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Messages - Mira Lendin

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31
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.

32
does this mod have any compatibility issue? with Nexerelin for example?
no

33
Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: June 15, 2022, 11:43:39 AM »
I just wanted to throw this out there,
This mod is a sea of useful tools for modders like me, i appreciate the hard work you put into this, thank you!

34
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:



35
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.

36
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.

37
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.

38
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.

39
A Storm is coming!


40
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: June 12, 2022, 11:37:37 AM »
Is firing the Titan in simulation supposed to reduced it's CR ? If not then i suggest you use the function "isSimulation() " to check beforehand.

41
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: June 12, 2022, 05:38:53 AM »
I'd say make the Pristine nanoforge rarer.

42
Modding / Adding a station to the game
« on: June 11, 2022, 02:53:43 PM »
So i want to add a new type of station to the game, one that is generated with the sector and spread across the map, such station is identical to any regular research/mining base but drops different loot, can someone give me simplified steps on how to do it ?

43
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: June 11, 2022, 08:41:37 AM »
I absolutely love the iron shell ships and their artwork, they are very high quality, their hullmods are also presented in a clean manner 10/10

44
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.

45
Mods / Re: [0.95.1] Yunru Core +
« on: June 08, 2022, 10:55:01 AM »
That's, unfortunately, a limitation I can't bypass: To add a restriction to the ITU I would need to edit it, making my mod Incompatible with anyone else who decided to do otherwise. Short of Alex implementing a system independent of the script, or something like Concord reaching maturity, there's nothing I can do about it.
This can be fixed by adding few lines that goes over every other hullmod installed at any given time, reading their id 1 by 1, if ITU id is found remove it and play a peep sound :)
Also with this solution the player won't be able to build-in ITU since the hullmod have to be ON the ship however your hullmod will remove it due to conflict whenever possible.
here is a snippet of how the code would look like Inside YOUR hullmod file:

Code
public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
     ArrayList<String> deletionList = new ArrayList<String>();

     for (String str : ship.getVariant().getNonBuiltInHullmods()) {
          if (str.contains("targetingunit"))
               deletionList.add(str);
     }

     if (deletionList.size() > 0)
          Global.getSoundPlayer().playUISound("cr_allied_critical", 1f, 1f);

     for (String s : deletionList)
          ship.getVariant().removeMod(s);
}

-Edit: this had a small error, i fixed it

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