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A few things to keep in mind for custom bombs, is to always include at least a single gunpowder module, always use failsafes, and always set firing restrictions. Keep hardpoints or internal bomb bays as unobstructed as possible.
I'll try tweaking to see if this is the case. If so, it should be relatively easy to fix.
It's hard to explain step by step how they were made if you don't know the fundamentals, so I'd advise you to read into the from the depths modding guide first.
I think starting small and making a few tweaks to stuff that already exists in the game is a good way to figure out the basics. But there is an FtD modding guide which lists all the variables and structures of simple weapon mods. It should be a pinned post in the modding channel of the official discord. People there will no doubt also be eager to help :)
All item ID's of existing weapons haven't changed, so I don't foresee any problems with existing blueprints.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2943973739
I purposefully limit most of my mods like this one to the functions in the modding ui to maintain compatibility between new versions and the legacy ones I like to play, so that is an extra hassle.
I would suggest to post this request in the dedicated thread for mod requests in the OFtD discord first, they will probably be able to help you better.
The 'cluster' bombs are at the extreme end of the many tiny shells spectrum with how I must implement them in lieu of coding skills.
Maybe take a look at splitting a given shell into multiple different sub-shells as that would definitely help the balance a little bit, making you chose between multiple smaller shells that help guarantee a hit via saturation bombing or a bigger single shell that will do more damage to a point target but run a greater risk of interception.
The simple weapon bombs are set up to penetrate enemy decks and then explode using both timed fuses and adequately high kinetic damage and AP (increasing with bomb size). Considering I play the 2.5.2 beta and not current the shifts in balance might mean they misbehave in current?
If the issue is not (over)penetration of enemies but simply delayed explosion, then I'm not sure what is going on.
When one looks at what weapons are available, there really is a lack of variety for certain weapon types. Conventional weapons such as missiles and guns can only have so much variety, but there really is an untapped resource with Sci-Fi weapons. Energy missiles/torpedoes, Lightning Weapons, Gravity Weapons, mechanics such as spreadable fire, and etc.
Between steam- crams, cluster crams, and several other items I can think of there's a slew of stuff that was promised or half-implemented and then discarded. I hope your suggestion will get traction. It's annoying seeing those plasma parts sit there with no functionality.
I also added a new barrel type to make Brrrrt more viable for small low calibre aps setups on fighter aircraft and defensive turrets on bombers. I would have made a faster loading autoloader too, but those variables aren't open to the mod editor I think.