Fractal Softworks Forum

Starsector => Mods => Topic started by: King Alfonzo on February 11, 2019, 11:37:08 PM

Title: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: King Alfonzo on February 11, 2019, 11:37:08 PM
(https://i.imgur.com/YwSC8vX.png)

What is this mod?

While playing the game back in 0.8.1, I noticed that the Luddic Church regularly had an exceptionally hard time existing in the sector. Their ships were woefully terrible to the point where they were inferior quite often to pirate fleets. In Nexerellin, I noticed that the Luddic Church was often the first to bite the dust, due to a combination of a lack of markets in general, and their own terrible dodginess.

This is where this mod comes in.

What does it do?
This mod isn't a massive overhaul of the Luddic Church, nor do I intend it to be. However, it has sort of morphed into something a touch more than a simple ship pack. This pack adds:

-Luddic Church skins to the Brawler, Cerberus, Dominator, Enforcer, Mule, Venture, Onslaught and Legion. The skins either remain unchanged besides the paint-job, or have very slight tweaks to the weapons type in their loadouts.
-A frigate, two destroyers and two cruisers unique to the Luddic Church; these ships fulfil powerful niches, but tend to be expensive and too large for their weight class or are awkward in other ways.
-Luddic Path versions of the Hermes, Mule, Venture, Phaeton and Starliner. This was more myself considering that Pathers would convert imported civilian ships as weapons of war, and considering these hulls are relatively common in that regards, I could see them being modified for the Holy Crusade. The ships are different from your average skin job, and may make facing the Luddic Path a bit more interesting.
-IED ships, specifically a dram, a phaeton, and a Prometheus, which explode, taking ships out in the near vicinity. Also adds a Prometheus Mk 4 which fires a dram bomb
-A new system near Magec called 'Alexandretta'. This contains a size 3 Hegemony military base (Hera Station) and a size 5 Luddic Church planet (Cerberus). The Cerberus market has a lesser, Luddic-Church sanctioned ship building program, considering in 0.9.1a Asher became a heavy industry area. However, this does help boost the Luddic Church and help it last longer in mod games.

These changes make the Luddic Church a more unique faction, producing their own skinned ships which differentiate them from the other factions rather than the 'Pirate minus' they tend to be in my games. Further, this strengthens the Luddic Church a bit, so they don't immediately fall over in Nexerellin games. This also synergises very well with the Ship and Weapon pack.

Here can I download it?
Right Here, although please note - This will require a new game to use. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5f.zip)

Please give me any feedback if something goes wrong.
Title: Re: Luddic Enhancement Mod [BETA]
Post by: Captain Draco on February 18, 2019, 04:04:10 AM
Finally the Church of Ludd got some love from modders, I like the backstory of Church industrial planet and added ships speaking of which can't wait for other low tech ships to be also added like Enforcer, Colossus and Onslaught.

 
Title: Re: Luddic Enhancement Mod [BETA]
Post by: Hrothgar on February 18, 2019, 09:15:16 AM
I can see Luddic Path raging on Cerberus, *** their last hope to cleanse sector. They're adorable mentaly dead.
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: King Alfonzo on May 17, 2019, 06:43:24 PM
Updated this mod to 0.9.1a spec and added the Enforcer. I kept the Alexandretta system with a new very wasteful but luddic-sacntioned industry to help boost the Church - it's not exactly necessary with Asher now having Heavy Industry, but I still feel the Church needs that boost.
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: eidolad on May 18, 2019, 07:45:54 AM
Great idea...strongly considering to add to my new game start!

My play progression tends to have these milestones (among others) for the my fleet:

1.  can stomp a pirate base.

2.  can stomp (or at least damage and withdraw from) a Luddic base.  This milestone tells me I've reached the middle game.

The key to #2 is:  can I defeat the defending Luddic system defense fleets in isolation.

I'm hoping that this mod keeps intact what I think is the primary Achilles Heels of the Luddic (and Pirates) fleets: 

a) the converted Colossus freighters
b) the high amount of d-mods

Item B I'll ignore for now since nothing I read in the OP suggests any tweaks there.  (phew)

Item A) though, if still intact, means that those Colossus ships would not be accompanied by stronger friends.  This is interesting. 

