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.
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.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.
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.
Do AI fleets use these?No, maybe after they are balanced i would let some Remnant fleets use them
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.
I meant as before I start a new playthrough, like in the mod settings.yea that's easy to do
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.
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 :)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.
Your file:sir, i believe you left this comment in the wrong thread.
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.yeah, you are right,
Thanks for the BP and rarity changes!yw ^^
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 whateverThanks 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.
Where the hell is prism freeportaren't you running Nexerelin?
I shouldn't have to it's not a requirement
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.
Great mod, loving it!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.
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
I shouldn't have to it's not a requirementYou 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.
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/267b14c0d804cf062be92097be23390cEven 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.
Something regarding mine duration for the Cluster Torpedo? Still running Starsector v 0.9.1a, would that be a factor? Much thanks!
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/267b14c0d804cf062be92097be23390cEven 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.
Something regarding mine duration for the Cluster Torpedo? Still running Starsector v 0.9.1a, would that be a factor? Much thanks!
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!
Loving this, along with the general concept of a weapon that actually just modifies systems.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 ^^
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...
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).
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
Well, if not ships, then maybe superwings? Some high-end bomber or fighter? :3Or special weapon research syndicate, like people who refit your weapons into something different, people you can talk with in random stations.
A shotgun superweapon maybe? :v
The AI does not use these weapons well and the Supercharged Fusion Beam is OP. This mod is great. Would recommendthat's intended, both of them :)
Supercharged Fusion Beam is OP.
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.
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.
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).
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.
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.
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.
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
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.
edit: oh fudge, found out acquisition is tied to having Nexerelin, lolThat'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.
A reliable and renewable vanilla source is advised.
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 higherYou 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.
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.
just be warned that other factions will do the same thing.
Man, I loved blowing up pirates, remnantsThe Electromagnetic Railgun Pierce effect is not even a code, it's a projectile attribute, i just removed the projectile collision in the proj file :Dand the hegemonywith 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?
I am aware.edit: oh fudge, found out acquisition is tied to having Nexerelin, lolThat'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.
A reliable and renewable vanilla source is advised.
A reliable and renewable vanilla source is advised.
repeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site referencesI 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.
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.
- acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experienceI'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.
weapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rareThis 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.
WM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be brokenI 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.
- flux/shot info is incorrect in at least some casesThe 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
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.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 :)
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.
Sounds great!QuoteA reliable and renewable vanilla source is advised.Quoterepeatable bar quests is a boring solution example but can be made lore friendly with rougue TT scientists or Alpha Site referencesI 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.
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.QuoteIn 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.
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- acquisition relies solely on an exhaustible resource plus it is locked behind RNG thus impacts player experienceI'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.Quoteweapons from other mods probably compete with superweapons for being dropped, indirectly rendering them more rareThis 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.
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.)QuoteWM-70 Reflective Shield can be installed on a hardpoint contrary to description but will turn out to be brokenI 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.
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- flux/shot info is incorrect in at least some casesThe 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
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
Yea, I get that and the description isn't wrong per se, it's just Starsector's weird shield mechanic.Quote- Electromagnetic Railgun' damage dealing mechanic is a lottery.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 :)
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.
-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!
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.
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.
1 - Well, it works, thanks for letting me have it :)Nice weapon hehe.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
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.
v1.8 is out with many changes!
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.
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.
Thanks for the mod, I do love the weapons.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.
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.
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.
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.
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.
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.
You can't just blow a hole into the surface of Mars.Yes i can, and i will use the Cluster Torpedo for it.
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.-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.
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.
Hi Mira,Thank you for bringing this to my attention, fixed!
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 :)
That wouldn't work well.It wouldn't work with the [REDACTED] getting general access to the weapons, I agree on that.
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).
v1.9 is out! With a new weapon as usualI don't like this update.
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."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.
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.Yes, just checked. Unless there are new dependencies, of course.
did you update to 1.9a ?"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 ?From 1.8, yes.
From 1.8, yes.1.9(a) is an update i made to fix your issue, did it work or not ?
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 ?Game still won't start.
Wait what ??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.
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.Have you considered that maybe your other mods are contributing to the higher rate? The author cannot be liable for code from other mods.Spoiler(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.[close]
Super fun mod!It's possible to be lucky and find multiple Superweapons in 1 salvage operation, after 1.8 the drop rates got higher at the cost of not being able to buy Superweapons from Prism Freeport.
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!
after 1.8 the drop rates got higher at the cost of not being able to buy Superweapons from Prism Freeport.How can we go back to the old drop rate? Is it as simple as lowering the decimal in the Rarity column of Weapon_Data? Did you double the chance for 1.8 or something else?
How can we go back to the old drop rate? Is it as simple as lowering the decimal in the Rarity column of Weapon_Data? Did you double the chance for 1.8 or something else?Yes, it's mentioned in the patch notes.
* Bug : you need to add GraphicsLib to your mod_info file.
Oh, its in the "Changelog" in the OP, not in the .rar file, I get it now.How can we go back to the old drop rate? Is it as simple as lowering the decimal in the Rarity column of Weapon_Data? Did you double the chance for 1.8 or something else?Yes, it's mentioned in the patch notes.
* Bug : you need to add GraphicsLib to your mod_info file.
i will add the requirement with the next update, thanks for reminding me.
Oh, its in the "Changelog" in the OP, not in the .rar file, I get it now.Here are the old rarity values from top to bottom (as found in the csv file):Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.Spoiler-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!.[close]
Thank you, Mira, your the best!! :DOh, its in the "Changelog" in the OP, not in the .rar file, I get it now.Here are the old rarity values from top to bottom (as found in the csv file):Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.Spoiler-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!.[close]
0.15 / 0.05 / 0.07 / 0.19 / 0.13 / 0.20 / 0.15 / 0.03 / 0.14 / 0.09 / 0.17 / 0.10 / 0.04 / 0.07 / (Light spear didn't exist before 1.8 ) thus doesn't have an old value.
I should emphasize on the fact that if you think something needs to change i am here and listening, there is no need to modify the game files to improve something when it can be discussed here and implemented for everyone :)Here are the old rarity values from top to bottom (as found in the csv file):Thank you, Mira, your the best!! :D
0.15 / 0.05 / 0.07 / 0.19 / 0.13 / 0.20 / 0.15 / 0.03 / 0.14 / 0.09 / 0.17 / 0.10 / 0.04 / 0.07 / (Light spear didn't exist before 1.8 ) thus doesn't have an old value.
I should emphasize on the fact that if you think something needs to change i am here and listening, there is no need to modify the game files to improve something when it can be discussed here and implemented for everyone :)Oh. I just think that the x3 to x15 frequency that you put in v1.8 was too much. The most common Superweapon having the same rarity as a Plasma Cannon is just too good. I'd like Superweapons to be very special because, once you have them, you aren't really likely to loose them. (Unless you don't captain the superweapon ship and you forget that Reinforced Bulkheads is a thing and you zero out all your SP at the same time.)
I found a bit of an odd interaction with the EM Railgun(because it's my favorite and I use it as often as I can) and ships that can slow time. It does WAY too much damage. I do use several mods, but only one of which has a ship that can both slow time flow and mount the EM Railgun now that it's only Ballistic. When the time flow is slowed, it seems to de exponential damage. Destroying 2 segments from a station when angled properly or nuking a capital ship with a single shot. Whereas normally it would take about 3-4 because shields and such. I did multiple tests and it seems to be consistent.hmmm interesting, i will look into this.
When i removed Superweapons from Prism Freeport i decided to start with higher drop rates than i originally intended, i want more people to find Superweapons, test them and then comeback and tell me what they think, i was planning to lower the drop rates in the next update, alongside adding couple of bounties that gives you a chance to recover some upon completion.I should emphasize on the fact that if you think something needs to change i am here and listening, there is no need to modify the game files to improve something when it can be discussed here and implemented for everyone :)Oh. I just think that the x3 to x15 frequency that you put in v1.8 was too much. The most common Superweapon having the same rarity as a Plasma Cannon is just too good. I'd like Superweapons to be very special because, once you have them, you aren't really likely to loose them. (Unless you don't captain the superweapon ship and you forget that Reinforced Bulkheads is a thing and you zero out all your SP at the same time.)
Would be nice if u could add small and medium weapons and/or fighters.
Would be nice if u could add small and medium weapons and/or fighters.I can't add Light and medium Superweapons since they will just be used on bigger mounts as an efficient replacement.
I can't add Light and medium Superweapons since they will just be used on bigger mounts as an efficient replacement.This makes me glad to hear.
public class RailPierceEffect implements EveryFrameWeaponEffectPlugin {
private static final Color COLOR = new Color(40, 50, 100, 255);
private final IntervalUtil damageInterval = new IntervalUtil(0.1f, .2f);
public void advance(float amount, CombatEngineAPI engine, WeaponAPI weapon) {
weapon.getSpec().setUnaffectedByProjectileSpeedBonuses(true);
if (engine.isPaused()) {return;}
if (Global.getSettings().getCurrentState() != GameState.COMBAT){return;}
DamagingProjectileAPI proj = null;
for (DamagingProjectileAPI p : engine.getProjectiles()) {
// changed from pointer equality because that equality is scary when you don't own all the code. IMO anyway.
if (p.getWeapon().getId().equals(weapon.getId())) {
proj = p;
break;
}
}
if(proj == null){
return;
}
damageInterval.advance(amount);
if (!proj.isFading() && damageInterval.intervalElapsed()){
Vector2f point = proj.getLocation();
float Damage = proj.getDamageAmount() * 0.345f;
DamagingExplosionSpec PierceEffect = new DamagingExplosionSpec(
0.05f, //duration
30f, //radius
30f, //coreRadius
Damage, //maxDamage
Damage, //minDamage
CollisionClass.HITS_SHIPS_AND_ASTEROIDS, //collisionClass
CollisionClass.ASTEROID, //collisionClassByFighter
12f, //particleSizeMin,
20f, //particleSizeRange
0.5f, //particleDuration
10, //particleCount
COLOR,
COLOR);
PierceEffect.setShowGraphic(false);
PierceEffect.setDamageType(DamageType.ENERGY);
engine.spawnDamagingExplosion(PierceEffect, proj.getSource(), point, false);
}
}
}
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:The way of how the Railgun code is supposed to work is that each weapon has to monitor it's own projectiles, in your version if i go over every weapon and only match their ID the code will run multiple times for each projectile equal to the number of Railguns currently present on the field, this means that if there are a total of 10 Railguns present, each projectile will deal x10 times more damage.Codefor (DamagingProjectileAPI p : engine.getProjectiles()) {
// changed from pointer equality because that equality is scary when you don't own all the code. IMO anyway.
if (p.getWeapon().getId().equals(weapon.getId())) {
proj = p;
break;
}
}
So I wasThis will be patched next update.abusingtesting out how the EM railgun works with SWP's nightwalker when time is at a standstill, and it's worse than when time is simply sped up. If you can activate Chrono boost, shoot, and then phase cloak right when the projectile makes contact with the ship you want deleted, it does just that. Deletes. I've had it rack up millions of damage. Though this does cause massive amounts of lag and an occasional crash. Basically anything that can slow time and equip it can abuse that weapon though.
