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Starsector => Mods => Topic started by: Mira Lendin on June 23, 2021, 05:41:58 PM

Title: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on June 23, 2021, 05:41:58 PM
Superweapons Arsenal v1.9a
Download 0.95a (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
Mod requirements:
GraphicsLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
LazyLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=5444.0)


After playing Starsector for a while i noticed that there is not much excitement over finding weapons in this game (with the exception of end game missions), so i went ahead and created a subset of weapons that are balanced above the level of base weapons, hopefully to give a sense of satisfaction when found.


Superweapons:
Spoiler
(https://i.imgur.com/6c8ueBf.jpg) (https://i.imgur.com/h10R297.jpg) (https://i.imgur.com/BwdMnHV.jpg)

(https://i.imgur.com/tSuYH5g.jpg) (https://i.imgur.com/2P74J8G.jpg) (https://i.imgur.com/VBjqDN1.jpg)

(https://i.imgur.com/ibTMiHD.jpg) (https://i.imgur.com/AJVLi4c.jpg) (https://i.imgur.com/ZRcQHOe.jpg)

(https://i.imgur.com/14OYmEj.jpg) (https://i.imgur.com/opGYenB.jpg) (https://i.imgur.com/bFFuFrp.jpg)

Some of these are inspired by weapons from other games.
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Unique Weapons:
Spoiler
(https://i.imgur.com/WKdFG9g.jpg) (https://i.imgur.com/og1dXu0.jpg)

(https://i.imgur.com/ZZE5ahN.jpg)

(https://i.imgur.com/NgICSxF.jpg)

-Big thanks to Tartiflette for allowing me to utilize his Singularity script while building the Black Hole Generator.
[close]

New additions:
Spoiler
Light Spear Accelerator

(https://i.imgur.com/oaGmh5U.jpg)


-A weapon capable of breaking defensive formations, can damage your fleet at close range.
[close]

How to get them:
Spoiler
-You may find any of these weapons while exploring the outer worlds, mainly in a weapon cache, mining base or a research station.
-Please note that it's impossible to obtain blueprints for any of these weapons, also they won't be used by any faction (at least for now).

[close]


Changelog:
Spoiler
-v1.9

-Added Light Spear Accelerator to the game.

-Electromagnetic Railgun:
  • Can no longer be mounted on energy slots.

-MX Gauss Cannon:
  • Reduced accuracy, the first shot is still accurate but you will have to wait 2 seconds after each reload if you want to maintain that accuracy.

-v1.8

-Added BFG-Ultra to the game.

-Prism Freeport will no longer offer you any Superweapons (this is final).

-Greatly increased the drop rate of all Superweapons, some starting at (300%) and some up to (1500%), to put this into perspective, the most common Superweapon is just as rare as the Tachyon Lance while the rarest is 3.5 times less frequent, this can be considered "a bit too common" but the values are subject to change, depending on your feedback!.

-XC-T61 Cluster Torpedo
  • Completely reworked how Cluster Mines deals damage. previously they used to explode dealing a single instance of damage (of the highest possible value) to the nearest armor frame of the ship, this rendered armor somewhat useless and allowed mines to 1 shot most capital ships and stations, this is no longer the case, the damage now splits into multiple instances that hits different parts of the ship and the damage scales based on proximity.
  • Now deals 50% less damage to stations.
  • Torpedo no longer deals 5000 initial EMP damage.
  • Damage now scales from 100% at any point in radius to 40% at the edges all the way to 100% at the center.
  • Increased Detonation Interval from 0.15<-->0.4 sec to 0.2<-->0.5 sec.
  • Increased Detonation damage from 13000 to 15000.
  • If given to AI, it will no longer hold onto it until the stars align but rather be more aggressive on the first chance (you all still die at the end so no difference).

-WM-70 Reflective Shield:
  • Due to engine limitations that causes you to lose the weapon if mounted on a hardpoint, it will no longer be removed, however it will have no effect and will do nothing, same thing applies to ships without shields.

-Supercharged Fusion Beam:
  • Range reduced from 900 to 800.

-Devastator Lance:
  • No longer deals base EMP damage.

-GR-890 Black Hole Generator:
  • Range reduced from 1200 to 1000.

-Electromagnetic Railgun:
  • The Electromagnetic charge will continue dealing damage even after it starts to decay (damage will decay accordingly).

-Various improvements to visuals, sounds and turrets design.

[close]

Please consider leaving your feedback down below, it will come in handy when i update the mod.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Mira Lendin on June 23, 2021, 05:43:15 PM
Reserved
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Nick XR on June 23, 2021, 07:15:11 PM
Looking forward to trying this! 

One of the best parts of .95 is finding a few of the new toys and figuring out how to build a single ship around them. 

IMO I wouldn't try to balance these around cost as money is effectively a non-issue once you get out of the mid game.  But making them incredibly rare seems reasonable.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Ramiel on June 23, 2021, 08:13:53 PM
Oh, yeah! Just the weapon for my Mudskipper!
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: NinjaSiren on June 24, 2021, 07:07:30 AM
these weapons look sexy  ;)
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Anexgohan on June 24, 2021, 08:29:17 AM
is there any other way to get them organically, other then purchase at prism freeport.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Mira Lendin on June 24, 2021, 11:18:08 AM
is there any other way to get them organically, other then purchase at prism freeport.
They have no restrictions and can be found in open space like any other weapon, however they are very rare.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Nia Tahl on June 24, 2021, 12:49:30 PM
These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.

A fair few of these also combine extremely high damage with extremely fast projectiles. I think it would be more interesting to separate the two. Very powerful weapons that take some skill to land shots with are inherently quite satisfying.

I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Mira Lendin on June 24, 2021, 02:42:02 PM
These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.

A fair few of these also combine extremely high damage with extremely fast projectiles. I think it would be more interesting to separate the two. Very powerful weapons that take some skill to land shots with are inherently quite satisfying.

I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.
I agree with you, Originally i wanted to balance these weapons a bit more before releasing this mod, however i decided to let them be and wait until i finish the rest of unreleased content, then let people have the final word, although balance was never my intention, i don't want any of these weapons to feel like "be happy go lucky", i think adding some inaccuracy as a start will force distance management allowing weapons like the "Phalanx" to be hard to fully utilize at most ranges.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Cyan Leader on June 28, 2021, 03:15:10 AM
Do AI fleets use these?
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Mira Lendin on June 28, 2021, 03:46:19 AM
Do AI fleets use these?
No, maybe after they are balanced i would let some Remnant fleets use them
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Cyan Leader on June 28, 2021, 08:58:36 AM
Alright, if you do make that change can you please make it toggable? Thanks for this mod.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Yunru on June 28, 2021, 10:19:52 AM
IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Mira Lendin on June 28, 2021, 11:05:58 PM
Alright, if you do make that change can you please make it toggable? Thanks for this mod.
i can do that but i don't think it would be useful, as once a faction learns a new weapon it can't be removed from their list until you start a new save, so toggling it off mid game is not going to revert it back.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Cyan Leader on June 29, 2021, 01:30:37 AM
I meant as before I start a new playthrough, like in the mod settings.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Mira Lendin on June 29, 2021, 02:04:57 AM
I meant as before I start a new playthrough, like in the mod settings.
yea that's easy to do
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Nick XR on June 29, 2021, 11:17:54 AM
IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.

Weapons with this level of capability should be treated the same as the weapons from the Doritos.  No BPs, only from combat.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Melanoc3tus II on July 03, 2021, 11:02:18 AM
Just so you know, "electromagnetic railgun" is rather redundant: electromagnetic electromagnetic launcher using rails. It's kinda like having a gunpowder gun.

You might consider changing that, idk.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Gaaius on July 03, 2021, 02:03:01 PM
Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Jaghaimo on July 03, 2021, 02:09:26 PM
IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.