However if the Colossus are being replaced to a large extent by DOMINATORS, for example...then the Luddic faction seems to take on more of a "low tech deserter fleet" sort of aspect.  Hmm...also interesting. 

It also pushes out the timeline before the player fleet can safely challenge a Luddic fleet of similar size...but makes it more rewarding to capture Luddic ships.  Yup, adding to my new game!
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: eidolad on May 18, 2019, 09:25:33 AM
Currently the file I downloaded is corrupt...tried a few times...I wasn't able to repair it via winrar as well. 

Luddic_enhancement.rar is 411299 bytes in size, once I downloaded it, fyi.
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: King Alfonzo on May 20, 2019, 12:36:59 AM
Did a quick check - the mod works. Reloaded the file just in case.

And yes, the mod is fairly small.
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: eidolad on May 20, 2019, 04:20:03 PM
Thanks for checking!  Turns out my ancient winrar version couldn't read it.  Installed 7-zip and ran the file manager to associate .rar files to let 7-zip handle them.

My next game instance will def have this mod in there!
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: eidolad on May 31, 2019, 03:37:26 PM
Started a game as Luddic Church faction with random core worlds.

I think that random core world games are a bit easier in that enemy factions are far more likely to occupy the same sector and beat each other's system defense fleets to death...but I must have a new map in every game.

My objective:  get a Cathedral ship in my fleet from the Ship and Weapons pack mod (that this mod so wonderfully mentions will synergize well with).

I'm going to look forward to the increased power of my holy brethren fleets.  The secular hordes outnumber us greatly and my sub-faction will need the help.

Once I get my Cathedral...there will be a Wreckoning.

If I don't get one, there will be sobbing.

edit:  I withdraw my comment that "random maps are easier"...my beginning Luddic Church enlistment is in a planet with two enemy planets...and it is freaking chaos.  However the derelict pickups are quite tasty...if I survive to pick them up.

___

edit:  Nope, too much chaos, restarted with non-random core worlds.  (Plus, I wanted to see what this mod did with the factional enhancements to the Church's planets).

Some feedback after two days playing in the Luddic Enhancedment Mod (with Ship and Weapon pack):

1.  The Dominators and Enforcers are a welcome addition to the Luddic fleets, as are the reduced number of converted freighters.

2.  Luddic Church actually took a planet right out of the home system of the Dyktat.  An impressive feat.  I wish I had been there to see how they did that.

3.  The converted freighters are still their Achilles Heel.

Suggestions:

3.  I don't suppose we could tweak the largest Luddic formations to have a better chance of fielding Cathedral class from the Ship and Weapon pack mod?

4.  How difficult would it be to include new ships in the Luddic Church fleets, say, a year after the game started?

a) A Mora or two might help them...would it be possible to "introduce Moras in small numbers" say, a year into the game instance?  I.e. the Church Elders start learning that cruiser-weight carriers are a Good Thing to begin phasing out the converted freighters?  I hate to request this since the converted freighters are a key differentiator between their fleets are other factions.

b) A semi-random chance for Luddic fleets to contain several Vindicator-S variants (from Ship and Weapon pack mod):  this variant mounts *two*  Gungnir cannons...they would be a surprise to see indeed.  Why are they included?  Some Church Elders opted for a different counter to the other faction's use of carriers:  big guns. 

The Dominator needs some help with flankers...and Gungnirs salvos have a way of moving ships out of the line of fire...

Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: King Alfonzo on June 09, 2019, 09:44:39 PM
Just a quick little update to tweak the Venture (LP) to be considerably less OP.

Download in the OP.
Title: Re: [0.9.1a] Luddic Enhancement Mod
Post by: Shoat on June 10, 2019, 07:44:18 AM
3.  I don't suppose we could tweak the largest Luddic formations to have a better chance of fielding Cathedral class from the Ship and Weapon pack mod?

I've already been seeing one of those in almost every big-boy-fleet the church fielded (both the big home defense fleet and the assault fleets they've sent out to other systems). The frequency of cathedrals might be lower or higher depending on how many mods you add that modify the faction's roster (for example, if you have several mods to "add stuff to pirate roster" you will pretty much never see an atlas mk2 in any fleet ever again) and can differ greatly between different users.


