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I noticed that you implemented a fix for the 75mm hesh cartridge not appearing in the assemblers. Unfortunately it appears an update to the game has caused them to get removed from the assemblers again, any chance you could implement another fix? Love your mod by the way :)
please update and fix this mod, i really liked this one :<
Tried it on a new Save with only this Mod installed and ran into the same issue.
First off thanks so much for making this mod!
I am not sure if its a bug or on my end (redownloaded the mod and weaponcore, no other mods), but the Ares launcher does basically no damage. In the Control Panel it says in the lower right corner:
PeakDPS: 10.8
BaseDPS: 0.5
AreaDPS: 0.0
Explode: 10.3
Compared to other missile weapons Explode 10.3 looks very low, is that intended or a bug?
Thanks for the tip about the 75mm HESH Cartridges. I have fixed this and am uploading the change now.
As for balancing, I do agree that I need to overhaul the block costs for many of the small grid weapons, they are outdated and way to cheap for the most part. This modpack was not built with any other modpacks in mind, as it is simply impossible to try and balance it against whatever combination of mods a player will be using at any given time. The only thing this pack truly takes into account is balance against other weapons in the pack and the shields mod. For the most part, these weapons will rip through light armor, forcing players to focus more on heavy armored hardpoints and shielding for their ships. Wish I could offer a better explanation than that, but with the way the pack is now I receive feedback from players saying both that the weapon is underpowered and overpowered, its all dependent on context.
I also was testing some other guns like the Centurion Howitzer and it seemed extremely powerful for its very cheap price. (Able to get rid of about 5x5 circle of large grid light while damaging the heavy armor behind it) Unsure if it's supposed to be this powerful or what. A similar thing can be said for the JST-R Launchers. This also can be said for the majority of the other weapons. Maybe it is just me, but many seem too powerful. Perhaps its because these are made with weapon core balancing in mind, so other than not being balanced towards Vanilla damage-wise, it's a good mod!
Now, I have some issues: any grid I place Thresher or other missile launchers on (e.g. Crusader), that also has the new Automaton AI blocks on it, blocks those missile launchers from being used. I have absolutely no idea why, but even turning the AI blocks off (as in, turning the block off, not their behaviour) does not solve that.
The next issue, but this is not 100% persistent is: I can fire three Crusader Heavy Missile tubes (the most recently added ones) of my ship, but the rest simply does not work.
My goal was to create roaming missile carriers. But this simply doesn't work right now, and I guess Automatons is to blame for that. I have the WeaponCore mod set as the first mod in the mod list, and the only other weapons mod is Directed Energy Weapons (WC edition), but it also happens without it.
Do you (or anybody else) have any pointers on how to fix or work around these?
Steps to reproduce:
1. Create a new empty world in Creative mode. Mods are Weapon Core - 2.4 and Akiad Militech in that order. Game version is 1.202.112
2. Spawn into world
3. Grab the Kingfisher from build menu
4. Place Kingfisher down. Game will crash to desktop as soon as the turret spawns in
Let me know if you need any more details