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Mods / Re: [0.97a-RC11] Missiles and Sundry - Missile tweaks for vanilla
« on: October 30, 2024, 07:54:52 AM »
Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)
I actually made a prototype for that early last year. But since no one seemed particularly interested in it at the time, I shelved it. I'll give it another look some time.
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
I am not good at balancing stuff since every person sees "balance" differently, that's why i don't bother trying to satisfy everyone, i just play with my mod on 24/7 and try to adjust things based on my experience (or unless a group of people pointed at the same thing).I really do like your mod a bunch Mira but if I can run an idea by you; Mini-superweapons Mod - "Weaker prototype versions of rare super weapons but you can find blueprints to make more."
Seconded on this one. I really like the creativity and unique effects, but the sheer power level of them makes it kind of boring to actually use- get superweapon, use it, win. A version with "balanced" guns would be welcome.
Regarding Weaker prototype versions of rare Superweapons, the Photon lens for example has 450 dps at 38 OP cost, that's less efficient than a standard Plasma cannon coming with 750-dps at 30 OP, however it makes up for it with special ability which is not always useful depending on your/enemy fleet orientation and their weapons.
Almost every Superweapon is balanced around a specific downside, if you want less powerful weapons then you got many faction mods that adds your average weapons to the game, you can use these if Superweapon is not your thing.
Sorry for the delay in updating the mod. I just haven't had much time to work on it recently, but once I do the crafting system will be the first new feature to be implemented. Thank you for your continued patience!
Me: been discussing an idea for cryosleepers on the unofficial discord with Tarn#5882 who suggested they could allow for size 7+ colonies. It seemed like a neat idea? Maybe even go as far as designating one world as the benefactor regardless of proximity to the sleepers?
Alex: Hmm. You'd feel like you *had* to only colonize near one then, no? So it'd have to be where you can do it regardless of proximity. Which makes their location not really matter... It's an interesting idea, but not quite sure this all clicks
Me: being near the sleeper would give you its existing benefit. This "designate colony to grow past usual limts" would be seperate and without needing to be nearby. This way, players dont need to "wait" to find one to build a colony. Made a thread here.
Alex: Usually a good idea! To wit, now that the idea of a "10 resource required project" came up in conjunction with this, I'm intrigued...
Alex: Ah yeah - that makes sense mechanically, but doesn't really make sense in-fiction, does it? Like it'd feel weird for the much bigger benefit to also be like "oh yeah you don't need population growth for this... extreme population growth"
Me: I imagine it as you needing to ship people with the help of others. A drain on your credits as other captains take you up on the missions to ferry people until the deed is done, becoming more costly on the distance. And a hook for the major players to notice what you're doing.
It also could be a tipping point of you being a upstart pretender to becoming a legitimate "player of the game" in the eyes of the major factions. With all the benefits and all the horrors that will contain...