But now that we're on the topic of the Cathedral-class ship and enhancing the luddics, I wonder how much work it is to make a Pather version of the Cathedral?
I think the mechanical changes aren't too big a deal and can probably be done even by a novice modder like me (safety overrides and ill advised modifications on all the modules except the central main one, replace the neat and clean infinite holy missile launcher with something more dirty and low tech - maybe a battery of 2 or 3 built-in hellbores) but boy am I not up to the task of doing any spritework on a modular ship, even if it's "just" adding some red stripes.
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: eidolad on June 11, 2019, 06:07:40 PM
Giving Pathers a Cathedral-class boost would be pretty great...but also a seriously challenging bit o' kit to be showing up at the home colony's doorstep.  Sure hope I have a tier2+ station by that time...
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: Aedarin on June 17, 2019, 10:21:50 AM
I love playing as the Pathers! Please, make a Cathedral version for them! It's not like they can build one that is made out of anything other than D-mods. I use Nexerelin, Ship/Weapon Pack and a few others to round out the content. Being able to buy and restore a Pather Cathedral ship would be amazing. SAFETY OVERRIDES ON! DESTRUCTION GET!

The only thing is, it is very hard to find Pather ships with the Pather start. Perhaps increase the level of one of their planets or make it a military planet to produce ships? I love to play as the underdog side and as soon as I seen they hated A.I. and Safety Overrides was default on their ships, I knew who I had to play as.

I love this mod, and can't imagine playing without it. I wish I didn't have to quit my commission just to get one and then rejoin the Pathers. If you think it would be OP consider this - what do when a 'Grand Invasion Fleet' from Tri-Tach show up with 2 Paragons at the lead? Its a Space Opera and everybody should have cool toys that are themed around their backstory. Not just the rich kids getting all the cool stuff. That's why Underworld and SWP are so good, they add content that make the 'other' sides less than a diversion from the 'real' content.

You do a good job of offsetting that, please continue. Pather Cathedral. Say it with me. W I N N I N G.

Edit: Just please don't take all the missile launchers off of it if you do. Gotta have something for smashing those who would flee the Judgement of God.
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: ShadowDragon8685 on June 18, 2019, 09:32:25 AM
The .rar file refuses to open for me. Is there any chance of a .zip version or something else?

The error I get says "The archive is either in unknown format or damaged."
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: Aedarin on June 18, 2019, 12:37:18 PM
You can download 7zip for free, and that will open it.
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: Sarissofoi on June 19, 2019, 04:41:02 PM
Very nice.
Are they added to the ship packs that player can field?
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: Darloth on July 18, 2019, 03:26:37 AM
Can't open the .rar file linked in the OP, and I'm already trying 7zip.

402kb seems suspiciously small for a pack with several ship skins in, but I can't say for sure.  Either way, it's not opening.
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: King Alfonzo on July 18, 2019, 04:54:22 AM
Very nice.
Are they added to the ship packs that player can field?

Yes, they've been added to the blueprints.

Can't open the .rar file linked in the OP, and I'm already trying 7zip.

402kb seems suspiciously small for a pack with several ship skins in, but I can't say for sure.  Either way, it's not opening.

Hey Darloth
It's not that small, it's merely compressed, and there's really not that much to a skin pack; most of the data is already handled by the game, and all you're introducing are images, which can be rahter small.

Here's a reupload as a zip file. This should be more easily decompiled by your system. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement.zip)
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: Serenitis on July 31, 2019, 09:27:24 AM
Good mod.

Two issues:
Spoiler
(https://i.imgur.com/WCGztDC.png)
Missing an 'e'.
[close]

Spoiler
(https://i.imgur.com/PlBttEj.png)
The design type for the Venture (LP) isn't consistent with the rest of the the LP ships.
ie:(https://i.imgur.com/qcsV8bl.png)
[close]
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: chancoco on July 31, 2019, 12:26:44 PM
In Artaxerxes' planet description, "Unfortunately the Alexandretta Polity could liberate the beleaguered populace, hardpressed as they were to defend themselves."
The "could" should be "couldn't", unless I'm reading the context wrong.

