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

Title: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Mira Lendin on June 23, 2021, 05:41:58 PM
Superweapons Arsenal v2.5b
Link Removed ~Thaago
Mod requirements:
GraphicsLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=13718.0)
LazyLib - Get here! (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
Recommended:
Slightly Better Tech-Mining - Get here! (https://fractalsoftworks.com/forum/index.php?topic=23546.0)


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


Superweapons:
Spoiler
Superweapons are divided into "Tiers", the tier of a Superweapon decide how rare it is and where it can be found, to put things into perspective, the Tachyon Lance has a base rarity of 0.6, Factions will never Sell/Drop/Use Superweapons against the player.

Rare
Spoiler
-Rarity: 0.6
-Tier: 5
-Can be tech-mined: Yes
X9 Prism Driver
(https://i.imgur.com/n62kQ1Z.jpg)

Tartarus LRM
(https://i.imgur.com/mr4iBMd.jpg)

Terror MRM
(https://i.imgur.com/QaoWdd7.jpg)

Xatrix Tesla Coil
(https://i.imgur.com/QHZah1z.jpg)
[close]

Ultra Rare
Spoiler
-Rarity: 0.5
-Tier: 4
-Can be tech-mined: Yes
Supercharged Fusion Beam
(https://i.imgur.com/VKWFxMF.jpg)

Photon Lens
(https://i.imgur.com/CJmMEN4.jpg)

MX Gauss Cannon
(https://i.imgur.com/jTNsGM9.jpg)
[close]

Exceptional
Spoiler
-Rarity: 0.4
-Tier: 3
-Can be tech-mined: Yes
Electromagnetic Railgun
(https://i.imgur.com/rAOF4RZ.jpg)

Devastator Lance
(https://i.imgur.com/sv5I2h1.jpg)

Hyperpulse Repeater
(https://i.imgur.com/H0etHjG.jpg)

Lightspear Accelerator
(https://i.imgur.com/ldwaVq4.jpg)

NovaX Defense System
(https://i.imgur.com/I0AhCHl.jpg)
[close]

Mythic
Spoiler
-Rarity: 0.3
-Tier: 2
-Can be tech-mined: Yes
Phalanx Particle Cannon
(https://i.imgur.com/wfEarOb.jpg)

Plasma Storm
(https://i.imgur.com/KYsEvek.jpg)

BFG Ultra
(https://i.imgur.com/WVlttEI.jpg)
[close]

Legendary
Spoiler
-Rarity: 0.25
-Tier: 1
-Can be tech-mined: No
Black Hole Generator
(https://i.imgur.com/3N4WTf5.jpg)

Cluster Torpedo
(https://i.imgur.com/b9RasFo.jpg)

Lightning Storm Generator
(https://i.imgur.com/SZBZTS7.jpg)

Supernova Launcher
(https://i.imgur.com/9eeYUYI.jpg)

Reflective Shield
(https://i.imgur.com/tkSbnOp.jpg)

(https://i.imgur.com/OK1pzzq.jpg)

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

Syndicate Refit
Spoiler
The Syndicate is an unknown entity specialized in weapon engineering, they are the masters of destructive weapon design.
-Rarity: ~0.2
-Tier: 0
-Can be tech-mined: No
Positron Lens
(https://i.imgur.com/xHSX3ce.jpg)

Annihilator Hyperlance
(https://i.imgur.com/bGcjaG8.jpg)

Z950 Flash
(https://i.imgur.com/idpl3ZR.jpg)
[close]

Some of these are inspired by weapons from other games.
[close]

New additions:
Spoiler
Lightning Storm Generator

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

-A weapon made by an energy research organization called Xatrix, it creates powerful storms, scaling in their intensity based on the number of specialized Tesla Coils present on the ship.

Xatrix Tesla Coil
(https://i.imgur.com/NTV0qNR.jpg)
(https://i.imgur.com/EhD6J9p.jpg)

[close]

How to get them:
Spoiler
-You may find any of these weapons while exploring the outer worlds, mainly in a weapon cache, mining base or a research station.
-You will be offered bounties for a chance to recover Superweapons after beating their current owner in battle (Require Vayra's Sector).
-Exploring Planets with Vast ruins and mining them for tech can yield Superweapons on regular basis (Require Slightly Better Tech-Mining).
-it's not possible to attain blueprints for any of these weapons, also they won't be used by any faction.
[close]

Changelog:
Spoiler
-v2.5b (Quick update)

-(Visual) Reworked part of the Annihilator Hyperlance that was based-off of one Dassault-Mikoyan weapon.

-Fixed a bug with Lightning Storms lingering after battle if the battle ends before their duration expires.

-Updated the Tesla Coil weapon and it's hullmod Description.

-v2.5a

-Fixed a bug that caused selected Superweapons to not spawn in Prism Free-port.

-v2.5

-Added the Lightning Storm Generator to the game.

-Added the Xatrix Tesla Coil to the game.

-Added Epsilon High Value Bounty to the game, the Syndicate have made a move! test your capabilities as a commander in this dangerous mission.

-Added few lower tier Superweapons to the Doritos faction.

-Added 3 hand-picked Superweapons to Prism Freeport market (these will change with every update).

-BFG Ultra:
  • Reworked how the weapon deals damage:
  • Instead of shocking nearby enemies it now strikes them with thin beams that have Pin-point accuracy.
  • Increased strike rate by 100%, reduced strike damage by 50% (Less effective against armor).
  • No longer deletes all fighters on screen as it now deals 25% damage to them.
  • No longer ignore obstacles along the way when striking a target.

-Photon Lens:
  • No longer benefit from Energy Stat modifiers.
  • Now benefit from Ballistic modifiers instead (but can still be mounted on energy slots).

-Changed "Exotic" category to "Exceptional" in-order to avoid conflict with Seeker.

-Fixed a bug with the Supernova launcher displaying "ready-to-fire" visuals while the weapon is empty.

-Fixed a typo in the Blackhole Generator description.

-v2.4

-Added Supernova Launcher to the game.

-Various improvements to the Annihilator Lance turret and it's sound effects.

-Cluster Torpedo:
  • Slightly faster detonation sequence.

-v2.3

-Added the Annihilator Hyperlance to the game.

-Fixed a bug that caused the blueprint of the BFG and Blackhole Generator to be attainable.

-Electromagnetic Railgun:
  • Increased maximum and optimal weapon range by 15%.

-v2.2d

-Added Rogue AI high value bounty to the game, challenge this large fleet for a chance to attain a Black Hole generator.

-Production dealers (bar event) will no longer offer to build Superweapons for you.

-Tartarus LRM Lancher:
  • Increased splash energy damage from 15% to 30%.
  • Increased splash EMP damage from 30% to 60%.

-NovaX Defense System:
  • Fixed a bug causing the weapon to not deal damage to regular ships when detonating on proximity to fighters or missiles.
  • Increased damage by 25% (flux cost remains unchanged).
  • Improved visuals.

-BFG Ultra:
  • Damage against stations and modules increased from 25% to 40%.

[close]

Please consider leaving your feedback down below, it will come in handy when i update the mod.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Mira Lendin on June 23, 2021, 05:43:15 PM
v2.5 is out!
Please make sure to delete any previous version before updating your mod folder.

Link Removed ~Thaago
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Nick XR on June 23, 2021, 07:15:11 PM
Looking forward to trying this! 

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

2. Will BH generator drag phased ships?

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

2. Will BH generator drag phased ships?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

excellent


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

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

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

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

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

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

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

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

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

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

-Thank you so much for your feedback!

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

ps. I take all back regarding balance. Super complicated build of dual PS and a RS (that's it) on a Paragon deletes anything up to Conquests in a single press of a button. Others may require refiring while target is overloaded.

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

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

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

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

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

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

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

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
I don't like this update.
Can you keep at least the previous version accessible all the time in case an update breaks the game like now?

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

edit: Yup, I removed the distortion effects and its dependencies from the latest weapon and seems to work. Thanks for the vector fix.
edit2: Oh, right, don't forget to mention the new requirement in the mod descriptor main thread.

[attachment deleted by admin]
Title: Re: [0.95a] Superweapons Arsenal v1.9 Light Show
Post by: Mira Lendin on October 16, 2021, 05:43:03 AM
1.9(a) is an update i made to fix your issue, did it work or not ?
Game still won't start.
I have a hunch that you are referencing GraphicsLib stuff.

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

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

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

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

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

Cheers!
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 17, 2021, 08:59:54 AM
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.
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]
Have you considered that maybe your other mods are contributing to the higher rate? The author cannot be liable for code from other mods.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 17, 2021, 09:58:55 AM
Super fun mod!

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

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

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

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

Cheers!
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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 17, 2021, 03:45:51 PM
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?

* Bug : you need to add GraphicsLib to your mod_info file.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 18, 2021, 09:46:21 AM
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?

* Bug : you need to add GraphicsLib to your mod_info file.
Yes, it's mentioned in the patch notes.
i will add the requirement with the next update, thanks for reminding me.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 18, 2021, 10:52:31 AM
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?
* Bug : you need to add GraphicsLib to your mod_info file.
Yes, it's mentioned in the patch notes.
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.
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]
Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 18, 2021, 02:18:29 PM
Oh, its in the "Changelog" in the OP, not in the .rar file, I get it now.
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]
Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.
Here are the old rarity values from top to bottom (as found in the csv file):
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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 18, 2021, 03:37:57 PM
Oh, its in the "Changelog" in the OP, not in the .rar file, I get it now.
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]
Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.
Here are the old rarity values from top to bottom (as found in the csv file):
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.
Thank you, Mira, your the best!!  :D
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 18, 2021, 11:26:47 PM
Here are the old rarity values from top to bottom (as found in the csv file):
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.
Thank you, Mira, your the best!!  :D
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 :)
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 19, 2021, 08:31:16 AM
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.)
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: default on October 19, 2021, 09:05:24 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 20, 2021, 05:11:50 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 20, 2021, 05:17:02 AM
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.)
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.
In short, consider the current drop rates an advantage to find more weapons for testing purposes.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Szass Tam on October 21, 2021, 02:49:52 AM
Would be nice if u could add small and medium weapons and/or fighters.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: brm on October 21, 2021, 07:07:20 AM
Would be nice if u could add small and medium weapons and/or fighters.

I feel like medium or small superweapons would be... a weird fit with the slot considering that the large slot is such an investment comparatively.

Fighter might be interesting though as long as it was expensive.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 21, 2021, 07:10:25 AM
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 give people fighters in a mod called "Superweapons" unless.... i could make fighter variants of already existing weapons.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: IonDragonX on October 21, 2021, 07:46:35 AM
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.
About the fighters, please no. There are too many already bloating up the modverse.
If this mod needs more room to explore, I would suggest creating missions around the Superweapons. The various factions (especially Pathers) would be willing to go to war over these.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: default on October 21, 2021, 02:23:50 PM
So I was abusing testing 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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Nick XR on October 21, 2021, 04:22:48 PM
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:

Code
    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);
}
}
}

You'll want to make sure that there's one of these objects for each projectile that's tracked.  I don't deal much with weaponeffects so I'm not sure if there's a singleton or one spawned per shot.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 22, 2021, 02:19:34 AM
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:

Code
		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;
}
                }
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.
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.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 22, 2021, 02:38:49 AM
So I was abusing testing 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.
This will be patched next update.
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Nick XR on October 22, 2021, 08:58:10 AM
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:

Code
		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;
}
                }
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.
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!
Title: Re: [0.95a] Superweapons Arsenal v1.9a Light Show
Post by: Mira Lendin on October 22, 2021, 11:57:51 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 26, 2021, 05:09:46 PM
v2.0 is out! With a new weapon, bounty missions and many bug fixes, make sure to update for maximum Destruction Fun!
Please make sure to delete any previous version before updating your mod folder.

