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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Superweapons Arsenal v2.1b Super Flash  (Read 80806 times)

Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #15 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
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Nick XR

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #16 on: June 29, 2021, 11:17:54 AM »

IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.

Weapons with this level of capability should be treated the same as the weapons from the Doritos.  No BPs, only from combat.

Melanoc3tus II

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #17 on: July 03, 2021, 11:02:18 AM »

Just so you know, "electromagnetic railgun" is rather redundant: electromagnetic electromagnetic launcher using rails. It's kinda like having a gunpowder gun.

You might consider changing that, idk.
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Gaaius

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #18 on: July 03, 2021, 02:03:01 PM »

Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?
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Jaghaimo

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #19 on: July 03, 2021, 02:09:26 PM »

IMO they'd be more of a treat if they didn't ever drop as blueprints. Once you can mass produce them they become just another weapon again, rather than a scarcity.

Weapons with this level of capability should be treated the same as the weapons from the Doritos.  No BPs, only from combat.
I second that. Don't have a problem with stronger weapons as long as they are not blueprintable. I'd love Remnants to use more unique weapons, perhaps this would be a good material? Need to try out giving them (and only them) access to these weapons :)
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #20 on: July 03, 2021, 03:31:15 PM »

Your file:
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.PNG
should be
graphics/pn/weapons/pndsilaser/v1/pn_dsi_turretbase59.png
as this causes problems on case-sensitive os.
..also, why is the 59 the only one with a capital file-suffix ?
sir, i believe you left this comment in the wrong thread.
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Gaaius

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Re: [0.95a] Superweapons Arsenal v1.1 - Some balance and new stuff
« Reply #21 on: July 03, 2021, 11:49:40 PM »

sir, i believe you left this comment in the wrong thread.
yeah, you are right,
sorry i mixed these two mods (this and P9 colony group) up (as i installed both at the same time)
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Nick XR

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Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« Reply #22 on: July 09, 2021, 03:01:20 PM »

Thanks for the BP and rarity changes!

Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« Reply #23 on: July 09, 2021, 05:48:25 PM »

Thanks for the BP and rarity changes!
yw ^^
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EmotionalSkyscrapers

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Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« Reply #24 on: July 10, 2021, 08:02:36 PM »

Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« Reply #25 on: July 15, 2021, 05:45:42 AM »

Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
I am not sure, the small and medium sizes doesn't fit as "Superweapons", i tried making a powerful medium sized weapon but then i realized that it will end up being a replacement for low-end heavy weapons of the same mount type since it's more efficient.
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Deageon

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Re: [0.95a] Superweapons Arsenal v1.2a - Some adjustments.
« Reply #26 on: July 15, 2021, 04:12:43 PM »

Thanks for making this mod. The weapons are aesthetically pleasing and their behaviors make them feel exotic, which is fitting for rare end game weapons. Do you have plans for medium and small weapons?
I am not sure, the small and medium sizes doesn't fit as "Superweapons", i tried making a powerful medium sized weapon but then i realized that it will end up being a replacement for low-end heavy weapons of the same mount type since it's more efficient.
small-size superweapons could be cool though, impractical but scary *** in small mounts with high OP costs or whatever
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nocluewhatimdoing

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Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
« Reply #27 on: July 25, 2021, 05:56:01 PM »

Where the hell is prism freeport
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Mira Lendin

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Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
« Reply #28 on: July 25, 2021, 06:19:05 PM »

Where the hell is prism freeport
aren't you running Nexerelin?
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nocluewhatimdoing

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Re: [0.95a] Superweapons Arsenal v1.3b - Controlled Destruction!
« Reply #29 on: July 26, 2021, 02:14:13 AM »

I shouldn't have to it's not a requirement
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