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:The way of how the Railgun code is supposed to work is that each weapon has to monitor it's own projectiles, in your version if i go over every weapon and only match their ID the code will run multiple times for each projectile equal to the number of Railguns currently present on the field, this means that if there are a total of 10 Railguns present, each projectile will deal x10 times more damage.Codefor (DamagingProjectileAPI p : engine.getProjectiles()) {
// changed from pointer equality because that equality is scary when you don't own all the code. IMO anyway.
if (p.getWeapon().getId().equals(weapon.getId())) {
proj = p;
break;
}
}
Nonetheless, your modification gave me an idea, i will just move the code from weapon level to plugin level, this should improve performance depending on the amount of active Railguns.
Cool, sounds like you've got it under control. Good luck!I spent couple of hours reworking how the mod handles piercing projectiles for current weapons (Railgun / LightSpear) and future ones as well, now there is a single script that monitors everything at once (this removes lag generated by having multiple piercing weapons deployed at the same time) also i made it so that projectiles will adjust their damage based on projectile speed changes, also i fixed their exploit with ships that alters the flow of time.
I see the bounties require Vayra's sector. Would it be possible to have a few that don't? I personally don't use that mod, but I'm not sure how many people do. I just use Nex and SWP and call it good. I like the idea of having bounties that give the weapons, but why have that locked behind a different mod? I'm also not a modder, so I'm unaware if using that mod's framework would make it easier or something.This mod runs with/without Vayra's sector, there are no dependencies and you will never get a crash because of it, if you have decided to run Vayra's sector (bootleg version) which can be found on SS Discord you will get my bounties to spawn.
I see the bounties require Vayra's sector. Would it be possible to have a few that don't? I personally don't use that mod, but I'm not sure how many people do. I just use Nex and SWP and call it good. I like the idea of having bounties that give the weapons, but why have that locked behind a different mod? I'm also not a modder, so I'm unaware if using that mod's framework would make it easier or something.
I see the bounties require Vayra's sector. Would it be possible to have a few that don't? I personally don't use that mod, but I'm not sure how many people do. I just use Nex and SWP and call it good. I like the idea of having bounties that give the weapons, but why have that locked behind a different mod? I'm also not a modder, so I'm unaware if using that mod's framework would make it easier or something.This mod runs with/without Vayra's sector, there are no dependencies and you will never get a crash because of it, if you have decided to run Vayra's sector (bootleg version) which can be found on SS Discord you will get my bounties to spawn.
Is the 2.0 update save compatible with a save with 1.9?Yes.
I'm aware the mod runs without Vayra's Sector, I was talking about the bounties. I would enjoy being able to do the bounties without having to install VS.Building a bounty system from scratch will take so much time which i don't have these days, you will have to settle with Vayra's Sector until a new alternative arrive.
I'm aware the mod runs without Vayra's Sector, I was talking about the bounties. I would enjoy being able to do the bounties without having to install VS.Try this mod, then : https://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip
I'm aware the mod runs without Vayra's Sector, I was talking about the bounties. I would enjoy being able to do the bounties without having to install VS.Try this mod, then : https://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip
Since Bounties Expanded isn't actually on the forums yet, I'll ask here: Does it allow you to do the Bounties normally exclusive from VS? It has been mentioned 2 times, so I'm rather curious.Vayra's sector doesn't interfere with other bounties, it doesn't change or modify anything, it only implements it's own bounties and add a feature where other people set a bounty on you when you do something bad.
Based on what @Schaf-Unschaf said, it sounds like it might?
Since Bounties Expanded isn't actually on the forums yet, I'll ask here: Does it allow you to do the Bounties normally exclusive from VS? It has been mentioned 2 times, so I'm rather curious.
Based on what @Schaf-Unschaf said, it sounds like it might?
Spoilerthanx for this great mod.
Can anyone post a link for latest bounties expanded MOD?
im on discord but seems im too stupid to figure out where to go there to find it
thanx again[close]
Hey i was looking through the new bounties and I noticed that you misspelled "Rogue Tri-Tachyon Fleet" as "Rouge Tri-Tachyon Fleet". I realize it's a little nitpicky but rouge/rogue confusion is one of my personal bugbears. Thanks for your hard work on this mod regardless. The Photon Lens is one of my favorite weapons in the entire modiverse.All good!, in fact, i would ask you to keep these small feedbacks coming, and i am glad you like the Photon lens, it was my main motive to give every weapon a unique ability afterward.
Hey i was looking through the new bounties and I noticed that you misspelled "Rogue Tri-Tachyon Fleet" as "Rouge Tri-Tachyon Fleet".
Please make a PD weapon for a future update! Thank you so much! Love your mod!I got 1 planned, not sure about the implementation.
Huge fan of this mod, really helps spice things up in endgame when I can already win most fights anyways.When i designed this mod, i wanted people to have an unforgettable experience while interacting with each and every Superweapon, i believe that whenever someone figures-out a powerful setup that requires one of these weapons they are supposed to be rewarded for it, and no i don't intend on ruining that for them anytime soon.
Though I have only found one Superweapon so far (PS-299x a.k.a the Plasma Storm battery) and it seems to be ludicrously powerful.
I can hit people from like 2500 units away dealing Hard Flux to shield or massive explosive and EMP damage to their vessel if I put ECCM and ITU on the ship that houses it (Am using a Diable Avionics fleet with a Maelstrom carrying the PS-299x)
Not to mention that it can be fired once every ~10 seconds. The only downside about it is that it will deal its massive splash and EMP damage to allied ships (including your own, lol) if it hits an asteroid or scrap from a destroyed ship nearby
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.Bounties don't take ship id's, they take "Variant id's" my bounties doesn't offer any new ships as it uses self made variants of vanilla ships.
1) The ships in the bounties don't seem to exist (no ship_data.csv/xml file). Are there plans on making custom ships for the bounties?
2) People keep mentioning this "Bounties Expanded" mod but I can't find this anywhere. Can someone provide a link?
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.1) Quite a lot of ships are created through variants, even degraded ships in vanilla, which you won't find in ship_data.csv for obvious reasons. Since I don't know your ultimate goal I can only point out that your current logic follows a false assumption, i.e. all ships are listed in the csv file.
1) The ships in the bounties don't seem to exist (no ship_data.csv/xml file). Are there plans on making custom ships for the bounties?
2) People keep mentioning this "Bounties Expanded" mod but I can't find this anywhere. Can someone provide a link?
2) It is literally on this page, dude.Spoilerthanx for this great mod.
Can anyone post a link for latest bounties expanded MOD?
im on discord but seems im too stupid to figure out where to go there to find it
thanx again[close]Spoilerhttps://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip[close]
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.1) Quite a lot of ships are created through variants, even degraded ships in vanilla, which you won't find in ship_data.csv for obvious reasons. Since I don't know your ultimate goal I can only point out that your current logic follows a false assumption, i.e. all ships are listed in the csv file.
1) The ships in the bounties don't seem to exist (no ship_data.csv/xml file). Are there plans on making custom ships for the bounties?
2) People keep mentioning this "Bounties Expanded" mod but I can't find this anywhere. Can someone provide a link?2) It is literally on this page, dude.Spoilerthanx for this great mod.
Can anyone post a link for latest bounties expanded MOD?
im on discord but seems im too stupid to figure out where to go there to find it
thanx again[close]Spoilerhttps://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip[close]
Not the biggest fan of the 50% additional slash to the droprate of Superweapons, even with the 3 HVBs available. While I'd get perhaps, two or three superweapons per playthrough, I've gotten a grand total of none despite doing a lot of exploring.Don't worry, more HVB will be added soon, also the 50% slice to drop rate came right after i increased all the values by 400% (for testing purposes), right now most Superweapons are 2 times rarer than the Tachyon Lance which i believe is a good rarity.
Please make a PD weapon for a future update! Thank you so much! Love your mod!I got 1 planned, not sure about the implementation.
Just got done with the HVBs for the super weapons. I don't know what to think of the recover rate. I don't often use the MX Gauss Cannon, but that's the one that I was able to recover 5 from. Not too terribly bothered that I was only able to recover 1 Tartarus LRM since I found 2 when exploring anyway. However, it was bothersome when I couldn't get any Devastator Lances or the shield things. Only got 1 Plasma storm.Recovery is random, it's unaffected by rarity as far as i understand.
Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Just got done with the HVBs for the super weapons. I don't know what to think of the recover rate. I don't often use the MX Gauss Cannon, but that's the one that I was able to recover 5 from. Not too terribly bothered that I was only able to recover 1 Tartarus LRM since I found 2 when exploring anyway. However, it was bothersome when I couldn't get any Devastator Lances or the shield things. Only got 1 Plasma storm.Recovery is random, it's unaffected by rarity as far as i understand.
Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Edit: what do you think about the HVB fleet size ?
Hey, this may be a dumb question but will the 1.5.1 version of GraphicsLib run safely with SS 0.95a-RC15 and LazyLib 2.7?Usually it will work unless you are trying to use a GraphicsLib version intended for a different version of Starsector
1) The ship_data file was me hoping to see what the ships stats (and more importantly, what they look like through the data files) were. If it was a base variant with superweapons attached, then I can see why there isn't a ship_data file.I see, all good.
