Star Ruler 2

Star Ruler 2

Weaponsmith Plus 2.2
45 Comments
bearhiderug 7 Oct, 2023 @ 11:07pm 
I too have noticed my diplomacy dropping to zero at some point late game. I do not know how this mod would cause it, it does not even touch diplocay ??
ill try a new run without it.
i love my flaks witht his mod
Dalo Lorn 4 Nov, 2018 @ 1:50am 
I doubt you're still working on this, but I figure I should give you a heads up:

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.
brigadon 1 Jul, 2018 @ 3:40am 
Your mod is quite nice, but unfortunately it does something screwed up to the diplomacy section. If give too much money to charity, it screws up and gives you 0% of the galactic stake.
ShadowDragon_79 23 Apr, 2018 @ 12:27pm 
Very useful mod - Thanks :) .
owenbevt3 13 Dec, 2016 @ 2:41pm 
I often start with ships which are basicly massive torpedo lauchers with rockets on the back. Now giving them Heavy and Charged they take out Reminant fleats in one shot, then spend the rest of the exploration phase recharging.
Xwhyzed 26 Nov, 2016 @ 3:46am 
Is there a non DLC version?
RdFrex 30 Oct, 2016 @ 6:44am 
Hi , can you please upload this mod to external link? (moddb) Im non-steam SR2 and i want to use this mod with Rising Stars. Did not found any external link and without owning this game on steam it is impossible to download this mod. Thank you.
grffnhwk  [author] 4 Sep, 2016 @ 7:06pm 
A warning on the latest update: It might invalidate ship designs. During the rebalance of the engine modifiers and maneuvering thrusters, I discovered a math error that meant neither scaled properly. They are working as intended now with larger ships requiring enormous power to move their mass faster. I apologize for the inconvenience if so.
grffnhwk  [author] 11 Aug, 2016 @ 8:07pm 
Well, I'm sort of back, at least to try and update the mod for you guys. I looked at the new stuff added in the patch and Herald, and I don't think it has an effect on my subsystems. They remain "add ons" that are only dependent on the system they are attached to. So unless they added new subtypes of weapons or changed the flags, it should be good to go.
Dalo Lorn 25 Apr, 2016 @ 12:35am 
I don't think grffnhwk is still among us, unfortunately.
Platonov 24 Apr, 2016 @ 9:35pm 
waiting update for v2.0
Staalby 9 Jan, 2016 @ 3:49pm 
very
Mr Blue 8 Jan, 2016 @ 4:47am 
is this mod gud?
Silence Suzuka 12 Jun, 2015 @ 6:55am 
Besides i didn't see any "ammo" selection for Lasers, Would you like consider the laser crystal in EVE? For example white cyrstal provide longer range, balabalabala
Silence Suzuka 12 Jun, 2015 @ 6:52am 
Sorry to hear that your computer is dead. I suggest you to consider the custom cannon in "From The Depth" game. It seperate the cannon to barrel (which related to muzzle velocity, recoil, accuracy), Auto loader (fire rate, connect to AmmoBox) and some other module (such as calibuer increase and project predicter).

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)?
grffnhwk  [author] 11 Jun, 2015 @ 8:53pm 
Unfortunately my computer has been dead. I'm working on scraping some money together to build a new one. However, I give my permission for you to upload my mod for GOG players. Please credit me and throw a link here to the workshop for comments and suggestions. I'm hoping to get something put together by father's day. ;)
Huntlol 26 May, 2015 @ 1:41am 
I agree with Xangi i would love to get this mod for my GOG version of this game
Xangi 25 May, 2015 @ 11:11pm 
Would it be possible for you to upload this mod to somewhere other than the workshop so that people who have the GOG version can use it as well? Unfortunately it is impossible to download from the workshop now unless you own the game on steam.
grffnhwk  [author] 21 Apr, 2015 @ 12:53pm 
I wanted to point out something regarding the maneuvering thrusters. It matters how many are on the ship. One thruster gets you maybe 5% increase (hardly noticeable)... while at the max of 16... it will be noticeably quicker but not weird. I went through a lot of testing to get the feel right. Let me know if it's ok.
grffnhwk  [author] 20 Apr, 2015 @ 10:57pm 
Sorry about that. I completely missed the DefaultUnlock tag for them. The Maneuvering Thrusters are under the engine category. I just uploaded the the fix along with the replacement for the Prototype modifier. I made it a subsystem under the support category for the support hulls.