Weapons with this level of capability should be treated the same as the weapons from the Doritos.  No BPs, only from combat.
I second that. Don't have a problem with stronger weapons as long as they are not blueprintable. I'd love Remnants to use more unique weapons, perhaps this would be a good material? Need to try out giving them (and only them) access to these weapons :)
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Mira Lendin on July 03, 2021, 03:31:15 PM
Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?
sir, i believe you left this comment in the wrong thread.
Title: Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
Post by: Gaaius on July 03, 2021, 11:49:40 PM
sir, i believe you left this comment in the wrong thread.
yeah, you are right,
sorry i mixed these two mods (this and P9 colony group) up (as i installed both at the same time)
Title: Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
Post by: Nick XR on July 09, 2021, 03:01:20 PM
Thanks for the BP and rarity changes!
Title: Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
Post by: Mira Lendin on July 09, 2021, 05:48:25 PM
Thanks for the BP and rarity changes!
yw ^^
Title: Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
Post by: EmotionalSkyscrapers on July 10, 2021, 08:02:36 PM
Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
Title: Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
Post by: Mira Lendin on July 15, 2021, 05:45:42 AM
Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
I am not sure, the small and medium sizes doesn't fit as "Superweapons", i tried making a powerful medium sized weapon but then i realized that it will end up being a replacement for low-end heavy weapons of the same mount type since it's more efficient.
Title: Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
Post by: Deageon on July 15, 2021, 04:12:43 PM
Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
I am not sure, the small and medium sizes doesn't fit as "Superweapons", i tried making a powerful medium sized weapon but then i realized that it will end up being a replacement for low-end heavy weapons of the same mount type since it's more efficient.
small-size superweapons could be cool though, impractical but scary *** in small mounts with high OP costs or whatever
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: nocluewhatimdoing on July 25, 2021, 05:56:01 PM
Where the hell is prism freeport
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Mira Lendin on July 25, 2021, 06:19:05 PM
Where the hell is prism freeport
aren't you running Nexerelin?
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: nocluewhatimdoing on July 26, 2021, 02:14:13 AM
I shouldn't have to it's not a requirement
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: DownTheDrain on July 26, 2021, 02:25:24 AM
I shouldn't have to it's not a requirement

Nobody said you have to.
Prism Freeport is just one way to (rarely) acquire superweapons, not the only way.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: nocluewhatimdoing on July 26, 2021, 02:34:59 AM
Should something like that not come with the mod, or at least be standalone
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Tecrys on July 26, 2021, 02:43:57 AM
Great mod, loving it!
So, could super weapons be different sizes like small or medium ones? Not saying you should make different sizes for all of them but in vanilla there is the antimatter blaster for example which is pretty powerful and one of my favourite weapons.
If that were against your intended design I'd completely understand, though.
Thanks for this very nice mod  ;D
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Algoul on July 26, 2021, 09:04:40 AM
I never find this weapons in stations loot and only once see it on sale. Its not rare or hard to obtain - its literally not present in game.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Mira Lendin on July 26, 2021, 02:08:44 PM
I never find this weapons in stations loot and only once see it on sale. Its not rare or hard to obtain - its literally not present in game.
they have no drop restrictions, they are just too rare, if you managed to see one in sale this means that they are in the game and everything is working as intended.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Mira Lendin on July 26, 2021, 02:13:51 PM
Great mod, loving it!
So, could super weapons be different sizes like small or medium ones? Not saying you should make different sizes for all of them but in vanilla there is the antimatter blaster for example which is pretty powerful and one of my favorite weapons.
If that were against your intended design I'd completely understand, though.
Thanks for this very nice mod  ;D
it's very hard to balance small and medium weapons in a way that wouldn't replace low-end weapons of larger mounts, i don't have a solid way to approach this issue as making a good medium weapon with a cost of 20OP might end up more efficient than larger weapons with a cost between 20-25 OP, as a result you will start placing medium weapons in large slots which is a bad game design.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: IonDragonX on July 26, 2021, 02:35:36 PM
I shouldn't have to it's not a requirement
You misunderstand. Prism Freeport is a part of Nexerelin, not this mod. This mod's creator added a feature (there are others, you know) that enhances Nex but it has no effect if you don't play Nex.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Tavik on August 03, 2021, 05:08:03 PM
Hey there. Wanted to give your mod a go, as I LOVE powerful weaponry, but have run into a problem. Whenever I try to get into the game with 1.3b installed, it gives me an error before bringing up the menu: https://gyazo.com/267b14c0d804cf062be92097be23390c

Something regarding mine duration for the Cluster Torpedo? Still running Starsector v 0.9.1a, would that be a factor? Much thanks!
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Mira Lendin on August 04, 2021, 06:34:39 AM
Hey there. Wanted to give your mod a go, as I LOVE powerful weaponry, but have run into a problem. Whenever I try to get into the game with 1.3b installed, it gives me an error before bringing up the menu: https://gyazo.com/267b14c0d804cf062be92097be23390c

Something regarding mine duration for the Cluster Torpedo? Still running Starsector v 0.9.1a, would that be a factor? Much thanks!
Even if i remove the method mentioned in the message you will end up getting others errors due to backward compatibility issues (i tested this) as a result i can tell you that this mod is absolutely not combatable with 0.91.
Title: Re: [0.95a] Superweapons Arsenal v1.4 - Pew Pew
Post by: DownTheDrain on August 04, 2021, 01:03:37 PM
I have yet to find one of these guns in the wild. Only once seen 2 Electromagnetic Railguns for sale at Prism for something like 600k a piece. Bad luck I guess, though I do explore quit a bit.
Then again I rarely pilot ships with large slots and I don't think I'd trust the AI with some of these effects.
Title: Re: [0.95a] Superweapons Arsenal v1.4 - Pew Pew
Post by: Mordodrukow on August 04, 2021, 01:13:24 PM
Awesome mod! But can you add 1-2 more ballistic (or one which count as ballistic) weapons? I like to experiment with Conquest's discount.
Title: Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
Post by: Tavik on August 04, 2021, 08:11:37 PM
Hey there. Wanted to give your mod a go, as I LOVE powerful weaponry, but have run into a problem. Whenever I try to get into the game with 1.3b installed, it gives me an error before bringing up the menu: https://gyazo.com/267b14c0d804cf062be92097be23390c

Something regarding mine duration for the Cluster Torpedo? Still running Starsector v 0.9.1a, would that be a factor? Much thanks!
Even if i remove the method mentioned in the message you will end up getting others errors due to backward compatibility issues (i tested this) as a result i can tell you that this mod is absolutely not combatable with 0.91.


Ahh alrighty then. I'll finish up my last 0.91 playthrough and go into 0.95a. Only been stalling because most of my favorite mods aren't made ready for the new version, but c'est la vie. I appreciate it all the same!
Title: Re: [0.95a] Superweapons Arsenal v1.4 - Pew Pew
Post by: Mira Lendin on August 04, 2021, 10:10:36 PM
Awesome mod! But can you add 1-2 more ballistic (or one which count as ballistic) weapons? I like to experiment with Conquest's discount.
sure, i am planning few ballistic weapons in the near future!
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: Nick XR on August 15, 2021, 04:40:21 PM
Loving this, along with the general concept of a weapon that actually just modifies systems. 

Makes me think of other weapons that could improve the functionality of other systems & weapons and how well that would work on a broad-side ship...
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: Mira Lendin on August 16, 2021, 03:49:29 AM
Loving this, along with the general concept of a weapon that actually just modifies systems. 

