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News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Mira Lendin

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Modding / A quick question
« on: October 12, 2021, 06:33:09 PM »
What collision class do i need to give to explosions so that they would affect fighters ?

2
Modding / [0.95a] small API issue
« on: August 14, 2021, 06:10:18 AM »
I noticed that if you try to retrieve "ProjectileSpecAPI" from an Instance of "WeaponSpecAPI" via ".getProjectileSpec() function" you get an instance of "com.fs.starfarer.loading.specs.h" instead of "com.fs.starfarer.api.loading.ProjectileSpecAPI", even if you try to cast it via (ProjectileSpecAPI) the game just crashes, from how the functions are worded this has to be an unintended behavior.

3
Mods / [0.95a] Superweapons Arsenal v1.9a Light Show
« on: June 23, 2021, 05:41:58 PM »
Superweapons Arsenal v1.9a
Mod requirements:
GraphicsLib - Get here!
MagicLib - Get here!
LazyLib - Get here!


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








Some of these are inspired by weapons from other games.
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Unique Weapons:
Spoiler



-Big thanks to Tartiflette for allowing me to utilize his Singularity script while building the Black Hole Generator.
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New additions:
Spoiler
Light Spear Accelerator




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

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Changelog:
Spoiler
-v1.9

-Added Light Spear Accelerator to the game.

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

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

-v1.8

-Added BFG-Ultra to the game.

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

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

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

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

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

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

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

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

-Various improvements to visuals, sounds and turrets design.

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Please consider leaving your feedback down below, it will come in handy when i update the mod.

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