Toggle navigation
Youtube
VOD
Twitch.tv
Connexion
Connexion
Identifiant
Mot de passe
Se souvenir de moi
Connexion
Connexion
Vous possédez déjà un compte sur notre communauté ? Identifiez-vous !
Inscription
Rejoignez notre communauté en vous inscrivant dès maintenant !
Oubli de votre mot de passe ou de votre identifiant ??
Pas d’inquiétude, ça arrive à n'importe qui !
Contactez-nous
Envoyer un email à l'administrateur du site
Inscription
S'identifier ou s'inscrire
Connexion en cours...
Se souvenir de moi
Connexion
Oubli de votre mot de passe ou de votre identifiant ?
ou
s'inscrire
S' identifier avec
Articles
Forums
Forum
Grande stratégie
Stellaris
Mods
X
Réduire
Messages
Dernière activité
Recherche
Page
sur
1
Filtre
Heure
Tout
Aujourd'hui
La semaine dernière
Le mois dernier
Afficher
Tout
Discussions uniquement
Photos uniquement
Vidéos uniquement
Liens uniquement
Sondages uniquement
Events only
Filtré par:
Tout nettoyer
nouveaux messages
Précédent
template
Suivante
Drusgalis
questionneur
Tacticien du dimanche
Share
Tweet
#1
conception d'un mod "art de la guerre"
04-03-2017, 22h36
je songe à créer un mod pour stellaris pour modifier rendre les combats plus logique.Ce mod ne devrait venir modifier que les armements de vaisseau.
Comme vous avez pu le voir les armes (lasers ,missiles et autre) sont très plates dans leur conceptions, les différences entre les une et les autres sont faibles et au fil des technologie seul les dégats change vraiment.
je pense qu'il faudrait plutôt partir sur un fonctionnement différent :
missiles :dégâts plus faibles que les autres armes, précision 100% ,plus un missile est gros plus il fait de dommages, meilleur est son ciblage et sa portée. les technologie augmentent la vitesse et la porté principalement.
lasers et équivalents : précision élevée, portée très faible (focale problème) , dégâts les plus hauts,malus contre boucliers fort contre blindages, les technologies augmentes un peu la portée ,surtout les dégâts.
projectiles cinétiques: dégâts moyens portés correcte, précision plus faible, les technologies augmentent la cadence et les dégâts.
je n'ai pas encore réfléchi pour les autres armes. Si vous avez des idées ou des critiques je suis preneur
Zastis
Vétéran roublard
Share
Tweet
#2
05-03-2017, 19h22
Y aurais moyen de baisser l'efficacité des DCA et autres armes anti-missiles ?
Parce que pour le moment c'est trop facile de contrer une flotte full missile.
Moi ce que je trouve le plus dommage c'est qu'aucune arme ne soit lié à des ressources stratégiques, ça apporterais beaucoup plus de variétés et d’intérêt pour ces ressources. Je sais pas si c'est modable.
Bon courage !
Commentaire
Envoyer
Annuler
Drusgalis
questionneur
Tacticien du dimanche
Share
Tweet
#3
06-03-2017, 22h50
j'ai finis les missiles mais je ne réussis pas à écraser les anciens du jeu si quelqu'un connait la procédure pour moder des armes déjà existantes je suis preneur
voilà les détailes du fichiers ..../common/component_templates/00_weapons_missiles.txt
Spoiler:
# Icons set here are the ones show in the actual slot. The reason is so that we can support different icons for different sizes.
#Updated Range on these
# DEFAULT VALUES:
# is_missile = yes
# is_beam = no
# is_point_defence = no
# ####################
# Missiles
# ####################
### Missile Launcher
weapon_component_template = {
key = "SMALL_MISSILE_1"
size = small
entity = "turret_missile_small_entity"
damage = { min = 8.0 max = 12.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 60.0
accuracy = 1.00
missile_speed = 7.0
missile_evasion = 0.75
missile_health = 5.0
power = -2.5
cost = 2.5
shield_damage = 1.0
tracking = 0.80
icon = "GFX_ship_part_missile_1"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_1" }
component_set = "MISSILE_1"
projectile_gfx = "small_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "SMALL_MISSILE_2"
}
### Missile Launcher
weapon_component_template = {
key = "MEDIUM_MISSILE_1"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 13.0 max = 27.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 80.0
accuracy = 1.00
missile_speed = 7.0
missile_evasion = 0.70
missile_health = 7.0
power = -5.0
cost = 5.0
shield_damage = 1.0
tracking = 0.90
icon = "GFX_ship_part_missile_1"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_1" }
component_set = "MISSILE_1"
projectile_gfx = "medium_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "MEDIUM_MISSILE_2"
}
### Missile Launcher
weapon_component_template = {
key = "LARGE_MISSILE_1"
size = large
entity = "turret_missile_large_entity"
damage = { min = 30.0 max = 50.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 110.0
accuracy = 1.00
missile_speed = 7.0
missile_evasion = 0.65
missile_health = 10.0
power = -10.0
cost = 10
shield_damage = 1.0
tracking = 1.00
icon = "GFX_ship_part_missile_1"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_1" }
component_set = "MISSILE_1"
projectile_gfx = "large_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "LARGE_MISSILE_2"
}
### Advanced Missile Launcher
weapon_component_template = {
key = "SMALL_MISSILE_2"
size = small
entity = "turret_missile_small_entity"
