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I got distracted by WC lighting itself on fire, so I never removed or rebuilt them to standard vanilla code.
If the damage is too good or bad, You can reupload a copy or use "ModAdjusterv2" to fix it.
A summary : This has no issues with anything, as this is Vanilla code, Vanilla projectiles. It can't have issues with scripts as it has none, it runs Vanilla.
WeaponCore Invented its own problems -- None of its problems involve the mods it yells at , everyone else uses Vanilla Code, Runs vanilla damage events, Runs Vanilla projectiles , Only WC demands everyone use their Custom code
The only problem they had, was their CTC wasn't coded to handled vanilla weapons that didn't have their own (WC) custom code send-off -- which is entirely their own fault, as they didn't code a handler for the Vanilla Basegame absence of their shit, IE 99% of weapon mods, and allowed their own code to crash. There was nothing reasonable Spinal Weaponry could do, given the entire problem was on their end down to How a problem could exist.
As for balance : Defense Shields was coded to ignore Vanilla Projectiles, and run specific API requests so you'd have to code your custom-script damage to call to Defense Shields. Which is something you have to do on purpose, as you're bypassing the Games actual handler for damage & projectile code.
Which was the primary reason I made most of them, was to avoid dealing with scripts bricking ironically.
I think this mod has the wrong name for what the weapon systems actually are.
Spinal Lasers (Or weapons) Generally refer to a weapon system which essentially is the ship. IE, the ship is built around the weapon making it literally it's "Spine". These weapon systems tend to be integrated into the ship as the ship itself. (Like the Death star from Star wars). Generally a spinal weapon system makes up about 60% to 70% of a ship and the only reason the ship exists is to move the weapon system along with a few other traits such as logistical transport or Command.
These seem to be more Modular or XL weapon systems. Rather then dedicated weapons you would build a ship around. (Maybe Dreadnought Weapon systems).
The very construction of this mod, which worked for EQ Beam Code, Lucas Beam Code, Cython Beam code, has issues with that pile of garbage due to poor x-fighting and overlap issues on WCs end.
In addition, it isn't my problem that WC has hostile code.
I am not making any of my mods WC Compatible -- This is a vanilla code mod, his artifical incompatability is a consequence of his own actions.
This mod has been directly attacked by WC, so no.
They operate on vanilla firing principles, and are scriptless.
Which were listed as problematic.
Imagine working on 17 different gun series, and having to rebuild all their scripts more than 3 times each.
There's no question of why, there are delays.
And my current prototypes, to handle this in WC, hasn't been the prettiest so far.
Due to design, the more of these weapons in a single row or space, the more potent the beam becomes"
1)so the question is by how much each additional unit add to the overall damage?
2) if you fire the last weapon of that serie row will it still be counted as single unite damage or multiple ( like multiple magnefying lense)