Makes me think of other weapons that could improve the functionality of other systems & weapons and how well that would work on a broad-side ship...
I was always fascinated with what you can create with the help of SS API, the options allows you to turn a weapon slot into something else, i always thought it wouldn't hurt to try something new ^^
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: hydremajor on August 16, 2021, 04:37:09 AM
Any chance you could keep a version on the side where only the player has access to that ?
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: Mira Lendin on August 16, 2021, 07:21:37 AM
Any chance you could keep a version on the side where only the player has access to that ?
As of right now, there is not a single AI ship or faction that would use any of these weapons against the player (as stated in "How to get them" section), i will be having a separate version where these weapons would be used by the AI for people who are looking for a bit more challenge (or i can just integrate it as an option which can be turned on/off in the settings file).
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: hydremajor on August 16, 2021, 08:20:59 AM
That would be appreciated, cheers.
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: hope1243 on August 22, 2021, 05:28:33 PM
I must comment on your inhumane crime of wasting 5s of my not-so-precious life.
Title: Re: [0.95a] Superweapons Arsenal v1.5b - Hot Fix!
Post by: Mira Lendin on August 22, 2021, 10:45:00 PM
I must comment on your inhumane crime of wasting 5s of my not-so-precious life.
I didn't expect anyone to read it, reading is so 90's, anyway you're welcome lol
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Mira Lendin on September 01, 2021, 04:10:05 PM
Before anyone asks, this mod will never include stuff like new ships and/or factions even if it hints at it, it will be something different.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Artay on September 02, 2021, 03:27:51 AM
Well, if not ships, then maybe superwings? Some high-end bomber or fighter? :3

A shotgun superweapon maybe? :v
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Mira Lendin on September 02, 2021, 07:41:47 PM
Well, if not ships, then maybe superwings? Some high-end bomber or fighter? :3

A shotgun superweapon maybe? :v
Or special weapon research syndicate, like people who refit your weapons into something different, people you can talk with in random stations.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Atmos on September 04, 2021, 09:04:17 PM
The AI does not use these weapons well and the Supercharged Fusion Beam is OP. This mod is great. Would recommend
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Mira Lendin on September 04, 2021, 10:00:52 PM
The AI does not use these weapons well and the Supercharged Fusion Beam is OP. This mod is great. Would recommend
that's intended, both of them :)
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: DownTheDrain on September 05, 2021, 12:41:29 AM
Supercharged Fusion Beam is OP.

Pretty sure they're all OP and that's the point.
I've only really used the Electromagnetic Railgun so far and it was hilariously broken and fun in player hands. Then again I've only found like 5 of these guns ever so others might be even stronger.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: default on September 05, 2021, 01:00:49 PM
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.

That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: DownTheDrain on September 05, 2021, 01:20:24 PM
First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: default on September 05, 2021, 01:34:57 PM
Quote
There's also a bunch of boss ships available at Prism, many of which could easily define your playthrough as well. In fact super weapons are much more rare than super ships.
I still don't mind them being there. Nobody is forcing me to buy any of them but I appreciate the option if I really want to go that way.

That is true, though I generally don't like buying the super ships either. I did buy many of the super weapons in my current playthrough, but I will likely not do that in later runs. It was primarily to find out what they did in the first place, as descriptions are not demonstrations. Not saying that you literally have to buy them when you do see them, it's just a little odd how easy it is (in the case you don't mind waiting around for a few market refreshes after you obtain the money) when it's supposed to be extremely rare. There have been a good few times where none of them are available at the freeport, so I'm not saying it's an issue. Just an opinion.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: DaST on September 06, 2021, 12:27:28 PM
I just want to say I *** love this mod <3
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Mira Lendin on September 07, 2021, 01:01:21 AM
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.


That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: Algoul on September 07, 2021, 09:45:28 AM
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.


That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).

Let me speak as a representative of the exact opposite opinion: the weapons are PERFECTLY balanced. This is exactly what you need for a thoughtful, accurately calculated alpha hit. That is why it does not need to be limited to sale, its price is the best limiter. The best way to spread is to create a minifaction of villains, dangerous periodic bosses that can be killed for this sweet loot.
Title: Re: [0.95a] Superweapons Arsenal v1.6 Some lore and stuff
Post by: default on September 07, 2021, 07:06:30 PM
So I have been using this mod for a good bit. First off, I must say I do enjoy them to an extent. They are balanced above other weapons as stated clearly in the OP. Not exactly a problem, but I do have 2 minor gripes about the mod. One more so than the other.

First one being, in my opinion, you shouldn't be able to just buy them at the prism freeport. Shouldn't even be an option. Save up enough money at the start, and some of these weapons can literally define your playthrough if you let it. No challenge in getting it, but rather just given to you because you saved up.

Second one is about a particular weapon. The Cluster Torpedo. I get the idea behind it, and it is a neat weapon to use. Holy f-ck though. Why? I literally annihilate an entire star fortress with a single hit. Sacrifices not considered, that is outright insane. Just field 1 or 2 gryphons with a heavy escort to get it/them in range and all of the sudden it's a dead fleet. One large Missile mount and you can tear through any fleet that's foolish enough to group up and looks at you funny.


That said, I do enjoy the weapons overall. They generally function different as compared to vanilla or even other modded weapons. Not entirely sure about the names of them, since one is a little redundant(the EM railgun, even though railguns are already electromagnetic...?). Hopefully more can be added, or different types. A melee weapon might be somewhat interesting, I think. Making ramming more fun. Still a fun mod anyway though.

Thank you for your Feedback!
The reason why these weapons show up in Prism freeport is because weapon caches are extremely rare when compared to stations and they usually carry few common weapons, if i make it so that Superweapons are explorations exclusive then be prepared to play a 200 hours session without finding more than ~2-5 of them at most, many people don't have that much time to spend on a single run and that's pretty understandable.

Now for Cluster Torpedo, aside from it's ability to nuke stations it's destructive power is totally intended, you can consider it as this mod equivalent of a Titan missile, it's like a win button that you will most likely never find (rarity is adjusted accordingly), as for it's interaction with stations i am thinking about a fix for this, will have it changed in the next update (or the one after it).

That is fair. I normally stop a run after probably 30-50 hours, I think? I never count. I never make it to cycle 240. It is just my opinion anyway, not saying it should be changed.

As for the Titan missile... I never actually figured out how to use it, and most of the time when I launched it, a few PD capable ships would swat it away before I could even figure out if it was supposed to detonate or even what the potential detonation did in the first place. The Cluster Torpedo though, that has been swatted out of space multiple times, yet it still split up and did its job. Kind of odd, but who am I to complain? They still died.

Quote
Let me speak as a representative of the exact opposite opinion: the weapons are PERFECTLY balanced. This is exactly what you need for a thoughtful, accurately calculated alpha hit. That is why it does not need to be limited to sale, its price is the best limiter. The best way to spread is to create a minifaction of villains, dangerous periodic bosses that can be killed for this sweet loot.

I'm not saying all the weapons are equally unfair, I was mostly just saying the Cluster Torpedo seems a cut above the rest even after being purposely balanced above vanilla. Alpha strikes shouldn't be the ONLY strike though. Against any station, if the thing hits the station dead on, it's likely to nuke the entire thing, plus most of the AI fleet if there is one based on their programming telling them to hide behind the station. I have won multiple fights against stations barely having to lift a finger aside from the one torpedo. I do get the purpose, and it's not a problem when you're not fighting a station since you only get one per ship. I have gone against fleets and feeling like I wasted it because it didn't kill enough. As for the bosses, I do like the idea, but it would probably feel similar to SWP bounty fleets.
Title: Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
Post by: Mira Lendin on September 12, 2021, 08:40:40 AM
v1.7 is out! Please make sure to delete any previous versions before updating your mod folder.
Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
Title: Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
Post by: dcong89 on September 12, 2021, 08:24:29 PM
Yesss new wepon is out , supper love your mod !
Title: Re: [0.95a] Superweapons Arsenal v1.7 Black Holes
Post by: NaranNarman on September 14, 2021, 12:14:56 AM
I love this mod! keep up the good work
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: phonon5891 on September 16, 2021, 02:36:48 AM
Great mod! It always irked me how most otherwise great mods have this super cool/fun/OP gun, then nerf it to the ground, leaving users like myself without some fun toy to look forward to for the endgame. That said, I also appreciate how these weapons aren't just "LOL U WIN" buttons -- for example, using fusion beam without good flux management = ded. Thanks for making this!

I am wondering though: did the drop rate/prism market-chance change between 1.6 and 1.7? Your changelog did mention the cluster torp drop rate was nerfed, but...