damage = { min = 9.0 max = 14.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 70.0
accuracy = 1.00
missile_speed = 9.0
missile_evasion = 0.80
missile_health = 6.0
power = -5.0
cost = 5.0
shield_damage = 1.0
tracking = 0.80
icon = "GFX_ship_part_missile_2"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_2" }
component_set = "MISSILE_2"
projectile_gfx = "small_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "SMALL_MISSILE_3"
}
### Advanced Missile Launcher
weapon_component_template = {
key = "MEDIUM_MISSILE_2"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 16.0 max = 30.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 90.0
accuracy = 1.00
missile_speed = 9.0
missile_evasion = 0.75
missile_health = 8.0
power = -10.0
cost = 10
shield_damage = 1.0
tracking = 0.90
icon = "GFX_ship_part_missile_2"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_2" }
component_set = "MISSILE_2"
projectile_gfx = "medium_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "MEDIUM_MISSILE_3"
}
### Advanced Missile Launcher
weapon_component_template = {
key = "LARGE_MISSILE_2"
size = large
entity = "turret_missile_large_entity"
damage = { min = 37.0 max = 57.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 120.0
accuracy = 1.00
missile_speed = 9.0
missile_evasion = 0.70
missile_health = 11.0
power = -20.0
cost = 20
shield_damage = 1.0
tracking = 1.0
icon = "GFX_ship_part_missile_2"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_2" }
component_set = "MISSILE_2"
projectile_gfx = "large_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "LARGE_MISSILE_3"
}
### Strike Missile Launcher
weapon_component_template = {
key = "SMALL_MISSILE_3"
size = small
entity = "turret_missile_small_entity"
damage = { min = 11.0 max = 15.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 80.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.85
missile_health = 7.0
power = -7.5
cost = 7.5
shield_damage = 1.0
tracking = 0.80
icon = "GFX_ship_part_missile_3"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_3" }
component_set = "MISSILE_3"
projectile_gfx = "small_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "SMALL_MISSILE_4"
}
### Strike Missile Launcher
weapon_component_template = {
key = "MEDIUM_MISSILE_3"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 19.0 max = 34.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 100.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.80
missile_health = 9.0
power = -15.0
cost = 15.0
shield_damage = 1.0
tracking = 0.90
icon = "GFX_ship_part_missile_3"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_3" }
component_set = "MISSILE_3"
projectile_gfx = "medium_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "MEDIUM_MISSILE_4"
}
### Strike Missile Launcher
weapon_component_template = {
key = "LARGE_MISSILE_3"
size = large
entity = "turret_missile_large_entity"
damage = { min = 42.0 max = 65.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 130.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.75
missile_health = 12.0
power = -30.0
cost = 30.0
shield_damage = 1.0
tracking = 1.0
icon = "GFX_ship_part_missile_3"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_3" }
component_set = "MISSILE_3"
projectile_gfx = "large_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "LARGE_MISSILE_4"
}
### Heavy Missile Launcher
weapon_component_template = {
key = "SMALL_MISSILE_4"
size = small
entity = "turret_missile_small_entity"
damage = { min = 12.0 max = 17.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 90.0
accuracy = 1.00
missile_speed = 13.0
missile_evasion = 0.90
missile_health = 8.0
power = -10.0
cost = 10.0
shield_damage = 1.0
tracking = 0.80
icon = "GFX_ship_part_missile_4"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_4" }
component_set = "MISSILE_4"
projectile_gfx = "small_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "SMALL_MISSILE_5"
}
### Heavy Missile Launcher
weapon_component_template = {
key = "MEDIUM_MISSILE_4"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 21.0 max = 39.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 110.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.85
missile_health = 10.0
power = -20.0
cost = 20.0
shield_damage = 1.0
tracking = 0.90
icon = "GFX_ship_part_missile_4"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_4" }
component_set = "MISSILE_4"
projectile_gfx = "medium_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "MEDIUM_MISSILE_5"
}
### Heavy Missile Launcher
weapon_component_template = {
key = "LARGE_MISSILE_4"
size = large
entity = "turret_missile_large_entity"
damage = { min = 48.0 max = 72.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 140.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.80
missile_health = 13.0
power = -40.0
cost = 40.0
shield_damage = 1.0
tracking = 1.0
icon = "GFX_ship_part_missile_4"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_4" }
component_set = "MISSILE_4"
projectile_gfx = "large_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
upgrades_to = "LARGE_MISSILE_5"
}
### Advanced Heavy Missile Launcher
weapon_component_template = {