2) I honestly don't know how I didn't see that, thanks for the link/pointing it out.
Are superweapons (and syndicate refit / unique module) supposed to show in Codex? They are right now, and if not they need some tag, probably "restricted".I might restrict the Syndicate stuff once i add more weapons to their category and have an appropriate lore behind them, otherwise the rest of weapons are not secretive, also having the restricted tag will disable drops.
Thinking along these lines, you should probably add a pre-description to the weapons. Something along the lines of "the blueprints for these are lost forever or were deleted after the prototypes but working samples still exist if you are very lucky to find them"Are superweapons (and syndicate refit / unique module) supposed to show in Codex? They are right now, and if not they need some tag, probably "restricted".I might restrict the Syndicate stuff once i add more weapons to their category and have an appropriate lore behind them, otherwise the rest of weapons are not secretive, also having the restricted tag will disable drops.
Fair enough. How are they restricted from being sold on markets? Is it just via not being "known" to any faction?
public static final String WING_NO_SELL = "no_sell";
public static final String WEAPON_NO_SELL = "no_sell"; // not for sale at markets
public static final String NO_SELL = "no_sell"; // not for sale at markets
Will add it, should be there with the next update.Fair enough. How are they restricted from being sold on markets? Is it just via not being "known" to any faction?
Could you explicitly add "no_sell" tags to your weapons please? Mostly for other mod integration. What the tag does, it skips those weapons when submarket gets populated. So even if someone adds it to known weapons (say via console commands), it will still not show for sale.
See package com.fs.starfarer.api.impl.campaign.ids:Codepublic static final String WING_NO_SELL = "no_sell";
public static final String WEAPON_NO_SELL = "no_sell"; // not for sale at markets
public static final String NO_SELL = "no_sell"; // not for sale at markets
@Mira LendinThat's one scary ship i wouldn't want to go up against hehe, sure i don't mind, feel free to use my weapons for whatever project you have in mind, just make sure to credit me if you have decided to re-use some of my code on something new.
I thought you should know that my mod below uses 6 different Superweapons! (modified tho) Obviously, your mod is required for it.
I didn't copy your code. I made your mod a prerequisite to my mod. Nobody can use mine alone without crashing because it depends on your code. I did re-skin one of the weapons to honor the sprite artist. I also messed with weapons_csv numbers to balance the thing but it wasn't about your code.@Mira LendinThat's one scary ship i wouldn't want to go up against hehe, sure i don't mind, feel free to use my weapons for whatever project you have in mind, just make sure to credit me if you have decided to re-use some of my code on something new.
I thought you should know that my mod below uses 6 different Superweapons! (modified tho) Obviously, your mod is required for it.
Thanks for the hard work and update! :)Thank you ^^
Are there any versions of SWA that are compatible with 0.95a and don't require GraphicsLib?I need GraphicsLib Ripple Distortion Shader for many of my weapon effects, it's not possible to run this mod without it.
you might want to take another look at the tartarus missile launcher...The Tartarus is based on the Trebuchet (From Ship & Weapon pack) and is designed to be a better replacement for it, at 2500 (+30%) damage per torpedo this thing is 3x times more powerful, has 1000+ range, and 50% increased magazine size at only +8 extra OP cost, also quite broken when used in numbers, i see no reason to buff it as it's already the best long range missile in the game.
cause its really, REALLY not that good XD
the missiles are super slow, get shot down super easily, do barely any damage, and have an UNGODLY reload time
the beam weapon too (the one that has this electricity effect on its beam, i forgot the name, its the one that only flux taxes you if you hit anything other than shields, not the lance, the acutal beam) kind of needs a look at tooIf you are talking about the Overcharged Fusion beam then know that it has the highest dps in the game (including modverse), people kept telling me that it's broken and i had to nerf it's range, twice, it's incredibly powerful especially with the new energy weapon mastery, it's only drawback is high flux cost which limits it's usage to high tech ships.
love the plasma storm tho, but have a question about it, is it intended that it does ff if the projectile hits things close or on the ship (like fighters or debris)?Yes, it's intended.
you might want to take another look at the tartarus missile launcher...The Tartarus is based on the Trebuchet (From Ship & Weapon pack) and is designed to be a better replacement for it, at 2500 (+30%) damage per torpedo this thing is 3x times more powerful, has 1000+ range, and 50% increased magazine size at only +8 extra OP cost, also quite broken when used in numbers, i see no reason to buff it as it's already the best long range missile in the game.
cause its really, REALLY not that good XD
the missiles are super slow, get shot down super easily, do barely any damage, and have an UNGODLY reload timethe beam weapon too (the one that has this electricity effect on its beam, i forgot the name, its the one that only flux taxes you if you hit anything other than shields, not the lance, the acutal beam) kind of needs a look at tooIf you are talking about the Overcharged Fusion beam then know that it has the highest dps in the game (including modverse), people kept telling me that it's broken and i had to nerf it's range, twice, it's incredibly powerful especially with the new energy weapon mastery, it's only drawback is high flux cost which limits it's usage to high tech ships.love the plasma storm tho, but have a question about it, is it intended that it does ff if the projectile hits things close or on the ship (like fighters or debris)?Yes, it's intended.
nvm, i just realized it happens just randomly for some reason, no missiles fired, no enemy fighters or debris close to me at all... no systems used-The Tach Lance deals 3000+ burst damage and then requires some time to reload, the Supercharged Fusion beam deals consistent 1200 damage every second, it ends up dealing 4 times the damage of the Tachyon lance overall.
does the plasma storm just blow up randomly in your face?
also, the tachyon lance does twice the damage of the supercharged fusion beam costing 500 flux per second compared to 2000 flux p second... so like, ye wtf were they talking about XD
unless im missing something critical about it, dont think its actually good
nvm, i just realized it happens just randomly for some reason, no missiles fired, no enemy fighters or debris close to me at all... no systems used-The Tach Lance deals 3000+ burst damage and then requires some time to reload, the Supercharged Fusion beam deals consistent 1200 damage every second, it ends up dealing 4 times the damage of the Tachyon lance overall.
does the plasma storm just blow up randomly in your face?
also, the tachyon lance does twice the damage of the supercharged fusion beam costing 500 flux per second compared to 2000 flux p second... so like, ye wtf were they talking about XD
unless im missing something critical about it, dont think its actually good
-The Plasma Storm projectiles are considered missiles "hence the tooltip" while their damage is only affected by modifiers to energy weapon damage, everything else about them is missile based, from the fact that they can hit other missiles all the way to being shut down by PD weapons, and no they are not supposed to blow up in your face, they probably hit an enemy fighter flying around your ship and caused splash damage to hit you in the process.
i just realized what it was...All missile weapons blows up when they hit an asteroid
you know the mini asteroids on some battle maps, ye... apparently plasma storm just blows up on them
i just realized what it was...All missile weapons blows up when they hit an asteroid
you know the mini asteroids on some battle maps, ye... apparently plasma storm just blows up on them
most missiles dont just swirl around as a cluster around the ship they were fired from for 3-5 secondsConsider it both a downside and an upside, the swirling effect can be useful for killing nasty fighters around your ship.
most missiles dont just swirl around as a cluster around the ship they were fired from for 3-5 secondsConsider it both a downside and an upside, the swirling effect can be useful for killing nasty fighters around your ship.
which would mean more blowing up in your face considering the massive explosion radiusThat's the downside of the weapon, knowing when to fire is an crucial part when using most Superweapons.
I'm doing a play through with this mod and I wanted to tell you it's great. It's nice to have stuff that changes up the usual meta and creates a lot of other interesting design choices, this mod has an outsized impact on the game for it's size. So thanks!Yw! hope you enjoy the Superweapons.
-v2.1bThis bug was tricky to find, i didn't even know it existed until i saw some guy piloting a moded Pandemonium with modules on YouTube.
-Fixed a bug with the WM-70 Reflective shield causing it to reflect projectiles fired by weapons mounted on modules that are linked to your ship.
-Various code optimizations.
OMG ! thanks for the fix , i've posted this bug a while ago because i dont know which mods cause that.
Hello, I've been trying out the weapons in this mod and I think most of the weapons could do without the "STRIKE" and "USE_VS_FRIGATES" hints in the weapon_data.csv file.Thank you for your feedback, i am well aware that most Superweapons needs tag revision, so far i spent my free time expanding the Superweapons arsenal and fixed their many bugs along the way, i got a big update coming with balance to every weapon with it's stats, drop rates, tags, price value, and even category system to rank them and make it easier to identify how rare some of them are.
The presence of the "STRIKE"(without a corres....
Is this mod up to date? Started RC5 playthrough, found Plasma Storm, but it refuses to shoot. My flux cap is big enough, so, i cant find out whats the problem.
Is this mod up to date? Started RC5 playthrough, found Plasma Storm, but it refuses to shoot. My flux cap is big enough, so, i cant find out whats the problem.You need a bare minimum of 14000 Flux to fire the plasma storm, i am pretty sure that remains the same with the new update.
Read two posts above you.What aspect of it doesn't work ? i know i haven't updated this mod but that shouldn't be an issue since 9.51 doesn't change much of the game.
This deflector shield device also does not work.
Thanks for the mod btw, its really awsome!
Read two posts above you.What aspect of it doesn't work ? i know i haven't updated this mod but that shouldn't be an issue since 9.51 doesn't change much of the game.
This deflector shield device also does not work.
Thanks for the mod btw, its really awsome!
You need a bare minimum of 14000 Flux to fire the plasma stormTurns out, 16000. Now it works =)
Must be an under-the-hood AI calculation like "always keep enough flux to flicker your shield" or some nonsense.QuoteYou need a bare minimum of 14000 Flux to fire the plasma stormTurns out, 16000. Now it works =)
Hey dude, uh... one of the SW bounties got something weird... the diktak one to be more specific: the portrait selected to show up there is female (because the player is sometimes called "ma'am", never "sir" if using that portrait)The mission uses "portrait_diktat05" which is gender natural from how it looks in the Portraits folder, that can change if you are using other mods which are out of my control.and also happens to be the one I changed in the game files to show a good-looking girl's face instead, but it's "him" with a male name in the bounty info. Not gonna lie, that gave me an awkward laugh haha...
