Is there a way to increase enemies health? The combat is way more fun, specially that the ships actually turn instead of just doing 180 insta turn. The only problem is that they are dying way to quick, on the hardest difficulty. What can I do to increase their health? Thanks in advance
Look up at mods below: * Realistic Space with Cruise Mode by ChristianWidjaya * Balanced Ships by ChristianWidjaya and 1800PETMEDS
I did not enhanced foe's health because I have tried this, I presume, with Balanced Ships. The combat eventually became tedious and boring, all my thoughts were about that I am just wasting my time. But, check this out yourself.
As alternative, you may increase enemy's damage, so you will get dangerous situations more often. Also, it's possible to decrease your damage. Afaik, it's regulated by one setting in globals, so called global player damage multiplier, and there are global planetary/space enemy's damage multipliers.
Pirate raids are disabled only on specific buildings. Pirates still may and will attack you when you are flying in planet atmosphere or when you are staying on the planet too long. Instead of buildings, pirates will choose you as their target. I would say it is a logical fix, it was not made to increase or decrease difficulty.
In the current implementation of the game, when pirates attacking a building, then NOTHING happens. Absolutely nothing. Pirates do attacking Sentinels Hive, what's next? NOTHING. You won't see sentinels ships defending their buildings. Heck, pirates can't even destroy a building! But there is a one exception and it is working still with disabled pirate raids. It's the attack on trading post. In such event, trader ships will fight with pirates. Trader ships will fight pirates anyway - this does not depending on the event type itself.
If you want to change the game, then you have to learn AMUMSS. It is the only way to get what you want.
It would be absolutely fantastic if one could configure this. I think the restrictions on recharging hazard protection and starship shields are a fa(scinating)ntastic idea, but Oxygen as a recharge material for Life Support just makes sense and even the item description says one 'probably shouldn't use this long-term'
IDue the how the game handles mods, there is only one way to configure mods - by your own hands using AMUMSS. About oxygen: 1) you may restore underwater modules 2) Life Support gel and FOOD are the only way to restore your "stamina". The question is how food can restore oxygen levels should be addressed to devs. IMHO it is not your oxygen level, but a stamina of some kind.
Hey, since you offered, would we be able to get a module with just the AI ship speed and stats upgrade? For playing standard. No worries at all if not. I took a look at the script but I'm probably gonna break it.
Also had a question, by inspired by Galaxy S, does that mean I don't need to load it anymore or was it just speed changes in Deadly Flight?
About vanilla flying and getting just AI changes. The problem is that I made changes to normalize speed. Vanilla has several bonuses/buffs/debuffs and more important speed multipliers. Briefly, it's the mess. I get rid off it. So, deleting just DeadlyFlying script would break the mod or AI will not work as intended by me. I will look at it, but don't promise anything.
Galaxy S and other mods such as Balanced Ships, Realistic Space, and any that changes speed/hovering/etc will conflict with Deadly.
Okay good to know. So the pirate raids and healing/minotaur changes are all backed in? Or probably you mean the ship AI and speeds are baked into the flying module not the combat module.
Thanks for the help. Really don't worry about looking into it, you've definitely done more than enough.
To be more clear, these things are tied now: DedlyFlying and DeadlyCombat.DeadlyCombat affects AI. Again, the problem is that there are global speed multipliers. Specifically, in GCGAMEPLAYGLOBALS.GLOBAL.MBIN: SpaceSpeedReadoutMultiplier and CombatSpeedReadoutMultiplier. And in GCSPACESHIPGLOBALS.GLOBAL.MBIN: CombatBoostMultiplier. These multipliers affects both player ship speed and AI ship speed. They are redefined (changed) inside of DeadlyFlying script. That's why these files are tied together.
DeadlyDamage buffs up small AI ship guns (frigates not included there) + contains varying impact and asteroid damages. DeadlyPolice buffs up police AI, insignificant. DeadlyTurrets is standalone mod to change both damage and behaviors of turrets.