Before I would pretty consistently get at least one of the superweapons in prism or from derelicts/stations/ruins by endgame (max level, jangala --> sun, etc), but the most recent 5 games I played, I've only found a superweapon ONCE(at prism) -- and I couldn't even use it because it was the Tartarus and my fleet was ballistics/energy focused. In each of those 5 games I've scoured 70-90ish% of the sector, found/fought pretty much all the IBBs/stations/rare ships/whatever, but the superweapons remained elusive. It got to the point where I even had a good amount of the (also rare) plaguebringer weapons from drops, derelicts, etc, but still no superweapons.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mira Lendin on September 16, 2021, 05:42:41 AM
Great mod! It always irked me how most otherwise great mods have this super cool/fun/OP gun, then nerf it to the ground, leaving users like myself without some fun toy to look forward to for the endgame. That said, I also appreciate how these weapons aren't just "LOL U WIN" buttons -- for example, using fusion beam without good flux management = ded. Thanks for making this!

I am wondering though: did the drop rate/prism market-chance change between 1.6 and 1.7? Your changelog did mention the cluster torp drop rate was nerfed, but...

Before I would pretty consistently get at least one of the superweapons in prism or from derelicts/stations/ruins by endgame (max level, jangala --> sun, etc), but the most recent 5 games I played, I've only found a superweapon ONCE(at prism) -- and I couldn't even use it because it was the Tartarus and my fleet was ballistics/energy focused. In each of those 5 games I've scoured 70-90ish% of the sector, found/fought pretty much all the IBBs/stations/rare ships/whatever, but the superweapons remained elusive. It got to the point where I even had a good amount of the (also rare) plaguebringer weapons from drops, derelicts, etc, but still no superweapons.

Regarding changes to drop rates, few updates ago i doubled the values for all weapons but then reverted the one for Cluster Torpedo since it's the only win button in this mod, aside from that i do change some values from time to time but they are very insignificant to mention in the log, an exception goes to Positron Lens since it had x10 times higher drop rate than whats originally intended (which is fixed now).

Some comments here are telling me that people are finding "a decent amount" of Superweapons epically in Prism Freeport and that's the main motive behind not changing anything for now, unless people agree that the weapons are too rare/too common i would tweak the values again.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: CyberSultanVader on September 17, 2021, 12:54:13 PM
Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mira Lendin on September 17, 2021, 01:53:13 PM
Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

The problem with small and medium Superweapons is that they will be hard to balance around their OP range, a good medium Superweapon can replace to low end heavy weapons of the same mount type making it idea for bigger slots while on low OP rather than mounting a heavy weapon as originally intended, same thing applies to smaller weapons and medium slots.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mordodrukow on September 18, 2021, 12:05:43 AM
Have a few questions:
1. Isnt Photon lens a little bit OP for its cost and cooldown? It literally removes drawback of kinetics hitting armor, turning it into energy type.

2. Will BH generator drag phased ships?

3. Also, can you make a premium version of BH generator, which also creates research station around it?  ;D
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mira Lendin on September 18, 2021, 02:01:10 AM
Have a few questions:
1. Isnt Photon lens a little bit OP for its cost and cooldown? It literally removes drawback of kinetics hitting armor, turning it into energy type.

2. Will BH generator drag phased ships?

3. Also, can you make a premium version of BH generator, which also creates research station around it?  ;D

I designed the Photon lens for the soul purpose of making kinetic weapons viable against hull and armor so the point you mentioned is acceptable, now for BH, it only drags phase ships that got affected by it while they were outside of phase state, it should be noted that Blackholes disrupts the speed of affected ships for it's duration only if they were near it during it's creation, so if you phase afterward the speed penalty would still apply but it's not as strong as the pull effect.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: CyberSultanVader on September 19, 2021, 05:58:06 AM
Hello great mod! Can you please also make some new and interesting weapons like these for SMALL and MEDIUM slots? Would be very fun and interesting.
Some ideas: very long range (1000+) small and medium slot weapons (these are not very common in both vanilla and mods) that are balanced by either being flux heavy or so low damage that they are only useful if used in large numbers (so theres also extra balance since they are already uncommon to find). All this mod needs now is some small and medium slot weapons. Please think about it, thanks.

The problem with small and medium Superweapons is that they will be hard to balance around their OP range, a good medium Superweapon can replace to low end heavy weapons of the same mount type making it idea for bigger slots while on low OP rather than mounting a heavy weapon as originally intended, same thing applies to smaller weapons and medium slots.

Hello I understand what you mean. Still it would be nice if you can figure out a proper balance in order to add some small and medium slot super weapons into your mod. At the end of the day they are supwerweapons which are super rare and meant for some extra fun so it shouldnt be too bad if you add some. Since they are supposed to be rare its not like it will ruin game balance as player wont have many in the first place, so perhaps a few OP weapons as a reward will be fine. Im sure you can figure something out since you are good at this!
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Szasz on September 19, 2021, 07:34:47 AM
I can describe this mod in one sentence: The enemy finally gets to fear your Sunder.
Feeling some shame about using the supercharged fusion beam, but I wouldn't tag the others as 'unbalanced' so far.
However these are harder to find than Omega weapons, how are we supposed to 'farm' these?
Other than acquisition, the mod is a blast, I did not experience such a cool moment with a video game since, well, ever.

edit: oh fudge, found out acquisition is tied to having Nexerelin, lol
A reliable and renewable vanilla source is advised.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Mordodrukow on September 19, 2021, 03:06:15 PM
Tech mining is a good place to spawn that stuff in vanilla. It needs more reasons to build.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mira Lendin on September 20, 2021, 02:28:31 AM
edit: oh fudge, found out acquisition is tied to having Nexerelin, lol
A reliable and renewable vanilla source is advised.
That's not entirely true, in fact, nothing in this mod is dependent on Nexerelin, the weapons can be found in an abandoned research station or a weapon cache, however since Nexerelin offers a station called "Prism Freeport" that gets all the weapons in this game and sells them for a high price it automatically supports my mod without me having to do anything, i just decided to "not" block my weapons from spawning there for people who wants to get them without having to spend all their time exploring the outer regions.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Bulldog on September 20, 2021, 03:03:20 AM
I think the Gauss Cannon could do with an added "USE_VS_FRIGATES" tag.

I understand implementing just the "STRIKE" tag for ammo-limited or long-cooldown weapons that should be preserved for big targets instead of wasting it on a solitary frigate or fighter, but I think your Gauss Cannon fires fast enough and with a good enough projectile velocity that it should be able to hit frigates fairly consistently.

Compared to vanilla weapons like the hellbore that often just shoot at everything and anything even if they don't have a chance in hell of hitting.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Omega_DarkPotato on September 20, 2021, 09:04:38 AM
So let's assume, for just a second or two, that I'm some sort of raving sociopath who enjoys turning deployment costs on battles up to 10,000 while also boosting the AI and player fleet limits significantly higher

and also in this hypothetical that I've got beyond the sector installed so I can face truly "end-game" fleets for combat

I want OP weapons for this wonderful adventure and for that reason I was wondering if there was a way to enable(?) some method of acquiring blueprints for these weapons - I know that other people have argued that it'd be overpowered or boring or a "win button" if you could print these guns like any other but I'm intending on just messing around - should I look for a console commands solution or is there something in config or other files that I can mess around with for this?

Thanks.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Mira Lendin on September 20, 2021, 10:31:08 AM
So let's assume, for just a second or two, that I'm some sort of raving sociopath who enjoys turning deployment costs on battles up to 10,000 while also boosting the AI and player fleet limits significantly higher

and also in this hypothetical that I've got beyond the sector installed so I can face truly "end-game" fleets for combat

I want OP weapons for this wonderful adventure and for that reason I was wondering if there was a way to enable(?) some method of acquiring blueprints for these weapons - I know that other people have argued that it'd be overpowered or boring or a "win button" if you could print these guns like any other but I'm intending on just messing around - should I look for a console commands solution or is there something in config or other files that I can mess around with for this?

Thanks.
You can always make these weapons available by giving them the "base_bp" tag in the weapons file, with it you will be able to manufacture them in your High Tech industry, just be warned that other factions will do the same thing.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Alex_Sans on September 20, 2021, 12:06:28 PM
Man, I loved blowing up pirates, remnants and the hegemony with these big weapons. Keep up the good work!

