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Author Topic: [0.95.1a] Superweapons Arsenal v2.5b Storms are coming!  (Read 275277 times)

Enmenluana

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #315 on: February 22, 2022, 10:41:36 PM »

Good day.

Are there any plans to add new types of super weapons of the ballistic class? Energy and rocket models are excellent, but personally, in my opinion, there are somewhat fewer ballistic weapons.
The next 2 Superweapons will be Ballistic only.
Is one of them a fast-shooting one like the Hyperpulse Repeater? As the ballistic superweapons don't have one currently.
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Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #316 on: February 23, 2022, 12:38:00 AM »

I didn't plan their concept yet but i will see.
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briansd9

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #317 on: February 23, 2022, 07:01:07 AM »

Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.

Looking in the code, it's because it uses playUISound() instead of playSound()... also found a few other instances of playUISound() being used for weapon effects
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Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #318 on: February 23, 2022, 07:16:54 AM »

Minor bug report: the Z950 Flash can be heard at full volume from anywhere on the battlefield.

Looking in the code, it's because it uses playUISound() instead of playSound()... also found a few other instances of playUISound() being used for weapon effects
The Z Flash and Devastator Lance sounds are played at UI level to assert their dominance over the battlefield, i will reduce their audio level.
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briansd9

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #319 on: February 23, 2022, 07:26:50 AM »

The Z Flash and Devastator Lance sounds are played at UI level to assert their dominance over the battlefield, i will reduce their audio level.
I see, it was by design? No worries... just found it a bit odd to be in the grid map view and the only sound playing is of one specific weapon
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soppry

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #320 on: February 24, 2022, 03:48:40 PM »

Z950 Flash  dont do any damage i dont know why
please help me
i love this mod
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Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #321 on: February 24, 2022, 09:24:33 PM »

Z950 Flash  dont do any damage i dont know why
please help me
i love this mod
That's.... strange..
What version of the mod are you using ? and what version of Starsector ?
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soppry

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #322 on: February 25, 2022, 12:44:38 AM »

game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
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Ruddygreat

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #323 on: February 25, 2022, 02:20:45 AM »

you should probably add the "no_dealer" tag to every superweapon - at a high enough level (seems to be level 7) dealers that offer every possible dealer option will spawn, allowing players to buy any superweapon they want

Balmung60

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #324 on: February 25, 2022, 02:59:55 AM »

game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
Try updating to 0.95.1

If you're on 0.95 rc6, you're several versions behind (0.95 went up to rc15 I believe, and we're now on 0.95.1 rc6)
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Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #325 on: February 25, 2022, 03:17:46 AM »

you should probably add the "no_dealer" tag to every superweapon - at a high enough level (seems to be level 7) dealers that offer every possible dealer option will spawn, allowing players to buy any superweapon they want
I already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?
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Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #326 on: February 25, 2022, 03:20:10 AM »

game version 0.95 rc6
the mod v2.2c
when i shoot , i can see the animation but no impact no damage no flux lol
The projectile is not supposed to "impact" anything, it's piercing, however if it fires it will always deal damage, if you are not seeing a rise in flux this might mean that you don't have enough flux to fire in the first place.
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Ruddygreat

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #327 on: February 25, 2022, 05:27:18 AM »

you should probably add the "no_dealer" tag to every superweapon - at a high enough level (seems to be level 7) dealers that offer every possible dealer option will spawn, allowing players to buy any superweapon they want
I already have the "no_sell" tag, isn't it enough ? does the "dealers" come from a specific mod ?

nope, no_sell blocks them from being sold at markets, the dealers are a vanilla bar event added in .95 that allow you to get custom production w/o having a colony

I should probably mention the "half of all ships in the game" being sold at a dealer thing to alex, but for now this is the best fix

Mira Lendin

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #328 on: February 25, 2022, 07:28:26 AM »

I see, thanks for pointing this out.
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soppry

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Re: [0.95.1a] Superweapons Arsenal v2.2c Grand Update
« Reply #329 on: February 25, 2022, 02:37:15 PM »

i tried with less speed ,it does damage
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