IronDuke

Forum Replies Created

Viewing 15 posts - 106 through 120 (of 564 total)
  • Author
    Posts
  • in reply to: IWar2 – Manual Contermeasure Mod not working #18757
    IronDuke
    Participant

    Well, to be quite honest, the mod itself is not going to function as intended. It simply creates a countermeasure in space next to the player, which will not attract missiles. I went through the code once and heavily tested it out, and just went through the code again to refresh my memory. I believe a countermeasure launch needs to be done by the game’s own code, not by merely creating an inert flare, and I don’t think it’s actually possible to code a manual countermeasure launcher without also writing code that manually forces the missiles to target the flare.

    As for your issue with the keybinds, [ScriptKeys.PreviousPlayerShip] is already in the config file by default, so adding it again may be causing conflict which confuses the game.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #19619
    IronDuke
    Participant

    Controls are configured in the default.ini file in the configs folder in the game directory.

    It’s clunky and inconvenient, but makes you feel like a true codermonkey sometimes. 😛 I think Chessking was making a keybinder program at some point…

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #18744
    IronDuke
    Participant

    Controls are configured in the default.ini file in the configs folder in the game directory.

    It’s clunky and inconvenient, but makes you feel like a true codermonkey sometimes. 😛 I think Chessking was making a keybinder program at some point…

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #18741
    IronDuke
    Participant

    No problem! Glad you got it to work. That mistake is one we’ve all made sometime. 😉 Drop by again if you have any more questions. 🙂

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #19615
    IronDuke
    Participant

    No problem! Glad you got it to work. That mistake is one we’ve all made sometime. 😉 Drop by again if you have any more questions. 🙂

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #19609
    IronDuke
    Participant

    Welcome to the forums! :cheer:

    As Chessking said, I-War 2 requires the mods to be in its own mod folder in the game directory. It has little to no connection with Steam.

    Also, I recommend unzipping the mods when you put them in the folder, as it’ll triple the loading speed. 😉

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: Mods not working #18736
    IronDuke
    Participant

    Welcome to the forums! :cheer:

    As Chessking said, I-War 2 requires the mods to be in its own mod folder in the game directory. It has little to no connection with Steam.

    Also, I recommend unzipping the mods when you put them in the folder, as it’ll triple the loading speed. 😉

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s I-War2 Remake/I-War3 #18731
    IronDuke
    Participant

    I had a literal shower thought this morning and have spent most of the day considering it. I was thinking of plugin modules for weapons, trying to come up with a clever way of balancing them.

    Currently there’s the Rapid Fire, Wide-arc, Cryo, and Recoil-damped PBCs. Once upon a time in development, they were going to be plugin modules for the regular PBC, enhancing various aspects of the weapon. They changed their minds and made them standalone weapons, though the encyclopedia entry for the normal PBC still mentions plugin modules. However, these four weapons are completely useless once you get Pulse-accelerated PBCs or anything bigger.

    So in that mod I was making, I changed them back to plugin modules. It made equipping your weapons so much more fun, but unfortunately was rather overpowered. I also was thinking today about the problem with medium ships in I-War 2 having way too many hardpoints relative to the capital ships. All of it clicked together today, and I came up with a superb solution.

    Say you have a normal PBC, for an example. It has four slots: two on the top, and one on each side. You can place a plugin module on each of these. If it’s an external hardpoint, all four slots may be filled. However, if it’s an internal hardpoint, the smaller ones will restrict the number of modules that may be equipped. Also, larger weapons like the Assault Cannon will take up more space, meaning that when mounted internally, they’ll have even less room for modules. Also, when a weapon is mounted externally on a pylon, in vanilla EoC, you can slap a missile launcher on it. I plan to make that missile launcher occupy the two slots atop the weapon, leaving you with only the two on the sides.

    This creates interesting problems involving choice and balances the modules nicely, so larger vessels will naturally be able to equip more of them. Plus, most of them increase power or heat in some way, which serves the same effect. All weapons in game will be able to have these modules, including turreted weapons. Missile launchers will have a single slot on the back for things like an extra magazine. Ammo-based weapons like the Gatling Cannon will have unique modules such as extra ammo feeds.