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: default on October 26, 2021, 09:36:07 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 27, 2021, 01:23:19 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Schaf-Unschaf on October 27, 2021, 03:08:45 AM
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.

You can also use BountiesExpanded (https://github.com/Schaf-Unschaf/BountiesExpanded/releases/tag/v0.3.3) (Discord exclusive until 100% finished) if you don't like VS to get your daily dose of HVBs.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: dotdotdotSS on October 27, 2021, 09:08:45 AM
Is the 2.0 update save compatible with a save with 1.9?
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: default on October 27, 2021, 09:20:39 AM
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'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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 27, 2021, 09:39:13 AM
Is the 2.0 update save compatible with a save with 1.9?
Yes.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 27, 2021, 09:43:22 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: IonDragonX on October 27, 2021, 02:44:26 PM
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
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Nick XR on October 27, 2021, 04:02:20 PM
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

It's kind of hard, either you do Vayra's, which is unreleased, probably too big for its own good and not currently maintained OR BountiesExpanded which is under active, possibly interoperability breaking development and not yet released.  So either way, it's not great.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 27, 2021, 04:44:20 PM
I don't want to use something that is unfinished for my bounties, i might switch to Bounties expanded once it arrives to this forum and we get to see public reception, until then the bootleg version of Vayra's Sector works just fine.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: default on October 27, 2021, 09:12:02 PM
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?
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Atmos on October 27, 2021, 10:10:39 PM
Reflective Shield is just broken with my current build. It is really good
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 28, 2021, 01:00:14 AM
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?
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.
Now i don't know if Bounties expanded is designed to run VS bounties, i have seen some Vayra's bounties inside that mod folder so i assume it does ? not sure..
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Jaghaimo on October 28, 2021, 02:34:36 AM
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?

Yes. Bounties Extended provides implementation of HVBs (so it will read all HVBs and manage them). It also adds new cool bounty types.

Come join Discord and help test the pre-releases. I'd say it's at least as stable as Vayra's bootleg, if there's a crash it gets usually fixed the same day. As Nick said, it might be save-incompatible as it's under active and heavy development.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Schaf-Unschaf on October 28, 2021, 03:42:40 AM
@Mira Lendin
Sorry that your thread is getting derailed hard by my mod.
But to clarify some misconceptions:

Thats the last of it. Won't further derail your thread. Sorry again!
Any questions via DM or Discord.

Best regards
A big fan of Superweapons
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 28, 2021, 09:05:59 AM
Thank you for taking time out of your busy day to clarify all those things, believe it or not i have been using VS for a very long time and never noticed it's impact on regular bounties, i guess it's my fault for not playing enough vanilla, if BE can run VS bounties then i will just update my thread and mention it for people who are looking for an alternative.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: tindrli on October 28, 2021, 11:19:24 AM
thanx 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
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: IonDragonX on October 28, 2021, 12:52:30 PM
Spoiler
thanx 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]
Spoiler
https://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip
[close]
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: barackollama on October 28, 2021, 07:30:58 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on October 29, 2021, 03:35:14 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0 New missions, Weapon changes and bug fixes!
Post by: nDervish on October 29, 2021, 07:01:41 AM
Hey i was looking through the new bounties and I noticed that you misspelled "Rogue Tri-Tachyon Fleet" as "Rouge Tri-Tachyon Fleet".

Leave the spelling as-is, but give the ships in that fleet a custom red paint job?

(And, yes, rogue/rouge drives me batty, too.)
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: tantananan on November 01, 2021, 06:26:31 AM
Please make a PD weapon for a future update! Thank you so much! Love your mod!
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 01, 2021, 07:04:08 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Uncle Bing on November 01, 2021, 09:03:32 AM
Huge fan of this mod, really helps spice things up in endgame when I can already win most fights anyways.
 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
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 01, 2021, 10:06:59 AM
Huge fan of this mod, really helps spice things up in endgame when I can already win most fights anyways.
 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
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.
My end game with this mod is that i want people to have specific setups in mind when they start a new run, and be excited whenever they find a weapon that brings that setup to life at any stage of the game.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: The_White_Falcon on November 02, 2021, 06:46:25 AM
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
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?
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 02, 2021, 08:23:39 AM
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
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?
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Szasz on November 02, 2021, 11:13:58 AM
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
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?
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.

Spoiler
thanx 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]
Spoiler
https://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip
[close]
2) It is literally on this page, dude.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: The_White_Falcon on November 02, 2021, 09:35:59 PM
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
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?
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.

Spoiler
thanx 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]
Spoiler
https://github.com/Schaf-Unschaf/BountiesExpanded/releases/download/v0.3.3/BountiesExpanded.zip
[close]
2) It is literally on this page, dude.

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.
2) I honestly don't know how I didn't see that, thanks for the link/pointing it out.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Deageon on November 04, 2021, 03:12:37 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 04, 2021, 07:18:20 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: default on November 04, 2021, 10:57:21 PM
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.

Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: tantananan on November 04, 2021, 11:07:01 PM
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.

Hooray! So excited for this! Cheers!
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 05, 2021, 07:44:57 AM
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.

Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Recovery is random, it's unaffected by rarity as far as i understand.
Edit: what do you think about the HVB fleet size ?
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: default on November 06, 2021, 11:02:25 PM
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.

Anyway, that's just how my luck went. The bounties were still very welcome, but somewhat challenging. Looking forward to seeing more.
Recovery is random, it's unaffected by rarity as far as i understand.
Edit: what do you think about the HVB fleet size ?

Fleet size is pretty on-par with the other HVBs(which is to say a bigger fleet than you can get without costing yourself a ton). I did notice that they tended to stick to vanilla ships though, which isn't an issue. I ran through them again and they did end up using a few ships from mods here and there, but it was rather sparse. Especially when it came to the capital ships, which does make sense.
Also I wasn't saying it was the mod's fault for the recovery thing. Like I said, it's just how my luck goes sometimes. Either way, I found a use for them. Still worth doing each of them at the end of the day.

Overall, the bounties are pretty fun.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: SecretAsianMan on November 07, 2021, 12:53:52 AM
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?
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 07, 2021, 02:27:28 PM
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
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Szasz on November 07, 2021, 06:02:37 PM
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.
2) I honestly don't know how I didn't see that, thanks for the link/pointing it out.
I see, all good.
A variant looks pretty ugly while not being very informative, since it just contains the loadout for an existing hull configuration and no stats. In the case of a Superweapon Arsenal Sunder it's like this:
Spoiler
{
  "variantId": "sw_sunder_mission1",
  "hullId": "sunder",
  "displayName": "Burst",
  "goalVariant": false,
  "fluxCapacitors": 20,
  "fluxVents": 20,
  "quality": 0.5,
  "permaMods": [],
  "hullMods": [
    "targetingunit",
    "advancedoptics"
  ],
  "weaponGroups": [
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 003": "sw_devastator"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 001": "reaper",
        "WS 005": "reaper"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 002": "phasebeam",
        "WS 004": "phasebeam"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 006": "vulcan",
        "WS 007": "vulcan",
        "WS 008": "vulcan"
      }
    }
  ],
  "modules": [],
  "wings": []
}
[close]
You can check these .variant files in a mod's folder with any text editor. Note that if a variant is gonna be spawned in any way (game puts it in a non-player fleet or you spawn it with console) then whatever is laid down in the variant, it's gonna be loaded onto the ship, even if it goes over OP cap or a weapon does not match its mount.
For ship stats you are indeed looking for ship_data.csv values, .skin files in case of special edition ships (these can override some ship stats as well the looks for the original hull eg. XIV Falcon
Spoiler
{
   "baseHullId":"falcon",
   "skinHullId":"falcon_xiv",
   "hullName":"Falcon (XIV)",
   "coversColor":[255,255,255,255],
   "descriptionId":"falcon",
   "descriptionPrefix":"Built to the specifications of the 14th Domain Battlegroup which founded the Hegemony, this vessel is a prime example of the Domain Navy's 'decisive battle' doctrine, particularly exhibited by a series of radical structural modifications performed using pre-Collapse industrial technology.",
   "tags":["XIV_bp", "hist2t"],
   "tech":"XIV Battlegroup",
   "fleetPoints":14,
   "ordnancePoints":130,
   "baseValueMult":1.75,
   "spriteName":"graphics/ships/falcon/falcon_hegemony.png",
   "removeEngineSlots":[],       # indices, as engine slots have no id in the .ship file
   "removeBuiltInMods":[],       # hullmod ids
   "removeBuiltInWeapons":[],       # weapon slot ids
   "builtInMods":["fourteenth"],
   "builtInWeapons":{
    },
}
[close]
) or alternatively spawn given hull or variant ingame with the mod called 'Console Commands' (
list ships sw
addship somethingtheconsolelistedforyou
open refit screen, look around then mothball the ship to reduce its salvage value to a minimum then scuttle it
) <- this is how I check HVB ships since I don't use Vayra's, well, anything
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Jaghaimo on November 09, 2021, 04:38:50 AM
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".
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 09, 2021, 08:46:35 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Jaghaimo on November 09, 2021, 09:32:51 AM
Fair enough. How are they restricted from being sold on markets? Is it just via not being "known" to any faction?
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: IonDragonX on November 09, 2021, 09:59:47 AM
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"
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Jaghaimo on November 09, 2021, 02:26:11 PM
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:
Code
	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
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 10, 2021, 01:11:03 AM
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:
Code
	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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: IonDragonX on November 14, 2021, 10:42:45 AM
@Mira Lendin
I thought you should know that my mod below uses 6 different Superweapons! (modified tho) Obviously, your mod is required for it.
(https://imgpile.com/images/UO5EIh.png) (https://fractalsoftworks.com/forum/index.php?topic=22959.0)
Magnetar!! : The Mission
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 14, 2021, 12:02:13 PM
@Mira Lendin
I thought you should know that my mod below uses 6 different Superweapons! (modified tho) Obviously, your mod is required for it.
That'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.
Title: Re: [0.95a] Superweapons Arsenal v2.0a New missions, Weapon changes and bug fixes!
Post by: IonDragonX on November 14, 2021, 01:37:20 PM
@Mira Lendin
I thought you should know that my mod below uses 6 different Superweapons! (modified tho) Obviously, your mod is required for it.
That'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 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.
Title: Re: [0.95a] Superweapons Arsenal v2.0b New missions, Weapon changes and bug fixes!
Post by: Hiroyan495 on November 24, 2021, 12:50:55 PM
Thanks for the hard work and update! :)
Title: Re: [0.95a] Superweapons Arsenal v2.0b New missions, Weapon changes and bug fixes!
Post by: Mira Lendin on November 24, 2021, 02:10:30 PM
Thanks for the hard work and update! :)
Thank you ^^
Title: Re: [0.95a] Superweapons Arsenal v2.1 Super Flash
Post by: Arthur_The_Ok on November 25, 2021, 11:10:53 AM
Are there any versions of SWA that are compatible with 0.95a and don't require GraphicsLib?
Title: Re: [0.95a] Superweapons Arsenal v2.1 Super Flash
Post by: Mira Lendin on November 25, 2021, 12:28:20 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 04, 2021, 12:55:55 PM
you might want to take another look at the tartarus missile launcher...
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 too

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)?
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 04, 2021, 02:01:31 PM
you might want to take another look at the tartarus missile launcher...
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 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.

