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Author Topic: [0.9.1a] Second Wave Options (0.6.1) - Options for Adjusting Campaign Difficulty  (Read 57236 times)

AgroXx

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Thanks, I have more questions if you don't mind, "Fleet logistics lv1" still work with "Reduced Salvage Chance for Larger Ships" ? Also, do you know if it possible to reduce the rate of big ship (like capital) both from vanilla and mod to be less common in market ?
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RustyCabbage

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Fleet logistics and stuff like Reinforced Bulkheads should still work fine, yes.

I don't know if it's possible to reduce the rate large ships show up in markets except by reducing market size and stability, unfortunately. Certainly it's beyond my knowhow.

Neitronus

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1) There's any way to have a hullmod which affects Illiad mode? Something like longer buffer for ships with serveying equipement? I know that this would require a complete redesign codewise so this multiplier would apply to individual ships rather than to whole fleet at once.
2) Also, what about optional "permanent till docking" CR reduction along with all those changes? I mean, that would make sense to have your ships wearing down due to prolonged jorneys.
3) How about optional cross-integration with industrial evolution mod or something based on its "Restoration Docks"? I'm talking about stacking hullmod with all those changes (Take HMI Junk ships as an example with their hullmod which adds OP based on permanent damage.) which could be repaired on prolonged maintenance. Something to reflect that your ships, especialy bigger-ones, would take time to maintain.
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RustyCabbage

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1) There's any way to have a hullmod which affects Illiad mode? Something like longer buffer for ships with serveying equipement? I know that this would require a complete redesign codewise so this multiplier would apply to individual ships rather than to whole fleet at once.
2) Also, what about optional "permanent till docking" CR reduction along with all those changes? I mean, that would make sense to have your ships wearing down due to prolonged jorneys.
3) How about optional cross-integration with industrial evolution mod or something based on its "Restoration Docks"? I'm talking about stacking hullmod with all those changes (Take HMI Junk ships as an example with their hullmod which adds OP based on permanent damage.) which could be repaired on prolonged maintenance. Something to reflect that your ships, especialy bigger-ones, would take time to maintain.
1) I don't currently have plans to change any of the existing features into hullmods since I don't think I can combine them (given some effects are only supposed to affect the player) and multiple hullmods looks a bit tacky (and it's already quite tacky as is :p). That said, it wouldn't be too much work to adjust the buffer to change with Surveying Equipment, though getting the UI to reflect it would be a pain. No promises, but I'll see.
2) Sounds mean and doable. Degrading stats opens up a whole can of worms, though, so I'll need to think about it (more inclined than the previous idea, though).
3) Hmmm, I see a lot of potential in a sort of Wear and Tear d-mod, but the implementation involved means that it'd be a long time coming if ever. Will keep it in mind.

Thanks for the ideas and I hope you're enjoying the mod.

DancingMonkey

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This is my favorite mod and I wish some features from it would be put into the main game.
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RustyCabbage

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That is very kind of you to say, thank you!

Since2

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Hey first of all thank you for this mod. But i have a question about the Astral variants. The Variants added/changed by your mod only use the large Missile-Slots. Only the Attack Variant has one Tac-Laser and the Missiles. Is that intentional? Or am i missing something?
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RustyCabbage

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It looks a bit silly, yes. The Astral's system Recall Device doesn't have a cooldown, so the way to maximize its DPS is to maximize vents so it can use its system as much as possible. Not sure why the Tac Laser is there, probably was for range finding or something?

I suppose that means that a player could run them over, though that's something they can usually do regardless of whether or the Astral has weapons, so I dunno. Everything will be changed up in 0.9.5 anyhow.

Hope you're enjoying the mod.

MagicKarpson

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Hey, love your mod. I had a quick question about 6.0.
Is is compatible with my save-game that uses 5.3? Can i update it to 6.0 and still be ok?
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RustyCabbage

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Hey, love your mod. I had a quick question about 6.0.
Is is compatible with my save-game that uses 5.3? Can i update it to 6.0 and still be ok?
Hiya, glad you're enjoying it. If I recall correctly, it is not save compatible, but to be honest there weren't that many feature updates (it was more about adjusting backend things to work a bit less dumbly), so don't feel bad about not updating for the moment.

RustyCabbage

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Second Wave Options v0.6.1
Save compatible.

Just a bug fix. Don't expect anything substantial until 0.95, I think (and probably nothing substantial then, either, I need to update a bunch of backend stuff eventually :P)

Changelog:
Fixes
-fixed putting a Persean station in Mairaath when Mayasuran Navy was enabled.
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