Anaithnid I feel like the guardian spikes need to be slightly nerfed. They are really over powered, even for their cost. With one or two, I can completely wipe out Vanguard moons. Idk if this was intentional or not
All are intentional. Many parts belong to different type of technology, faction, and technology level or universes. If vanilla is level 0, then spikes are ancient level 5. I didn't want to clutter the UI nor did I want to set building limitation, but it seems I will have to enforce it for the next version. As is people are just misusing, and mixing parts not intended to be.
SpaceArchitect yes I agree with a modded ship list, that would be cool. i guess with updates to the main game and updates to this mod though having a ship list that works with each new version is going to become difficult with some old piecies being balanced/becoming out of date but it would be cool.
Modded ships are not allowed to be part of the community ships mod
I am finding the Torpedo class weapons to be pretty overpowered myself. Their relatively cheap and small and a handful of them can turn the biggest ships into multiple burning wrecks. The rail guns are pretty powerful too.
Star Trek technology have been nerfed to fit into the game's low level. These weapons are higher level tech with antimatter warhead. Photon Torps should explode but I didn't do that to make Quantums an option. Also the game doesn't offer much in terms of simulation tweaking if at all. All the possibilities offered here are in part due to ingenuity in exploiting the functions. Armor have penetration resistance 100 while everything else has 1 which is very close to reality in order to penetrate a weapon has to be 100, hence, everything else is nothing. The weapons are what they are. In war you can't choose you have to deal with it (like most other things).
SpaceArchitect
Quick question on the most expensive weapon (beam emitter or something? , costs over 300k to place) can it fire from behind armour? If so I guess that answers why it is expensive, I have tried it out and I am not sure whether it did fire or not , will probably test it more later. It can also spawn the projectile "inside" a target ship if close enough....
This is a level 4 weapon of planetary destroyer class. It was supposed to be a beam but a beam bug made me change it to a shot. As it's not possible to access certain game functions the weapon's shot appear at a set distance. Also other beam limitation have nerfed it. I'll have to buff it more in light of other coming weapons.
Edit, how do Drones work? I have some on my ship but they do not move, I assumed they would fly off and do their own thing?
Currently drones are not a feature nor are they supported, This is just an exploit. Therefore, drones cannot be deployed. You can have them build with a connection to the ship and hope for them to be set free by enemy fire or as part of experiment or a save game mission spawn them as a one-part-ship. Drones have limited resources and can be overpowered, and due to being light get easily thrown around. They are susceptible to certain weapons and tactics, hence, easily destroyed by such.