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. :)
Darloth 20 Apr, 2015 @ 2:11pm 
Oh, one other thing - I can't find the maneuver thrusters. Are they intentionally not unlocked by default?
Wacowal 20 Apr, 2015 @ 9:41am 
Well tested this mod now have to say tist an exelent inovation, love my twin mount rapid lasers pew pew. :-)
Dalo Lorn 19 Apr, 2015 @ 11:30pm 
grffnhwk: No. Neither of us know how to do anything meaningful to the AI, so we stay away. Better an incompetent AI than a broken incompetent AI, right? :P
Qes 19 Apr, 2015 @ 10:04pm 
@grffnhwk
-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.
Qes 19 Apr, 2015 @ 10:03pm 
@Darloth
-"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.




grffnhwk  [author] 19 Apr, 2015 @ 5:29pm 
Yeah... no AI tweaking was done. I've never enjoyed moding AI behavior. :) Does ABEM do anything with AI?
Xelanthol 19 Apr, 2015 @ 5:12pm 
This looks cool. Will try it out!
Dalo Lorn 19 Apr, 2015 @ 11:44am 
No.

Unless grffnhwk tweaked the AI, no.
ChrisPikula 19 Apr, 2015 @ 11:36am 
So, before I start using this mod, I have a couple of questions:

Can it be imported into an existing game?
Will the AI use it?
grffnhwk  [author] 19 Apr, 2015 @ 11:06am 
Thanks for the heads up Darloth. When I unsubscribed and then resubscribed it loaded an old version too. I went through and did a complete wipe of the mod after archiving the files. When I unsubscribed it left all the new modifiers and subsystem in the folder, I can only assume the workshop lost track of them when I did the rename. I put the mod back in the mod folder and reuploaded. So far it seems to be working for me and giving me the latest version. Can you double check that?
Darloth 19 Apr, 2015 @ 7:33am 
in fact there is no new version since 16th april, is that correct?
Darloth 19 Apr, 2015 @ 7:19am 
I think your renaming has broken the auto-update - I had an old version it seems.
Dalo Lorn 19 Apr, 2015 @ 7:06am 
Well, in that case, it's a good thing to know.
Darloth 19 Apr, 2015 @ 7:00am 
Lucas told me it wouldn't, and I vaguely remember testing it so it didn't - can't remember for sure now though.
Dalo Lorn 19 Apr, 2015 @ 6:50am 
Oh? That's interesting.

... Are you sure it doesn't conflict with other "Applied" subsystems?
Darloth 19 Apr, 2015 @ 5:11am 
It's possible to have an applied subsystem that doesn't conflict with anything - I have one in the subsystem assortment, and propose they should be called "Designs" rather than hulls. To do this, just use the tag "Applied" instead of "Applied:CategoryName"
Dalo Lorn 19 Apr, 2015 @ 2:45am 
To create an applied subsystem, I suggest you take a look at TitanHull or my Hex Limit Reverter. (Or any number of hull subsystems added in ABEM or one of ArtofWar's mods, not sure what it was called anymore, or Darloth's Subsystem Assortment.) Keep in mind that if you don't want TitanHull's support equivalents (of which none exist in the base game, but the point remains) to be blocked by your 'Prototype' subsystem, you should use Applied:InsertCategoryNameHere instead of Applied:Hull in the subsystem's tags.
Dalo Lorn 19 Apr, 2015 @ 2:42am 
Uh, 'Prototype Subsystem Modifier' won't work the way you think it will. At least I don't expect it to, it doesn't add the HasMaintenanceCost tag to its subsystem. (It can't do it, really - you'd need a whole new subsystem, maybe an applied subsystem similar to Hulls would do the trick.)

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.
grffnhwk  [author] 19 Apr, 2015 @ 12:41am 
Thank you for the input Qes. A few of your suggestions are already there. The decreased duration but not reload is actually what the Hyperdense laser does compared to the regular laser. As Darloth has suggested, adding ball turret wouldn't have much of an effect as fire arcs are pretty generous as they are. Really the limiting factor 99% of the time is weapon placement and armor getting in the way.

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.
Darloth 18 Apr, 2015 @ 5:22am 
Qes - What game benefit does Rack provide? Given how wide the arcs of fire usually are anyway, and how limited they are by armor, do you see Ball Turret as actually helping ever? It makes a good opposite to Spinal, but I think if you want it to be useful it should in fact ignore hexes when calculating fire arcs. In fact, maybe it should even let stuff be placed internally! I'd seriously consider it then.

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.
Qes 16 Apr, 2015 @ 7:29pm 
A few renaming and option additing ideas for your great mod:

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"
Kazeck 16 Apr, 2015 @ 11:17am 
Looks awesome, gonna try it.
grffnhwk  [author] 14 Apr, 2015 @ 12:28pm 
It looks like we have a fair number of people playing around with the mod. How do you feel about the balance? Anything feel over (under)powered? Are missile weapon ok? Do you think the costs (supply and build) seem fair? If it seems good.. I'll open it up for use on supports.
Darloth 13 Apr, 2015 @ 1:32pm 
Oh cool, you released this! Will certainly take a look!
Wacowal 13 Apr, 2015 @ 5:10am 
Sounds awsome downloading now