Idk how, but my officer made a shot from Plasma storm, active vent (like 3 seconds...) and made second shot. I thought it is my mistake, and 15 seconds actually passed, but he instantly made third one ;DThe moment you fire the Plasma Storm you generate flux for all 12 charges, trying to vent midway interrupts the cycle and any projectiles left are lost. the game remembers which muzzle you stopped at and next time you fire it will look like as if the weapon is firing more more projectiles because it continued firing from that muzzle.
Another time he managed to shoot only 2 beams out of 14, wait a few seconds and made a full barrage.
After playing around with BFG, i've noticed a particular behavior of the projectile and it's secondary damaging arcs.This is similar to the Railgun exploit when used with time manipulation, this happens because the BFG shock Interval is calculated at ship level, as a result speeding up time flow allows the projectile to shock more often equal to your current time multiplier, this will be fixed in 2.2, thanks for letting me know about it.
Speed of the projectile is tied to the battle speed, but frequency of damaging arcs is tied to personal time flow of the player. So by using phase ships (any hull with large energy) or ships with subsystems that alter time flow (Chronos from SWP or Commandante from VAO) we can squeeze far more DPS out of secondary arcs.
I don't know if this behavior is intentional, but DOOM 2016 BFG have similar (if far more broken) interaction (https://youtu.be/ALUkiInHuZU?t=1050). So keeping that behaviour is very thematically appropriate. :P
Pretty sure RESET_BARREL_INDEX_ON_BURST was the new weapon hint / tag added to solve that.Sweet! i didn't know about it
Hi Mira, I've been running your mod for multiple playthroughs and I've been really enjoying these weapons, but I think I encountered a bug related to the new magic bounties from magiclib.My bounties are only combatable with Vayra's sector and "maybe" Bounties Expanded, i know for a fact that both don't use "Autofit" when adding ships to faction bounties allowing them to use Weapons/hullmods/ships that are not in the Faction Doctrine, apparently Magiclib uses Autofit meaning that if a faction doesn't know such weapon then it will not be included in their bounties, and i blacklisted all Superweapons from every faction because i don't want them to sell/use them against the player.
I was offered a hegemony bounty via the unsanctioned bounty board in the bar and it was about hegemony testings superweapons, in the previews, the onslaught flagship of the fleet seemed like it had 3 MX Gauss Cannons equipped, but when I actually got to the fight the superweapons were not present, the onslaught had empty weapon mounts where the MX cannons would have been. I am unsure if this is an issue with the superweapons being unable to be used by the AI factions or is it an issue with magic bounties.
(also I'm assuming this is what you meant by being able to obtain superweapons via missions or methods alternate to just exploration if the bounties work and there's enough of them then I'm 100% down with getting these weapons off of tough fights)
Regardless I still really enjoy this mod and I wish you happy holidays! ;D
Hi Mira, I've been running your mod for multiple playthroughs and I've been really enjoying these weapons, but I think I encountered a bug related to the new magic bounties from magiclib.Same bug happens with paragon bounty. Empty slots instead of Plasma Storm or Reflective Shield.
I was offered a hegemony bounty via the unsanctioned bounty board in the bar and it was about hegemony testings superweapons, in the previews, the onslaught flagship of the fleet seemed like it had 3 MX Gauss Cannons equipped, but when I actually got to the fight the superweapons were not present, the onslaught had empty weapon mounts where the MX cannons would have been. I am unsure if this is an issue with the superweapons being unable to be used by the AI factions or is it an issue with magic bounties.
(also I'm assuming this is what you meant by being able to obtain superweapons via missions or methods alternate to just exploration if the bounties work and there's enough of them then I'm 100% down with getting these weapons off of tough fights) ;D
This is similar to the Railgun exploit when used with time manipulation, this happens because the BFG shock Interval is calculated at ship level, as a result speeding up time flow allows the projectile to shock more often equal to your current time multiplier, this will be fixed in 2.2, thanks for letting me know about it.Rip BFG. :'(
Rip BFG. :'(There are some ships that can speed up time to an unrealistic values, an example is a ship in SWP that completely stops timeflow and can be used to deal infinite damage with the BFG, this shouldn't be allowed, i would be fine with X2 time multiplier but some ships pushes it a little too far.
But I see your point. After jamming two of them on certain storylocked phase ship (together with the new phase anchor hullmod), I've been capable of taking on multiple ordo stacks almost solo (still need meatshields to vent flux occasionally). Until I run out CR, that is. Which is super fast. ;D And that's way out of line.
BFG without time shenanigans feels kinda lackluster, especially when it's projectile tends to explode on contact with random piece of debris. Maybe some buff to radius of the final explosion will make using it feel better?
BFG is self-nerfing gun.The BFG Deals 15000 Damage on hit, that's enough to one shot most cruisers, and any capital ship will be left defenseless with most of it's armor gone, despite that the weapon was never designed to hit enemies but rather weaken their front line by shocking every ship in a large Radius, in most cases you will deal more damage by just firing it at a large concentration of enemies without giving too much attention to aim.
If you use it effectively, you make a ton of debris (from exploded foes), thus reducing it's damage. ;D
Hello, currently im playing lightly modified game and your rework over ships explosions(because each time someone dies game crashes) caused conflict, so is there any way to tell me how to remove it?
This crash is not from my mod, it's not mentioned anywhere, you are probably mixing 9.51 mods with 9.5aHello, currently im playing lightly modified game and your rework over ships explosions(because each time someone dies game crashes) caused conflict, so is there any way to tell me how to remove it?
update your game, that's graphicslib trying to call a method added in .95.1
Hello, currently im playing lightly modified game and your rework over ships explosions(because each time someone dies game crashes) caused conflict, so is there any way to tell me how to remove it?
update your game, that's graphicslib trying to call a method added in .95.1
I don't understand the effect of Positron Lance, so when I hit the target, they take 'more damage from types matching this weapon', does that mean they take more damage from energy damage?The weapon deals both energy and high Explosive damage, so it's 20% from both, shield debuff is separate from hull debuff.
Nice mod, but can you please leave a link to the old version of the mod?I would do that if i roll any update that is not backward compatible or would brick your save.
Hi i got this error after i put the new versionFixed, please download again.
download looks buggedTry again now
its throwing a fatal error when i try to unpack it
the rar interacts badly with the default Linux unpacker, doubt it was intentional and I just need to unpack it using a command line, it all works fine nowI have to use Rar compression like every other modder on this website.
;) you made a zip bomb in LinuxSpoiler(https://i.imgur.com/Vfdjz20.png)[close]
Pretty sure that most people use Zip.the rar interacts badly with the default Linux unpacker, doubt it was intentional and I just need to unpack it using a command line, it all works fine nowI have to use Rar compression like every other modder on this website.
;) you made a zip bomb in LinuxSpoiler(https://i.imgur.com/Vfdjz20.png)[close]
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !Did you update to the latest version ? are you using 2.2c ?Spoiler242060 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.NovaXOnHitEffect.onHit(NovaXOnHitEffect.java:57)
at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
242097 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
242097 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg][close]
I'm using 2.2bMy game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !Did you update to the latest version ? are you using 2.2c ?Spoiler242060 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.NovaXOnHitEffect.onHit(NovaXOnHitEffect.java:57)
at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
242097 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
242097 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg][close]
I'm using 2.2bThat's why you got the crash, please update your mod.
Can I add this mid-game?Yes you can.
have you thought about adding medium/small superweapons?It's hard making a small/medium Superweapon without making them better than weapons +1 size higher, i don't want people to spam their large mounts with medium sized Superweapons because they are more efficient, same thing applies to medium mounts, overall it will be hard to balance these around their dedicated mount size.
... I wonder if you can build a weapon that is restricted to the size of the port it can use? As in a medium weapon, that can only be used in a medium slot? Same with small ones.have you thought about adding medium/small superweapons?It's hard making a small/medium Superweapon without making them better than weapons +1 size higher, i don't want people to spam their large mounts with medium sized Superweapons because they are more efficient, same thing applies to medium mounts, overall it will be hard to balance these around their dedicated mount size.
From my meager knowledge making ships using only sf-ship-ed.3.0.0-alpha-10, you would probably need to modify each ship with a large slot to not accommodate a medium weapon to do that. And this would result in ALL medium weapons being unable to fit in large mounts. :-\The problem remains inside the game, there is nothing stopping you from placing a medium energy weapon in a large energy mount.
Could you reverse tier numbers (it's only display thing, right?)? Vanilla uses tiers as well, from 0 (weakest / common) to 3 (strongest / elite), and you having it the other way round can be rather confusing. It's fine going above 3, just the order of counting is odd.Tiers in the weapon file are not related to actual weapon tier, they are .. something different.
I am aware your display tiers are different to actual weapon tiers (as all your weapons are tier 3), but it's just about preserving logic / consistency. Perhaps you could even start from tier 4 (and maybe even use it in tier weapon column) to indicate these "extend" normal weapon rarity?
From my meager knowledge making ships using only sf-ship-ed.3.0.0-alpha-10, you would probably need to modify each ship with a large slot to not accommodate a medium weapon to do that. And this would result in ALL medium weapons being unable to fit in large mounts. :-\The problem remains inside the game, there is nothing stopping you from placing a medium energy weapon in a large energy mount.
You can, but only by making them binary or universal slots.
Only specific mounts can accommodate smaller weapons of the same type, specific mounts are: (Energy only / Ballistic only / Missile only), any mount which accepts 2 or more weapon types (like Hybrid) will only accommodate weapons of the same "Size" as the mount itself.
(https://i.ibb.co/7KywKCZ/Large-Hybrid-Hardpoint.jpg)Thats a special case as both the weapon and the slot are hybrid, you won't be able to mount a medium energy or ballistic weapon in there.
(https://i.ibb.co/HBSwMQN/Medium-Hybrid-in-a-Large-Hybrid-Slot.jpg)
(https://i.ibb.co/wRhZ3ZY/Large-in-Large.jpg)
You can, but only by making them binary or universal slots.
This. Though weapons that are specifically binary that are 1 size class below will go into those slots.