On a side note, I'm currently modding the Sunrider into Starsector, so may I have your permission to borrow your Electromagnetic Railgun coding to have a base for the Vanguard Cannon?
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Omega_DarkPotato on September 20, 2021, 12:33:16 PM
just be warned that other factions will do the same thing.

excellent


thanks again!
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Mira Lendin on September 20, 2021, 03:06:54 PM
Man, I loved blowing up pirates, remnants and the hegemony with these big weapons. Keep up the good work!

On a side note, I'm currently modding the Sunrider into Starsector, so may I have your permission to borrow your Electromagnetic Railgun coding to have a base for the Vanguard Cannon?
The Electromagnetic Railgun Pierce effect is not even a code, it's a projectile attribute, i just removed the projectile collision in the proj file :D
The code spawns explosions every few frames with a very small AoE at the location of the projectile to deal damage, i know that there are better ways to make a projectile "pierce" but hi, my version works :)
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Szasz on September 21, 2021, 04:50:18 AM
edit: oh fudge, found out acquisition is tied to having Nexerelin, lol
A reliable and renewable vanilla source is advised.
That's not entirely true, in fact, nothing in this mod is dependent on Nexerelin, the weapons can be found in an abandoned research station or a weapon cache, however since Nexerelin offers a station called "Prism Freeport" that gets all the weapons in this game and sells them for a high price it automatically supports my mod without me having to do anything, i just decided to "not" block my weapons from spawning there for people who wants to get them without having to spend all their time exploring the outer regions.
I am aware.
You are probably missing reliable and renewable vanilla source, which -I admit- is half correct, can also be any source introduced by your mod.
I find the issue to be the same as before and previously only saw Nexerelin as a potential solution. In my latest playthrough, that took real time weeks of exploration and surveying, all I got is a single Electromagnetic Railgun and a Phalanx Particle Accelerator. Please realize that this is crazy rare and this is my problem. Omega weapons were more common in this run and I did not do any of the hypershunts or the alpha site cache!
Since that was not much to experiment or arm a fleet with so I went ahead and added the rest of the superweapons through console and found out that the reflective shield's description is incorrect but otherwise the weapons are really cool, interesting and you really nailed their sound effects.

I'm gonna sum up the issues so far that hold back mod quality and its up to you if you are okay with them.
 - acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experience
weapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rare
repeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site references

 - WM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be broken
this leaves the player with a disfuncional loadout with 30 OP wasted and a constant annoying alarm sound for the time of the next battle until said ship becomes out of service (which took about 10 minutes for me) and the module disappears afterwards! Again, acquisition issues.
 - flux/shot info is incorrect in at least some cases
probably easy to reproduce by picking either Electromagnetic Railgun or Phalanx Particle Accelerator, equip it on a frigate and lay capacitors on it till it surpasses 4500, the flux cost requirement and ascertain that it is still unable to fire
 - Electromagnetic Railgun' damage dealing mechanic is a lottery.
In my perception the first two explosion is so close to the firing ship, it's probably never gonna be utilized, last one at max range gets cut off and performs the same with -10% range and even with +10% range, the rest in between is pure luck if they don't get deflected by shields.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Mira Lendin on September 21, 2021, 07:29:41 AM
Quote
A reliable and renewable vanilla source is advised.
Quote
repeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site references
I think i misunderstood you at first, but i get what you are saying now, yes i have been thinking about an original way to get these weapons aside from RNG, like adding some exploration missions where you get to find 1-2 weapons in a deterministic manner each time (for a limited repeatability), i am not sure when i will get the time to code these into the mod.

Quote
In my latest playthrough, that took real time weeks of exploration and surveying, all I got is a single Electromagnetic Railgun and a Phalanx Particle Accelerator. Please realize that this is crazy rare and this is my problem. Omega weapons were more common in this run and I did not do any of the hypershunts or the alpha site cache!
This is a very important point, and as such i want to emphasize on something i said at the start of this mod "...a sense of satisfaction when found", the mental value of something is linked with how rare it is, the more of these you find the less "hyped" you get, originally i had no issue with people finding an average of ~5 Superweapons in a full playthrough, surely you can be lucky and find more/less, it's random and that's what makes the search for them even more interesting.

Quote
- acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experience
I'd say this is better than a non-RNG approach, allowing people to get Superweapons in a deterministic manner would break the fun especially considering their high power level and the fact that the AI would never use them against you, the challenge would be over at this point.

Quote
weapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rare
This can be fixed by tweaking the rarity values, people have mixed opinions on this but i am open to feedback on what to do, if you think they are "rarer" than they should be i can give the values a little push.

Quote
WM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be broken
I am quite surprised with this, i added a code that removes the weapon if it's installed on a hardpoint at the end and a quick test in the missions tab proved that it works, are you saying it doesn't work in the camping ? honestly i didn't test it there but i would never expect something to work in the missions tab and break somewhere else, i need to confirm this.

Quote
- flux/shot info is incorrect in at least some cases
probably easy to reproduce by picking either Electromagnetic Railgun or Phalanx Particle Accelerator, equip it on a frigate and lay capacitors on it till it surpasses 4500, the flux cost requirement and ascertain that it is still unable to fire
The flux cost of the Phalanx is 4500 (Per shot) and it fires 2, that's 9000 Flux per 1 firing cycle, i tested the EM Railgun and it's exactly 4500 unless you have a modification that increases the flux cost of weapons

Quote
- Electromagnetic Railgun' damage dealing mechanic is a lottery.
In my perception the first two explosion is so close to the firing ship, it's probably never gonna be utilized, last one at max range gets cut off and performs the same with -10% range and even with +10% range, the rest in between is pure luck if they don't get deflected by shields.
It's a common misunderstanding that the Railgun damage should pierce "shields" when in reality it should only pierce the ship and hit the one behind it as well, having the damage deflected by them is normal, as for the damage on max range issue, i can fix that in the next patch :)

-Thank you so much for your feedback!

Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: brm on September 21, 2021, 06:53:40 PM
It would be nice to have the availability to lower the drop chance at Prism Freeport a lot, or remove it. As it is, the weapons show up constantly in sets of two, and money is no real option eventually leading to easy stockpiling of the weapons.

Would be a lot more satisfying if they were just incredibly rare out in the world, or earned through an extremely difficult encounter that was hand crafted.
Title: Re: [0.95a] Superweapons Arsenal v1.7a Black Holes
Post by: Szasz on September 23, 2021, 09:43:14 AM
Quote
A reliable and renewable vanilla source is advised.
Quote
repeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site references
I think i misunderstood you at first, but i get what you are saying now, yes i have been thinking about an original way to get these weapons aside from RNG, like adding some exploration missions where you get to find 1-2 weapons in a deterministic manner each time (for a limited repeatability), i am not sure when i will get the time to code these into the mod.
Sounds great!

Quote
In my latest playthrough, that took real time weeks of exploration and surveying, all I got is a single Electromagnetic Railgun and a Phalanx Particle Accelerator. Please realize that this is crazy rare and this is my problem. Omega weapons were more common in this run and I did not do any of the hypershunts or the alpha site cache!
This is a very important point, and as such i want to emphasize on something i said at the start of this mod "...a sense of satisfaction when found", the mental value of something is linked with how rare it is, the more of these you find the less "hyped" you get, originally i had no issue with people finding an average of ~5 Superweapons in a full playthrough, surely you can be lucky and find more/less, it's random and that's what makes the search for them even more interesting.
Okay, so I find them too rare and I don't like that. They are not all that good, just impactful and most of the time unpractical.

Quote
- acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experience
I'd say this is better than a non-RNG approach, allowing people to get Superweapons in a deterministic manner would break the fun especially considering their high power level and the fact that the AI would never use them against you, the challenge would be over at this point.

