However in Transcendence there are no "usable" items to enhance a launcher.
Do you think it that it's a good idea to have enhanced launchers ?
Because my mod makes duplicates of all the ammo weapons to have a launcher version with multiple ammo and a primary weapon with a single ammo type, I was wondering if I should add a launcher optimizer rom.
Also, even not considering my mod, do you think that a +50% NAMI launcher is a good idea ?
enhanced launchers ?
I would say maybe an optimizer for fire rate would be cool for the launchers (might prove insane on the Mayakev though) or perhaps some addon that increases missile lifetime by a decent fraction (or small fractions and maxes out at something like 10% or 20%). If you want to stretch it and it's possible, extra launching speed or something to slightly increase missile speed...
As for actual damage increases... nahhh.
As for actual damage increases... nahhh.
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
http://xelerus.de/index.php?s=mod&id=789
- Aeonic
- Militia Commander
- Posts: 469
- Joined: Sun Jun 14, 2009 1:05 am
- Location: Designing his dream ship.
Enhancers would be OK, but not for damage. Firing rate, speed of projectile, things such as that would be reasonable to enhance.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.


Enhancing anything but damage and firerate will require onFire, onModApplied (to prevent double enhancing since they wouldn't use the standard enhancment system) and overriding all launchers. Enhancing lifetime will not be possible even then.
onModApplied is milestone 1.1 so only devices will be able to apply nonstandard enhancments in the near future.
... except they need onEnable and onDisable to work properly, which are also milestone 1.1.
Unless George bumps one of those to 1.0 we'll still be limited to damage and firerate for a while.
onModApplied is milestone 1.1 so only devices will be able to apply nonstandard enhancments in the near future.
... except they need onEnable and onDisable to work properly, which are also milestone 1.1.
Unless George bumps one of those to 1.0 we'll still be limited to damage and firerate for a while.
- Aury
- Fleet Admiral
- Posts: 5526
- Joined: Tue Feb 05, 2008 1:10 am
- Location: At the VSS Shipyards in the frontier, designing new ships.
to be honest, im surprised that onenable and ondisable are not already in there...
(shpOrder gPlayership 'barrelRoll)
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