[Weapons] Hi-Tech Weapons v1.0.6

Distribute and discuss mods that are functional.
Posts: 70
Joined: Fri Mar 09, 2018 3:29 am

[Weapons] Hi-Tech Weapons v1.0.6

Postby Lemonymous » Mon Oct 01, 2018 12:39 pm

Hi-Tech Weapons
Adds 6 new weapons to the store, with higher than normal rarity, power and core requirements.

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Hi-Tech Weapons 1.0.6 - requires mod loader version 2.3.0 or higher.
Mod Loader - (Originally by CyberBoy2000. Continued by kartoFlane)
Also thanks to kartoFlane for his code library modApiExt.


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1.0.6 - updated all my mods with correct modApiExt versioning. If you encounter bugs, update all your mods.
1.0.5 - modApiExt compatibility with other mods not using it's latest commits
1.0.4 - changed preview of multishot weapons to indicate total damage on pawns, as well as better preview of push damage. (still imperfect due to game limitations)
1.0.3 - corrected preview damage on frozen buildings/mountains (unable to detect shield).
1.0.2 - changed projectile arrows to be in line with default weapons.
1.0.1 - fixed Autocannon tipimage.

Adding weapons via console commands:

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weapon lmn_Guided_Missile
weapon lmn_Tri_Striker
weapon lmn_Autocannon
weapon lmn_Gauss_Cannon
weapon lmn_Multi_Laser
weapon lmn_Psionic_Transmitter
Posts: 3
Joined: Sun May 26, 2019 10:17 pm

Re: [Weapons] Hi-Tech Weapons v1.0.6

Postby ijocks » Sun May 26, 2019 10:39 pm

Hello, enjoying the mod so far, however it seems the Gauss Cannon is bugged, as it shows the error: Something went wrong in Imig_Gauss_Cannon::GetSkillEffect

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