Quote
weapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rare
This can be fixed by tweaking the rarity values, people have mixed opinions on this but i am open to feedback on what to do, if you think they are "rarer" than they should be i can give the values a little push.
Yes, that's my feedback, I think they are too rare. Increasing commonness will obviously provide a different experience for a player who runs this mod only.

Quote
WM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be broken
I am quite surprised with this, i added a code that removes the weapon if it's installed on a hardpoint at the end and a quick test in the missions tab proved that it works, are you saying it doesn't work in the camping ? honestly i didn't test it there but i would never expect something to work in the missions tab and break somewhere else, i need to confirm this.
That's exactly what I'm saying. Can be equipped, can be used in an actual combat but the weapon will not function and it completely disappears when combat ends. That means no more Reflective Shield until you find another. (And oh boy, the alarm sound is so annoying.)

Quote
- flux/shot info is incorrect in at least some cases
probably easy to reproduce by picking either Electromagnetic Railgun or Phalanx Particle Accelerator, equip it on a frigate and lay capacitors on it till it surpasses 4500, the flux cost requirement and ascertain that it is still unable to fire
The flux cost of the Phalanx is 4500 (Per shot) and it fires 2, that's 9000 Flux per 1 firing cycle, i tested the EM Railgun and it's exactly 4500 unless you have a modification that increases the flux cost of weapons
I am not aware of any modification that can increase flux/shot cost of a weapon. What's more odd is that I have elite Energy Weapon Mastery perk selected which should lower the cost. I also can't see how could Flux Regulation affect this if it works as intended. I have 4600 capacity on a frigate and can't fire those weapons on zero flux.

Quote
- Electromagnetic Railgun' damage dealing mechanic is a lottery.
In my perception the first two explosion is so close to the firing ship, it's probably never gonna be utilized, last one at max range gets cut off and performs the same with -10% range and even with +10% range, the rest in between is pure luck if they don't get deflected by shields.
It's a common misunderstanding that the Railgun damage should pierce "shields" when in reality it should only pierce the ship and hit the one behind it as well, having the damage deflected by them is normal, as for the damage on max range issue, i can fix that in the next patch :)
Yea, I get that and the description isn't wrong per se, it's just Starsector's weird shield mechanic.

-Thank you so much for your feedback!
Thanks for your concern. So far a few modders didn't respect much more sophisticated criticism, so this was a pleasant surprise, I love your attitude!
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Nick XR on September 23, 2021, 10:14:09 AM
It would be nice to have the availability to lower the drop chance at Prism Freeport a lot, or remove it. As it is, the weapons show up constantly in sets of two, and money is no real option eventually leading to easy stockpiling of the weapons.

Would be a lot more satisfying if they were just incredibly rare out in the world, or earned through an extremely difficult encounter that was hand crafted.

Agreed money isn't really a gating factor outside the early game on anything below 5M-10M credits.  And in the early part of the game where credits would keep you from buying it, it's still more sensible to buy better ships than to splurge on just a single weapon. So the only part of the game where these weapons are the only meaningful improvement remaining is the end game and they should be priced as such.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Mira Lendin on September 23, 2021, 11:43:25 AM
I was told that a bootleg Vayra's sector is out, i might add some side missions for a (chance) of getting some of these weapons, then blacklist them from Prism altogether, maybe increase their drop rate in the process.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: brm on September 23, 2021, 12:44:16 PM
I was told that a bootleg Vayra's sector is out, i might add some side missions for a (chance) of getting some of these weapons, then blacklist them from Prism altogether, maybe increase their drop rate in the process.

Definitely a good idea. Might be worth building some fleets that would be an absolute, omega level fight difficulty+ for some weapons, headache in order to beat.

I will say that the Chronos from the Ship/Weapon Pack is a pretty good cruiser, until it has an officer with system expertise and a supercharged fusion beam... at which point it becomes very, very frightening. I like the idea of fighting some fleet that had one of those with a bunch of backup :p
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Alex_Sans on September 23, 2021, 06:41:10 PM
1 - Well, it works, thanks for letting me have it  :)
Spoiler
(https://cdn.discordapp.com/attachments/527932867511058442/890753513729191946/screenshot228.png)
[close]

2 - Is Photon Lens developed by dota 2 alchemist? I had just realized it got Unstable Concoction SE haha
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: Mira Lendin on September 24, 2021, 08:24:15 PM
1 - Well, it works, thanks for letting me have it  :)
Spoiler
(https://cdn.discordapp.com/attachments/527932867511058442/890753513729191946/screenshot228.png)
[close]

2 - Is Photon Lens developed by dota 2 alchemist? I had just realized it got Unstable Concoction SE haha
Nice weapon hehe.
if you mean "Positron Lens" then yes, it has the same sound effect as unstable Concoction ^^
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: phonon5891 on September 26, 2021, 05:18:48 AM
Just an update on my experiences with this mod. Up to ~10 playthroughs now. In the last 5 playthroughs, I only found 2 superweapons *ever*, both MX Gauss cannons, and both were bought from Prism. No natural drop from derelicts, stations, etc after dozens of hours. On one playthrough I force updated prism market multiple times to find one; nothing after 50+ forced updates. Still on 1.7a because the 1.7b changelog indicates it would have just made the rarity problem even worse.

I think what Szasz mentioned in one of their posts is a significant factor here: rare weapons from other mods compete with superweapons, so when you play with a good amount of mods with weapons, it has the unintended effect of making superweapons rarity even worse. And I'm not even using *that* many (~40, of which there are maybe ~20 with weapons). Getting omega weapons is easier, because you can get them from alpha site, doritos, or (if you have nex) rare interactions at prism. I know you're aiming for "satisfaction when you finally get one" but at this point the disappointment and frustration of having nothing to show after clearing out hundreds of ruins, derelicts and stations FAR outweighs any potential satisfaction I might have got from a nonexistent superweapon.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: DownTheDrain on September 26, 2021, 10:00:08 AM
On one playthrough I force updated prism market multiple times to find one; nothing after 50+ forced updates.

At that point you might as well just give yourself the weapon since you're using console commands anyway.

Personally I don't mind the rarity much, even though I never really find any superweapons outside of Prism either.
I'd rather have them almost unique and keep them hilariously OP than make them easier to acquire, which would inevitably lead to the usual complaints about balance and demands to nerf them.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: phonon5891 on September 26, 2021, 05:53:43 PM
At that point you might as well just give yourself the weapon since you're using console commands anyway.

Personally I don't mind the rarity much, even though I never really find any superweapons outside of Prism either.
I'd rather have them almost unique and keep them hilariously OP than make them easier to acquire, which would inevitably lead to the usual complaints about balance and demands to nerf them.

I did the forcemarketupdate thing after a long play session, and didn't save afterwards -- I just wanted to get a feel on how rare the superweapons were: are they really that rare or did I just keep missing them when they spawn at prism. My test indicated the former, and it seems much worse than I anticipated. I mean, 50 market updates = 50 months ~= 4 cycles, and not a single superweapon.

So yeah, at this point I have decided to just console-command myself one non-nuke superweapon when I reach max level, and not to even bother with derelicts/ruins (for purposes of getting a superweapon).

The thing is that while they're powerful, most superweapons are not "hilariously" OP (with the exception of nuke "lol I win" missile and black hole, which I haven't tried. The former's spawn rate has already been mega-nerfed btw), in the sense that most are about the same level (or slightly higher) as omega weapons in terms of power/usability, and one is actually less powerful (prism laser -- nice stats on paper, but in my experience somewhat underperforms in combat). However, they ARE ridiculously rare -- much more so than omega weapons. Which means that any ridiculous calls for a nerf is just that -- ridiculous.

What I feel the mod needs right now is a more consistent way to ensure the player gets *something* per run. Perhaps via a mission/interaction (like nex), or semi-random derelict (like ARC ships, found only around neutron stars). Maybe make it that you need to be max level before you can safely get it (or risk it blowing up, like IndEvo item events). Maybe make it a choice, pick one out of a few superweapons (non-nuke?). But as it is there is an uncomfortably high chance of not encountering any superweapon *at all* in any given run, *especially* if you run mods with weapons.
Title: Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
Post by: SneakyDevil on September 27, 2021, 05:07:20 AM
Oh god, I came here to post about my own troubles finding one to the point I thought there was a bug causing them to not spawn only to find out that, no that's the intended feature.

