- Edited
It's finally done! After multiple days of making my very first mod, here is the very first version of Capital Ship Weaponry.
It contains only one new weapon right now, but I do plan to eventually add more.
Weapon of the day is the Quad 3500mm Artillery Cannon
Download
Compatible with game version 0.12.10_rc1
Also, my thanks to Meranera which shown me how to do a good recoil animation, giving me tips and such.
Thanks to Lafiel for teaching me most of ways of the part's code. As well of Bubbet and Skynet.
I can say that the community for this game is great. \o/
Change Log:
v0.0.5 Mechanics modification
- Added a forced sequential fire to prevent all the barrels from shooting at the exact same time. Each barrels has a 0.1 seconds delay with each other.
v0.0.4 Damage tweaks
- Increased Shield damage to 4000 per barrel. This way, it will need 3 shells of a quad to put down a shield, the 4th shell will be able to go through.
- Increased Operational Hit from 2000 to 2600 in AoE of 3 tile radius
- Added PenetratingStrutural effect. After all, it's a big shell, structural should get somewhat damaged by its passes during the penetration state. Damage 800 by each structural tile passed through.
Note: I did these changes from people saying the quad cannon felt too weak, which I can agree on. It meant to be an alpha strike cannon, not a DPS one. So do tell me how it feels now. Still too weak, now too powerful? Do tell me in this thread.
v0.0.3 Minor tweaks
- Reduced price from 60,000 credits to 50.000 credits
- Reduced fire interval from 6 seconds to 5.5 seconds.
- Fixed Ammo loader that was converting 1 ammo into 2 that made it easier for the cannon to fire more than expected.
v0.0.2 Balancing changes
- increased ammo used from 2 to 4
- Ammo storage increased from 10 to 12 to match the new ammo used
- Reduced AoE radius on operational hit from 4 to 3
- Reduced price from 150,000 to 60.000 credits
- Reduced the on hit penetration from 6 to 5.
v0.0.1 Release version