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 too
If 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.
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 04, 2021, 03:15:34 PM
you might want to take another look at the tartarus missile launcher...
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 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.

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 too
If 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.

i mean, hurricane exists, and i doubt one could acutally "spam" them considering how rare superweapons in general are, and specific ones in... well, specific

eh, by the time i acutally got in range to use the beam most of the time my actual weapons would have dealt way more damage anyways... so eh?

is the plasma storm weapon supposed to hit your own missiles too tho? cause i noticed that it hit alot of my micro missile launchers (diablo avionics) whenever they would launch and thus end up blowing up my flanks

edit, either its hitting micro missiles/magic boxes, OR the super redacted pd is able to hit the plasma storms... that could be it too

i dont know what it is, but something is reliably blowing up the plasma storms on my flanks
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 04, 2021, 03:22:13 PM
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

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
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 04, 2021, 04:05:56 PM
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

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 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.
-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.
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 04, 2021, 04:40:17 PM
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

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 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.
-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.

1, the taychon lance does burst damage, the reason why lances are so much superior to beams, regardless of soft or hardflux, and ships who are acutally able to utilize those big energy weapons (especially in the case of hyper flux costly weapons like tachyon or the aformentioned beam) usually arent able to keep the beam on the target, since most of said ships are acutally really slow, leading to the enemy target just flying out of range, venting, and coming back. the exact thing happens with the fusion beam. this is the reason why beams just dont work or are just outfluxed anyways

2, like i said, i watched them blow up without any targets even close to my ship, OR enemies able to pd them down (even then, the pandemonium is a very clunky ship, it would be VERY difficult for any ship to get close enough to acutally shoot them down with pd during the whole "swirl around the ship" phase of the plasma storm)... again, it happens VERY reliably, and ALWAYS at hte same places (see the picture, the plasma storm always blows up next to the 2 sides of the ship wielding the magicbox pd), so like i said, either it blows up prematurely, OR is targetable by your own pd

not to mention, if they WOULD have been shot down by pd... wouldnt they just... be shot down instead of exploding?

maybe just remove the annoying spin they do before acutally launching ?

(https://i.imgur.com/8ONxpCi.png)

GOD this pic is so big lmfao
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 05, 2021, 08:10:28 AM
You are mentioning the upsides of a Lance weapon while comparing it to a beam, well sure but the Tachyon Lance is not nearly half as good as the Fusion Beam against large capital ships with powerful shields, they will just dissipate the soft flux before you fire again, i'd say the Tachyon lance is more of a pick-off weapon, especially against ships of size cruiser and lower, you are not forced to use my weapon if you feel that it's underwhelming.
Regarding the Plasma Storm, I just tested your exact scenario, with/without a target and i didn't notice any plasma charge exploding around the ship, i need to be able to replicate the issue in-order to fix it.
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 05, 2021, 05:07:15 PM
i just realized what it was...

you know the mini asteroids on some battle maps, ye... apparently plasma storm just blows up on them
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 05, 2021, 05:40:12 PM
i just realized what it was...

you know the mini asteroids on some battle maps, ye... apparently plasma storm just blows up on them
All missile weapons blows up when they hit an asteroid
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 05, 2021, 08:07:06 PM
i just realized what it was...

you know the mini asteroids on some battle maps, ye... apparently plasma storm just blows up on them
All missile weapons blows up when they hit an asteroid

most missiles dont just swirl around as a cluster around the ship they were fired from for 3-5 seconds
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 06, 2021, 11:29:43 AM
most missiles dont just swirl around as a cluster around the ship they were fired from for 3-5 seconds
Consider it both a downside and an upside, the swirling effect can be useful for killing nasty fighters around your ship.
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Maethendias on December 07, 2021, 02:42:13 AM
most missiles dont just swirl around as a cluster around the ship they were fired from for 3-5 seconds
Consider 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 radius
Title: Re: [0.95a] Superweapons Arsenal v2.1a Super Flash
Post by: Mira Lendin on December 07, 2021, 06:31:11 AM
which would mean more blowing up in your face considering the massive explosion radius
That's the downside of the weapon, knowing when to fire is an crucial part when using most Superweapons.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Nick XR on December 07, 2021, 01:15:44 PM
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!
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 07, 2021, 03:10:51 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: dcong89 on December 08, 2021, 03:14:10 AM
-v2.1b

-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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 08, 2021, 06:13:09 AM
-v2.1b

-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.
This 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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: CountV on December 08, 2021, 08:41:30 AM
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.

The presence of the "STRIKE"(without a corresponding "USE_VS_FRIGATES") tag can even make some cruisers/destroyers oddly toothless against opposing frigates given the OP tradeoff from mounting an expensive superweapons generally meaning it's other weapons tend to be more anemic/left empty. This let's frigates relentlessly bully ships that would in actuality just delete them, especially since many of these weapons have fairly high projectile velocities, making them actually pretty decent at hitting frigates, but the AI/autofire will refuse to even use these weapons against them because of the "STRIKE" tag.

Even the presence of both tags (allowing the AI to fire it at all ships except fighters) can be unnecessary on weapons like the Supercharged Fusion Beam and the Hyperpulse Repeater. Both are actually straight up effective at deleting incoming frigates and fighters, as they are either a rapid-fire or constant beam weapon with high projectile/beam velocities, allowing them to unerringly target frigates or fighters without any risk of "wasting" a shot on a fighter that long cooldown burst beams/projectile weapons might have. The Fusion Beam especially since that can't even miss unlike the hyperpulse repeater.

Even the plasma storm is effective against fighters and frigates given it's homing + re-target capable projectiles, but the AI straight up won't fire it at them because of the strike tag. This one does have a high flux cost per "shot" given it's barrage nature, but even then I'd personally rather a ship fired and be fluxed out but having killed some enemy frigates or fighters over sitting there and refusing to defend itself.


I think the presence of both the "STRIKE, USE_VS_FRIGATES" tag combo could potentially be useful on the really slow firing non-AoE weapons like the devastator lance (with it's 24 seconds refire delay + self-damage detriment) to not waste a shot on 1 or 2 fighters. The weapons with 8-10 seconds re-fire delays are a bit more dubious, since they don't lose out quite as much from having "wasted" a shot on fighters so could do with both tags or neither. Since ships will still prioritize shooting at their main target (ie. other frigates, destroyers, cruisers or capitals) unless there is nothing in that weapon's range/arc, the risk of "wasted" shots on fighters even without the tags are still relatively minimal outside of maybe the initial approach.

The slow firing but AoE weapons like the Phalanx and BFG are also a bit debatable about the usage of the tags, since they are fairly effective at deleting incoming wings of fighters, but would be rather wasted on a solitary fighter off in a corner. Personally, I think they both don't need the tags since the Phalanx with a re-fire of only 10 seconds loses less from a wasted shot and can wipe whole wings of fighters on a hit; while the BFG although having a 30 second re-fire delay, is absolutely monstrous against fighters and can potentially delete an entire opposing fighter force in a single shot.
(The Phalanx currently only has the "USE_VS_FRIGATES" tag without the "STRIKE" tag, which at least to my understanding doesn't do anything on it's own? Since the "USE_VS_FRIGATES" tag is meant to work with the "STRIKE" tag to un-restrict the weapon from targeting frigates, but without a corresponding "STRIKE" tag to restrict targeting frigates and fighters in the first place, the weapon would already be able to target frigates by default)

Then there's the Black Hole Generator with it's massive re-fire delay of 70 seconds + massive friendly-fire capable AoE..... I admit, I straight up don't trust the AI to use that weapon so I've never given it to an allied ship :P.

But apart from ammo limited non-homing weapons like the Terror MRM, I feel that none of the weapons should have just the "STRIKE" tag given the behavior that causes against enemy frigates. (Not sure about the Cluster Torpedo since that weapon seems special)



Mind you, I'm not claiming to be an expert or anything, but that's just my personal opinion on it so feel free to ignore it if you disagree. Hope I don't sound too negative, I am enjoying the cool weapons/modules you've added.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 08, 2021, 10:27:20 AM
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.

The presence of the "STRIKE"(without a corres....
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: CountV on December 08, 2021, 10:45:55 AM
Cheers, and thanks again for sharing your work with us!
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mordodrukow on December 18, 2021, 10:54:56 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: ChristophHRO on December 18, 2021, 11:38:09 AM
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.

Read two posts above you.

This deflector shield device also does not work.

Thanks for the mod btw, its really awsome!
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 18, 2021, 11:48:15 AM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 18, 2021, 11:50:48 AM
Read two posts above you.

This deflector shield device also does not work.

Thanks for the mod btw, its really awsome!
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: ChristophHRO on December 18, 2021, 11:52:40 AM
Read two posts above you.

This deflector shield device also does not work.

Thanks for the mod btw, its really awsome!
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.

Oh well, i just tried it out again and it seems it works now. Guess was my mistake.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mordodrukow on December 18, 2021, 12:54:53 PM
Quote
You need a bare minimum of 14000 Flux to fire the plasma storm
Turns out, 16000. Now it works =)
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: IonDragonX on December 18, 2021, 01:09:08 PM
Quote
You need a bare minimum of 14000 Flux to fire the plasma storm
Turns 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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mordodrukow on December 18, 2021, 03:04:57 PM
I had 16200, and it refused to shoot. I added some caps to almost 20k - then he began to do what i want.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 18, 2021, 10:05:24 PM
Ok my bad, it's not 14k, it's 1430 x 12 which is slightly above 17,000 flux
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Alex_Sans on December 20, 2021, 07:20:47 PM
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) 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...
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 21, 2021, 02:10:19 AM
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) 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...
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Khornaar on December 22, 2021, 09:15:22 AM
After playing around with BFG, i've noticed a particular behavior of the projectile and it's secondary damaging arcs.
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
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mordodrukow on December 22, 2021, 04:10:14 PM
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  ;D

Another time he managed to shoot only 2 beams out of 14, wait a few seconds and made a full barrage.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Yunru on December 22, 2021, 04:26:19 PM
That sounds like an old bug where a burst that gets interrupted immediately gets reset to ready to use.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 22, 2021, 06:34:45 PM
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  ;D

Another time he managed to shoot only 2 beams out of 14, wait a few seconds and made a full barrage.
The 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.

After playing around with BFG, i've noticed a particular behavior of the projectile and it's secondary damaging arcs.
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
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Jaghaimo on December 23, 2021, 01:31:27 AM
Pretty sure RESET_BARREL_INDEX_ON_BURST was the new weapon hint / tag added to solve that.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 23, 2021, 01:38:34 AM
Pretty sure RESET_BARREL_INDEX_ON_BURST was the new weapon hint / tag added to solve that.
Sweet! i didn't know about it
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Profit Prophet on December 25, 2021, 09:51:28 PM
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.

