Imo: The firepower for 20DP feels lacking, the ship just feels very inefficient for 20DP. Sure, it is fast, can engage, disengage, pounce, punch down and possibly take punishment with the good shields but the firepower is just kinda meh for 20 dp. Maybe I am doing it wrong but if I focus on the 3 medium slots I get like 2 heavy blasters and medium missles for 20 dp, that ain't much I fear.
Hmm - possible counter point, if it could do all that *and* had heavy firepower, that'd be a bit much, wouldn't it? Also worth keeping in mind that the buffs to some energy weapons are possible indirect buffs to the Fury, too. Still, I'll definitely have another look at it.
- Added "no_autofit_unless_player" tag to hulls and variants
Does this go directly into the variant file? Like is it possible to easily make variants with s-mods now?
It can, yes. Or via variant.addTag(). I'm not sure what the connection is about variants with s-mods - you can already do that, yes? With an "sMods" JSON array. (Unless this is new in 0.96a...)
can we get a sample of the new exploration music please?
Ah, sorry - that'll have to wait for the release!
however I can see how problematic it would be to have that many missile mounts when you are not using pilums but actual strong missiles
Hahah yes, exactly!
Two questions though, does this fix the slowdown associated with battles when you have modded ships installed
I'm not sure exactly what you mean. There's a campaign after-battle slowdown with heavily modded games? I'm not actually 100% on what causes that, though.
and if not is the process for upgrading this new version to Java 8 the same process?
Yes.
I don't think the squall change really does anything. The power of the weapon is 2500 range zero flux kinetic pressure (that can fire over allies and is high volume with decent missile HP so moderate PD is not super effective). None of the things that make it strong are reduced at all. Honestly, even the EMP damage is more significant than the damage to hull/armor.
I get what you're saying, but from actual testing, there's more to it. Multiple Squalls hitting the same target are capable of doing far too much actual non-shield damage. An easy example in the dev build is the Pegasus, since it has 4 large missile slots - and with the old Squall, it was capable of absolutely dismantling a Paragon mostly just through Squall damage. This shows up with massed Squalls on separate ships as well, of course.
The point here is to reduce the impact of Squall saturation, so that there's such a thing as overkill, and there's more room for other missiles - without significantly nerfing the Squall when it's used in smaller numbers.
(I'm going to go ahead and remove the EMP damage, though; forgot it was there and its anti-shield role is clearer without it.)
i'm kinda curious about WeaponSlotAPI createWeaponSlot(
what is it for?
could it be for spawning weapon without an existing ship? cause i notice it doesn't have any ShipAPI input
... you know, I don't remember. This was probably a modding request from someone; vanilla doesn't use it.