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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Author Topic: [0.8.1a] Very Expanded Missile Racks v. 0.1A  (Read 2869 times)

Tufted Titmouse

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[0.8.1a] Very Expanded Missile Racks v. 0.1A
« on: May 03, 2018, 02:23:25 PM »

Download V. 0.1A

Essentially, just a modified version of Expanded Missile Racks, Very Expanded Missile Racks grants double what EMR gives though at a significantly increased OP cost.
[15 for frigates, 20 for Destroyers, 34 for Cruisers, 50 for capitals]
The mod also comes with a variant of the Gryphon for the Sindrians, Hegemony, And Persean league equipped with the hullmod, As well as adding it to their markets.

At the moment, The hullmod is available to any ship with enough OP to mount it, though it may soon change for better balancing.
As it stands, This hullmod is meant for fun and not a properly serious playthrough.

as if sabots weren't broken enough


Changelog
v. 0.1a
Initial Release

To Do:
Exclude the hullmod for Cruisers only
A proper, honest to god balance pass
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A Random Jolteon

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #1 on: May 03, 2018, 04:45:24 PM »

Might be fairly decent for testing your own weapons for your mod. O.o
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Sarissofoi

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #2 on: May 04, 2018, 05:21:53 PM »

Do you take requests for hull-mods?

Tufted Titmouse

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #3 on: May 04, 2018, 05:29:42 PM »

Do you take requests for hull-mods?
At the moment, No. I'm still new to hullmods and have other projects piling up in the background.
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Midnight Kitsune

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #4 on: May 04, 2018, 05:33:03 PM »

Do you take requests for hull-mods?
What exactly do you want? I MIGHT be able to help
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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Sarissofoi

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #5 on: May 04, 2018, 05:47:50 PM »

BTW Is this hullmod can stack with normal expanded missile racks?


Two things.
First. Modifying existing Salvage Gantry hullmod from 10/25/30/40 to 10/25/50/100. There are some modded big salvage ships but in current state they are vastly non efficient. Or maybe adding new(for cruiser/battleships) that add bonus salvage to make a difference.

Second. Cheap hullmod that increase projectiles speed similar to combat skill.

Tufted Titmouse

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #6 on: May 04, 2018, 06:08:14 PM »

BTW Is this hullmod can stack with normal expanded missile racks?


For the time being, it should stack. I intend on getting rid of that with later versions though
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Midnight Kitsune

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #7 on: May 04, 2018, 07:37:57 PM »

BTW Is this hullmod can stack with normal expanded missile racks?


Two things.
First. Modifying existing Salvage Gantry hullmod from 10/25/30/40 to 10/25/50/100. There are some modded big salvage ships but in current state they are vastly non efficient. Or maybe adding new(for cruiser/battleships) that add bonus salvage to make a difference.

Second. Cheap hullmod that increase projectiles speed similar to combat skill.

Sadly the gantry is in the "core" of the game and would be hard, for me that is, to replace in the game. The best that I could do would be a mod that was free and gave cruisers and caps the increase that you want

The other one might be a bit easier though
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Sarissofoi

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #8 on: May 05, 2018, 12:33:33 AM »

BTW Is this hullmod can stack with normal expanded missile racks?


Two things.
First. Modifying existing Salvage Gantry hullmod from 10/25/30/40 to 10/25/50/100. There are some modded big salvage ships but in current state they are vastly non efficient. Or maybe adding new(for cruiser/battleships) that add bonus salvage to make a difference.

Second. Cheap hullmod that increase projectiles speed similar to combat skill.

Sadly the gantry is in the "core" of the game and would be hard, for me that is, to replace in the game. The best that I could do would be a mod that was free and gave cruisers and caps the increase that you want

The other one might be a bit easier though
Yeah a hullmod that is possible to install for cruisers/battleship cheap(or free) that give bonus equal to missing amounts(+20 cruisers, +60 BB) would be perfect.

How hard would be converting skills into hullmods?

Midnight Kitsune

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #9 on: May 05, 2018, 07:54:00 AM »

Yeah a hullmod that is possible to install for cruisers/battleship cheap(or free) that give bonus equal to missing amounts(+20 cruisers, +60 BB) would be perfect.

How hard would be converting skills into hullmods?
I don't know as I have never tried that before but I would THINK you could just do something very similar that the skill does only in hull mod form.

As for the other one I just thought of an issue. I think the boosted loot that you get is capped and that cap is determined by the salvage difficulty. And since combat scraps are the lowest level, I THINK there is ZERO boost from salvage gantries. However the mod SHOULD still be decently easy to make. Keyword should since I'm not a coder and I'm just working off of cut and paste and trail and error.
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Sarissofoi

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Re: [0.8.1a] Very Expanded Missile Racks v. 0.1A
« Reply #10 on: May 06, 2018, 03:30:05 AM »

Yeah a hullmod that is possible to install for cruisers/battleship cheap(or free) that give bonus equal to missing amounts(+20 cruisers, +60 BB) would be perfect.

How hard would be converting skills into hullmods?
I don't know as I have never tried that before but I would THINK you could just do something very similar that the skill does only in hull mod form.

As for the other one I just thought of an issue. I think the boosted loot that you get is capped and that cap is determined by the salvage difficulty. And since combat scraps are the lowest level, I THINK there is ZERO boost from salvage gantries. However the mod SHOULD still be decently easy to make. Keyword should since I'm not a coder and I'm just working off of cut and paste and trail and error.
Yes.
But its mainly for scavenging stations and derelicts.
For most derelicts its like 25%, rest stations and biggest derelicts are like 50-75%  max its 100% for research stations(can be wrong). Still it would make sense that biggest salvage ships can salvage it by themselves. Now to get 100% bonus you need 10 salvage frigates, 4 Salvage rigs or 3 salvage cruisers plus salvage frigate, 2 salvage bb plus 2 frigates or rig.
It doesn't make much sense bring them instead of rigs as their fighting capabilities are usually rather low. It would have make sense to have two types of salvage rigs systems - one for fully salvage dedicated vessels like salvage rigs(of various sizes) and second(with lower value) for combat capable vessels. Second could be mountable as normal mod at OP cost when first(more effective - dedicated one) will be a permanent mod only for dedicated salvage ships. But that isn't a good place to talk about this, I think.