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Author Topic: Codex for Hull mods would be great!  (Read 1793 times)

Mudanzas Valencia

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Codex for Hull mods would be great!
« on: December 28, 2015, 06:56:09 AM »

Because I don't know what a lot of them do, particularly the end stage ones, and because often times in a single game its not realistic to expect to get all hull mods (or most hull mods even) it would be nice to be able to plan your advancement along the tech tree by being able to see what a lot of the hullmods do, diablo 2 skill tree style. after all, most skill advancements are just hullmod advancements. this is particularly relevant in SS+, where there are a buttload of even more hullmods, some of them quite esoteric.
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wei270

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Re: Codex for Hull mods would be great!
« Reply #1 on: December 28, 2015, 03:12:16 PM »

and codex for planet entry would also be great
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SpacePoliticianAndaZealot

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Re: Codex for Hull mods would be great!
« Reply #2 on: January 01, 2016, 01:22:47 PM »

You can check out each and every hullmod normally available to the player by doing the following:
Main Menu -> Missions -> [choose any mission] -> Refit.
Before 0.7, you could read into and install ship-exclusive hullmods, like the Monitor's flux shunt.

Cheers!
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Sy

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Re: Codex for Hull mods would be great!
« Reply #3 on: January 02, 2016, 06:34:33 PM »

Alex said (in the v0.7 release thread, iirc) he doesn't want to add new categories like hullmods to the codex at the moment, because the codex as a whole will most likely get a significant revamp in the future, so any work put into the current one (besides just adding new ships and weapons) is likely wasted. but i think he does plan on giving easily accessible information for hullmods at some point.

in the meantime, the above solution does the job for most hullmods, even if it's a bit of a hassle.
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