WhiteWeasel wrote:Thanks for the info, I'll get on that soon. EDIT: Anyways, balance wise, how are things playing out, I tried my best to make it so they aren't objectively better than most vanilla weapons.
The only thing I'd suggest is making the Terminus Missiles a little less powerful. Even for the cost of a missile, being able to pierce all shields with a weapon that can kill anything but a rockman in one hit seems a bit much. If I were you, I'd bump the crew damage down to 60 and the charge time down to compensate.
You may also want to add all your missile weapons to the missile list in autoBlueprints, so you can use them for all the events that require missiles. This is the code you'll need:
Code: Select all
<mod:findName type="blueprintList" name="WEAPONS_MISSILES">
<mod-append:name>[MISSILE_NAME_HERE]</mod-append:name> <!-- Copy this part as needed -->
</mod:findName>
If you just make a file named autoBlueprints.xml.append and add this to it, that should do the trick.