    All this will allow me to reduce the firepower of ships like the Heavy Corvette (six neutron PBCs?! OP as flip) while significantly increasing the firepower of capital ships, all in fun and interesting ways. 👿

    Now, hopefully at some point I can figure out how I want to run the visibility mechanics. I’m still stuck on those. :dry:

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: IronDuke’s I-War2 Remake/I-War3 #19603
    IronDuke
    Participant

    I had a literal shower thought this morning and have spent most of the day considering it. I was thinking of plugin modules for weapons, trying to come up with a clever way of balancing them.

    Currently there’s the Rapid Fire, Wide-arc, Cryo, and Recoil-damped PBCs. Once upon a time in development, they were going to be plugin modules for the regular PBC, enhancing various aspects of the weapon. They changed their minds and made them standalone weapons, though the encyclopedia entry for the normal PBC still mentions plugin modules. However, these four weapons are completely useless once you get Pulse-accelerated PBCs or anything bigger.

    So in that mod I was making, I changed them back to plugin modules. It made equipping your weapons so much more fun, but unfortunately was rather overpowered. I also was thinking today about the problem with medium ships in I-War 2 having way too many hardpoints relative to the capital ships. All of it clicked together today, and I came up with a superb solution.

    Say you have a normal PBC, for an example. It has four slots: two on the top, and one on each side. You can place a plugin module on each of these. If it’s an external hardpoint, all four slots may be filled. However, if it’s an internal hardpoint, the smaller ones will restrict the number of modules that may be equipped. Also, larger weapons like the Assault Cannon will take up more space, meaning that when mounted internally, they’ll have even less room for modules. Also, when a weapon is mounted externally on a pylon, in vanilla EoC, you can slap a missile launcher on it. I plan to make that missile launcher occupy the two slots atop the weapon, leaving you with only the two on the sides.

    This creates interesting problems involving choice and balances the modules nicely, so larger vessels will naturally be able to equip more of them. Plus, most of them increase power or heat in some way, which serves the same effect. All weapons in game will be able to have these modules, including turreted weapons. Missile launchers will have a single slot on the back for things like an extra magazine. Ammo-based weapons like the Gatling Cannon will have unique modules such as extra ammo feeds.

    All this will allow me to reduce the firepower of ships like the Heavy Corvette (six neutron PBCs?! OP as flip) while significantly increasing the firepower of capital ships, all in fun and interesting ways. 👿

    Now, hopefully at some point I can figure out how I want to run the visibility mechanics. I’m still stuck on those. :dry:

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #18719
    IronDuke
    Participant

    Created it. 👿
    Link.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #19592
    IronDuke
    Participant

    Created it. 👿
    Link.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #19590
    IronDuke
    Participant

    Hey, nice to see you return to the forum! :cheer:

    Discord is a chat application like Skype, but more specialized for gamers and has a much prettier UI, plus funny update changelogs. A server on it basically is a big chat room so people with a common interest can chat together. This way we’d be able to yak about I-War 2 stuff much more quickly in situations like modding, where one person is being helped by another.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #18715
    IronDuke
    Participant

    Hey, nice to see you return to the forum! :cheer:

    Discord is a chat application like Skype, but more specialized for gamers and has a much prettier UI, plus funny update changelogs. A server on it basically is a big chat room so people with a common interest can chat together. This way we’d be able to yak about I-War 2 stuff much more quickly in situations like modding, where one person is being helped by another.

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #18709
    IronDuke
    Participant

    [quote=”schmatzler” post=20631]I already have a Mumble server[/quote]

    Do you vote yes or no on a Discord server as per the thread topic?
    *smiles sweetly*

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

    in reply to: 3 Yes Votes and I’ll Start a Discord Server #19587
    IronDuke
    Participant

    [quote=”schmatzler” post=20631]I already have a Mumble server[/quote]

    Do you vote yes or no on a Discord server as per the thread topic?
    *smiles sweetly*

    –IronDuke


    I-War 2 Discord: https://discord.gg/RWaabWB
    Very little about the game is not known to me. Any questions you got, throw them at me. 🙂

Viewing 15 posts - 106 through 120 (of 564 total)