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


Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 25, 2021, 10:56:29 PM
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.

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
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Khornaar on December 27, 2021, 01:39:41 PM
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.

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
Same bug happens with paragon bounty. Empty slots instead of Plasma Storm or Reflective Shield.


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. :'(
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?
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on December 28, 2021, 12:29:05 AM
Rip BFG. :'(
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?
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.
Avoiding debris when firing the BFG requires skills, it's intentional as the weapon is already broken when used properly, it needs to be offseted with a downside if you know what i mean.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Khornaar on December 28, 2021, 02:32:24 AM
BFG is self-nerfing gun.
If you use it effectively, you make a ton of debris (from exploded foes), thus reducing it's damage.  ;D
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 02, 2022, 11:02:45 AM
BFG is self-nerfing gun.
If you use it effectively, you make a ton of debris (from exploded foes), thus reducing it's damage.  ;D
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: wsdude on January 07, 2022, 07:49:54 AM
Is there a console command for these weapons?
EDIT:NVM got it.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Nick XR on January 09, 2022, 11:22:44 AM
Might have found a bug, I got a HVB where the ship preview of the target was on Onslaught XIV with two MX Gauss Cannons, when I actually fought the HVB there weren't any weapons in its slots that would have normally had the super weapons, they were just empty.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Jaghaimo on January 09, 2022, 12:34:24 PM
@Nick, that sounds more like MagicLib issue. Preview and actual combat variant mismatch. I assume you got the HVB via MagicBounties of MagicLib and not Vayra bootleg or Bounties Expanded temporary support.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 09, 2022, 02:07:04 PM
Bounties in this mod are NOT supported by MagicLib, mainly because MagicLib uses Autofit and Vayras bounties doesn't, this is problematic because Superweapons are NOT part of the faction Doctrine.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Yunru on January 09, 2022, 03:03:32 PM
MagicLib now defaults to the flagship not being autofit, so try updating ML.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Nick XR on January 09, 2022, 06:07:03 PM
I'm running the latest version of Magic Lib and Bounties Expanded :/  And you're right, this was a HVB from Magic Lib.

I'll watch for it, if I see it I'll make a copy of the save.  (Still loving the heck out of this mod)
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Yunru on January 10, 2022, 02:10:57 AM
That's a bummer, must be because it's converting a HVB? :/
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 10, 2022, 07:29:25 AM
ML overrides other mods, although i am not sure about that
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Zweihänder on January 11, 2022, 05:38:03 AM
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?

[attachment deleted by admin]
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Ruddygreat on January 11, 2022, 06:05:14 AM
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
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 11, 2022, 09:04:36 AM
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
This crash is not from my mod, it's not mentioned anywhere, you are probably mixing 9.51 mods with 9.5a
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Zweihänder on January 11, 2022, 09:14:41 AM
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

Thanks i will try
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: DecoyGrenadeOut on January 14, 2022, 01:58:01 AM
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?
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 14, 2022, 06:05:43 PM
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.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Argonautis on January 19, 2022, 03:55:33 AM
Hi guys, I was wondering if this mod works with alternative to Bounties Expanded as stated in the first page. Would be interesting to see some enemy fleets having those weapons.
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Szasz on January 19, 2022, 09:07:00 PM
Mira, can you please correct semantic and grammar mistakes in your descriptions? These aren't subjective and tedious to fix every release.
I recall "Hits ionizes ionize the target targets, ..." (Positron Lens) Minor, but "targets" is more natural and reads better than "the target" in most cases (avoids battology).
"Hits against ... causes cause them ..." (multiple weapons)
"Creates areal shockwaves that deals deal ..." (EM Railgun)
"Modifiers to missile speed ... applies apply ..." (Plasma Storm)
"Reflected projectiles still applies apply their damage" (Reflective Shield)
"Deals 100% damage every 150 units across." (EM Railgun) Structures like 'The river is only a few meters across.' express width but its not correct in this case. If I really need to insert across somewhere, I'd put it before "every 150 units" as a synonym for 'throughout'.
"Doesn't Stack stack." and many other uppercase typos regarding Damage and stuff.
I cannot interpret "Cautious when firing at point blank range." at Phalanx Particle Cannon. Do you simply mean caution is advised at point blank range?
Since there is no such thing as hard flux damage, let alone dealing it, may I suggest "Generates Hard Flux on shields." or something similar for X9 Prism Driver and Supercharged Fusion Beam?
There's probably more but got tired looking them up.

Off topic: Do you think its possible to visualize debuffs on targets? Right now it's difficult to tell if a target takes any extra damage, if yes how much longer and at what intensity. Even a simple recolor of the Afflictor's system would be helpful.

edit: Oops, forgot to finish the last sentence and thanks! :)
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 19, 2022, 10:31:36 PM
-Thank you for the corrections, i have edited all the text fields, this takes effect next update.
-I am planning for a visual indicator for debuffs, not sure how to approach this (yet).
-Yes you should take caution when firing the Phalanx at point blank range
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: SuperMegaSS on January 25, 2022, 10:40:54 AM
Nice mod, but can you please leave a link to the old version of the mod?
Title: Re: [0.95a] Superweapons Arsenal v2.1b Super Flash
Post by: Mira Lendin on January 25, 2022, 05:17:28 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Mira Lendin on January 26, 2022, 02:36:30 AM
v2.2 is out!
Please make sure to delete any previous version before updating your mod folder.

Download (https://drive.google.com/u/4/uc?id=1SL0Dd8AbMKlVefaiXykHk92EJW4CnMkH&export=download)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: PipBoy97 on January 26, 2022, 03:23:00 AM
Hi i got this error after i put the new version

[attachment deleted by admin]
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Mira Lendin on January 26, 2022, 03:56:39 AM
Hi i got this error after i put the new version
Fixed, please download again.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: bazalisk on January 26, 2022, 10:00:04 AM
does this mod add the BFG? 

seem to be betting a crash since installing this :(

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.BFGEveryFrameEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Zelrod92 on January 26, 2022, 12:11:24 PM
Hi, I have got this error when launching the game.

411641 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
java.lang.RuntimeException: Error loading [data.scripts.weapons.BFGEveryFrameEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.BFGEveryFrameEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

Even after reinstalling the mod, the error is still there.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Mira Lendin on January 26, 2022, 12:43:22 PM
Did you copy paste the new update instead of deleting the old files before installing ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Zelrod92 on January 26, 2022, 12:54:59 PM
I did delete the mod before reinstalling it
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Mira Lendin on January 26, 2022, 01:19:00 PM
Ok, please download v2.2b now and tell me if it works.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Zelrod92 on January 26, 2022, 01:39:12 PM
It work this time, thanks.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: amimai on January 27, 2022, 03:44:21 AM
download looks bugged
its throwing a fatal error when i try to unpack it
Title: Re: [0.95.1a] Superweapons Arsenal v2.2 Grand Update
Post by: Mira Lendin on January 27, 2022, 05:02:33 AM
download looks bugged
its throwing a fatal error when i try to unpack it
Try again now
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: amimai on January 27, 2022, 05:49:46 AM
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 now

 ;) you made a zip bomb in Linux
Spoiler
(https://i.imgur.com/Vfdjz20.png)
[close]
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on January 27, 2022, 04:31:41 PM
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 now

 ;) you made a zip bomb in Linux
Spoiler
(https://i.imgur.com/Vfdjz20.png)
[close]
I have to use Rar compression like every other modder on this website.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: DestinyPlayer on January 27, 2022, 04:33:08 PM
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 now

 ;) you made a zip bomb in Linux
Spoiler
(https://i.imgur.com/Vfdjz20.png)
[close]
I have to use Rar compression like every other modder on this website.
Pretty sure that most people use Zip.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Yunru on January 27, 2022, 04:37:49 PM
I've even seen some use 7zip, for some reason.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on January 28, 2022, 02:57:58 AM
Ok i have done my homework on this, 7zip is more compatible with other operating systems while Rar is more space efficient.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Yunru on January 28, 2022, 06:50:25 AM
Personally I don't use either, since it doesn't matter: the file is getting uncompressed before use either way, so I just stick it in a regular zip file.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: anhkhoa3302 on February 05, 2022, 01:53:37 AM
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !
Spoiler
242060 [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]
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 05, 2022, 07:26:20 AM
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !
Spoiler
242060 [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]
Did you update to the latest version ? are you using 2.2c ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: anhkhoa3302 on February 07, 2022, 04:04:28 AM
My game crash while I'm using NovaX to fight Zigg, here is the log, thanks you for your awesome mod !
Spoiler
242060 [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]
Did you update to the latest version ? are you using 2.2c ?
I'm using 2.2b
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 07, 2022, 04:27:24 AM
I'm using 2.2b
That's why you got the crash, please update your mod.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Wayne on February 07, 2022, 09:56:41 PM
Can I add this mid-game?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: presidentmattdamon on February 08, 2022, 05:54:48 AM
have you thought about adding medium/small superweapons?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 08, 2022, 06:18:23 AM
Can I add this mid-game?
Yes you can.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 08, 2022, 06:20:30 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Oni on February 08, 2022, 02:52:22 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 10, 2022, 04:55:53 AM
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.  :-\
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 10, 2022, 05:45:05 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Jaghaimo on February 11, 2022, 01:22:17 AM
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.

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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 11, 2022, 06:19:24 AM
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.

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?
Tiers in the weapon file are not related to actual weapon tier, they are .. something different.
I feel that 3 Tiers wouldn't be enough to categorize all Superweapons efficiently, as for tiering numbers i believe that T1 is used to represent the best category in most games and T5 for the worst (or whatever the highest number is).
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: mechanicalFactory on February 11, 2022, 07:43:00 PM
I love this mod! I always get the little spike of excitement from scavenging one of these weapons!

If you are taking weapon suggestions, what about a phased cruise missile launcher?
I know Scy Nation has a phase missile, but I was underwhelmed by its effectiveness for its cost to fit.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 12, 2022, 04:09:47 AM
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.

Really? I swear i remember having made ships with large slots that would not accept medium weapons. Lemme check
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Yunru on February 12, 2022, 04:29:17 AM
You can, but only by making them binary or universal slots.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 12, 2022, 07:28:35 AM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 12, 2022, 10:33:12 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 12, 2022, 10:56:51 AM
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)
(https://i.ibb.co/HBSwMQN/Medium-Hybrid-in-a-Large-Hybrid-Slot.jpg)
(https://i.ibb.co/wRhZ3ZY/Large-in-Large.jpg)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 12, 2022, 11:02:10 AM
(https://i.ibb.co/7KywKCZ/Large-Hybrid-Hardpoint.jpg)
(https://i.ibb.co/HBSwMQN/Medium-Hybrid-in-a-Large-Hybrid-Slot.jpg)
(https://i.ibb.co/wRhZ3ZY/Large-in-Large.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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 12, 2022, 05:07:54 PM
That's why I made this post earlier


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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 12, 2022, 05:46:31 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mikomikomiko on February 12, 2022, 07:51:47 PM
I know. That's why I said in 5 or 6 posts back that even if someone managed to find a way to stop mediums from being mounted in a matching large, this act will probably affect all large slots in response to the one asking for small / med supers
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Enmenluana on February 16, 2022, 03:07:43 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 16, 2022, 04:22:09 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Enmenluana on February 17, 2022, 01:21:31 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Ruddygreat on February 17, 2022, 02:30:55 AM
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.

thse hullmods use the large / med / small ballistic / energy / missile cost mod stats, but there's a weaponOPCostModifier listener that might be able to do what you want it to
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: default on February 17, 2022, 11:54:58 AM
Going to throw this out there just because: I know that Seeker has an interesting thing with some weapons that cause disruptions and reduce flux dissipation when multiple are in use, so maybe you could do something similar to that if you wanted medium superweapons. Although in my opinion, medium "superweapons" wouldn't really be "super". They would just be strong and, well... Medium. Not big like a "super" weapon seems like it should be, especially considering the type of things that have to be done in vanilla to get weapons to work the way they do based on lore and whatnot. An example would be all the omega weapons. Those large mounts are rather large and that's still cutting edge omega core work, so medium weapons wouldn't make much sense that even compare to those even slightly. (granted even large weapons don't make much sense using the same logic, but it's fine if you just squint a little and mutter "domain tech" a few times...)

