From The Depths

From The Depths

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Custom Cannons Resurfaced
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15.631 MB
2024 年 7 月 7 日 上午 2:03
8 月 30 日 下午 8:43
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Custom Cannons Resurfaced

描述
Custom Cannons return from the depths! Do not expect them to fight lightly!

Just like old times
Actually not really so much, Neter has evolved, and they were too late to the scene...

So to boot, Custom Cannons have seen drastic changes with the game and have adapted to better suit it.
Armor has been significantly buffed since their time, so Custom Cannons may struggle when used normally.
They should never fire slow like CRAMs because they never fired slow to begin with.

They want to fire F A S T!
Most of the damage Custom Cannons deal is with sheer volume of fire
They are not ammo-economical by any means, so expect to require more ammo than CRAMs.

CRAM Converter
Convert existing CRAM designs to Custom Cannons. This can be used on old builds that were deprecated when CRAMs replaced Custom Cannons!
You can convert CRAMs to Custom Cannons in the CRAM UI.
This can be reversed through the Custom Cannon UI.

Gatling Mode
To evolve, Custom Cannons have gained multiple barrels like the APS, BUT
Unlike APS, where each barrel fires independently, Custom Cannons spool up using engine power!
With this they can reach impressively high volumes of fire!
This comes at the cost of some ammo efficiency and lowers the maximum gauge.

Steam Assist
While railguns work fine with APS, and CRAMs are too heavy to launch any faster,
Custom Cannons rely on copious steam pressure to be launched at higher velocities.
This is VERY costly.

This outrageous development is clearly out-lash due to the swift evolution of their mortal enemy, the Flying Squirrels

Calamity CRAM
You can pack Custom Cannon shells into CRAM shells using the Custom Cannon Deployer and the CRAM Rammer [WIP]

Balance?
This is where things fall apart!
I happen to have a copy of the last version Custom Cannons were present in, so I used that as a main reference. The problem is many of the changes since then have drastically impacted the way they act with the world.

Biggest of all the changes is the removal of Fleet Bonuses.
Back in Robbaz's Ragnarok video, the ship appears to rip through everything in it's way. I know that Robbaz was using fleet bonuses, but that is no longer present in vanilla FTD anymore. I have re-created the classic Ragnarok with Custom Cannons with a slightly more optimized setup and still wasn't able to replicate the absolute destruction.

Projectiles from the old Custom Cannons appeared to have dealt splash impact damage as well, which isn't present in Resurfaced (for balance, laziness & performance reasons)
62 条留言
Gnasty 11 月 23 日 上午 7:31 
I used DnSpy and went into CustomCannonsResurfaced ---> CCNode ---> GenerateShellStats, then just added a flat multiplier to the ammo cost and damage variables. Unfortunately this is far from a good fix tho as it can only fixes a certain "style" of cannon. For example when i halved the ammo cost and double the damage small cannons performed much better but larger cannons quickly became very overpowered, just ask the Plunderer. In short I'm not sure what a perfect fix would be lol. Still is very fun and a permanent stay in game.
Legionite  [作者] 11 月 23 日 上午 1:00 
Hmm, in which way did you tweak the balance? I know for certain the Custom Cannon resource use is too high but I couldn't figure it out.

In fact the non-player faction CRAM-to-Custom Cannon conversions have to use a special reduced formula when applied!
If you'd like and are willing to share the modified stats with me, I can apply it to the mod so it balances better.
Gnasty 11 月 22 日 下午 3:11 
This is hands down the coolest mod in From The Depths. Only thing I would say is that the ammo cost to damage ratio seems way out of whack, i.e. the ammo cost is very high but the damage is incredibly low(even against wooden targets.). I ended up editing the final equations for ammo cost , HE damage , and kinetic damage so that the cost to damage ration is more in line with CRAM Cannons and its a very fun weapon to throw on DWG ships and fight against.
AnonaCraffter 8 月 30 日 下午 2:26 
yay!
Legionite  [作者] 8 月 30 日 下午 2:19 
I probably will, but not for a while unless I can find some free time in my schedule...
AnonaCraffter 8 月 30 日 下午 2:08 
do you mean that or is it sarcasm?
Legionite  [作者] 8 月 30 日 下午 1:03 
I might as well make a mod that increases the limit of everything tbh
AnonaCraffter 8 月 30 日 上午 7:34 
can you make an updated version for higher cram gauge limit and higher plasma limits?
Legionite  [作者] 8 月 29 日 下午 8:36 
It appears your problem mod is "Higher CRAM Gauge Limit", not Custom Cannons Resurfaced.

I launched the game with only "Higher CRAM Gauge Limit" enabled and the CRAM Cannon Firing Piece was causing NullReference Exceptions and causing the UI to give up working entirely.

You should remove./disable "Higher CRAM Gauge Limit" since it's last update was like 2 years ago
AnonaCraffter 8 月 29 日 下午 8:23 
yes