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Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« 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.
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
You might want to read what the license says in the section "under the following terms"...
https://creativecommons.org/licenses/by-nc-nd/4.0/
Both turrets have nothing in common, in fact, i didn't even look at Harmful Mechanic's stuff when i made that turret, i hate to ruin your day but this is the actual source material for the Lightning Storm Generator:-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.
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."
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.
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.-
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.
Two things I noticed about it that may be bugs: First, a storm that's still ongoing when the screen fades to black at end of combat will still be there killing when I next get into combat. Second, and less likely a bug, the tesla coil hullmod shows when I'm placing teslas in the mission refit screen from main menu (forlorn hope to be specific), but in campaign it seems to be invisible. I do still seem to get the effects though, I think.
I haven't been paying close attention to this mod, because it's frankly not my thing, but it's been brought to my attention that you've bashed some of your weapon sprites from mine without permission. I'd like you to remove and/or rework the offending sprites, please. We can make a list if you want, but I'm pretty sure you knew what you were doing when you did it. It's pretty blatant, too:
You've bashed some of your weapon sprites from mine without permissionOnly the Weapon you referred to is based-off of a collection of weapons including 1 belonging to you and while one would argue that it looks vastly different to it's base materials i would still respect your request and change it until your work is out of the picture... literally.
Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc insideI have many plans for expanding the Syndicate lore, including an NPC in Prism Free-Port, i don't have time to implement big features like these right now, so you will have to wait.
Freeport would probably not be interested in them, preventing further rep cheesing. Production availability
could also be time-gated (say 1 production contract per cycle) with a middling budget that could only allow
you to purchase 1 or 2 Superweapons per contract. As for Legendary and Syndicate Refits, I've been running
a 230 Star Sector for weeks now and have been lucky enough to get a Reflective Shield, Z950, and a Black
Hole Generator pre v2.4 with the sector nearly fully explored. I don't have Bounties Expanded nor Vayra's Sector
and since Legendary and Syndicate Refits cant be tech-mined I don't know where else to look to for other
and newer Superweapons.
You have the Bulk Transport skill, which increases the burn speed of all non-militarized civilian ships by 2. Militarized Subsystems increases burn by 1, but since it's now a militarized civilian ship, it loses the Bulk Transport burn speed bonus, reducing it's overall burn by 1.Oh, this should be clarified somewhere within the bulk transport skill, like "bonus is lost if the ship becomes militarized"
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.-Being able to produce Superweapons from contractors is very overpowered especially that money doesn't matter in the late game, also you can easily max your reputation with any faction by trading a bunch of prisoners.
I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.
The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.
I lack any modding experience so I am just throwing this out there.