Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rutaki

Pages: [1]
1
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: September 08, 2019, 07:00:49 PM »



How's this?
I'm terrible at evaluating this kind of thing as a whole (For example, if this font fits or not the theme of your UI), but as for excessive brightness, it was definitely solved, thanks for listening  :)

2
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: September 08, 2019, 03:35:06 PM »
Hi, I loved the look this UI brings (especially for taking less screen space than vanilla UI), just a suggestion, the font color used on the letters of the case below in my opinion is very bright (tires the eyes), a slightly darker font here might be good

3
Thanks for the feedback! I do have a plan for giving non-player ships traits, and it even incorporates some of your ideas. I'll be sure to keep your suggestions in mind when I finally get around to implementing it!

yay!

4
Hello again, I have a suggestion on how to implement the reputation to enemy fleets, I don't know the difficulty or if it is even possible to implement but here it goes (at least serve as some inspiration).

The chance of each reputation rank scales according to the Admiral level (those with star icon on the side of the ship) and officer that the ship has, and according to Admiral and all the officers the fleet has when the ship doesn't have both.

Chances in general without considering lv:

Enemy Admiral: Significant chance of being Well-know and Famous, a low of being Notable and Legendary

Enemy Official: Significant chance of being Notable and Well-know, not so high of being Famous and unrated, super low of being Legendary (Chances of reaching X rank is reduced if admiral is lower)

Enemy Ships without Admiral/Official: Significant chance of not being ranked or notable, low to be well know, super low to be famous and almost impossible to be legendary (Chances of reaching X rank is reduced if admiral is lower)

[Redacted] Enemy Ships: consider all of the above, but have no chance of having a Malus trait, to make the least sense, the rank names and description are different for them, something like Delta/Gamma/Beta/Alpha rank and a description of how "adaptable" each one is perhaps?

Enemy Ships Without D-mods: Good chance to have a Bonus Trait

Enemy ships with D-mods: For each D-mod increase the chance of having an Malus Trait until reaching the X%/X% limit.

5
Mods / Re: [0.9a] Safety Override for capital ships v1.0.1
« on: August 25, 2019, 08:21:01 AM »
Hi, one question (excellent quality of life mod btw), I am trying to edit hullmod so as not to affect the peak performance time of the ships (I find it annoying), in the vanilla game file I easily achieved the goal by changing the value from 0.33 to 1, but in mod no matter what i do the value doesn't seem to change (i even tried replacing vanilla modified file for your mod but nothing changed) can you brighten my mind please?

EDIT: Well, I didn't figure out how to change the peak performance time in mod, but I managed to allow the use of SO in capitals in the vanilla file (which had my change working) by changing "(ship.getVariant (). GetHullSize () == HullSize .CAPITAL_SHIP) return false; " to true

6
Starship Legends 1.2.0

Added a file for adjusting the percent of damage taken that is counted for rating calculation: "\sun_sl\data\hull_regen_ships.csv"
   This is primarily for ships that regenerate hull damage, and currently only applies to the Excelsior and Royco (from ship and weapon pack), with a 50% reduction
   Please let me know of any other ships that regenerate hull and should be adjusted

Noir faction ships (mod Artefact) regenerate Hull and Armor in combat while having at least X amount of CR (I believe it is from 85% upwards)

7
Sad, but thanks for the clarification, anyway you really did a excellent mod, keep it up :)

8
Hi, sorry if this question has already been asked previously, I would like to know if you intend to do a non-Total Conversion separate version of the mod? Having compatibility with faction mods, Nexerelin and all that

9
Mods / Re: [0.9.1a] Artefact
« on: August 12, 2019, 06:35:27 PM »
And fix a bit the Hatred market. (Tarif  up to 200%)

Does it also count if I'm being commissioned by the faction?

EDIT: Oops, I didn't realize the edit

Pages: [1]