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Mods / Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« on: June 29, 2021, 02:04:57 AM »I meant as before I start a new playthrough, like in the mod settings.yea that's easy to do
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
I meant as before I start a new playthrough, like in the mod settings.yea that's easy to do
Alright, if you do make that change can you please make it toggable? Thanks for this mod.i can do that but i don't think it would be useful, as once a faction learns a new weapon it can't be removed from their list until you start a new save, so toggling it off mid game is not going to revert it back.
Do AI fleets use these?No, maybe after they are balanced i would let some Remnant fleets use them
These weapons have pretty nice presentation and some interesting effects, but their power is quite a bit more than slightly above vanilla weapons. Please keep in mind that you should account for scripted damage when calculating your flux costs, for example.I agree with you, Originally i wanted to balance these weapons a bit more before releasing this mod, however i decided to let them be and wait until i finish the rest of unreleased content, then let people have the final word, although balance was never my intention, i don't want any of these weapons to feel like "be happy go lucky", i think adding some inaccuracy as a start will force distance management allowing weapons like the "Phalanx" to be hard to fully utilize at most ranges.
A fair few of these also combine extremely high damage with extremely fast projectiles. I think it would be more interesting to separate the two. Very powerful weapons that take some skill to land shots with are inherently quite satisfying.
I do like the general concept of this mod to add some rare powerful weapons to find, though. Just think they are currently a bit too powerful to the point they take too much skill out of combat, making them get old quick.
is there any other way to get them organically, other then purchase at prism freeport.They have no restrictions and can be found in open space like any other weapon, however they are very rare.
Very nice mod with some super cool botes, but I found a bug in the tahlan_StormDriveAI script.True, since the game treats left angle as a negative value, you will have to get the absolute value of it.
Line 71:CodeThis will always return true on the ships left arc, as it produces a negative rather than positive value in that instance and as such will always be lower than the degrees value.return (MathUtils.getShortestRotation(angleToTarget, ship.getFacing()) <= DEGREES);
Solution:Codereturn (Math.abs(MathUtils.getShortestRotation(angleToTarget, ship.getFacing())) <= DEGREES);