Ex. A Large Hybrid slot will accommodate Large Ballistic and Large Energy weapons, but not Medium Ballistic and Medium Energy weapons.
BUT it will accept Medium Hybrid weapons.
Question now is if this is intended. For another thread maybe? Might derail this thread
The problem still stands, if you have a large energy slot you can put medium energy weapons on it (as well as) medium hybrid weapons, so making a medium Superweapon hybrid is not going to fix the issue.I'm no expert on modding, but is there a way to increase OP cost depending on mount size? You could make it so medium superweapons would be very impractical to use on larger mounts because of the OP cost increasing to a higher level than the large superweapons.
I'm no expert on modding, but is there a way to increase OP cost depending on mount size? You could make it so medium superweapons would be very impractical to use on larger mounts because of the OP cost increasing to a higher level than the large superweapons.I have seen hullmods that can manipulate OP cost of specific weapons, i am not sure if that can be done at weapon level.
So it would have to be a completely new thing? None of these options are gonna be easy are they? I wish you luck on this aggravating quest for medium superweapons.I'm no expert on modding, but is there a way to increase OP cost depending on mount size? You could make it so medium superweapons would be very impractical to use on larger mounts because of the OP cost increasing to a higher level than the large superweapons.I have seen hullmods that can manipulate OP cost of specific weapons, i am not sure if that can be done at weapon level.
I'm no expert on modding, but is there a way to increase OP cost depending on mount size? You could make it so medium superweapons would be very impractical to use on larger mounts because of the OP cost increasing to a higher level than the large superweapons.I have seen hullmods that can manipulate OP cost of specific weapons, i am not sure if that can be done at weapon level.
On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?In theory, you can make many deadly Superweapon builds with almost each and every one of them, the difficult part is acquiring the needed weapons for the build, this is the limiting factor here as getting 6 NovaX's is unlikely to happen in any playthrough.
That's why I said what I did in the disclaimer. As far as unlikely to happen, I find it just takes time since they can now be tech-mined. I set up 4-5 colonies with vast ruins and stalled my campaign out until I had that many NovaX just so I could see what would happen. The main reason I wanted to use that one in particular is because the homing capabilities made it so all 6 could be firing on the target regardless of the ship orientation, unlike normal.On a different note though, I am going to throw out a disclaimer that I am not calling for the weapon to be nerfed or changed in any way because my case is extremely rare and takes a considerable amount of time to replicate without the use of console commands. Anyway, I find that if you take a Conquest and load it down with 6 NovaX cannons with maximum flux dissipation and fire rate hullmods(like from More Hullmods), you can spew so much ordnance at everything in general, even outside your weapon range, nothing can kill you. Frigates never even get close. Even Paragons fall with enough spam. I even took out the Zigg untouched. It simply could not approach. Especially seeing as the shots are also extremely efficient at wiping fighters and missiles. So maybe the only viable Conquest is the one with all NovaX?In theory, you can make many deadly Superweapon builds with almost each and every one of them, the difficult part is acquiring the needed weapons for the build, this is the limiting factor here as getting 6 NovaX's is unlikely to happen in any playthrough.
Good day.The next 2 Superweapons will be Ballistic only.
Are there any plans to add new types of super weapons of the ballistic class? Energy and rocket models are excellent, but personally, in my opinion, there are somewhat fewer ballistic weapons.
Is one of them a fast-shooting one like the Hyperpulse Repeater? As the ballistic superweapons don't have one currently.Good day.The next 2 Superweapons will be Ballistic only.
Are there any plans to add new types of super weapons of the ballistic class? Energy and rocket models are excellent, but personally, in my opinion, there are somewhat fewer ballistic weapons.
Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.The Z Flash and Devastator Lance sounds are played at UI level to assert their dominance over the battlefield, i will reduce their audio level.
Looking in the code, it's because it uses playUISound() instead of playSound()... also found a few other instances of playUISound() being used for weapon effects
The Z Flash and Devastator Lance sounds are played at UI level to assert their dominance over the battlefield, i will reduce their audio level.I see, it was by design? No worries... just found it a bit odd to be in the grid map view and the only sound playing is of one specific weapon
Z950 Flash dont do any damage i dont know whyThat's.... strange..
please help me
i love this mod
game version 0.95 rc6Try updating to 0.95.1
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
you should probably add the "no_dealer" tag to every superweapon - at a high enough level (seems to be level 7) dealers that offer every possible dealer option will spawn, allowing players to buy any superweapon they wantI already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?
game version 0.95 rc6The projectile is not supposed to "impact" anything, it's piercing, however if it fires it will always deal damage, if you are not seeing a rise in flux this might mean that you don't have enough flux to fire in the first place.
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
you should probably add the "no_dealer" tag to every superweapon - at a high enough level (seems to be level 7) dealers that offer every possible dealer option will spawn, allowing players to buy any superweapon they wantI already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?
i tried with less speed ,it does damageSpeed of what ? game speed or projectile speed ?
game speedIf you play at any speed higher than x2 you risk abnormal behavior with many mods and features.
Added this mod on a very late game run (Cycle 239) and still got a z950 flash from a weapons cache on my ~90% explored sector and holy cow, what a weapon! But that left me a taste of what I will miss.If you want Prism to sell these weapons you need to:
So, if I wanted Prism to sell the weapons, all I have to do is remove them from the blacklist? And if I want the blue prints to spawn on exploration sites all I have to do is add the "rare_bp" tag to all weapons, right?
Dude i cant shoot my BFG ultra and im kinda angry cuz i been aiming to get a *** just becouse of the weapon. Is it a bug or im not doing somethign rigth?Do you have enough flux to fire it in the first place :) ?
The blueprints still wouldn't drop.
I *think* blueprint missions would be the exception, as they're specially generated. But you won't find them in, say, a research station.
All Superweapons have the "no_bp_drop" tag which does exactly what it says, by default you should never be able to get one by any means unless you have modified the tags (which you did), adding "rare_bp" to a weapon includes it in so many activities and blueprint packages beyond what's intended by this mod, i am unable to help you here.I *think* blueprint missions would be the exception, as they're specially generated. But you won't find them in, say, a research station.
it seems to work even without the specific mission, i've found a plasma storm blueprint in a orbital station, might just be because i also adjusted the rarity of individual weapons by 2x so not conclusive.
All Superweapons have the "no_bp_drop" tag which does exactly what it says, by default you should never be able to get one by any means unless you have modified the tags (which you did), adding "rare_bp" to a weapon includes it in so many activities and blueprint packages beyond what's intended by this mod, i am unable to help you here.I *think* blueprint missions would be the exception, as they're specially generated. But you won't find them in, say, a research station.
it seems to work even without the specific mission, i've found a plasma storm blueprint in a orbital station, might just be because i also adjusted the rarity of individual weapons by 2x so not conclusive.
it was my intention to make it more available, to get to use all the weapons in a campaign play, i was just clarifying per se if adding some tags and adjusting rarity would make it available to a plethora of means, which it does so it's working as intended.I see, i thought you were reporting a bug.
Just an UI question... Is there ANY way to like, differentiate them from any other weapons when browsing the storage?Superweapons are generally known for having High OP cost so they will show up at the top of your weapon list, unfortunately the game doesn't offers a way to sort weapons by manufacture type (as with hullmods) so you will have to memorize them.
Like, I have so many weapons I would never be able to notice which of them are these superweapons without checking each weapon type for the ultra rare and legendaries.
Just found out I had the Gauss Cannon in there and didnt even know! :P
Ah, shame. Yeeeah, the weapon list is alphabetical. :SOh really? mine is sorted by OP cost
I mean the weapons in storage. The weapons when selecting for a ship refit are OP sorted yeah.Consider that inconvenience the price of power :)
Adding a dot at the start helped, but the weapon list (storage) also seems to sort by type, and only then alphabetically inside each type. So the Gauss Cannon for example is first, in the Large Ballistics. Oh well, best I can do to make theme easier to see unless I like, recolor the weapons neon pink or something. XD
Dunno if intended, but one of the 'high value' bounties in the bar mission board I just fight with like 6 goddamn Onslaughts, had the Gauss Cannon installed in their capitals.Check the "How to get them" section :)
Figured might as well mention it.
If its intended, neat, nice way to get a couple of them.
I keep getting a crash on launch saying that Zagur Glow or something like that is missing. I assume it's a gun.There is nothing in my mod with such name.
would it be alright if I suggested some superweapons of my own?Just drop your ideas here, no requirements or anything, i am just busy with life and stuff these days so don't expect any new weapons soon.
of so, would there be a criteria I should be aware of?
Just drop your ideas here, no requirements or anything, i am just busy with life and stuff these days so don't expect any new weapons soon.Thanks! I thought about this just last week and the concept is slightly similar to the Rift Cascade and Cryoflamer but combined.
I like the mod, but i have to use console command to get the weapon. I RESEARCHED ALL SITES IN ALL MY 5 SAVES AND DIDN'T GET EVEN 1 SUPER WEAPON, Like i have never mount the mod. Spending time exploring is fun, but sepending time search for sth that may never exist is a torment. Could u make sth like a small story line or pub event to help player to get them? It is too hard to get them now.-You can get Superweapons from specific bounty missions that spawns if you have either (Magic bounties / Vayra Sector / Bounties expanded)
-I'm sure i do, and i'm doing mining right now, i've waiting tech minning here for 5 years(game time)that means 60times and still no any super weapon apper.I like the mod, but i have to use console command to get the weapon. I RESEARCHED ALL SITES IN ALL MY 5 SAVES AND DIDN'T GET EVEN 1 SUPER WEAPON, Like i have never mount the mod. Spending time exploring is fun, but sepending time search for sth that may never exist is a torment. Could u make sth like a small story line or pub event to help player to get them? It is too hard to get them now.-You can get Superweapons from specific bounty missions that spawns if you have either (Magic bounties / Vayra Sector / Bounties expanded)
-You can get Superweapons by Tech minning planets with Vast or extensive ruins if you have (Slightly Better Tech-Mining) installed
The drop rate of Superweapons isn't that low, assuming you are using any version above 2.2
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.Somebody is facing the same problem, it seem there's sth wrong, there weapons seem so much harder to get than their drop rate that was told
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!