key = "SMALL_MISSILE_5"
size = small
entity = "turret_missile_small_entity"
damage = { min = 14.0 max = 18.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 100.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 0.95
missile_health = 10.0
power = -12.5
cost = 12.5
shield_damage = 1.0
tracking = 0.80
icon = "GFX_ship_part_missile_5"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_5" }
component_set = "MISSILE_5"
projectile_gfx = "small_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
### Advanced Heavy Missile Launcher
weapon_component_template = {
key = "MEDIUM_MISSILE_5"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 25.0 max = 40.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 120.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 0.90
missile_health = 12.0
power = -25.0
cost = 25.0
shield_damage = 1.0
tracking = 0.90
icon = "GFX_ship_part_missile_5"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_5" }
component_set = "MISSILE_5"
projectile_gfx = "medium_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
### Advanced Heavy Missile Launcher
weapon_component_template = {
key = "LARGE_MISSILE_5"
size = large
entity = "turret_missile_large_entity"
damage = { min = 50.0 max = 83.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 150.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 0.85
missile_health = 15.0
power = -50.0
cost = 50.0
shield_damage = 1.0
tracking = 1.0
icon = "GFX_ship_part_missile_5"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_missiles_5" }
component_set = "MISSILE_5"
projectile_gfx = "large_missile"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
# ####################
# Spaceport Missile
# ####################
weapon_component_template = {
key = "SMALL_SPACEPORT_MISSILE"
size = small
entity = "turret_missile_small_entity"
damage = { min = 8.0 max = 13.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 60.0
accuracy = 1.00
missile_speed = 7.0
missile_evasion = 0.75
missile_health = 5.0
power = -0.0
cost = 0.0
shield_damage = 1.0
tracking = 0.80
type = missile
icon = "GFX_ship_part_missile_1"
icon_frame = 1
projectile_gfx = "small_missile"
hidden = yes
component_set = "SPACEPORT_MISSILE"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
weapon_component_template = {
key = "MEDIUM_SPACEPORT_MISSILE"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 13.0 max = 29.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 100.0
accuracy = 1.00
missile_speed = 11.0
missile_evasion = 0.80
missile_health = 9.0
power = -0.0
cost = 0.0
shield_damage = 1.0
tracking = 0.90
type = missile
icon = "GFX_ship_part_missile_1"
icon_frame = 1
projectile_gfx = "medium_missile"
hidden = yes
component_set = "SPACEPORT_MISSILE"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
weapon_component_template = {
key = "LARGE_SPACEPORT_MISSILE"
size = large
entity = "turret_missile_large_entity"
damage = { min = 34.0 max = 50.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 150.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 0.85
missile_health = 15.0
power = -0
cost = 0
shield_damage = 1.0
tracking = 0.95
type = missile
icon = "GFX_ship_part_missile_1"
icon_frame = 1
projectile_gfx = "large_missile"
hidden = yes
component_set = "SPACEPORT_MISSILE"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_long_range }
}
# ####################
# Swarmer Missiles
# ####################
### Swarmer Missile Launcher
weapon_component_template = {
key = "SWARMER_MISSILE_1"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 8.0 max = 12.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 100.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 1.0
missile_health = 15.0
power = -20.0
cost = 20
shield_damage = 1.0
tracking = 0.80
type = missile
icon = "GFX_ship_part_swarmer_missile_1"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_swarmer_missiles_1" }
component_set = "SWARMER_MISSILE_1"
projectile_gfx = "swarmer_missiles"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_short_range }
upgrades_to = "SWARMER_MISSILE_2"
}
### Advanced Swarmer Missile Launcher
weapon_component_template = {
key = "SWARMER_MISSILE_2"
size = medium
entity = "turret_missile_medium_entity"
damage = { min = 10.0 max = 15.0 }
windup = { min = 20.0 max = 30.0 }
total_fire_time = 30
range = 150.0
accuracy = 1.00
missile_speed = 15.0
missile_evasion = 1.0
missile_health = 15.0
power = -25.0
cost = 25
shield_damage = 1.0
tracking = 0.95
type = missile
icon = "GFX_ship_part_swarmer_missile_2"
icon_frame = 1
static_rotation = no
type = missile
prerequisites = { "tech_swarmer_missiles_2" }
component_set = "SWARMER_MISSILE_2"
projectile_gfx = "swarmer_missiles_02"
tags = { weapon_type_explosive }
ai_tags = { weapon_role_short_range }
}
Commentaire
Envoyer
Annuler
Drusgalis
questionneur
Tacticien du dimanche
Share
Tweet
#4
07-03-2017, 19h17
le mod pour les missiles est finit il ajoute un deuxième type de missiles "améliorés"
http://steamcommunity.com/sharedfile.../?id=878902213
Dernière modification par
Drusgalis
,
07-03-2017, 19h48
.
Commentaire
Envoyer
Annuler
Précédent
template
Suivante
Chargement...
Oui
Non
OK
OK
Annuler
X