Would it hypothetically be possible to increase the spawns into the HUNDREDS range? I have beefy PC and play offline and want to fight an army by myself.
damn this really made throwing down with sentinels An Experience. Using the no tech overload mod means I'm pretty boosted relative to what's possible in vanilla, which makes normal sentinel fights a bit boring. Definitely a different experience with this enabled! The sentinel quads especially are hard to deal with, they're easily worse than the mechs or walkers for me. It's actually effort to fight through the waves to reach the walkers now. Great time, 10/10 would fight sentinel army again. And I will!
Awesome to see a mod like this on the Nexus (although kinda surprised there's only one that's been done.)
Haven't played NMS in a good while since my old PC died on me with a couple of mods I was working on (one just like this albeit a bit less detailed in what it did, so I'm quite glad to see someone else took the reigns for it afterwards.
Can't wait to try it out once it's ready for the new update :).
(No rush, just wanted to say thanks for making it in the first place.)
Is it possible to multiply the minifiend/roach numbers on Derelict freighters by 2-7.5. Would you consider it? That'll make Derelicts actually worth it.
I didn't put it in the change log but I was implementing some changes to fiend spawns in the last update. I haven't tested it so if you can try it out and report back that'll be fantastic
I don't think it'd be practical to do anything about the freighter since it's just a stationary object. I've given some thought about the ships, I'll have to ask around to see if that's possible because if it is it'd be defined in another file. If I end up doing it I'll prolly upload it ass another file on this page since I don't wanna complicate the original mod that much
Do the freighters need min/max value strings added in also or does that one set of switches control both? I'm also still sniffing around for the switches in the exml files that increase the number of sentinel freighters spawned at once....as a matter of fact, the number of walkers, robot dogs ect. I've only been able to get two to spawn at once. I know they changed the code in the game to to block the bug that reappeared recently where 100's of little sentinels came out at the same time. It was a multiplayer bug but previously it was done by mod. Also I had over 20 walkers running around at the same time and up to 8 robo dogs in a pack attack. The King's Army!
The King's Army was a combo of conflicting combat mods that once worked. The conflicts expressed beautifully unexpected results. For example, I could get 4 sentinel freighters to warp in at the same time with lasers going off everywhere. Oh btw, I mashed DPPBFOYA with Exosolar's Extra Savage Sentinels and Gumsk's gSentinels to make adjustments to the firing rates and ranges...delays between shots, attack vectors and positions, ect. You know Redmas once made a combat file, now defunct, for the older versions that upscaled the maneuvering and combat behaviors of all the sentinel classes. It was the best I ever used after merged with Extra Savage Sentinels. Now DPPBFOYA is just insane when cranked up. Wave after wave. Relentless shooting gallery! Still searching to reclaim the King's Army. It for me is the Holy Grail quest of No Man's Sky because I like insane combat!
The King's Army: https://www.nexusmods.com/nomanssky/images/1342 https://www.nexusmods.com/nomanssky/images/1344 https://www.nexusmods.com/nomanssky/images/1445 https://www.nexusmods.com/nomanssky/images/1459 https://www.nexusmods.com/nomanssky/images/1362
FREIGHT_SHIP_MULTIPLIER is used simply for targeting the Sentinel Freighter spawn to add new Fighter Ship spawn data (which will be then multiplied by SHIP_MULTIPLIER as well). Freighters are not and should not be multiplied because they will simply overlap each other in the same space.
I'm working on freighter spawns now. I was able to get 4 sentinel freighters to attack at once in the past. They appeared as 2 sets of 2 but never overlapping. Not sure what will happen with this new code but I'm excited to test it all!
31 comments
Also can I edit an EXML file using notepad? or would that be harmful?
Haven't played NMS in a good while since my old PC died on me with a couple of mods I was working on (one just like this albeit a bit less detailed in what it did, so I'm quite glad to see someone else took the reigns for it afterwards.
Can't wait to try it out once it's ready for the new update :).
(No rush, just wanted to say thanks for making it in the first place.)
Thanks, Winder.
SHIP_MULTIPLIER =
{
["Standard"] =
{
["AIShipRole"] = "Standard",
["MinAmount"] = 2.5,
["MaxAmount"] = 6.5,
},
}
FREIGHT_SHIP_MULTIPLIER =
{
["Freighter"] =
{
["AIShipRole"] = "Freighter",
},
}
Do the freighters need min/max value strings added in also or does that one set of switches control both? I'm also still sniffing around for the switches in the exml files that increase the number of sentinel freighters spawned at once....as a matter of fact, the number of walkers, robot dogs ect. I've only been able to get two to spawn at once. I know they changed the code in the game to to block the bug that reappeared recently where 100's of little sentinels came out at the same time. It was a multiplayer bug but previously it was done by mod. Also I had over 20 walkers running around at the same time and up to 8 robo dogs in a pack attack. The King's Army!
The King's Army was a combo of conflicting combat mods that once worked. The conflicts expressed beautifully unexpected results. For example, I could get 4 sentinel freighters to warp in at the same time with lasers going off everywhere. Oh btw, I mashed DPPBFOYA with Exosolar's Extra Savage Sentinels and Gumsk's gSentinels to make adjustments to the firing rates and ranges...delays between shots, attack vectors and positions, ect. You know Redmas once made a combat file, now defunct, for the older versions that upscaled the maneuvering and combat behaviors of all the sentinel classes. It was the best I ever used after merged with Extra Savage Sentinels. Now DPPBFOYA is just insane when cranked up. Wave after wave. Relentless shooting gallery!
The King's Army:
https://www.nexusmods.com/nomanssky/images/1342
https://www.nexusmods.com/nomanssky/images/1344
https://www.nexusmods.com/nomanssky/images/1445
https://www.nexusmods.com/nomanssky/images/1459
https://www.nexusmods.com/nomanssky/images/1362
I'm working on freighter spawns now. I was able to get 4 sentinel freighters to attack at once in the past. They appeared as 2 sets of 2 but never overlapping. Not sure what will happen with this new code but I'm excited to test it all!
I'll see what else I can get...