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Suggestions / Re: Flux Bomb
« on: May 09, 2012, 05:54:58 PM »
I hope so too
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
post it in the suggestion and hope for the best...
alternatively, try ur luck @ modding
I do like the flux bomb
if nothing else a heat sink weapon with very few ammo
could be done with negative flux, not sure if it would go under 0 tho...
If you're looking to make a weapon that only you get and no one else, then you'll need to make it a new weapon, which can just be a copy of an existing weapon, with the stats modified to what you want, and set it to be sold in any one of the currently existing orbital stations, or if you have the Gun Runners mod, it should have all weapons for sale, including the one you made, if I'm remembering right.
To make the weapon, all you need is the .weapon file, and the .csv entry I believe. To sell it in a station, you'll need to mess with the SectorGen.java file found in the scripts folder, preferably one you made yourself, and is in a mod folder, so as to avoid potentially harming your install of the game, or as I suggested above, just use the Gun Runners.
As for your weapon idea, not sure how possible it is, high flux does make energy weapons more powerful, but I don't think that's what you want, and it might not be possible to do what you want it to.
Ship variants control the weapons loadout ships spawn with. Either change the weapons in the variants or create a new weapon.
Does anyone know if this still works? It won't allow me to upload images so I can't use it anymore. Last time I used it was a month or two ago.
[Edit] Aaaand now its working. I swear every time I post about these things I figure it out 2 seconds later...