Welp. I guess I'll cheat them in cause I haven't found a superweapon since I installed this mod in July.

I wholeheartedly support some guaranteed way to find them even if it's something I have to jump through an excessive number of hoops for.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: DownTheDrain on September 28, 2021, 04:43:21 PM
v1.8 is out with many changes!

Looks like you made them a lot more common with some minor nerfs.
Not sure how I feel about that but I suppose it'll balance itself out over time.

Any particular reason why you're so adamant about removing them from Prism?
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on September 28, 2021, 05:00:01 PM
Any particular reason why you're so adamant about removing them from Prism?
People asked for this, and i do agree with them as this change incentivizes exploration.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: brm on September 28, 2021, 09:36:04 PM
Any particular reason why you're so adamant about removing them from Prism?
People asked for this, and i do agree with them as this change incentivizes exploration.

It is probably for the best. While they are incredibly fun weapons to use, and make a nice addition, since they're balanced so much higher than most of the game's weapons the rarity helps.

Especially since finding one can change the entire dynamic of your fleet. I remember finding just a Tartarus and having a gryphon with it with a missile spec officer, and it did absurdly well at killing things... anything.

That's one superweapon that makes for a permanent addition (most likely) to your fleet's equipment that you won't replace.

Being rare is good.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mrshilka on September 29, 2021, 01:32:21 AM
Thanks for the mod, I do love the weapons.
I am a little worried to see them removed from Prism, since in around 20 games I have yet to see one of these weapons come from a weapons cache and only ever got them from Prism, here is hoping the rarity changes fix that.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on September 29, 2021, 05:02:55 AM
Thanks for the mod, I do love the weapons.
I am a little worried to see them removed from Prism, since in around 20 games I have yet to see one of these weapons come from a weapons cache and only ever got them from Prism, here is hoping the rarity changes fix that.
Don't worry, Exploration is not going to be the "only" way to obtain these weapons in the near future, i will be adding some unique bounties where you get a chance to fight and reclaim some of then for yourself.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: DownTheDrain on September 30, 2021, 03:04:59 AM
Any particular reason why you're so adamant about removing them from Prism?
People asked for this, and i do agree with them as this change incentivizes exploration.

They did?
As far as I can tell the main issue wasn't the fact that superweapons could be bought at Prism, it was that they could only be found there due to their drop rates.
The special bounties you seem to have planned sound like a good option though.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Nick XR on September 30, 2021, 09:18:13 AM
Any particular reason why you're so adamant about removing them from Prism?
People asked for this, and i do agree with them as this change incentivizes exploration.

They did?
As far as I can tell the main issue wasn't the fact that superweapons could be bought at Prism, it was that they could only be found there due to their drop rates.

If you're rocking a serious mod collection like most of us hardcore addicts do, the loot pool is severely diluted by all of the other factions. 

Ideally there would be some way of programmatically evaluating the loot pool and then setting the drop rate for the super weapons to be such that you have the same chance of finding them in a vanilla play through as you do in a fully modded play through. 

Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: NaranNarman on September 30, 2021, 09:53:28 AM
First of all, love the new update! I can't wait to try that sexy bfg. However, it did make me sad to see my favorite superweapon get nerfed in terms of range(can I manually change it back somehow?) but overall, I like the update. Keep up the good work!
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on September 30, 2021, 09:59:34 AM
Quote
Ideally there would be some way of programmatically evaluating the loot pool and then setting the drop rate for the super weapons to be such that you have the same chance of finding them in a vanilla play through as you do in a fully modded play through.
If someone has chosen to run a new mod alongside many others, he is also choosing to allocate some of his loot for the stuff offered by that mod, ideally Superweapons are supposed to have a "unique" and "exclusive" way of obtaining them, i am talking something similar to prime ships in Aprolight (Parts oriented), i have always wanted a similar system in my mod but coding it would be nightmarish.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Burminsky on October 01, 2021, 02:42:57 AM
Cheer!  Do I understand correctly that you need to start a new game for a new weapon to appear? Or could it appear in unexplored caches?
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on October 01, 2021, 05:54:22 AM
Cheer!  Do I understand correctly that you need to start a new game for a new weapon to appear? Or could it appear in unexplored caches?
You don't need to start a new game.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Valikdu on October 01, 2021, 11:00:25 AM
You can't just blow a hole into the surface of Mars.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on October 01, 2021, 11:22:26 AM
You can't just blow a hole into the surface of Mars.
Yes i can, and i will use the Cluster Torpedo for it.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: phonon5891 on October 02, 2021, 07:42:41 AM
Started a new run with the latest version (v1.8 ), and am happy to report that superweapons are actually dropping from stations/caches now. I've explored ~60% of the sector, and so far have found one BFG and one phalanx, which IMO is a sensible enough drop rate. Thanks for listening to the feedback!

Speaking of feedback: instead of the current implementation, how about having the BFG AOE be a damaging plasma cloud that persists for a while after the projectile connects or reaches max range? The BFG projectile already looks like a gargantuan ball of green superheated plasma, so this kinda fits its image already -- I imagine that much energy will still be dangerous even after it connects.

The reason I thought of this: after trying it for a few large-ish (>250) fleet battles, I swapped the BFG out for the phalanx and didn't look back. Yes, it's powerful (~5x the raw damage of each phalanx shot), but that's all it has going for it. Unmodded, the BFG shot is quite slow, so it can be avoided even by sufficiently nimble cruisers. The AOE effect doesn't feel that good either, as it's usually too weak to affect shielded cruisers much, and most frigates can exit the AOE quickly enough to minimize damage. The 30s cooldown also makes every missed shot that much more painful. But even if you connect, since the AOE effect disappears with the projectile, most of the time the BFG shot just gets used to overload enemy shields, after which you need to use other weapons -- or other ships -- to exploit that overload. (phalanx solves this by being a two-shot -- if the first one pops the shield, the second impacts hull, so you exploit without having to wait for the cooldown or depend on other weapons.)

I tried to mitigate some of these weaknesses by using hullmods that boost projectile speed, but that's also a double-edged sword: it helps with hit rate, but since the projectile moves faster it makes the current AOE far less useful as enemies stay in the AOE for far less time.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on October 02, 2021, 08:50:14 AM
Thank you for your feedback!
One of the main design philosophy behind the BFG is to counter fleets that likes to spam Frigates and Fighters (Ludic Church and Remnants are a good example), while the Phalanx offers more damage overall it has less AoE and doesn't quite clear the entire screen from all of those pesky fighters, best part is that 1 BFG is enough for any fleet while you may need more instances of other weapons to create a functional build.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Szasz on October 03, 2021, 04:49:48 PM
v1.8 is out with many changes!
Please make sure to delete any previous version before updating your mod folder.

