Stellaris

Stellaris

Elite Dangerous Weapon Logic
9 条留言
ConquistadorYaya 2024 年 12 月 18 日 下午 10:06 
why does it like, absolutely sky rocket fleet power
EJR 2024 年 10 月 12 日 下午 5:29 
This is nice. I remember once playing Stellaris for a bit where railguns and other kinetic weapons are preferred against shields, then starting a new save on ED after a while and I got stuck on the combat part of the tutorial cause I still had the Stellaris logic of kinetic weapons is good against shield so I wasted all ammo on that part.

That story has nothing to do with the mod, I just wanted to share one of my experiences when I was a new ED player. Kudos to you for translating ED logic into Stellaris values and modifiers.
ThrowingLegs 2024 年 10 月 12 日 上午 8:54 
Borann Boy civilization here we come
TinchoX 2024 年 10 月 11 日 上午 8:17 
Ooo I like this, as an old player of Elite Dangerous, I appreciate this mod!!
Shadow Dragon 2024 年 10 月 11 日 上午 7:31 
So shields in Elite Dangerous reflect any kinetic weaponry? Makes sense, I guess.
Andromeda 2024 年 10 月 9 日 上午 9:56 
I would argue that mining lasers make sense to deal increased armour and hull damage despite their nature as energy weapons, since they're designed to mine asteroids and specifically mine dense materials from them
Yofigi  [作者] 2024 年 10 月 8 日 上午 1:19 
Reworked them slightly to account for this
Yofigi  [作者] 2024 年 10 月 8 日 上午 1:05 
Oh, duh, thank you!
LegendaryLycanthrope 2024 年 10 月 7 日 下午 7:58 
Arc Emitters/Cloud Lightning don't need a shield damage multiplier - them having a 100% shield penetration value means they ignore shields entirely, so shield damage is redundant.