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Author Topic: [0.9.1a] Hullmod Barratry 1.3b  (Read 7061 times)

Szasz

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Re: [0.9.1a] Hullmod Barratry 1.3b
« Reply #30 on: November 16, 2020, 10:08:58 AM »

I wish scuffed mods were somehow separated from the main mod, they not only clutter the loadout screen, they clutter the list of available hull mods even if you don't want to use them.
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SukmaZaki

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Re: [0.9.1a] Hullmod Barratry 1.3b
« Reply #31 on: November 16, 2020, 10:53:46 AM »

Use mods category menu to navigate the vast collection of mods easily.



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Nextia

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Re: [0.9.1a] Hullmod Barratry 1.3b
« Reply #32 on: November 17, 2020, 07:02:36 AM »

You know, I am almost cursing at your mod being so compatible with HMI.

This must've been the 8th time I fed both my Locomotive converted junker battlestations to hungry [Redacted] Fleets for them to gain more D-mods and I only managed to get 2. I do not know if the following idea fits this mod more than HMI or vice versa, but here it is anyway:

New Hull-Mod: Crude Bulkheads
Description: Unlike the proper method of applying reinforcing structures to an already existing frame, this bulkhead design redistributes the already installed hull reinforcements to key areas instead. The end result of such welding barbarism being a sturdier ship hull overall that is prone to running into significant, long lasting damage would the "new and improved" Bulkheads spring into action and keep the ship in once piece.
Effects: Ship hull points increased by 25%, Ship is almost always recoverable after being disabled (same as R.B), significantly increases the chance of receiving a D-Mod upon ship recovery. It should cost a bit less than the standard Reinforced Bulkheads and also be Incompatible with it.

What do you think?

While that is quite a decent idea, the mod for me is pretty much what I had envisioned it to be as it is now. If something like that were to be made it'd likely be in a new seperate mod, but thank you for the suggestion anyway  ;D

Hello, I just want to point out that unzipping your mod in the mods folder spills out a bunch of different files instead of just one file like all other mods. This clutters up the games mod folder and makes things confusing in the future when there may be a need to remove a mod. Please advise on what can be done here. I downloaded from the github link on the first page and used 7zip to extract. I didnt have this problem with any other mod.



Seems to extract just fine into it's own folder, unsure why it would be spilling out it's contents for you. Others that I know have used it havent reported this issue which makes it even more bizzare.

I wish scuffed mods were somehow separated from the main mod, they not only clutter the loadout screen, they clutter the list of available hull mods even if you don't want to use them.

All 5 cosmetic 'scuffed' hull mods should be grouped up together and shouldnt clutter up the selection screen *that* much, but unfortunately I don't plan on splitting the mod up into seperate modules since it's fairly small to begin with. As SukmaZaki mentioned above you can just sort by category if it bothers you that much.
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Manually applicable D-Mod-like-hullmods, for when blowing ships to hell isn't fast enough

Farya

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Re: [0.9.1a] Hullmod Barratry 1.3b
« Reply #33 on: November 17, 2020, 11:48:07 AM »

I like that you now added unique V-mods. New icons are great. Though some does not really make sense to me description wise. There is a difference between gross negligence and cutting corners on stuff you don't need that much. Though that's just my opinion.
BTW might it be possible to add some new icon for them so that they are listed at the corner of fleet tab just like d-mods? Maybe instead of red notches it could be yellow ones?
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HeartofDiscord

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Re: [0.9.1a] Hullmod Barratry 1.3b
« Reply #34 on: November 18, 2020, 06:05:38 AM »

Just wanted to drop in and say this is such a great idea for a mod. I was hoping someone would make something like this for a while. The idea of seriously cutting corners to cut costs is very thematic for starsector I feel. It also reminds me of the grungy "make ends meet at any cost" feel of mechwarrior. Also, I've been in that exact scenario of trying to pick up D mods and it is a total nightmare. Keep up the good work!

PS the zip is missing its own folder for me too like Sultan mentioned.

PSS I humbly suggest removing all tags from the UI table for the mods except for V/S Mod tab, even requires dock. That will clean up the UI much more effectively, because otherwise you have to toggle off every category they fall under and everyone already knows they're dock only.

PSSS It doesn't look like the math is right on V mods, the recovery CR cost doesn't seem to actually go down. I think its actually reducing maintenance cost instead when it shouldn't. Is each 10% supposed to be multiplicative? I think its supposed to be flat but I'm not sure.
« Last Edit: November 20, 2020, 06:03:47 PM by HeartofDiscord »
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