NoPlanetaryPirateRaids - standalone mod to get rid off planetary raids. DeadlyRecharge - affects Minotaur Cannon recharging as well as Life Support, Spaceship Shield, Hazard Protection Shields. DeadlyRewardsSentinels - affects healing by Sentinels Drops (colorful mini barrels) and amount of loot in these barrels. RemoveSentinelsDrop - this removes instant drop by killing Sentinels, e.g. removes tons of Pugneum and Atlandium. Basically, you always gain some amount of Pugneum/Atlandium on each kill of Sentinels, then they drop colorful barrels. This is not affect DeadlyRewardsSentinels and vice versa.
DeadlyAsteroids and DeadlyRewardsAsteroid are tied, but it is possible use only one of them. The thing is that DeadlyAsteroids halves chances of getting Tritium Hyperclusters and DeadlyRewardsAsteroid is compensating this.
22 comments
Thanks in advance
* Realistic Space with Cruise Mode by ChristianWidjaya
* Balanced Ships by ChristianWidjaya and 1800PETMEDS
I did not enhanced foe's health because I have tried this, I presume, with Balanced Ships. The combat eventually became tedious and boring, all my thoughts were about that I am just wasting my time. But, check this out yourself.
As alternative, you may increase enemy's damage, so you will get dangerous situations more often. Also, it's possible to decrease your damage. Afaik, it's regulated by one setting in globals, so called global player damage multiplier, and there are global planetary/space enemy's damage multipliers.
Sorry for my English I'm using the translator
I'm completely new to modding NMS. I see Amumss may be able to edit the file. Is this particular change difficult to revert on my own?
In the current implementation of the game, when pirates attacking a building, then NOTHING happens. Absolutely nothing. Pirates do attacking Sentinels Hive, what's next? NOTHING. You won't see sentinels ships defending their buildings. Heck, pirates can't even destroy a building! But there is a one exception and it is working still with disabled pirate raids. It's the attack on trading post. In such event, trader ships will fight with pirates. Trader ships will fight pirates anyway - this does not depending on the event type itself.
If you want to change the game, then you have to learn AMUMSS. It is the only way to get what you want.
About oxygen: 1) you may restore underwater modules 2) Life Support gel and FOOD are the only way to restore your "stamina". The question is how food can restore oxygen levels should be addressed to devs. IMHO it is not your oxygen level, but a stamina of some kind.
Also had a question, by inspired by Galaxy S, does that mean I don't need to load it anymore or was it just speed changes in Deadly Flight?
Galaxy S and other mods such as Balanced Ships, Realistic Space, and any that changes speed/hovering/etc will conflict with Deadly.
Thanks for the help. Really don't worry about looking into it, you've definitely done more than enough.
DeadlyDamage buffs up small AI ship guns (frigates not included there) + contains varying impact and asteroid damages. DeadlyPolice buffs up police AI, insignificant. DeadlyTurrets is standalone mod to change both damage and behaviors of turrets.
NoPlanetaryPirateRaids - standalone mod to get rid off planetary raids.
DeadlyRecharge - affects Minotaur Cannon recharging as well as Life Support, Spaceship Shield, Hazard Protection Shields.
DeadlyRewardsSentinels - affects healing by Sentinels Drops (colorful mini barrels) and amount of loot in these barrels.
RemoveSentinelsDrop - this removes instant drop by killing Sentinels, e.g. removes tons of Pugneum and Atlandium. Basically, you always gain some amount of Pugneum/Atlandium on each kill of Sentinels, then they drop colorful barrels. This is not affect DeadlyRewardsSentinels and vice versa.
DeadlyAsteroids and DeadlyRewardsAsteroid are tied, but it is possible use only one of them. The thing is that DeadlyAsteroids halves chances of getting Tritium Hyperclusters and DeadlyRewardsAsteroid is compensating this.