Is there any way to modify the weapons so they can all be found from tech mining?Tech mining gives you 1 Superweapon per 3 tech mining facilities every 3 months, this is very common, being able to mine weapons like the cluster torpedo and the Blackhole generator from there is broken.
I would also like to modify their rarity as I have played entire runs without seeing one.
I would like to request Superweapons... on a smaller scale. Medium and small slots please. Thanks! ;DThis has been discussed before, it goes against the word "super" in Superweapons and it can be abused on bigger slots for higher efficiency, although it's not entirely off the table.
Is there any way to modify the weapons so they can all be found from tech mining?Tech mining gives you 1 Superweapon per 3 tech mining facilities every 3 months, this is very common, being able to mine weapons like the cluster torpedo and the Blackhole generator from there is broken.
I would also like to modify their rarity as I have played entire runs without seeing one.
I have a lot more than 3 facilities and I've seen two weapons the entire run. Both of them LRMs but that was likely random.That's impossible, doing all 4 bounties alone should give you at least 5-8 Superweapons with a chance to get 1 Blackhole generator and 2 reflective shields.
I've already searched 90% of the sector so relying on weapon caches isn't viable, nor is the bounty mission as those are, in and of themselves, fairly rare and weapons aren't even guaranteed. I'd have to play for actual weeks before seeing another SW and there is no guarantee it wouldn't be another LRM. I understand you want them to be rare but as it stands I've played a whole run without seeing any except the LRM.
What I want is to be able to reliably find at least one of each weapon with reasonable effort. The current rarity, at least for me, isn't allowing that so I'd like to mod the files for my save to make them all findable via tech-mining and decrease the rarity slightly.
That's impossible, doing all 4 bounties alone should give you at least 5-8 Superweapons with a chance to get 1 Blackhole generator and 2 reflective shields.Perhaps I don't have the bounties available then. I see the OP states that requires Vayra's Sector or Bounties Expanded. I'm not playing Vayra's and I don't even see Bounties Expanded in the mod index. If I can't even do the repeatable that might explain why I'm not getting weapons from bounties.
-I was told that if you have MagicLib you will get the bounties to spawn.I assume the giant hegemony fleet was one of the SW bounties and no SWs dropped from that fight. I haven't been able to find more than that one and I don't know if it's repeatable or not.
-The outcomes of tech mining isn't handled by my mod, it's in "Slightly better Tech-Mining", even if you set legendary weapons to drop from it you won't be getting more more Superweapons overall as it doesn't impact their drop rates.
It's simple, if you spot a fleet using Superweapons then it's Superweapons Arsenal specific bounty, there are 4 unique bounties in this mod with more to come.Well having only seen one it's kind of hard to tell what is a superweapon.
Go to the missions tab, select a ship with large mounts, there you can see every weapon in the game, most weapons above 30 OP points are Superweapons.It's simple, if you spot a fleet using Superweapons then it's Superweapons Arsenal specific bounty, there are 4 unique bounties in this mod with more to come.Well having only seen one it's kind of hard to tell what is a superweapon.
I like the Annihilator. Plus the sound effect's very badass.Thank you!
May I ask your permission to translate your ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyoneI remember getting messaged by someone else for the same thing, i thought the mod is already on the Chines forum, if it's not there then sure, you can translate it.
Yes, someone moved it in our forum, but it hasn't been updated for a long time, so I come to ask your permission, I think it's important to respect youMay I ask your permission to translate your ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyoneI remember getting messaged by someone else for the same thing, i thought the mod is already on the Chines forum, if it's not there then sure, you can translate it.
Sure @0202, feel free to translate and upload it there.Yes, someone moved it in our forum, but it hasn't been updated for a long time, so I come to ask your permission, I think it's important to respect youMay I ask your permission to translate your ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyoneI remember getting messaged by someone else for the same thing, i thought the mod is already on the Chines forum, if it's not there then sure, you can translate it.
Great!Thanks for your mod.You could work with 0202 with that since you have the same goal.
I‘m working on translate mods from English into Chinese.
Could I translate it into Chinese and post Chinese version at Forum Of Starsector In China(https://www.fossic.org)?
Just to be clear, i give full permission to anyone who wants to translate my mod into any language then reupload it somewhere else, just mention it's origin when you are done (either me or this page).respect
Just to be clear, i give full permission to anyone who wants to translate my mod into any language then reupload it somewhere else, just mention it's origin when you are done (either me or this page).Thanks to you,I'm work with 0202.
I have an idea. How about adding hullmod similar to SO, but boosting flux capacity? Something like "your capacitors give you 500 cap instead of 200, but you cant active vent, cant benefit from 0-flux boost and have -30 penalty to maximum speed (but it cant make it less than 20)"?Superweapons are balanced around flux cost, high rarity, high OP cost, i won't add any feature that mitigate their downside, they are already powerful as is.
I mean: there are a lot of cool superweapons, but you cant use lots of them simultaneously on a single ship, because of huge flux cost ::)
And such hullmod could turn ship into a slow battlestation.
I love this mod, one of the best to create some truly insane loadout and completly broken when added on the superships of seeker unknown contact (reflective shield in particular). I just had an idea, do you think super fighters/bombers would be a good idea ? Maybe by making the OP cost insanely high (50-60) with a long time to build a new one or maybe make them take 2-3 wings each.You can easily make fighters that uses Superweapons, but that will make carriers broken (very) as you will be able to onslaught everything from a safe distance, i wouldn't go that far with this mod.
Absolutely love this mod so far.There are 4 special bounties in this mod, they use Superweapons (you will know them when you see them), these require other mods to spawn, regarding tech mining, i have been meaning to double the drop rate of Superweapons from tech mining facilities since they are on par with pristine nanoforge atm, a bit too rare in my opinion.
Btw I kinda edited some of it to get cataclysm and its amazing.
Anyways, my god those weapons are so hard to get, Im kinda getting *** off at this point lol ;)
Btw, I meant to ask, could some other mods be in the way and make them drop even less frequently? Im not really heavy on other mods.
Oh, and I saw u guys mentioned bounties, do they actually drop from vanilla bounties or?
About that tech mining, havent gotten any from it yet and Ive been doing it for quiet some time now.
Anyone got any suggestions?
Thanks :D
One thing to verify for those questioning drops from Tech-mining, unless you have Vast Ruins the chances are much much lower.Yes, it's mainly Vast ruins that generates Superweapons
I've done some testing, and 2 Vast Ruins using permanent tech-mining (from better tech-mining) and Alpha Cores, I see 1-2 super weapon around every 2-4 months on average, but this could be a rare like Tartarus LRM to supercharged fusion beam. When I tested using 2 scattered ruins, 1 widespread ruin and 1 extensive ruin, I was lucky to see 1 super weapon every 6 months.
Oh and about those bounties, its only from vayra sector if Im correct?Magic bounties as well although i am not sure.
That other thing, what was it called expanded bounties or smthng I couldnt really find it anywhere.
Are those all the mods that give superweapon bounties?
Make sure to story point them! Without it, the degraded returns really aren't worth it.
(Also Alpha Cores are good, adding a whole +25%.)
Am I just silly?The sunder might not have enough flux capacity to fire it.
I got the phalanx particle cannon and attempted to get it to fire in the sim, but it wouldn't do anything. I slapped it on a Sunder because big gun on small ship but I am at a loss as to what I'm doing wrong haha.
Yep just figured that out, im a dumbassAm I just silly?The sunder might not have enough flux capacity to fire it.
I got the phalanx particle cannon and attempted to get it to fire in the sim, but it wouldn't do anything. I slapped it on a Sunder because big gun on small ship but I am at a loss as to what I'm doing wrong haha.
Okay, thanks guys.
I must be extremely unlucky then, been mining widespread ruins for 12 cycles now and not even one item.
So it got me thinking I really need to mine best possible ruins I can find. Anyways been mining vast ruins for a cycle and a half now I think and still nada.
Maybe I just need to mine more ruins, idk. Got 3 pristine nano forges tho.
Oh and about those bounties, its only from vayra sector if Im correct?
That other thing, what was it called expanded bounties or smthng I couldnt really find it anywhere.
Are those all the mods that give superweapon bounties?
Do you run Vayra's Sector, Bounties Expanded or Magiclib ? if not then it's normal that you don't see any of them around.Okay, thanks guys.
I must be extremely unlucky then, been mining widespread ruins for 12 cycles now and not even one item.
So it got me thinking I really need to mine best possible ruins I can find. Anyways been mining vast ruins for a cycle and a half now I think and still nada.
Maybe I just need to mine more ruins, idk. Got 3 pristine nano forges tho.
Oh and about those bounties, its only from vayra sector if Im correct?
That other thing, what was it called expanded bounties or smthng I couldnt really find it anywhere.
Are those all the mods that give superweapon bounties?
Same problem. I never meet even one bounty for superweapon.
Do you run Vayra's Sector, Bounties Expanded or Magiclib ? if not then it's normal that you don't see any of them around.
Oh i didn't know that, i also don't know if Magicbounty supports CSV format that were originally intended for VS and BE (i assumed it does but i might be wrong)Do you run Vayra's Sector, Bounties Expanded or Magiclib ? if not then it's normal that you don't see any of them around.
BE hasn't had HVB functionality for a while now, it got dropped like 5 mins after magicbounties got released.
(and for those who don't know how to get it, you can find BE in the unnoficial discord's mod updates channel from schaf-unschaf - it's currently not finished but it'll get a forum post when it is)
Maybe I'm weird for wanting this, but would it be possible to have these (rarely) spawn on enemy fleets, even if unrecoverable? In fact, preferably unrecoverableIf there is a way to allow factions to use Superweapons without being attainable from post-combat salvaging then i would love to know about it, unfortunately the tag which prevents weapons from dropping from battle also prevents them from being found via exploration which defeats the purpose of this mod.
I konw there are a few bounties that have them but those are very few and very far between. Also just imo but I like the current drop/spawn rate, the rarity makes them feel special imo
New Update!New weapon looks good, looking forward to trying it out... at some point haha.
Make sure to let me know about any bugs you might encounter.
I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."
