Avorion

Avorion

Star Trek Weapons Pack | 24th Century Federation Edition | Beta v1.0.2 | [v2.5.*]
 This topic has been pinned, so it's probably important
Kxawzìtan  [developer] 9 Aug, 2022 @ 4:02pm
Upcoming Updates
In this thread, I intend to share the progression of where things may, or will go.

v1.0
  • Balance all weapons
  • Implement new weapons from mid-late 24th century Federation
  • Modifiers
    - Beam Overload - Beams only
    -- Damage increased
    -- Rate of Fire reduced

    - Rapid Fire - Cannons only
    -- Rate of Fire increased
    -- Damage reduced

    - Scatter Volley - Cannons only
    -- Fire Rate increased
    -- Accuracy reduced

    - High Yield - Torpedoes only
    -- Damage increased
    -- Rate of Fire reduced

    - Full Spread - Torpedoes only
    -- Rate of Fire reduced
    -- Number of torpedo launches increased

Potential Upcoming Ideas
  • Alter appearance of all Torpedoes



Format Keys
Underline - Not Fixable, unable to be made
Strikethrough - Completed
Bold - Undecided content, uncertainty in creation
Bold Underline - Might be possible in the future
Italic - Bug, or some other problem
Last edited by Kxawzìtan; 24 Sep, 2023 @ 7:02am
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Showing 1-6 of 6 comments
Kxawzìtan  [developer] 10 Aug, 2022 @ 9:22am 
I'm not sure if it is possible or not, but i have an idea for the full weapons pack.
It involves each faction weapon being able to spawn at certain locations. Obviously this would be a problem to get lesser, or better versions, however i'd say these weapons can all be obtained in the core, and roughly a dozen or so sectors away from the barrier (Xan region). for better or for worse, i think it'd make a great addition, and possibly promote exploration
Kxawzìtan  [developer] 12 Aug, 2022 @ 9:45am 
Another idea i was thinking about, each of the Energy Only weapons, all having different colours, some with different sounds and are all based in different locations in the galaxy, promoting exploration again, and expanding the features of the mod(s).
Kxawzìtan  [developer] 12 Aug, 2022 @ 9:46am 
Presently, I'm not sure how feasible the idea of weapons spawning in certain locations is. I'll be asking around to see what might be done about this
Druark 7 Nov, 2023 @ 2:11pm 
Not sure if this is a good place to put suggestions, as it doesn't fit the bug report thread.

For the torpedos (maybe phasers too?) you could add a formula so that they scale in projectile size with how much damage they do. This would give some visual feedback for how dangerous the incoming/outgoing attacks are.

I have my own private tweaked version of your mod with this and some other changes which seems to work pretty well but of course my taste is subjective.

An example is as follows for pulse phasers:
weapon.psize = math.min(math.max(weapon.damage * 0.01, 0.5), 1)
Where the * 0.01 is multiplying the weapon's final damage by 1% and then checking if it is above 0.5 as the minimum size and below 1.5 for the maximum otherwise it uses whichever value is closest to the result.

With torps I made them a big bigger so they're more visible but kept the same general idea, this is for the basic photon:
weapon.psize = math.min(math.max(weapon.damage * 0.025, 1), 3)

If you wanted to make the beams scale too, you could add the same formula in but also to the width so they scale together like so:
weapon.bauraWidth = math.min(math.max(weapon.damage * 0.015, 0.8), 1.5) weapon.bwidth = 0.75 * weapon.bauraWidth

I'd be happy to share the files I edited if you're interested or if it'd be helpful.
Last edited by Druark; 7 Nov, 2023 @ 2:20pm
LanParasek 14 Jun, 2024 @ 2:14am 
Please Update to 2.5.1
Zeus_Sampson 2 Jul, 2024 @ 3:54pm 
Originally posted by LanParasek:
Please Update to 2.5.1
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