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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 17, 2022, 12:38:39 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: default on February 17, 2022, 08:26:33 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: FreonRu on February 21, 2022, 06:59:13 AM
Good day.

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 21, 2022, 08:33:21 AM
Good day.

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.
The next 2 Superweapons will be Ballistic only.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Enmenluana on February 22, 2022, 10:41:36 PM
Good day.

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.
The next 2 Superweapons will be Ballistic only.
Is one of them a fast-shooting one like the Hyperpulse Repeater? As the ballistic superweapons don't have one currently.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 23, 2022, 12:38:00 AM
I didn't plan their concept yet but i will see.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: briansd9 on February 23, 2022, 07:01:07 AM
Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.

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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 23, 2022, 07:16:54 AM
Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: briansd9 on February 23, 2022, 07:26:50 AM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: soppry on February 24, 2022, 03:48:40 PM
Z950 Flash  dont do any damage i dont know why
please help me
i love this mod
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 24, 2022, 09:24:33 PM
Z950 Flash  dont do any damage i dont know why
please help me
i love this mod
That's.... strange..
What version of the mod are you using ? and what version of Starsector ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: soppry on February 25, 2022, 12:44:38 AM
game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Ruddygreat on February 25, 2022, 02:20:45 AM
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 want
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Balmung60 on February 25, 2022, 02:59:55 AM
game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
Try updating to 0.95.1

If you're on 0.95 rc6, you're several versions behind (0.95 went up to rc15 I believe, and we're now on 0.95.1 rc6)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 25, 2022, 03:17:46 AM
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 want
I already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 25, 2022, 03:20:10 AM
game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
The 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Ruddygreat on February 25, 2022, 05:27:18 AM
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 want
I already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?

nope, no_sell blocks them from being sold at markets, the dealers are a vanilla bar event added in .95 that allow you to get custom production w/o having a colony

I should probably mention the "half of all ships in the game" being sold at a dealer thing to alex, but for now this is the best fix
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 25, 2022, 07:28:26 AM
I see, thanks for pointing this out.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: soppry on February 25, 2022, 02:37:15 PM
i tried with less speed ,it does damage
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 26, 2022, 12:05:00 AM
i tried with less speed ,it does damage
Speed of what ? game speed or projectile speed ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: soppry on February 26, 2022, 01:29:33 AM
game speed
Title: Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
Post by: Mira Lendin on February 26, 2022, 03:36:40 AM
game speed
If you play at any speed higher than x2 you risk abnormal behavior with many mods and features.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Top_Therms_Aracy on March 05, 2022, 10:28:21 PM
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.

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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Yunru on March 06, 2022, 02:39:54 AM
The blueprints still wouldn't drop.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 06, 2022, 03:15:33 AM
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.

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?
If you want Prism to sell these weapons you need to:
1-Delete the Blacklist file altogether
2-Remove the "no_sell" Tag
I recommend against that as the value of these weapons comes from their rarity of being exploration only, you should start a new run instead.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: LORDHORSES on March 07, 2022, 10:20:39 AM
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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 07, 2022, 10:26:35 AM
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 :) ?
check the weapon
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: LORDHORSES on March 07, 2022, 10:32:50 AM
Yeah that was the problem. Didnt expect to have such a high flux requirement thanks m8
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Justinx931 on March 07, 2022, 10:56:01 PM
The blueprints still wouldn't drop.

so i get nothing if i had accepted this?
i added "rare_bp" to the weapons as said by therms.
(https://i.imgur.com/t1QHfm7.png)

consoled some credits and went, it works, i'm not sure if it would spawn in research stations though.
(https://i.imgur.com/lmUduA4.png)
found in extensive ruins.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Yunru on March 07, 2022, 11:48:39 PM
I *think* blueprint missions would be the exception, as they're specially generated. But you won't find them in, say, a research station.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Justinx931 on March 08, 2022, 03:02:23 AM
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.

Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 08, 2022, 05:46:52 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Justinx931 on March 08, 2022, 06:06:55 PM
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.

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 08, 2022, 06:11:20 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 09, 2022, 02:57:48 PM
Got to admit I was initially wary of the mod assuming it was just OP weapons, and was explained by a friend that they are super rare, and not something you will be equipping entire fleets with.

Now I really like it as cool things to find.

Just an UI question... Is there ANY way to like, differentiate them from any other weapons when browsing the storage?
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 09, 2022, 03:59:52 PM
Just an UI question... Is there ANY way to like, differentiate them from any other weapons when browsing the storage?
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
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 09, 2022, 05:29:46 PM
Ah, shame. Yeeeah, the weapon list is alphabetical. :S

Wonder if I could tweak all the weapon names to like, have a dot at the beginning to force them to be first.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 10, 2022, 12:26:12 AM
Ah, shame. Yeeeah, the weapon list is alphabetical. :S
Oh really? mine is sorted by OP cost
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Yunru on March 10, 2022, 03:26:58 AM
By OP, then by monkeys from the look of it, for me.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 10, 2022, 10:28:35 AM
I mean the weapons in storage. The weapons when selecting for a ship refit are OP sorted yeah.

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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 10, 2022, 11:16:39 AM
I mean the weapons in storage. The weapons when selecting for a ship refit are OP sorted yeah.

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
Consider that inconvenience the price of power :)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 10, 2022, 01:08:46 PM
It IS a fair price. :P
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: heh on March 12, 2022, 11:09:04 AM
2263913 [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)

just had this crash, have no idea what caused it except it's relation to the NovaX

for context, i was testing a ship loadout in the simulator
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Yunru on March 12, 2022, 11:48:21 AM
Make sure you're using the right version of the mod for your version of Starsector.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Oni on March 12, 2022, 12:20:54 PM
Welp, I found the BFG-Ultra.  :o

Slow moving green Kaboom.  8)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 12, 2022, 02:55:40 PM
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.

Figured might as well mention it.
If its intended, neat, nice way to get a couple of them.
If not, well, this is a report. :P
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 12, 2022, 05:54:15 PM
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.

Figured might as well mention it.
If its intended, neat, nice way to get a couple of them.
Check the "How to get them" section :)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: runetrantor on March 12, 2022, 07:17:00 PM
Ah, didnt figure it would be that since it says it need Vayra's Sector, or some mod I cant find on the index called 'Expanded Bounties' neither of which I have.

Suppose the MagicLib bounties count then. Neat.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Corelious on March 30, 2022, 06:43:59 PM
I keep getting a crash on launch saying that Zagur Glow or something like that is missing.  I assume it's a gun.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 31, 2022, 01:40:54 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: NGTV Eye-ris on March 31, 2022, 07:23:12 AM
would it be alright if I suggested some superweapons of my own?
of so, would there be a criteria I should be aware of?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on March 31, 2022, 03:25:00 PM
would it be alright if I suggested some superweapons of my own?
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: NGTV Eye-ris on April 03, 2022, 06:18:03 AM
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.

-- idea --
The way this superweapon would work is that it would shoot out a slow stream of fire (taken from cryoflamer), and the nearer a target is, the higher the chances of "rifts of fire" that would literally engulf a ship (taken from rift cascade).

-- projectile effect/s --
Initial impact from the fiery stream deals high explosive damage (and applies a debuff) and consecutive impacts from trail projectiles slowly spawn these Energy damage orbs/blobs of burning residue which slowly surrounds the ship.

-- superweapon debuff --
The amount these orbs/blobs that spawn proportionally scale with either of the ships':
Max Flux Level, Mass, Size, Cargo Capacity, and Armor.
(OR you can probably think of any other scaling debuff that suits the weapon)
Military ships are guaranteed to suffer at least (1/2/3/4 ; depending on hull size) of these orb/blob multipliers.
(civilian ships have a certain percentage of not being affected by these modifiers, regardless of hull size)
(1/2/3/4) debuffs would increase the chances of additional blobs spawning by (1.5x ; 2x ; 2.5x ; 3x).

-- a little bit of lore --
This weapon was an experimental concept for a core-cracking project that would revert any form of planet back to its primordial state. The idea was for the prototype device to bore straight through the planet's core and engulfing it in superheated [REDACTED] chemicals that proliferate rapidly when in contact with its target matter, slowly eating up a planet from the inside out. The testing phase, however, was a huge failure, when it was found that the device had been sabotaged by an operative from [somethingsomewheresomehow] and disrupted its ability to bore through the planet's crust. This resulted in the chemicals blanketing the entire planet in mere hours until the mantle was rendered inhospitable due to the intense heat and radiation exuded by the ultra-volatile chemical. Unfortunately, by the time reports from the experiment arrived to the higher-ups, the team have been severely punished and exiled. A plan was instead been set to motion, as years passed by, what's left of the team who have the knowledge to build and operate the device have now gathered their equipment and supplies to repurpose the device's blueprint into a deadly weapon capable of planetary destruction.

TL,DR; nerds tasked to develop device capable of reverting planets to their earlier stages of development, but it gets tampered with by another (sneakier) nerd from [who knows where] and the other nerds are punished and bummed out, so the decided to repurpose it into a big shooty-gun for some mysterious ppl.

