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https://drive.google.com/file/d/1CE2wzn-yWWPvnYptLnuS55QzgN9TVwQA/view?usp=sharing
https://forum.egosoft.com/viewtopic.php?p=5090967#p5090967
I know it should not be a factor but, coincidentally, this has only been an issue since installing Win10
https://forum.egosoft.com/viewtopic.php?t=376282&start=90
I also agree with Cheetah that we need to be able to craft them or increase the drop rate of low missiles as well as increasing the rate npcs use them should make it for intersting fireworks
I've been looking for a realism and more logical mod for missiles.
I'm glad you had the right idea with this one.
Nice job!
Your mod is not working. Saves break. How to remove it without pain?
Look at discussion thread, I've added a script there, which will add missiles to deales.
-Lowered cost for some missiles to equalize Cost/Damage efficiency
-Raised drop rates and smoothed the missile type gradient to increase drops as a source of missiles and increase the chance of higher missiles in each type category to drop
-Added useful info descriptions to each missile so the details of each missile are easily found - for once
-Rebalanced Acceleration and Speed in all missiles
-Cruise missiles now have a 16km range
-Halved blast radii - blast range was a radius and was way too big for what I wanted. Now halved to make SOME sense.
-Fixed missile speeds - anything over 1000m/s ends up overwhelming the game's postition update resulting is odd missile paths and really poor hits.
-Fixed missile acceleration - This is where speed improvement comes in. All missiles had a 2-2.5 second acceleration time and turn rates. This is fixed:
-Swarms have a .25 second acceleration and turn rate
-Heavy swarms have a .5 second acceleration and turn rate
-Light guided have a .25 second acceleration and turn rate
-Heavy guilded have a .5 second acceleration and turn rate
-Cruise missiles have a 1 second acceleration and turn rate
-Dumb fire acceleration has been constrained neither accelerating too fast (over 1000m/s) or too slow (under 300m/s)
-Dumb fires are safer as they fire out of their blast range from your ship within a second.
Oops. I nerfed the low end missles too much.
-Fixed nerfed missiles
-Fixed explosion range now bigger! (Had it marked bigger and wasn't implimented.)
-bumped DPS back up to a normal 10k-100k range
-Prices adjusted accordingly
-Swarm missiles have a lot more damage
-DPS gradient is nice and smooth now.
0.97
Rebalanced:
-Damage
-Fire Ratres
-Prices
-Cruise missile acceleration
I forgot to actually balance the missiles through DPS and cost per damage. Did so and rebalanced everything. You shouldn't exactly need a ship HP increase mod anymore but I think it makes it better. Damages went up and down, mostly down, fire rates increased mostly. Prices are more balanced now. Highest DPS is 75k. Lowest is 5k. Low end missiles less than 15k DPS. Midrange less than 30k DPS. High end above 30k DPS. Prices took a massive hit mostly though some of the higher end stuff increased.
0.96
Heavy and Light guided missles two times more manuverable.
Light Cluster missle range upped to 4km.
Fixed ranges and range descriptions for all but unguided.
If you break somethign in the game, do not upload the mod. Fix it or stop modding. Keep/use it on your own, don't include the workshop in your file corruption.
From vanilla version
<item macro="missile_player_guided_macro" amount="8"/>
<item macro="missile_player_guided_heavy_macro" amount="8"/>
From More Missiles mod
<item macro="missile_player_emp_macro" amount="8"/>
Also there is a BUG. When you sell all one type of missiles e.g. V Crusheres, go back to space that V Crusher is still on the Missile Cycle list even it shoudn't cause there is an item entry on players "wepons list" which amount="0" .
<item macro="missile_player_dumbfire_macro" amount="0"/>
Weapon says "click, click"...
Delete that line so all are happy. I didn't yet figured out how to delete itemline which amount is zero from save file. At least the item line must not bein the player ship's weapon inventory. I just know how to do it via savefile editing.
But if you can fnd it out, can you fix this please?
Attention! Savegame needs to be done being OUT OF THE SKUNK!
["message"]="Error: extensions\\ego_dlc_teladi_outpost\\md\\setup_teladi_outpost.xml(104): Warning while parsing expression: Property lookup failed\
* Input: [md.$FieldsOfOpportunity, [ [ [ware.spe_ammo_dumbfiremissile, 20, 40, 90], [ware.spe_ammo_dumbfiremissile_h, 8, 16, 70], [ware.spe_ammo_guidedmissile_l, 18, 36, 90], [ware.spe_ammo_guidedmissile, 16, 32, 80], [ware.spe_ammo_guidedmissile_h, 6, 12, 70], [ware.spe_ammo_swarmmissile, 4, 8, 70], [ware.spe_ammo_swarmmissile_h, 2, 4, 60], [ware.spe_ammo_empmissile, 6, 12, 100] ] ] ] \
Another balance note - 1350 missiles is a TON (I'd prefer that to be much smaller).
Is there any way to further reduce the frequency of ammo drops? Given the price increase, picking up and selling missile drops is by far my largest source of income.
Last, the heavy guided missiles feel way too strong as a standoff weapon. You can just float outside of your target's gun range and pump missiles into them until they die with no fear of retaliation. I suppose that if the target wanted to live it should have a fighter or drone screen, but that doesn't seem to be the case most of the time.
Anyway, like I said: love the mod - looking forward to seeing what you do with it in the future!
First, I think you have WAY too many redundant variants - the UI just can't handle it. Cycling through 27 slots in the middle of a fight is totally intractable (especially given that they show up even if you have 0 of a particular missile loaded). I also never find myself using everything - I just swap out for the best missile in a particular category and ignore the cheaper ones.
If you were to consolidate down to just one missile for each of the seven roles, this would be perfect.