgkcnrn 3.) Just asking If its Possible to Increase Torpedo DMG Area for Creating Nuclear Missile . That would just be awesome if Possible |
#548
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@Neo Genesis
Thats actually an good Idea, since the Story also wants to tell us that Stations blow up very easly, (Example: The Intro) A few T3 Torpedoes normally should do the Job, I probably also will make an Optional Plugin for this .
Wait... You Stopped the AI from Spamming their Pulse Lasers?, I thougt that would be Impossible o.O I Don't really know what to think of nerfing almost every Weapon In-Game to stop the AI from (probably) using an Glitch, not really sure about this one, I have to admit, but thats just me. About the GK's: I think an even Better Idea would be not to replace, but to Add New Weapons which do that, I Already Plan to add many more Weapons that are based of Already existing ones but with Minor Alterations, such as making an High-DMG HCB-Melter Plasma Biggun, into an Low-DMG Rapid-Fire HCB-Melter Plasma Biggun. That is just an Example, but of course I also Plan to add more "Unique" ones too, its just that making the Custom SFX for these Weapons is kinda Tricky. I really need get more into the Particle System of the Game. About the Damage Area of Torpedoes That is Indeed very Tricky... never done that before myself. But I think the only way this would be Possible is to use the Alien Poison. - Make your own PoisonDetonator first, should look like this Code:
<PoisonDetonator name="APD_Nuke"> <time_to_live>60</time_to_live> <!-- How long the Rocket Continues to Exist until the Gods of the Rockets become Evil and Banishes it for not colliding with Somebody in X Seconds --> <damage>300</damage> <!-- Damage, better set this up to standard Torpedo DMG or your desired Nuke damage --> <explosion_distance>5</explosion_distance> <!-- Explosion Distance, how much further they Rocket has to go to the Target until it goes BOOM. I Recommend setting it to low as Possible, or you might hit yourself with an Atomic Missile. (Ouchie!)--> <poisoned_area_radius>100</poisoned_area_radius> <!-- DAMAGE AREA--> <poison_effect_duration>1</poison_effect_duration> <!-- Duration, Set this to 1. --> <rate_of_poisoning>1</rate_of_poisoning> <!-- I don't Exactly know what this does, but I think it has something to do with the Rate of the Poisonings hehe --> </PoisonDetonator> Voila --argh... I Really don't know if this will work, but it should...
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Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) Last edited by nocalora29; 07-06-2015 at 11:03 PM. |
#549
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Quote:
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& For the Nuclear Missile do you mean try changing the DMG & Area of Effect of the Poison Torpedo to Test if it will work or to Create a New one from Scratch ? Last edited by Neo Genesis; 07-08-2015 at 12:54 PM. |
#550
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@Neo Genesis
I Will have to expirment a bit with this, I will let you know when I get some Realistic Values for those Stations
Mind giving me the changed files you edited, so maybe I can see for myself about these sweet little balancing changes? Quote:
It would be Best to make one from Scratch.
__________________
Discord: Nocalora#6847 | SW3.Expansion Thread | SWX.MouseMovementFix | SWX.TUVMark+Src (.tuv editing Tool) | SWX.SLOTMark+Src (.ini Slots editing Tool) |
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