PS: I'd prolly call this "Edax Ignis" (devouring fire), and honestly, I'm terrible when it comes to making lore and descriptions, so I encourage anyone to whip up any cool backstory they can come up with for this.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 03, 2022, 11:00:08 AM
I love the idea, i was planning on having a fire weapon at some point with a DoT debuff, maybe not the next Superweapon but the one after it.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: ER137 on April 07, 2022, 06:53:45 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 07, 2022, 08:36:07 AM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: ER137 on April 07, 2022, 08:47:00 AM
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'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.
-And there's another question, what kind of mission i may met in magic bounties that could obtain them?
I have no idea why i can't get even one of them, i've done whatever i could,but i still can't obtain any except from console(this is really annoying because i don't really want to do so)
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: ER137 on April 07, 2022, 08:51:01 AM
I'm sure i've done all exploring in all my 5 saves, that meas at least 150-200 sites and no weapon dropping, i don't actually know what's wrong but i want to ask could it because of using too many mods at same time?
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: ER137 on April 07, 2022, 08:59:28 AM
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.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Draconas on April 07, 2022, 12:11:10 PM
Personally, while its very hard to get a targeted superweapon, I am getting drops in line with their rarity (Rare more than Exotic, more than Mythic, etc)
Do you have other mods enabled that may be overwriting drop priority of weapons? I'm using about 34 mods and while i've found bugs this doesn't seem to be one yet.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: BladedQueen on April 07, 2022, 01:00:27 PM
Some of these audiovisual effects are supremely satisfying, like the Light Spear Accelerator charging and then punching straight through a shield with chained explosions. The Tartarus LRM Launcher's massive payload is also a sight to behold. Great work, it's nice to feel rewarded for exploration/effort with moderately OP weapons on flagships.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 07, 2022, 02:00:04 PM
There are no mods on this website that changes the drop rate of Superweapons, unless you have modified the weapons file yourself they should drop for you, just keep in mind that it's all luck.
Doing High value bounties and spamming tech mining facilities everywhere is a more deterministic way of getting them.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: EvilWaffleThing on April 12, 2022, 04:52:20 PM
Is there any way to modify the weapons so they can all be found from tech mining?
I would also like to modify their rarity as I have played entire runs without seeing one.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 12, 2022, 07:59:07 PM
Is there any way to modify the weapons so they can all be found from tech mining?
I would also like to modify their rarity as I have played entire runs without seeing one.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Omnicast on April 12, 2022, 11:32:40 PM
I would like to request Superweapons... on a smaller scale. Medium and small slots please. Thanks!  ;D
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 13, 2022, 09:15:35 AM
I would like to request Superweapons... on a smaller scale. Medium and small slots please. Thanks!  ;D
This 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: EvilWaffleThing on April 13, 2022, 03:51:39 PM
Is there any way to modify the weapons so they can all be found from tech mining?
I would also like to modify their rarity as I have played entire runs without seeing one.
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 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.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 13, 2022, 04:01:14 PM
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.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: EvilWaffleThing on April 13, 2022, 04:08:38 PM
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.
Which files would I need to edit to alter the drop rate and enable tech mining? There doesn't seem to be an option in the config.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 13, 2022, 04:19:24 PM
-I was told that if you have MagicLib you will get the bounties to spawn.
-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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: EvilWaffleThing on April 13, 2022, 04:27:19 PM
-I was told that if you have MagicLib you will get the bounties to spawn.
-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.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 13, 2022, 04:56:54 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: EvilWaffleThing on April 13, 2022, 05:03:46 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Mira Lendin on April 13, 2022, 07:03:56 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.2d Grand Update
Post by: Omnicast on April 13, 2022, 09:53:40 PM
Oh well +1 to whomever suggested it before. Thanks for letting me know.

I just thought it'd be really cool to slap on an OPed weapon onto a tiny ship and wreck larger fleets.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 15, 2022, 01:28:04 PM
Hello everyone!
I have been busy with life in the past months but i found some spare time to make a new Superweapon, i know that i have promised more ballistic weapons but this one has been on my mind for a while, as always, make sure to delete your old mod file before downloading the new one.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Superharem on April 16, 2022, 06:56:28 AM
I like the Annihilator. Plus the sound effect's very badass.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 16, 2022, 12:14:40 PM
I like the Annihilator. Plus the sound effect's very badass.
Thank you!
I am still not sure about the numbers, i might tweak them later.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: 0202 on April 17, 2022, 06:12:24 AM
May I ask your permission to translate your  ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyone
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 17, 2022, 10:57:05 AM
May I ask your permission to translate your  ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyone
I 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: 0202 on April 18, 2022, 03:32:52 AM
May I ask your permission to translate your  ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyone
I 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 you
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Eureka Seven on April 18, 2022, 06:08:51 AM
Great!Thanks for your mod.
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)?
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 18, 2022, 02:25:04 PM
May I ask your permission to translate your  ' Superweapons Arsenal ' into chineses ? then (maybe) upload to a Chinese forum,sure,it's free for everyone
I 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 you
Sure @0202, feel free to translate and upload it there.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Enmenluana on April 18, 2022, 04:57:33 PM
Great!Thanks for your mod.
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)?
You could work with 0202 with that since you have the same goal.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 18, 2022, 05:16:30 PM
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).
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: 0202 on April 19, 2022, 02:44:49 AM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Eureka Seven on April 19, 2022, 05:18:49 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mordodrukow on April 30, 2022, 11:04:22 AM
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)"?

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on April 30, 2022, 11:24:26 AM
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)"?

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.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Henri9897 on May 02, 2022, 06:56:58 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 02, 2022, 07:10:10 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: FiCho on May 04, 2022, 10:49:49 AM
Absolutely love this mod so far.

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
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 04, 2022, 11:34:54 AM
Absolutely love this mod so far.
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
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Draconas on May 04, 2022, 11:54:13 AM
One thing to verify for those questioning drops from Tech-mining, unless you have Vast Ruins the chances are much much lower.

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 04, 2022, 12:12:17 PM
One thing to verify for those questioning drops from Tech-mining, unless you have Vast Ruins the chances are much much lower.

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.
Yes, it's mainly Vast ruins that generates Superweapons
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: FiCho on May 05, 2022, 09:48:05 AM
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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 05, 2022, 09:50:32 AM
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?
Magic bounties as well although i am not sure.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Yunru on May 05, 2022, 01:02:17 PM
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%.)
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Draconas on May 05, 2022, 04:21:07 PM
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%.)

This. I can confirm it feels almost 1/2 the loot drops over time if you don't Story point and Alpha Core the Ruins
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: caspertsg on May 10, 2022, 05:07:38 PM
Am I just silly?
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Hatios on May 10, 2022, 05:11:47 PM
Am I just silly?
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.
The sunder might not have enough flux capacity to fire it.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: caspertsg on May 10, 2022, 05:17:13 PM
Am I just silly?
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.
The sunder might not have enough flux capacity to fire it.
Yep just figured that out, im a dumbass
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Algoul on May 16, 2022, 02:48:38 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 16, 2022, 03:49:35 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Ruddygreat on May 16, 2022, 06:55:14 AM
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)
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 16, 2022, 05:01:37 PM
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)
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)
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: nukularpower on May 16, 2022, 07:30:53 PM
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 unrecoverable

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
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 16, 2022, 08:25:46 PM
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 unrecoverable

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
If 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 17, 2022, 05:29:59 PM
New Update!
Make sure to let me know about any bugs you might encounter.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Draconas on May 17, 2022, 06:20:28 PM
New Update!
Make sure to let me know about any bugs you might encounter.
New weapon looks good, looking forward to trying it out... at some point haha.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Thyrork on May 20, 2022, 01:10:26 PM
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."

Think of them as low power versions. Some of the weapons are just.... really fun to use! Especially the NovaX and the Photon Lens. But the RNG means sometimes I don't get to see them and I'd be happy with a much less powerful version that has similar vibes!

Food for your thoughts. Is the update save compatible?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: theDragn on May 20, 2022, 01:15:51 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 20, 2022, 01:52:37 PM
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).
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Thyrork on May 20, 2022, 02:30:55 PM
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).
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.

Oh superweapons are 100% my thing, I just wanted to see weaker blueprint versions for some protection against bad RNG!  ;D

I of course say that on this current run where my very first research station gave me the BFG haha.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 20, 2022, 03:17:17 PM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Arckaeus on May 22, 2022, 01:44:30 AM
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 fire
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Algoul on May 22, 2022, 05:23:52 AM
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.

Honestly, i see nothing "unbalanced" in this mod. You pay huge price to install and find this weapon - and all of them not "wunderwaffe", just mostly concentrate alfastrike weapon
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Algoul on May 22, 2022, 05:26:54 AM
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)
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)


So, currently no bounties for syndicate weapons?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 22, 2022, 01:10:59 PM
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 fire
Pay attention to flux requirements.
Title: Re: [0.95.1a] Superweapons Arsenal v2.3 Total Annihilation
Post by: Mira Lendin on May 22, 2022, 01:44:44 PM
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).
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Thyrork on May 27, 2022, 06:53:37 AM
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. :)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 27, 2022, 08:24:49 AM
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 ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: NGTV Eye-ris on May 31, 2022, 10:05:31 AM
Good day Mira!!
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Bambucci on May 31, 2022, 12:34:20 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 31, 2022, 10:55:31 PM
Good day Mira!!
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.
Basically an EM Hack system, i like the idea!
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on May 31, 2022, 10:57:16 PM
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.
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 ?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Burminsky on June 03, 2022, 11:36:54 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 03, 2022, 01:59:02 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: VivaLozTioz on June 05, 2022, 05:47:24 AM
Hi,

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! :)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 05, 2022, 08:16:30 AM
Hi,

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! :)
Update magiclib to solve this.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Ramiel on June 05, 2022, 10:42:24 AM
You know, the one I've found was interesting. But is it possible to up their spawn rate? Or have them be sold for millions in Sitnalta? Over 3 games (i've explored the maps completely) i've found 1 superweapon, the plasma missiles....
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Yunru on June 05, 2022, 11:00:54 AM
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.

Also so I can reliably get the reflector shield because it's bae.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 05, 2022, 11:26:18 AM
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.

Also so I can reliably get the reflector shield because it's bae.
I have something planned for the future, it's exploration oriented, i just need to find time to implement it.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 07, 2022, 11:21:24 AM
Just a quick clarification:
Superweapons rarity only applies to drops from exploration, mining however have an equal chance to drop any minable Superweapon.
1 more thing, The AoE damage dealt by the Blackhole generator is '5000' and not '50000', this is just a typo and will be fixed with next update.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: aurafort on June 11, 2022, 03:00:37 AM
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?)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 11, 2022, 04:32:03 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: aurafort on June 11, 2022, 10:49:55 AM
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.

got it, might just give them the simple ones, as to not let them go rampant on enemies "and" allies  ;D
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 13, 2022, 04:13:53 PM
A Storm is coming!

(https://i.imgur.com/KyGiZYz.jpg)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mordodrukow on June 14, 2022, 03:18:14 AM
Did i miss something? What is Tesla Coil?

Also i wonder if this even possible to leave 4k radius fast enough  :D

Now i need this + black hole generator  :)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Oni on June 14, 2022, 04:08:22 AM
A Storm is coming!

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

Nice, Always a treat to find these.

Reminds me a little of the 'Sequenced Ion Artillery' from Hiigaran Descendants... have I been using a miniature super weapon as normal gear all this time?  :o
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 14, 2022, 04:22:06 AM
Did i miss something? What is Tesla Coil?
Also i wonder if this even possible to leave 4k radius fast enough  :D
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: envenger on June 14, 2022, 05:18:50 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 14, 2022, 06:07:06 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 14, 2022, 01:43:07 PM
Sugestion for future versions:

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
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 14, 2022, 03:20:10 PM
Sugestion for future versions:

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 14, 2022, 04:10:44 PM
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 ;)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 14, 2022, 04:45:45 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Oni on June 14, 2022, 06:00:56 PM
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 ;)

Sadly, I don't think there's a way to prevent a small weapon from fitting into a large slot... well, unless it's built into the ship.
Ship building however is most likely a bit out of the scope of this mod.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 14, 2022, 06:20:27 PM
The easiest small superweapons to make:

weaker reaper that recharges.

super reaper that deals more damage.

normal reaper but with 3 ammo, but uses only 2 times the points to install.


reaper is already a "long range" weapon that fits in small slots and already is usedin vanilla as a sort of "risky" superweapon, with luddic path using it to great effect (and to my  annoyance when they kept isntakilling my cool supership flagship while I was busy in a duel with a capital ship... just half a second not paying attention, and there goes tiny luddic path ship shoving reaper in my rear :( )
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 14, 2022, 06:48:01 PM
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)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Vexonite on June 16, 2022, 11:33:17 PM
does this mod have any compatibility issue? with Nexerelin for example?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 17, 2022, 07:43:40 AM
does this mod have any compatibility issue? with Nexerelin for example?
no
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: jupjupy on June 17, 2022, 12:57:04 PM
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:

While this might not be a superweapon on its own, I think you already did a good job showing what a smaller superweapon could be like with the tesla coil - just something interesting and out of the box!