I am not good at balancing stuff since every person sees "balance" differently, that's why i don't bother trying to satisfy everyone, i just play with my mod on 24/7 and try to adjust things based on my experience (or unless a group of people pointed at the same thing).I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."
Seconded on this one. I really like the creativity and unique effects, but the sheer power level of them makes it kind of boring to actually use- get superweapon, use it, win. A version with "balanced" guns would be welcome.
I am not good at balancing stuff since every person sees "balance" differently, that's why i don't bother trying to satisfy everyone, i just play with my mod on 24/7 and try to adjust things based on my experience (or unless a group of people pointed at the same thing).I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."
Seconded on this one. I really like the creativity and unique effects, but the sheer power level of them makes it kind of boring to actually use- get superweapon, use it, win. A version with "balanced" guns would be welcome.
Regarding Weaker prototype versions of rare Superweapons, the Photon lens for example has 450 dps at 38 OP cost, that's less efficient than a standard Plasma cannon coming with 750-dps at 30 OP, however it makes up for it with special ability which is not always useful depending on your/enemy fleet orientation and their weapons.
Almost every Superweapon is balanced around a specific downside, if you want less powerful weapons then you got many faction mods that adds your average weapons to the game, you can use these if Superweapon is not your thing.
I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."
Seconded on this one. I really like the creativity and unique effects, but the sheer power level of them makes it kind of boring to actually use- get superweapon, use it, win. A version with "balanced" guns would be welcome.
Oh i didn't know that, i also don't know if Magicbounty supports CSV format that were originally intended for VS and BE (i assumed it does but i might be wrong)Do you run Vayra's Sector, Bounties Expanded or Magiclib ? if not then it's normal that you don't see any of them around.
BE hasn't had HVB functionality for a while now, it got dropped like 5 mins after magicbounties got released.
(and for those who don't know how to get it, you can find BE in the unnoficial discord's mod updates channel from schaf-unschaf - it's currently not finished but it'll get a forum post when it is)
Hey, so i've gotten two of the superweapons, The Gauss Cannon and the plasma storm, However neither will fire, What mods does this clash with? and are there any pre requisites to fire them, because they're in the slots and i have the flux capacity, they just, won't firePay attention to flux requirements.
So, currently no bounties for syndicate weapons?I have big plans for the Syndicate, however these have to wait until i learn how to make good looking SS ships or find someone who is willing to sprite them for me (collaboration).
Try to find 1 or 2 planets with Vast ruins+ ,build a tech mining facility there, alpha core it and story point it, congratz, you will be getting lots of superweapons on regular basis
Do you have Slightly better Tech mining mod installed ? also did you Alpha core the mining facility and story point it ?Try to find 1 or 2 planets with Vast ruins+ ,build a tech mining facility there, alpha core it and story point it, congratz, you will be getting lots of superweapons on regular basis
Hilariously, over the course of multiple runs, I've tried! I've only ever gotten one or two per run. Still its fine. :)
Do you have Slightly better Tech mining mod installed ? also did you Alpha core the mining facility and story point it ?
Good day Mira!!Basically an EM Hack system, i like the idea!
I have another suggestion for your mod :0
I've been thinking about your reflective shield generator being the only 'super-defence' superweapon and well, I was hoping you'd add this new one to help turn the tides of battle!
This one is another semi-defensive superweapon that would briefly turn your enemies against each other.
the way it works is that you'd have to hold it in order for it to generate a charge, the longer the charge, the further the area of effect, and once released it would discharge a forceful pulse/wave that briefly disables everything on hostile wings and ships, basically an overload, heck it could even be tendrils that slowly creep out of your ship and once released they would immediately tether to anything in range.
The fun part is that once the overload is finished, all their wings would permanently turn against them and basically turn into annoying cannon fodder, depleting everything they have until all they can do is buzz around and inevitably be destroyed (or if they're lucky, they'd still have a chance to return back to their carrier once override duration is finished), another thing is that all weapon systems of all affected ships are unable to use their ship systems, and would begin to continuously fire if nothing's in range, otherwise it will shoot at everything if it is within range, depleting their ammo or build up enough flux until they're overloaded again, and the duration for this varies by ship size, not weapon mount size (bcuz prolly easier for you to code ;D) perhaps 1-2 seconds for frigates, and 7-8 seconds for capitals, but 9-10 seconds for wings. (oh those poor pilots...)
As phase ships, they wont be affected by the pulse/wave while they're phased, but when they DO get affected by the superweapon, they wouldn't be able to phase while the weapons override is still in effect.
To top it all off, it is incredibly effective for automated ships, there's a small percentage for you to convert them into allies (cannot be player-controlled unfortunately) instead of briefly making them turn against each other, let's say 5% chance to convert a Capitals, 15% for Cruisers, 30% for Destroyers, 75% for Frigates, and 100% for Wings.
The whole theme for this is sorta like 'Divide and Conquer' with a side of 'brainwashing' or 'overriding'
as for it's aesthetics, I was hoping it'd look remnant/derelict-ish or organic-looking, something like a metallic and fibrous brain, or like a shell housing some kind of hyper-advanced AI core.
Ok just a quick question, did you enable "Slightly better Tech mining" mod in the game launcher after installing it ? sometimes i forget doing that, also did you change anything in Superweaposn tags ?Do you have Slightly better Tech mining mod installed ? also did you Alpha core the mining facility and story point it ?
I do have the mod installed and did all this on planet with Vast Ruins and still not getting any for 10+ cycles. Even increased the frequency in the drop_groups.csv (Slightly Better Techmining file) a 1000 times for superweapons - not a single one.
The only way I got 2 are from drops.
I have a hunch that other mods break the drop rate of this weapon. I felt something was wrong (0 drop) when ~10% of the 360 systems left to explore (map with Adjusted Sector). It's a pity, but you have to add it through the console.Adjusted sector doesn't interfere with loot, it only modifies sector properties like size, system count and stations amount, what you find in these stations is generated instantaneously and is only decided by the entity file.
Hi,Update magiclib to solve this.
I'm not sure if this has been mentioned already, but your bounty involving the hegemony and the Superweapon_Gauss_variant seems to be bugged, at least for me, since the Onslaughts (XIV) spawn without weapons in their large slots. Iirc they used to be fitted with these MX Gausscannons. Anyways great mod! :)
I have no idea how much work would be involved, but might I suggest quests to obtain some of the more common weapons? Just to further alleviate the RNG aspect.I have something planned for the future, it's exploration oriented, i just need to find time to implement it.Also so I can reliably get the reflector shield because it's bae.
How Bad of an idea is it to give an AI-controlled ship a Blackhole Generator or a Supernova Launcher? (do some of the weapons have friendly-fire?)It's not possible for AI to properly use these weapons unless you write custom code for it, it's not going to be easy tho.
How Bad of an idea is it to give an AI-controlled ship a Blackhole Generator or a Supernova Launcher? (do some of the weapons have friendly-fire?)It's not possible for AI to properly use these weapons unless you write custom code for it, it's not going to be easy tho.
A Storm is coming!
(https://i.imgur.com/KyGiZYz.jpg)
Did i miss something? What is Tesla Coil?A Tesla Coil is a medium-sized Superweapon that acts as a PD solution and has some cool interactions with the Lightning Storm turret, it will be easier to attain than other Superweapons.
Also i wonder if this even possible to leave 4k radius fast enough :D
I also have some issue with drops from slightly better tech mining, upgraded by story point. I got a few weapons for the first 2-3 cycles, then the drops stopped completely. Its been atleast 30 cycles, no new drops.That's because you didn't Alpha core the Facility.
Sugestion for future versions:The topic is small Superweapons is something that has been discussed before, it's really hard to balance small Superweapons as they can be abused on bigger slots for higher efficiency + they can make fast ships with small mounts stronger than some capitals.
Create smaller weapons, for those that want to stick superweapons in superfrigates or superdestroyers :)
Like "Old Hyperion" with superweapons.
Or a small super missile that can fit in the "Excelsior".
Or superweapons that fit Arma Armatura strikecrafts :D
You can go "full anime" and stick a super rare prototype small weapon in your unique Armaa mechs and end with a customized "ace" super mech :D
The topic is small Superweapons is something that has been discussed before, it's really hard to balance small Superweapons as they can be abused on bigger slots for higher efficiency + they can make fast ships with small mounts stronger than some capitals.
That is the whole point of it :D Why else stick a superweapon on a fragile thing like an Armaa strikecraft? Exactly because then you can go duel the Guardian or something... ;) You can make something like a tiny range weapon but that ignore shields, want to duel the guardian or a radiant using a frigate? You can, if you are courageous enough to somehow touch it to use your super-drill or laser sword or plasma torch, and hope its point defense won't murder you instantly ;)The concept seems sounds fun but i can't see myself implementing it as i don't like close range weapons.
The topic is small Superweapons is something that has been discussed before, it's really hard to balance small Superweapons as they can be abused on bigger slots for higher efficiency + they can make fast ships with small mounts stronger than some capitals.
That is the whole point of it :D Why else stick a superweapon on a fragile thing like an Armaa strikecraft? Exactly because then you can go duel the Guardian or something... ;) You can make something like a tiny range weapon but that ignore shields, want to duel the guardian or a radiant using a frigate? You can, if you are courageous enough to somehow touch it to use your super-drill or laser sword or plasma torch, and hope its point defense won't murder you instantly ;)
does this mod have any compatibility issue? with Nexerelin for example?no
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:
(https://i.imgur.com/At7DOvt.jpg)
(https://i.imgur.com/bprZ9GO.jpg)
Nice. I see it's a Medium Hybrid. Did you make it that way on purpose so people wouldn't just use it as a substitute for a Large Ballistic or Large Energy?You can in-fact put medium hybrid weapons on larger slots, I made this one medium because I don't mind that issue as it's just PD/support, the reason why it's hybrid is because I designed it to support a bigger Superweapon and some ships won't have 4 medium energy or ballistic slots to fully support that weapon, sometimes a mixture of both.
I want you to imagine a scenario where 99/100 Superweapons have no friendly fire and can be easily used by AI, and that their only downside is high flux and OP cost, what prevents the player from stacking capitals from different mods and slap as much Superweapons and flux capacitors on them as possible in-order to delete the enemy without even giving them a chance to look at you, kinda unrealistic.
