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I already fixed that in my rebalance (which also rebalances a lot of other stuff): https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3441348389 .
Last I remembered, they required 2 crew (cuz it had two seats)
Nowadays, only 1 crew member mans the turret
Given that the sprite work suggests otherwise, I think this be a bug
That's all
Cheers for the mod Dev!
Arc Emitter, idea 2 :Like a magnetic impulse, the tow beam could emit many discharges in different directions, but with less damage and focusing on the area.
(Comment) The Arc Emitter does its job very well and tears apart everything in its path, so it would be fair to add a weaker but more dispersed fire
Ion blaster: could have an alternative type of fire as an acceleration: Another volley of three beams with reduced speed, but increased maneuverability
(Comment) This equipment will save the player from building a ship with many Ion blasters, and will also increase its acceleration capabilities without major changes.
Heavy Ion Blaster: Could accelerate in the following way: A shot of many smaller energy beams with greater speed than simple beams and increased maneuverability.
(Comment) This type of fire vision would diversify the approach to combat and look spectacular, a swarm of small, weak but accurate projectiles could distract the PVO.
Galvanic Armor: I don't really know what can be changed, but as an option, add slow energy regeneration.
Ion blaster: Super Heated Ions, Now has lights fires on impact (chance?)
Heavy Ion Blaster: Guidance Over Drive, Heavy bolts are now much faster and track harder. (no more range though)
Galvanic Armor: Ground State Super Sink, pulls energy from enemy systems in range (closer=better) but no longer does any damage (actually has small cooling effect on targets.
Arc Transformer: Over current Drivers: can generate charge faster allowing few transformers to be needed to fire full power shots from emitters
Arc Emitter: Forked lightning, fires one blast of lightning at every target in range for half (1/3rd?) damage.
Ion blaster, gets some handy fire DOT.
Heavy Ion, gets faster damage to target (more reliable against fast movers)
Galvanic armor becomes a disable
Arc Transformer becomes just better (probably better make this one a pretty nasty heat source)
Arc Emitter becomes a swarm crusher that is actually worse vs single targets
(maybe career enemy ships with these. id be cooked)
@will to live - can you please make sure you're on the latest version (1.8.1) and let me know if you're still having issues? What part you're hitting? Maybe your log? I'm not having any issues with the heavy or regular ion blasters. There WAS an issue with the version before the latest update that crashed on launch with the ion beam, however. That has been fixed.
I'm going to continue digging, but if anyone has any means with which to reliably reproduce the frame drops, or if you happen to have common shared mods that aren't interacting well, please let me know!
While there is still a reduction in FPS in singleplayer, it doesn't seem to practically affect the gameplay. However, in multiplayer, it is absolutely unplayable when a heavy ion blaster shoots. So this seems to be something specifically connected to multiplayer.
I absolutely love the visuals of the heavy ion, but it's just unusable in its current state. Is there any chance you could take a look at it when you have the time?
// Add new missile type toggles
{
Action = AddMany
AddTo = "<gui/game/parts/part_toggles.rules>/PartToggles/6/Choices"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
ManyToAdd = &<gui/game/parts/missile_types.rules>/Choices
}
swap with this and the missiles should be an valid option again.
// Add new missile type toggles
{
Action = AddMany
AddTo = "<gui/game/parts/part_toggles.rules>/PartToggles/7/Choices"
CreateIfNotExisting = false
IgnoreIfNotExisting = false
ManyToAdd = &<gui/game/parts/missile_types.rules>/Choices
}