At the end of the day its about making something fun to play with, right?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: jlrperkins on June 17, 2022, 01:30:53 PM
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?

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)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 17, 2022, 03:29:53 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Enforest on June 19, 2022, 01:52:39 AM
Upcoming stuff looks great!

May I suggest a concept of a new weapon, basically a Cryo Cannon. A beefed-up version of a vanilla Cryoblaster, it's fragmentation damage shouldn't be as deadly against armor or shields, but it could come with some sort of a powerful debuff that massively reduces ship's speed, turn rate, turret turn rate and fire rate. Could come with decent flux stats and be useful as a support/finisher weapon.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Kadatherion on June 19, 2022, 07:09:39 AM
So, I managed to drop most of the weapons in my current long running campaign, and those I didn't, I cheated in to test. I'd like to give you a little feedback right after (apparently successfully without breaking the save) I uninstalled the mod.

First and foremost: the weapons are cool, some are even awesome and are real feats in how they work and/or look. So thanks for the great work. However, I ended up uninstalling the mod because... well, most of the weapons are virtually unusable in common scenarios.

You have tried to balance them being superweapons in three ways: they cost a lot of OPs, they consume incredible amounts of flux, and most of them have big friendly fire issues. First two things are obvious and work as intended, they make it so it's practically impossible to mount them on smaller ships that might happen to have a large mount: they wouldn't have enough flux and OPs to make it a viable build in most cases. The latter though, unfortunately makes those weapons just a novelty to try once, look at the cool effects, and then store and forget forever. The AI can't use them at all or if they can they'd make a horrible mess, and even when mounted on the playership, well, in most circumstances you'd hardly ever be able to use them without causing way too much friendly fire.

They could be used, of course, for solo tactics, but that's just not me, I have never even used the Ziggy that way as I don't find it fun to solo cheese entire fleets, so heh, even if I did use a couple of the "simplier" ones with less drawbacks with success and satisfaction, like the Phalanx or the Gauss cannons (those worked even *too* well, but then again, it's a superweapons mod, can't complain if the weapons are indeed super :P ), in the end I felt most of the mod was redundant for me and decided to uninstall.

It's a matter of tastes, mind me, so take it only as constructive criticism. I like your work, and I'd just suggest you to try and tone down the friendly fire ideas in favour of other kinds of drawbacks for new weapons you're gonna put in future versions. So that they can be used in normal gameplay (and by the AI as well) and not only in some extreme niche approach.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 19, 2022, 12:36:06 PM
-Thank you for the feedback.
I'd like to point that everything you mentioned is 100% intended, while half of Superweapons don't have friendly fire the rest do, but despite that many people avoid this mod because they think it's an instant win button, imagine what their reaction would be if i remove Superweapons biggest drawback "friendly fire".
-I believe that power should come at a price, strong customization options must have big downside to force you to "think" multiple times before using them, this is my aim with this mod.
-You are free not to use my mod, but i'd like to remind you that it's not just about weapons, there are also High Priority bounties which will present a challenge to you with their specialized loadouts with Superweapons (i will be adding more bounties and lore in the future).
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Kadatherion on June 19, 2022, 01:35:08 PM
Yeah, obviously it's intended to try and balance the OPness of the weapons (and yep, I've seen some of the drama: that kind of people that wants to policy how other people enjoy their single player game won't ever be satisfied anyway so... *shrug*), but as I said I feel the friendly fire downside doesn't really balance them out: it practically makes them completely useless (unless, as stated, in some solo ship challenges). My point is indeed it doesn't balance an otherwise OP weapon, it virtually takes it out of the game entirely (well, at least those like the black hole, cluster torp, etc; a couple of the piercing ones are still realistically usable, albeit with some frustration, by the player, just not by the AI): up to the point you'd wonder what's the point of having them there at all.

They are not more "balanced", they are virtually less useful than a PD laser. Balance is about keeping choices open: a gameplay component, to be balanced, needs to be useful, but not so better than any alternative as to make those redundant, hence the point of it giving the player more choice. But, as stated, it needs to be useful, otherwise it's just bloat.
You yourself say that the aim of your mod is that the player is gonna have "to think multiple times before using (your weapons)": that's my point, the friendly fire drawback is such that there's nothing to think about, there's no choice whatsoever: they aren't usable, let's look at something else.

Now, if that applied to just a couple of them that'd be one thing ("oh, look, this is a quirky one trick pony, cool!"), but when basically half the weapons in the mod are novelties you can't normally use (not "at a sacrifice", not "forcing you to make choices": you basically just can't and that's it) the reaction can end being more in the tone of "oh, look, ANOTHER unusable proof of concept with pretty colors... great... remind me why did I have this mod installed again?". Which is basically what happened to me after several hours: I had half a dozen of your rare drops just stored, unused, on my main planet, and only 2 or 3 actually found any use in my fleet. After a while, the annoyance of having so much redundancy (not to mention the annoyance of going from the joy of getting a super rare drop to the disappointment of discovering it's a worthless one) won over the coolness of having a couple usable ones mounted on my Yamato (and man did the Phalanxes look fitting there). I could have kept the mod installed for those few weapons that I like but... heh, I try to to keep my modlist in check (and yeah, I've also finished the HVBs introduced by your mod, so no further content waiting for me anyway: it was cool to be on the receiving end of those Phalanxes though ;) ).

In any case my point isn't to go back and rework/remove what's already in here, mind me (wouldn't make sense anyway for things such as a black hole generator not to do friendly fire): it's just a suggestion to try and focus on other kinds of ideas and drawbacks for new weapons in the future. While on one side we have the usual OP/flux/ammo balance passes, on the other the additional limiting factor could come in the shape of other quirks like, I don't know, the interferences we see in a few other mods. Those still usually are just about flux to prevent you from stacking several special weapons on the same ship, so it wouldn't be enough; in this case they could, let's say as an example, halve your shields efficiency or even disable it completely for a few seconds while firing, so here we have the downside "choice" you are talking about, that "thinking" you expect to induce: should you bring that superweapon knowing that right when you fire it you risk that Gremlin throwing a reaper in your exhaust port? It'd be indeed risky, a legitimate drawback... but the choice would still be there as the weapon would indeed be useable, albeit with care. "Should I bring that superweapon knowing that if I fire it most likely I'm gonna kill my whole fleet as well and have to either savescum or ragequit" doesn't really sound like something I have to think much about.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 19, 2022, 02:30:35 PM
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.
Some Superweapons are supposed to lay in your storage until a specific use-case arise, here are some examples:
Cluster Torpedo:
-You are about to siege an enemy station guarded by 4-6 invasion fleets, you want to stop these fleets before they depart and invade one of your planets, but you can't because it's suicide, hence comes the Cluster Torpedo, you deploy your fastest ship at the front with the rest of your fleet behind, fire the torpedo and make an opening while the rest of your ships are getting close.
-Have it installed on one of your backup ships, once you feel like retreating deploy that ship and bomb the enemy fleet once most of your ships fell back to safety (this is how i personally use the weapon).
Supernova launcher:
-This is a strong Superweapon with limited ammo, you might think about giving it expanded magazine and fire it whenever possible, this is an easy way to snatch defeat from the jaws of victory, instead pay attention that the weapon has massive range and try to fire it as many times as possible before your fleet gets in range, having modifications that increases rate of fire "like loader overdrive" from VIC is great for dealing maximum area damage to the enemy before getting in range, i usually have 1 ship with many of these installed as it gets deployed first, deals as much damage then retreats, meanwhile my fleet is moving to engage.
I can list more examples for using every weapon with a downside but i'd rather let people find their ways with them ,simply giving a Superweapon with big downside to an AI and expecting "good" results is unintended, most of these are designed to be used by you, if you want to give your AI a superweapon then you have many choices that doesn't include friendly fire (Photon/Positron Lens, Plasma Storm, Reflective shield, Tartarus LRM launcher, Terror battery, Prism Driver... etc)
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Kadatherion on June 19, 2022, 05:04:19 PM
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's clearly a miscommunication issue here, I talk oranges and you talk apples, but whatever, really, I give just about the right amount of ef: enough to have come here to explain why I ended up uninstalling the mod and suggesting what direction I'd go if I were in your shoes to offset that, not enough to try to move brick walls. You are satisfied as it is? Great, more power to you, that's the whole point of modding, to each his own and I wish you luck.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 19, 2022, 06:04:34 PM
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).
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 20, 2022, 12:46:27 AM
More suggestion:

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.

Meanwhile I found no mod really had a superweapon I really wanted:

normal missiles... but in a ludicrous amount of them. Had this idea when I wanted to figure out how to defeat Z using missiles only, concluded the solution is just overwhelm it with constant firepower to destroy its own projectiles.


and another idea is a weapon like novaX but actually anti-ship, and what I mean "like novaX" I mean being fast, long range, and having that ridiculous tracking that can do several 180 turns in a row!

Yeah, I mounted novaX on a large mount facing BACKWARDS, because the tracking is so good it can hit forward!


and final idea:

a EMP missile... t hat is a missile, not energy weapon. lots of missile+energy weapons exist that deal EMP but "count as energy", meanwhile I had a missile centric build and couldn't use these.

The most powerful weapon of my flagship right  now is a medium missile! it is a ion torpedo (I dunno what mod it came from, don't remember), it looks like a reaper but is blue and has some tracking (it is not totally dumbfire like most torpedos), when it hits big ships it spawns lightning everywhere and looks super cool and deals a lot off damage. I find kinda sad that the medium missile is more powerful than my large missiles.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 20, 2022, 10:00:36 AM
More suggestion:

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.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 20, 2022, 11:26:12 AM
I actually mixed up one of the missiles I tried with another mod.

So, I tried cluster torpedo and indeed kills your own fleet.

Other thing I tried was "singularity torpedo", it is from another mod, but has similar OP costs, and will also similarly happily kill your own fleet.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: PeopleThief on June 20, 2022, 01:49:40 PM
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).
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...
And that is just a couple options, there are many other possibilities.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 20, 2022, 02:18:53 PM
Close range is not a good downside as it can be bypassed by having the weapon installed on a ship with SO, you get speed, damage and flux dissipation to do anything you want, and there are so many ships in the game that have a large slot and can afford to install SO.
As for weakening 'other' weapons, i like that downside, will surely consider it when i make future weapons, and for requiring support weapons to work, my next weapon already has that and it will scale up in efficiency the more of them you have.
All and all i still think that friendly fire is a reasonable downside for the broken weapons in the "legendary" category, and so i won't change them.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: speeder on June 20, 2022, 03:22:13 PM
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).