Man, I don't know how many times I have repeated that I believe for FUTURE additions you should have DIFFERENT downsides (that don't break your own content under 99% of common gameplay instances), and yet you keep replying as I'm asking to remove the ones that are already in and with no other downside as a substitute.There are NO other possible downsides to add to Superweapons, friendly fire is the only one available aside from self damage (which i hate since it either does nothing or make the weapon unusable).
More suggestion:If with missile fleet you mean the Cluster Torpedo then this is no ordinary missile, it's a nuke, it has a special case scenario, the rest of missile weapons in this mod doesn't have friendly fire.
While playing with missile-heavy ship I found out your superweapons are mostly not that useful (except the novaX), because they tend to kill your own fleet too easily.
wdym NO other possible downsides? Just to list a few, on a weaker but still powerful superweapon you could have something that weakens all other weapons on the ship, extreme damage but incredibly short range (like 50) would be cool, on a medium slot superweapon you could have something that reduces ship stats for the rest of combat everytime it is fired, a weapon that only functions if you have multiple supporting weapons in other slots whose projectiles would combine into a projectile that actually does damage, etc...Man, I don't know how many times I have repeated that I believe for FUTURE additions you should have DIFFERENT downsides (that don't break your own content under 99% of common gameplay instances), and yet you keep replying as I'm asking to remove the ones that are already in and with no other downside as a substitute.There are NO other possible downsides to add to Superweapons, friendly fire is the only one available aside from self damage (which i hate since it either does nothing or make the weapon unusable).
Arma Armature has some weapons that degrade flux dissipation if you install with other weapons with same property. It would play nice if you used that same property too in weapons oyu want to prevent people from spamming :) Also would prevent people from using ArmaA superweapons alongside yours. (unless they eat the flux).Superweapons won't suffer much from that downside as only 1 on a ship is more than enough to do the job, the problem is spamming multiple Superweapons on a 'fleet' (As in every ship has 1 Superweapon), this is prevented by friendly fire on the best Superweapons like the Cluster torpedo.
See weapon "curvy laser" for what I am talking about.
Hey there! I just wanted to report that Plasma storm, the Mythic weapon, refuses to fire at all. I¨ve tried both clicking and holding then releasing, but nothing seems to work. Am I doing something wrong or is the weapon actually bugged?Your ship entire flux capacity isn't enough to fire it, probably because it's a small ship
Equipping multiple super weapons on a ship causes weapons to randomly malfunction, is that intended?No, it's not intended, unless you are putting them on a ship that comes from one of Nia's mods (Scalartech or Tahlan Shipyard), Nia is known for trying to police mods they don't like by adding a code which interferes with other mods, like mine.
It was a IV battle group incursion from the high tech expansion. I had 3 plasma storms and one or 2 of them would randomly disable.Ah i see the problem
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.
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.-Being able to produce Superweapons from contractors is very overpowered especially that money doesn't matter in the late game, also you can easily max your reputation with any faction by trading a bunch of prisoners.
I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.
The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.
I lack any modding experience so I am just throwing this out there.
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.-Being able to produce Superweapons from contractors is very overpowered especially that money doesn't matter in the late game, also you can easily max your reputation with any faction by trading a bunch of prisoners.
I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.
The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.
I lack any modding experience so I am just throwing this out there.
-Syndicate weapons are not exactly gated behind anything, they can drop anywhere just like other Superweapon, it's just that's less likely to happen due to their rarity.
Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc insideI have many plans for expanding the Syndicate lore, including an NPC in Prism Free-Port, i don't have time to implement big features like these right now, so you will have to wait.
Freeport would probably not be interested in them, preventing further rep cheesing. Production availability
could also be time-gated (say 1 production contract per cycle) with a middling budget that could only allow
you to purchase 1 or 2 Superweapons per contract. As for Legendary and Syndicate Refits, I've been running
a 230 Star Sector for weeks now and have been lucky enough to get a Reflective Shield, Z950, and a Black
Hole Generator pre v2.4 with the sector nearly fully explored. I don't have Bounties Expanded nor Vayra's Sector
and since Legendary and Syndicate Refits cant be tech-mined I don't know where else to look to for other
and newer Superweapons.
New Update!Would you mind hosting the previous version, please?
Make sure to let me know about any bugs you might encounter.
Two things I noticed about it that may be bugs: First, a storm that's still ongoing when the screen fades to black at end of combat will still be there killing when I next get into combat. Second, and less likely a bug, the tesla coil hullmod shows when I'm placing teslas in the mission refit screen from main menu (forlorn hope to be specific), but in campaign it seems to be invisible. I do still seem to get the effects though, I think.
I haven't been paying close attention to this mod, because it's frankly not my thing, but it's been brought to my attention that you've bashed some of your weapon sprites from mine without permission. I'd like you to remove and/or rework the offending sprites, please. We can make a list if you want, but I'm pretty sure you knew what you were doing when you did it. It's pretty blatant, too:
You've bashed some of your weapon sprites from mine without permissionOnly the Weapon you referred to is based-off of a collection of weapons including 1 belonging to you and while one would argue that it looks vastly different to it's base materials i would still respect your request and change it until your work is out of the picture... literally.
-My weapons are based on the skeletal design of 5-7 other weapons mixed and then fully re-colored to make a new original design, this process is done to every other weapon in this mod as i make sure to make each one look unique.Please remove everything you took without permission - my trail textures (ring and helix), the parts used in other weapons like the Lightning Storm or Lightspear; that means everything. If there needs to be another message because you only removed the one thing I mentioned, I will simply list everything I can find, with visual examples of where it was ripped out of my mods.
-While it's true i did take a look at your weapons when i made the Hyperlance i only used the "tail part" for it's design and forgot change it somehow, the rest of the weapon has nothing to do with any of your creations, give me an hour and i will remove it.
Good. Please remove all of it, completely - not just the one weapon in the one image I posted. I'm being as clear as possible so there's no confusion.QuoteYou've bashed some of your weapon sprites from mine without permissionOnly the Weapon you referred to is based-off of a collection of weapons including 1 belonging to you and while one would argue that it looks vastly different to it's base materials i would still respect your request and change it until your work is out of the picture... literally.
-Thank you for showing me that you put the feelings of whoever messaged you trying to start something here over the benefit of this community, while i feel comfortable refusing your request and asking a modderator to decide the outcome due the sheer difference in both weapons, i am not going to do that asI have no idea if it was an attempt to 'start something' - someone asked me if I did those sprites, I said no, they mentioned you were using my art, that's it. I made a polite forum post asking you to knock it off.
i respect you as a fellow modder.No, you don't - you just thought you could take whatever you wanted, and now you're angry you got found out. That's a lot of things, but it's not respect.
~That being said, the next time you got a complain don't bring it directly to me, go to the moderators instead, i will settle with what they say.Oh, I'll let them know.
Hi Mira Lendin, Harmful Mechanic's mods include a no derivatives license. Please remove the sprites that were made from their work.My mod doesn't use any "sprites" from Harmful Mechanic, only 'a part' of one weapon i had was based-on one of his, and i just patched it.
Please remove everything you took without permission - my trail textures (ring and helix), the parts used in other weapons like the Lightning Storm or Lightspear; that means everything. If there needs to be another message because you only removed the one thing I mentioned, I will simply list everything I can find, with visual examples of where it was ripped out of my mods.-
Those are derivative works, as they are derived from Harmful Mechanic's works. We respect the copyright of mod authors (and its just plain rude to copy someone's work without permission) so please patch asap.Allow me to repeat myself, after the small change in 2.5b my mod has Nothing to do with Harmful Mechanic, there is nothing for me to remove.
QuotePlease remove everything you took without permission - my trail textures (ring and helix), the parts used in other weapons like the Lightning Storm or Lightspear; that means everything. If there needs to be another message because you only removed the one thing I mentioned, I will simply list everything I can find, with visual examples of where it was ripped out of my mods.-
-Your mod is licensed under "Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License" so even if we assum i reused your textures without any changes (untrue) the license strictly mentions that " You may Share, copy and redistribute the material in any medium or format, (The licensor cannot revoke these freedoms as long as you follow the license terms)", If the moderators deems that the textures are too similar, i can credit you until i change them again.
+Just because you made a "Ring" doesn't mean that nobody is allowed to make their own ring shape, same thing applies to 2 straight lines crossing each others.
-Lightning Storm, Lightspear, and ALL other weapons in this mod have Nothing to do with your sprits and works, feel free to pull-out anything.
I meant any final previous version like 2.4b.New Update!Would you mind hosting the previous version, please?
Make sure to let me know about any bugs you might encounter.
Red Alert Lightning Storm voiceover gave me giggles but I'd rather not have that or the weapon in a space adventure game.
-Lightning Storm, Lightspear, and ALL other weapons in this mod have Nothing to do with your sprits and works, feel free to pull-out anything.
Both turrets have nothing in common, in fact, i didn't even look at Harmful Mechanic's stuff when i made that turret, i hate to ruin your day but this is the actual source material for the Lightning Storm Generator:-Lightning Storm, Lightspear, and ALL other weapons in this mod have Nothing to do with your sprits and works, feel free to pull-out anything.
Here's your lightning storm side by side with DME's hybrid blaster.
(https://i.imgur.com/RlUd5TT.png)
Here is the definition of derivative work: "in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor."
or, in simpler terms also used on the CC website: "If you remix, transform, or build upon the material, you may not distribute the modified material."
You might want to read what the license says in the section "under the following terms"...
https://creativecommons.org/licenses/by-nc-nd/4.0/
Both turrets have nothing in common, in fact, i didn't even look at Harmful Mechanic's stuff when i made that turret, i hate to ruin your day but this is the actual source material for the Lightning Storm Generator:
(https://i.imgur.com/ZoYYgvS.png)
re-Coloured pixel by pixel using 3D Paint
You shouldn't lie to get someone in trouble, because it will backfire on you at somepoint.There's no need to hand out lessons on morality here.
"doublehelix_trail" is actually a texture (SRD_helix_beam) I gave Nia for the Sylphon mod; up to Nia if that's a problem, but it's used there and in the