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
ill try a new run without it.
i love my flaks witht his mod
Your shield modules don't check if the shield generator uses power. You should either add "var/PowerUse" to the modules' requirements, or prefix your PowerUse modifiers with "optional " (including the space). This isn't just a mod compatibility issue, either - Shrines in the base game don't use any power.
And have you considered some attachment to allow weapon to shoot 360 degrees (at a cost of very low damage, for PD weapon or CIWS)?
Been taking care of sick kids, so only had a few minutes to do anything with the mod this weekend. I'll try to get to the accuracy tweaks in the next couple of days. :)
-Ball Turrets - Yeah i'd like ball turret designs to be able to go around(through) armor (but not subsystems) there should be obvious penalties to this. Maybe HP penalties to the hex as well, since I see it as a pertrubance from the vessel meanat to get the best possible angle. Also - if even we didnt allow for passing through armor, if we could approach 280-360 degrees of attack that might prompt us to design for the use.
-"Rack" would be burst fire. Shock&Awe damage - essentially, large amounts of rack-mounted weapons could do all their damage right away at the outset of a combat, but then they'd have to wait while their systems recouperate. This should be great for tactics that call for it - but terrible for attrition campaigns. Also it'd be heavy on the supply use
-Ball turret; I'd like to be able to use larger capital ships that have crap for turn rates but just "wade" through combat. Ball turrets (perhaps allowing shots to go "around armor" as the 3d dimension isnt represented very well here), would provide much needed angles of attack on the flanks (and perhaps to the rear) of many ships.
-Lasers, yeah i just thought it'd be nice to represent what kind of laser system it is. Just for some increased sophisitication and flexibility.
Unless grffnhwk tweaked the AI, no.
Can it be imported into an existing game?
Will the AI use it?
... Are you sure it doesn't conflict with other "Applied" subsystems?
I could be mistaken, though. Have you tested this in a live environment?
EDIT: Okay, I just did a quick check in the scripts. It doesn't check for the actual maintenance cost - it just skips the design if (dsg.hasTag(ST_HasMaintenanceCost)) evaluates to true, which, as I said above, will not be the case. You need to create an applied subsystem, not necessarily in the Hulls category, in order to achieve the desired effect.
I haven't looked into it, but I don't believe there is a "burst" setting that you can combine with reload to make a weapon system do what you suggest in your Rack suggestion. However, you could create your own rack by using multiple smaller weapons (cores) with the Charged option in the mod. As long as their fire arcs are identical they will fire simultaneously creating the burst effect.
I really do appreciate the suggestions. Thank you.
I like the laser options, but are you aware changing duration will also change the damage? It doesn't scale over duration automatically, and I don't think it should be made to either. As such, Capacitor (and I'd prefer a different name, the 'default' is capacitors - I'd go with Reactor-Linked since it increases power draw) seems like the better option most of the time unless you're really power limited, which rarely happens.
Rename "Charged" to volley (for a later reason).
Rename "Spinal" to "Fixed" for the mount category, and give it a different oposite
Add "Ball turret" to mounts, increasing angle of fire at the cost of damage
Add new category - "Array" the "delivery" system and add "twin" to it.
Add "Rack" to Array - Rack fire should be multiple shots at once (individual shots, not just more damage) but then suffer a long cool down.
Add new category - "Charge" to lazer 'ammunition' options
Add Cell to Charge - decrease duration (not reload time), dramatically increase supply use, drastically reduce power use
Add Capasitor to Charge - increase duration (not reload time), dramatically reduce supply use, drastically increase power use
So your options would be:
Action - "Volley", Rapid
Mount - "Fixed", "Ball Turret"
Array - Twin, "Rack?"
Class - Heavy, Light
Ammo - AP, RA, HY
"Charge" - "Cell", "Capasitor"