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)

Oh, nice, Photon Lens is actually symmetrical now. I hope in time all the models gets in line with vanilla ones (look-wise), for example I find Positron Lens an extreme outlier.
Thanks for listening to suggestions/complaints.
Black Hole changes: um, Sunders are killing themselves now. Before they couldn't fire it without damaging themselves but now it's way worse. Please don't make them disposable black hole platforms.
Very rarely a hull mod pops up on ships equipped with a Reflective Shield which explains why shield upkeep is increased by 200%. Given how stupid op that module is, I guess that's the intended behavior?
May I suggest to change EM Railgun's description? I get what you mean by "projectile pierces all targets", but that's ambiguous, what really happens is that the projectile deals damage to every target in its trajectory.
Can you do something about wide sprites -like Plasma Storm- clipping?

ps. I take all back regarding balance. Super complicated build of dual PS and a RS (that's it) on a Paragon deletes anything up to Conquests in a single press of a button. Others may require refiring while target is overloaded.
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on October 03, 2021, 06:06:39 PM
Oh, nice, Photon Lens is actually symmetrical now. I hope in time all the models gets in line with vanilla ones (look-wise), for example I find Positron Lens an extreme outlier.
Thanks for listening to suggestions/complaints.
Black Hole changes: um, Sunders are killing themselves now. Before they couldn't fire it without damaging themselves but now it's way worse. Please don't make them disposable black hole platforms.
Very rarely a hull mod pops up on ships equipped with a Reflective Shield which explains why shield upkeep is increased by 200%. Given how stupid op that module is, I guess that's the intended behavior?
May I suggest to change EM Railgun's description? I get what you mean by "projectile pierces all targets", but that's ambiguous, what really happens is that the projectile deals damage to every target in its trajectory.
Can you do something about wide sprites -like Plasma Storm- clipping?
ps. I take all back regarding balance. Super complicated build of dual PS and a RS (that's it) on a Paragon deletes anything up to Conquests in a single press of a button. Others may require refiring while target is overloaded.
-I don't think you should mount one of the rarest and most expensive weapons in the game to a cruiser and expect things to go well, i don't want people to mount Superweapons on smaller ships and get away with it, It's normal to have a powerful weapon with a risky use case that only capital ships would handle.
-The reflective shield hullmod is always added if the weapon installation conditions are met (sometimes it doesn't show up and i am sure this is a bug), it still applies it's effect regardless so all good (the reflection effect is linked with the hullmod and not the weapon).
-I think that the EM railgun description perfectly fits it's function, saying that the projectile deals damage to every target in its trajectory doesn't give you a hint that it would pierce anything and rather would feel like the BFG.
-Nice Paragon build, an expected outcome with 2 Plasma Storms, it's the 3rd rarest weapon in this pack :)
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Jaghaimo on October 04, 2021, 05:18:09 AM
Hi Mira,
There's a problem with your version checker URI: https://drive.google.com/u/4/uc?id=1dbx-oOyFxy6l2ECLHqNtWg5kBW3lXBo7&export=download
You have `u/4/` in it, which tells Google to use 5th logged in account (count start at 0) to access the file. There's none when using Version Checker (or CLI), and as such it will fail.
Correct link should be: https://drive.google.com/uc?id=1dbx-oOyFxy6l2ECLHqNtWg5kBW3lXBo7&export=download
Love the weapons :)
Title: Re: [0.95a] Superweapons Arsenal v1.8 Big Changes!
Post by: Mira Lendin on October 04, 2021, 09:11:35 AM
Hi Mira,
There's a problem with your version checker URI: https://drive.google.com/u/4/uc?id=1dbx-oOyFxy6l2ECLHqNtWg5kBW3lXBo7&export=download
You have `u/4/` in it, which tells Google to use 5th logged in account (count start at 0) to access the file. There's none when using Version Checker (or CLI), and as such it will fail.
Correct link should be: https://drive.google.com/uc?id=1dbx-oOyFxy6l2ECLHqNtWg5kBW3lXBo7&export=download
Love the weapons :)
Thank you for bringing this to my attention, fixed!
Title: Re: [0.95a] Superweapons Arsenal v1.8a Big Changes!
Post by: NukesRfun21 on October 10, 2021, 04:13:14 AM
Would there be anyway for [REDACTED] ships to use these weapons naturally? I like the idea of [REDACTED] having access to pre-collapse superweapons.

I also hate myself and wish to inflict pain.
Title: Re: [0.95a] Superweapons Arsenal v1.8a Big Changes!
Post by: speeder on October 10, 2021, 02:15:16 PM
That wouldn't work  well.

1. For lore reasons... since [REDACTED] is more  a post-collapse thing.

2. Many of the weapons wouldn't work well with an AI, for example the cluster torpedo you can just  suicide yourself with it. Or the railgun is just waste of flux if you shoot as soon enemy come in range (and this is exactly what the AI does).
Title: Re: [0.95a] Superweapons Arsenal v1.8a Big Changes!
Post by: canned Tomatoes on October 10, 2021, 02:52:38 PM
That wouldn't work  well.

1. For lore reasons... since [REDACTED] is more  a post-collapse thing.

2. Many of the weapons wouldn't work well with an AI, for example the cluster torpedo you can just  suicide yourself with it. Or the railgun is just waste of flux if you shoot as soon enemy come in range (and this is exactly what the AI does).
It wouldn't work with the [REDACTED] getting general access to the weapons, I agree on that.
But that could be a pretty good way to implement special bounty fleets, that pop up every now and then, that carry those weapons.
You just need to find builds that don't crush the player fleet.
Title: Re: [0.95a] Superweapons Arsenal v1.8a Big Changes!
Post by: Mira Lendin on October 10, 2021, 03:08:38 PM
I have planned few bounty missions for this mod, they will require Vayra's Sector to spawn (running it will be optional), Right now Vayra's Sector is not updated but i can still release these missions for people who are running the bootleg version.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 13, 2021, 09:43:06 AM
v1.9 is out! With a new weapon as usual
Please make sure to delete any previous version before updating your mod folder.

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Szasz on October 15, 2021, 03:50:28 AM
v1.9 is out! With a new weapon as usual
Please make sure to delete any previous version before updating your mod folder.

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
I don't like this update.
Can you keep at least the previous version accessible all the time in case an update breaks the game like now?
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 15, 2021, 04:10:56 AM
I don't like this update.
Can you keep at least the previous version accessible all the time in case an update breaks the game like now?
"Vector2f" data type is included in the file, are you sure that you are running the dependencies ? regardless, i will try to fix this in a moment.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Szasz on October 15, 2021, 07:17:57 AM
"Vector2f" data type is included in the file, are you sure that you are running the dependencies ? regardless, i will try to fix this in a moment.
Yes, just checked. Unless there are new dependencies, of course.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 15, 2021, 11:09:57 AM
"Vector2f" data type is included in the file, are you sure that you are running the dependencies ? regardless, i will try to fix this in a moment.
Yes, just checked. Unless there are new dependencies, of course.
did you update to 1.9a ?
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Szasz on October 15, 2021, 11:38:43 AM
did you update to 1.9a ?
From 1.8, yes.
Could you just pls provide a link for 1.8 and call it a day for now? I cannot start the game in this state.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 15, 2021, 09:29:13 PM
From 1.8, yes.
Could you just pls provide a link for 1.8 and call it a day for now? I cannot start the game in this state.
1.9(a) is an update i made to fix your issue, did it work or not ?
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Troika on October 15, 2021, 11:46:14 PM
The black hole cannon severely lags my game.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Szasz on October 16, 2021, 03:21:19 AM
1.9(a) is an update i made to fix your issue, did it work or not ?
Game still won't start.
I have a hunch that you are referencing GraphicsLib stuff.

edit: Yup, I removed the distortion effects and its dependencies from the latest weapon and seems to work. Thanks for the vector fix.
edit2: Oh, right, don't forget to mention the new requirement in the mod descriptor main thread.
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 16, 2021, 05:43:03 AM
1.9(a) is an update i made to fix your issue, did it work or not ?
Game still won't start.
I have a hunch that you are referencing GraphicsLib stuff.

edit: Yup, I removed the distortion effects and its dependencies from the latest weapon and seems to work. Thanks for the vector fix.
edit2: Oh, right, don't forget to mention the new requirement in the mod descriptor main thread.
Wait what ??
I remember adding it, i think i forgot to save the page afterward, my bad, i will add it now!
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Primus on October 17, 2021, 03:27:08 AM
I understand that in 1.9, the weapons are not available anymore on the Prism station. How to edit it so we can still find them on Prism?
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: tantananan on October 17, 2021, 06:15:41 AM
Super fun mod!

Superweapon drop rates are too high at the moment though. I've experienced multiple times where I salvaged stations and got two superweapons at the same time.

(https://cdn.discordapp.com/attachments/512356777451323393/899279044531593216/unknown.png)

(https://cdn.discordapp.com/attachments/512356777451323393/898892102333759548/unknown.png)

Having one to three per game feels balanced and rewarding when finding them but I had about seven in my previous run and I was blazing through enemies easily.

Cheers!