See weapon "curvy laser" for what I am talking about.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 21, 2022, 12:10:02 PM
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).

See weapon "curvy laser" for what I am talking about.
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Virescent on June 22, 2022, 05:18:12 AM
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?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 22, 2022, 09:43:40 AM
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
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: drizzy97 on June 30, 2022, 08:12:22 PM
Not sure if you take suggestions but if you do I have one! I saw somewhere that there is a console command to change any ship into a friendly ship. Would it be possible to turn this mechanic into a unique superweapon? Maybe a sort of beam or electric blast that can hit a few ships. Then have them change over for 30-60 seconds before reverting to enemies. Maybe it could be a systems virus and as long as there are two or more ships it will spread to the 3 closest, taking additional time to convert based on the ship's ordnance points or hull points. Could be a pretty unique battle control tool, balanced by flux usage, ordinance points, and rarity.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: envenger on June 30, 2022, 08:42:58 PM
Equipping multiple super weapons on a ship causes weapons to randomly malfunction, is that intended?
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on June 30, 2022, 09:37:29 PM
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's either that or you are using a weapon with splash damage and hitting targets too close to your ship.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: envenger on June 30, 2022, 09:49:54 PM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Mira Lendin on July 01, 2022, 01:01:40 AM
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
You shot the weapon near small asteroids, the projectiles deal area damage which damages your ship and stuff mounted on it, Plasma storm is risky to use in Asteroid fields.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 02, 2022, 07:58:23 PM
Hello everyone!
If you find any problems with the newest version of the mod (v2.5) then let me know, i will be taking a look every few hours.
Title: Re: [0.95a] Superweapons Arsenal v1.0
Post by: Brainwright on July 02, 2022, 10:12:55 PM
These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.

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

I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.

I'd like to revisit this statement and make some observations of my own.

A weapon exceeding 30 OP can be crippling in its own right.  I've been trying to use these weapons on a bunch of Nia's ships where they seem fitting, but additional costs like point defense make it rather hard to fit these weapons in.

Since many vanilla ships are built with gimped weapon arcs, fitting these weapons can do a lot of harm to base function.

I'd prefer more exotic costs to weapons such as these, like producing debris-like objects that might explode if the player runs into them, or just hampers the next shot (like the constant stream of fighter wrecks from Nia's Legio Daemon series).

The OP cost is rather specific to the mount it's being placed on, and simply ramping up the OP for a "better," weapon only works for the best ships.

Not that I've seen many superweapons that are horribly balanced.  Even the Hyperpulse Repeater is more a brawler's weapon, and not very good for actually killing ships.

But the idea of what is, "balanced," in this game is one worth discussing, as so much is tightly scripted without the designers actually telling us what they actually intend.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: S7 on July 03, 2022, 11:01:55 PM
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 04, 2022, 01:30:46 AM
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

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.
-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.
-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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: speeder on July 04, 2022, 02:31:10 PM
I got a pair of tesla coils into a Neutrino Falken.

Fun stuff those! Not only are good are killing missiles, but they can kill any stupid ship that keeps chasing you too close (takes a long time to do so though...).

I now wish to make a lightning ball ship, if I remember correctly there are 2 or 3 different hullmods and weapons that also generate lightning PD...
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: S7 on July 04, 2022, 03:02:36 PM
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

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.
-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.
-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.

Regarding the Contractor reputation thing, I was thinking along the lines of an npc from a faction
that exists but isn't a big player in the sector. Similar to how the Levellers in the Magellan Mod
technically exist but aren't really a proper faction. As far as I know, the only ways to get rep
for Levellers were donating Heavy Machinery to an abandoned station (donating seems to be time-gated)
or help one of their small fleets in a fight. The only Leveller npc I saw was also located in a pirate base so
prisoner exchange didn't affect Leveller rep, only pirates.

Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc inside
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 04, 2022, 04:32:21 PM
Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc inside
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.
I 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Szasz on July 07, 2022, 08:25:28 PM
New Update!
Make sure to let me know about any bugs you might encounter.
Would you mind hosting the previous version, please?
Red Alert Lightning Storm voiceover gave me giggles but I'd rather not have that or the weapon in a space adventure game.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Zerias on July 07, 2022, 08:31:01 PM
Okay, first off? Loving the lightning and the first super-synergy Xatrix. Started up a new run with this and a few other mods just to feel powerful, and this definitely satisfies. I got ludicrously lucky and found a derelict Paragon, two lightnings, and am up to 3 teslas with less than a quarter the sector explored. My flagship can now solo everything, including three Ordos at once and a Nexus. I actually had to max out my fleet size setting just so battles wouldn't drag on forever waiting for reinforcements. 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Harmful Mechanic on July 07, 2022, 09:11:30 PM
Hi Mira,

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:

(https://i.imgur.com/79Q0Sjd.png)

That's not the only one, but it's one of the more obvious ones. I'm happy to find an interim solution (because replacing art is time-consuming, and there's no reason your users should have to lose the mod entirely because of this), but I'd like my artwork removed.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 07, 2022, 10:09:15 PM
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.

1- I am aware of the lingering storm bug, i will fix that with the next update
2- I don't know why the camping hullmod loadout doesn't update automatically, it didn't used to be like that with the previous version of Starsector, anyway the hullmod apply it's bonuses during combat and i know for a fact that it will be always present on the ship at that time, same as with the Reflective shield hullmod


Quote
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:

-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.

-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.

-
Quote
You've bashed some of your weapon sprites from mine without permission
Only 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 as i respect you as a fellow modder.
~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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Harmful Mechanic on July 07, 2022, 10:32:21 PM
-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.

-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.
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.

Quote
You've bashed some of your weapon sprites from mine without permission
Only 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.
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.

-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 as
I 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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: tron359 on July 07, 2022, 10:33:07 PM
I'm experiencing an issue with your download link while using firefox, it is indicating: The page isn’t redirecting properly

Update: I can download it if I use a different browser, currently using Edge instead.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Thaago on July 07, 2022, 11:41:20 PM
 Hi Mira Lendin, Harmful Mechanic's mods include a no derivatives license. Please remove the sprites that were made from their work.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 12:04:30 AM
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.
If he got any other complains then i would like to see the (s) in "sprites.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Thaago on July 08, 2022, 12:16:26 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 12:17:26 AM
Quote
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.
-

-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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Mira Lendin on July 08, 2022, 12:18:54 AM
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Thaago on July 08, 2022, 12:27:17 AM
Quote
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.
-

-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.

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/
Title: Re: [0.95.1a] Superweapons Arsenal v2.4 The power of a thousand sun!
Post by: Szasz on July 08, 2022, 06:48:26 AM
New Update!
Make sure to let me know about any bugs you might encounter.
Would you mind hosting the previous version, please?
Red Alert Lightning Storm voiceover gave me giggles but I'd rather not have that or the weapon in a space adventure game.
I meant any final previous version like 2.4b.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Wispborne on July 08, 2022, 09:46:49 AM
-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."
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Nia Tahl on July 08, 2022, 11:38:29 AM
While you're at it, could you do the same with the sprites you bashed from my stuff without asking? That terror launcher is clearly using bits of the Cascadia's launchers and one of the GH-style turrets.

You could've just asked, you know. I usually just give permission if people ask nice, even if I may think their mods suck.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 01:18:44 PM
-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."
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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 01:23:30 PM
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/

I did read it, and Regardless of what it says, HM have no authority over anything in my mod as it has no relation with his work, feel free to look yourself @Thaago
Compare every single piece of content i have, then feel free to tell me if there is anything "stolen" or "derived"
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Wispborne on July 08, 2022, 01:44:11 PM

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 may state that they have nothing in common, but that doesn't seem to hold up. Yours is blurrier (probably from upscaling) and slightly recolored with details added, but it clearly has at least one part taken from DME, down to the shading, unless you are suggesting that DME took it from somewhere else.

Left: your source for the sprite.
Middle: the sprite in SW
Right: DME
Bottom-left: The two sprites overlaid.
(https://i.imgur.com/dDgAFlN.png)

(https://i.imgur.com/f9yd6kt.gif)

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.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 02:20:43 PM
Oh sorry, i guess i am not allowed to draw a white line next to a black line because someone else did that before me, The differences are obvious.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
Post by: Mira Lendin on July 08, 2022, 02:23:48 PM
@Wispborne on a serious note tho, keep digging, i like your dedication toward wasting everyone's time.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Harmful Mechanic on July 08, 2022, 02:39:12 PM
Not only are they obvious derivatives, but you're openly lying about it. That contradicts the 'attribution' portion of the license as well; not only are you not allowed to make derivative works, you're required to attribute my work to me. That would be true even in your bizarro-world interpretation of the license.

So respectful.

I think at this point the only thing to be done is a line-item demonstration of where Mira is taking art from. Then moderation can decide - since Mira thinks she's above listening to polite requests or playing nice with the rest of the forum.

I don't have a ton of time to do that right now, but I can start us off with a list of the artwork I can definitely tell is bashed from my sprites:

"sw_annihilator_hardpoint" and "sw_annihilator_turret"
"sw_fusion_beam_hardpoint"  and "sw_fusion_beam_turret"
"sw_gauss_hturret" and "sw_gauss_turret"
"sw_hyperpulse_hardpoint" and "sw_hyperpulse_turret"
"sw_lightning_storm_hardpoint" and "sw_lightning_storm_turret"
"sw_lightspear_hardpoint" and "sw_lightspear_turret"
"sw_phalanx"
"sw_plasmastorm"
"sw_tesla_coil_hardpoint" and "sw_tesla_coil_turret"

The textures "annihilator_core" and "ring_trail" use the ring texture from "magellan_projectile_contrail_ring" without permission - anyone can draw 'a ring', but matching the exact dimensions of mine is a tell.

"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 (very ugly) "devastator_beamcore" texture. UPDATE: not an issue as Nia's fine with it.

I have additional suspicions about:
"gaussrail_slug"
"sw_devastator_hardpoint" and "sw_devastator_turret"
"sw_novax_hardpoint" and "sw_novax_turret"
but would appreciate a little help IDing the precise origins of some parts.

Other modders, please feel free to chime in about your own artwork.

What's really funny to me is that my art isn't a great fit for Starsector; it's as much an idle exercise in making vector artwork do stupid tricks as anything else. There's so much more fitting stuff out there to steal from, if you're gonna.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Nia Tahl on July 08, 2022, 02:53:49 PM
"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

Trail sprites are fine. Sylphon has always been CC-BY-NC-SA anyhow and I like trail sprites being around for people to get started with the tech. Though asking would've been polite still.
Title: Re: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!
Post by: Thaago on July 08, 2022, 05:51:09 PM
 @Mira Lendin, I have taken a look at the files others have called out and its clear that these assets were taken and modified from Harmful Mechanic's mods which have a no derivatives license, so please remove them (I have not done a side by side of Nia's work but if there is material taken from there remove that as well). Your conduct in these last posts has not been up to the standards that we would like in this community, particularly accusing others of lying to cover yourself and accusing them of 'starting something' when they politely ask you to remove offending content. Please consider this an official warning under the forum rules.

I've removed the download link from the OP and removed the listing in the Mod index; please send me a PM when the mod has been cleaned up and I'll be happy to put it back on the index. The thread will be locked until that time.