Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I simply dunno how to make things as advanced as NPCs in Blender😅 But i know someone who may help, so there's hope!
L.Y.N.X. wespons, Aryx Weapons Enterprises. Those two are the ones that this mod was balanced around and will work the best
What weapon mods do you recommend to counter your tyranid fleet
I think you're talking about Leech spewer. The core idea of that weapon was to prevent the players from engaging in close combat with some Tyranid ships and encourage the usage of more long-ranged options, abundant in OP weapon mods which this mod is balanced against.
If you get hit with that weapon, it should feel like your ship is fired upon by a whole standard corvette-class ship (around 1500 blocks), from all weapons. Small grids aren't supposed to live long under that.
However i understand the issue. I think i'll reduce the max range of Leech spewer and its projectile speed so it would be more avoidable. Thanks for a feedback!
i dont use defense shields, but do have 6x thrusters, 25x tanks, and energy shields (modified)
Thanks! Good luck fighting the bigger ones😅
Its the biggest one Ive encountered yet and my god are they horrifying to find in deep space when Im low on H2 and no jump drive to get out of danger!
Such a crazy cool mod, keep up the good work mod author(s)!
Oh, yeah, right, the tips😅 For that, you basically make a large grid mech with small-grid detailed head/other parts you want detailed. If you want to make it vanilla, that is.
Personally, i'm making custom models of tyranid parts for my builds by using Blender. Heads are made as turrets, so they follow their target. Then i just slap all that on my grids and boom a convincing tyranid is done.
A Bio-Titan, as well as some other ground units, are planned in the next big update which will come in a form of addon for this mod!
Hmm... I'll look into it when i have time
I didnt get any microlag when i reached the GPS signal like i would if i were playin with the parralax mod or imber, it just dissapeared and nothin spawned. i do have MES added to the world, and the signal was like 5 ish mins, like i said ia dded them yesterday roughly so yea.
From what i remember, Massive Tyranid threat GPS signal spawns Razorfiend on approach. It's a relatively big ship, so it might've lagged the game a bit upon appearing. Were that micro-lag present when you reached the GPS?
Another question, a rather stupid one, but still, i wanna be sure. Do you have MES mod installed?
And a third question: for how long that GPS signal existed? If it appeared before the updates, it might've broke.
I tried setting up a weapon randomizer denial file where i specified the weapons MES mod cannot use in randomizer, but it seems to not work with that particular mod you're suggesting. The weapon randomisation/upgrades system is already a part of MES mod as far as i remember, so that one mod may be conflicting with some stuff. I'll look into it.
Nah, thank you for letting me know about the error! Otherwise who knows how long this mod would've remained an unusable mess XD
I checked the stuff myself. Turns out — i accidentally updated the weaponry mod on the workshop while it was heavily in-development and many new features were being tested, i apologize 😅
Uploaded and tested the most fresh build. Try it, it should all work fine now.
If it still doesn't, unsubscribe and subscribe to the Tyranid weaponry mod (not this one) to update the files if they won't do that automatically.
If you spawn a big ships, then you're meeting a certain Threat Score requirements with them, that's why only razorfiends spawn. To soawn other ships, your threat score should be higher/lower as far as i know. I'm working on the Admin commands which spawn each and every particular ship no matter the threat score.
Also, about weapons: do they have a conveyor sorter gui when you check them in creative? If so, then that's an error. Press ctrl+f11, this will open a window where you will be able to see errors, and check if there any tyranid weaponry related. There's one sound-related, it's not important, but tou shoukd check uf there's any other.
1. No other weapon Core mods. I even just ran the mod and its requirements alone and there was still nothing. However, I have noticed that Weaponcore ignored that some weapons are weapons like Rocket Launchers and didn't give them the 'Mousefire' option for example...
2. I usually spawn a big ship just to summon them and I've only gotten a RazorFiend everytime. Even commands to spawn other ships that I've seen in the comments don't work.
1) What other WeaponCore mods do you have in your modpack? If they're broken, they may produce an error preventing the tyranid weapons from firing too.
2) What ship did you encountered? Some of my ships slowly attack with drones/torpedoes, or use Tentacle weaponry with only 400m range.
I'm trying to take any precautions to make sure people won't be able to get the things
Considering the controversial approach to balance (based not on vanilla balance but on literally the most OP mods out there), i'm aware of the way it may backfire. A lil community won't harm, howewer it tends to grow fast. All i really need rn is to learn how to import custom textures for SE modded models and learn to animate those turret models better.
I think i understood you correctly. Those lingering stripes are made that way to resemble tentacles, and this weapon is called "Feeder Tentacle"
Hive ship releases purple projectiles with a very long stripe from its mouth, so they load everything very heavily and leave their mark on the projectile for a very long time. Just reduce the lifetime of this projectile footprint.
This mod is amazing enough that if you made a discord you might find people willing to help you with that! Seriously, you have 5k subscribers! If I knew anything about animation I'd be willing to help
Just be careful if you start getting people to help you, don't let us fans sway you too much in one direction or the other. This is **your** creation and you should always have final say over any directions the mod takes
Ah, dammit. I remember having an alterative solution for the melee Tentacles weapon, being a big turret with visual "Tentacle" parts which will extend further and play a swinging animation, while the turret itself will shoot an invisible spread of projectiles or a tractor beam. This way, the PC load would be almost zero.
But i'm not as good in making interconnected parts in Blender and animating them via Weaponcore code yet, but i'm slooowly gettin' there. Maybe one day those tentacles will be reworked, who knows?
Try using the following commands:
/MES.SBE.GrendelSpawnRazorfiendSingle
/MES.SBE.GrendelSpawnDevourerSingle
/MES.SBE.GrendelSpawnHiveshipSingle
If that doesn't work, use the following command:
/MES.Settings.Combat.EnableCombatPhaseSystem.false
If even that won't work, try to outfit your spawned ships with wery powerful modded weaponry and shields, because that would raise the Treat score my encounters are using. Then try spawning again.
If none of this works, then i honestly don't know. i'll try to look into it next time when i will be working on this mod again.
There are commands for spawning each encounter, search for them in this comment discussion (they're way back). Also, it's hardly possible to "disable" the gps marker thing because that's the npc type each of them are centered and coded around
The planetary invasion system is being developed. There's only flying atmospheric drones/builds tho, because i simply do not posess nearly enough skill to make a walking mob with ranged abilities in SE.
Good luck😅 Always try to prioritize dodging and avoiding over tanking, protect your cockpits more on heavy ships and if you will resort to tanking, rely on armor, not shields. And don't forget to check the tyranid ship type before engaging!