Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mira Lendin

Pages: 1 [2] 3 4 ... 20
16
Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« 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.

17
Mods / Re: Machina Void Shipyards v. 0.55.6
« on: July 02, 2022, 06:39:01 PM »
The Onslaught in this mod is bugged "visually", you might want to take a look at it.

18
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.

19
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.

20
Mods / Re: [0.95.1a] Well Advised Modifications (21.02.22)
« on: June 28, 2022, 02:24:33 PM »
Life changing mod

21
Mods / Re: [0.95.1a] Custom Battle Music
« on: June 26, 2022, 01:49:49 AM »
If this becomes the case I will remove the Custom Music version. I am currently looking for Royalty Free music to replace some of the current songs.
Royalty free doesn't mean "free to use", it means you pay once and don't have to pay license fees afterward, basically still illegal to use without paying.

22
Mods / Re: [0.95.1a] Custom Battle Music
« on: June 23, 2022, 03:49:09 PM »
The problem with using unlicensed Music from other sources is that you will get mod sharks "not going to mention names" to start questioning your rights to such materials until eventually, they get your mod off this website, this is why historically this game had only 1 audio mod.

23
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

24
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.

25
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.

26
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.

27
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).

28
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)

29
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: June 19, 2022, 12:37:26 PM »
This mod came before magicLib, it has a specialized script to manually draw projectiles trails, that's how ancient it is, if it was my mod i wouldn't want to update it even if i had 24/7 free time.

30
-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).

Pages: 1 [2] 3 4 ... 20