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Kroom EMP missiles are very powerful against fighters as usually only one vanilla missile is enough to completely disable them for several seconds, that's why i think it could be useful to have one, smaller than vanilla, to use as a fighter vs fighter weapon.

Vanilla EMP missiles are effective because they fire another missile as soon as the fighter starts to re-power and stun lock it, but kwhwwymwn is talking about shield breaking. Something like this takes 11 full size EMP missiles to get one of the shields down (not all missiles to the same shield because it spins out of control once the cockpit is depowered so performance will vary). With the shield linker powered down before the test it still took 5 EMP missiles to drop one of the shields. It takes 5 missile racks to completely drop the shields hitting where they overlap, or 4 is the linker is shut down.

A less capable EMP missile that was also single shot and thus unable to stun lock does not seem like it would be competitive with the existing fighter missiles. Not giving any regen time will reduce the numbers of missiles a bit, or probably quite a lot in the case of an active linker, but they'll take quite a few to shieldbreak if the guns are struggling and be less versatile.

You can try making it if you want. Underpowered options don't much effect game balance. I just don't think it's going to achieve what you hope and trying to make it do so might negatively effect game balance (eg. removing the HP buffer on phase shields might cause problems on fighters with tight haulage budgets).

    Atarlost I can do two type of emp missile: one to deplete phase shields but not energy and a more vanilla-like that deplete energy but not phase shields.

      Kroom It would be a better idea to add one that depletes phase shields rather than energy, because we already have vanilla emp missles, so there would be no point in making another vanilla-like emp missle. Also, if you add a missle that depletes phase shields, it will be very usefull against people that spam phase shields and shield linkers.

        Roasted Vanilla emp missiles on a fighters are not viable, they are too big and costly and adding the option to change the missile type from phase shield depleter to energy depleted is not difficult to do.

          i am missing some twin weapons and turrets:
          plasma, ion pulse, tachyon and vulcan aren't available as such.
          also a 1x1 cockpit with a path to the front would make many slender ship designs possible that currently aren't.
          all else is awesome!

            PvtPirate They're all made to balance them. Twin guns of those types would be too op.
            As for the cockpit,it can supply power to it's front and sides,so no need for crew to pass through. Besides,every control room in this game cannot have doors at the front because of thr control panel

              ah, ok, that explains.

                a month later

                Yo Kroom, your mod isn't compatible with 0.15.11RC

                08/23/2020 13:06:23 | System.Exception: Error loading mod: Kroom's Forge
                08/23/2020 13:06:23 | ---> Halfling.ObjectText.OTNavigateException: Unable to find node at path "<shots/tractor_beam/tractor_beam_pull.txt>".
                08/23/2020 13:06:23 | at Halfling.ObjectText.OTNode.FindAtPath(String path, Boolean dereferenceFinalNode)
                08/23/2020 13:06:23 | at Cosmoteer.Mods.ModAddAction.ApplyAction(OTFile rulesFile)
                08/23/2020 13:06:23 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile)
                08/23/2020 13:06:23 | --- End of inner exception stack trace ---
                08/23/2020 13:06:23 | at Cosmoteer.Mods.ModInfo.ApplyPreLoadMods(OTFile rulesFile)
                08/23/2020 13:06:23 | at Cosmoteer.Data.Assets.ApplyPreLoadMods(OTFile rulesFile)
                08/23/2020 13:06:23 | at Cosmoteer.Data.Assets.LoaderThread()
                08/23/2020 13:06:23 | at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
                08/23/2020 13:06:23 | at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
                08/23/2020 13:06:23 | --- End of stack trace from previous location where exception was thrown ---
                08/23/2020 13:06:23 | at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state)
                08/23/2020 13:06:23 | at System.Threading.ThreadHelper.ThreadStart()
                08/23/2020 13:06:27 | Actual data hash: b7db05d0514cbd2e282344124000be5b
                08/23/2020 13:06:27 | Expected data hash: b7db05d0514cbd2e282344124000be5b

                  Updated for Cosmoteer 0.15.11_rc2.

                    Kroom changed the title to Kroom's Forge (0.15.11).

                      Docking pads no longer work for me in the latest version of Cosmoteer.

                      what is the problem? Can't dock ships or teleport stuff?

                      Atarlost you should give the man a savefile.

                        Kroom Docked ships can't jump.

                        Why did you reduce the HP of the reactors so much, and even reduce their energy production? it was already extremely low!

                        Kroom

                          Atarlost It happens to you with the landing pads or the landing zones?

                          AZAZELIN12 The hp of the reactor is half the hp of normal parts to compensate for also having half the weight of a normal part and i lowered its power generation to make it a bit less cost-per-energy efficient than vanilla.

                            Kroom Tried both pad and pad (test). Neither works. I thought the zone was a copy of the former apart from the repair and reload functionality.

                              Atarlost Can you send me a save?

                                The forum does not allow savegame uploads.

                                  Atarlost Can you send me one on the discord?