Thanks for the mod. I especially like the little lore bits put in for the new system. Extrapolating what I can from it, the Alexandretta star system was a key independent system for both CGR and Hegemony space so it makes sense that it's contested territory. On the star map it borders both factions. The intriguing part is that the two factions used Pirate Lord Scarborough's raid as a reason to intervene. My headcanon is that CGR helped repel Scarborough away from Cerberus but Hegemony ultimately dealt the killing blow, giving all three factions a valid claim to the system.
Title: Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
Post by: King Alfonzo on August 01, 2019, 02:31:35 AM
Many thanks Serenitis and chancoc for the catch.

EDIT: Another quick fix; to change the name of the Venture (Luddic Path) to be correct, and add civilian hull/militarised systems.

Here's a quick update that corrects those issues. Savegame compatible.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.1.0
Post by: King Alfonzo on November 04, 2019, 04:51:33 PM
An Update!

New stuff:
-Version Checker support
-Adds LC cosmetic skins for the Legion and Onslaught
-Adds the Phaeton (LP), a missile/carrier support ship for long range bombardment, and the Starliner (LP) a general purpose if fragile carrier/missile support vessel.

Title: Re: [0.9.1a] Luddic Enhancement Mod 1.1.0
Post by: Flix on November 23, 2019, 08:40:55 AM
I'm having trouble finding LC Legions and Onslaughts. Are they supposed to be purchasable in LC military colonies? I see Cathedrals and other LC skinned ships from this mod but not the aforementioned 2 which I would love to get as I'm playing an LC run now.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.1.0
Post by: Serenitis on November 24, 2019, 04:22:30 AM
The LP Pheaton might be a little bit too good....
A large ballistic turret + 2 medium missiles + 3(!) fighter bays. On a destroyer.

Suggest reducing it to 1 fighter bay.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.1.0
Post by: King Alfonzo on November 24, 2019, 03:36:03 PM
Yeah, the Phaeton should NOT have that many bays. Also, the Starliner should NOT have that many bays either. There'll be a short update soon that fixes these issues, along with a description bug in the Legion (LC) and some spawning issues highlighted by Flix (Thanks for the catch!).

EDIT: A minor update. Should be savegame compatible.

-Fixed the Phaetson (LP) and Starliner (LP) having way too many wings.
-Fixed the description of the Legion (LC)
-Tweaked spawning of Legion (LC) and Onslaught (LC).

Download here. Again, give me a yell if something goes wrong.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Alexzzz on January 31, 2020, 05:33:02 PM
There might be something wrong with "venture_luddic_path.skin".  It looks like you copied all the text from "venture_luddic.skin" to "venture_luddic_path.skin", but forgot to change Church/LC/etc to Path/LP/etc.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: King Alfonzo on January 31, 2020, 06:20:06 PM
That was a mistake, but not one that's impactful - the Pather Venture is actually a proper ship with an entry in ship_data.csv, and that overwrites the other one.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Alexzzz on January 31, 2020, 07:49:27 PM
That was a mistake, but not one that's impactful - the Pather Venture is actually a proper ship with an entry in ship_data.csv, and that overwrites the other one.

Good.  Sorry I didn't notice that, I'm quite new to SS.  I really like this mod btw.  I wish there were more mods that expand the vanilla factions like this one does. 
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: bazalisk on February 13, 2020, 04:08:12 PM
hi

nice mod, really enjoying it.

just a small issue.  i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.

i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).

i've checked the file and there is a weapon slot there, not sure why it wont notice it.  any ideas? 

i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.

maybe these two mods don't play nice?

anyways, thanks for any insight you can provide.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: bblargh3 on February 18, 2020, 09:15:42 AM
hi

nice mod, really enjoying it.

just a small issue.  i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.

i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).

i've checked the file and there is a weapon slot there, not sure why it wont notice it.  any ideas? 

i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.

maybe these two mods don't play nice?

anyways, thanks for any insight you can provide.

Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: bazalisk on February 18, 2020, 10:39:52 AM
wow that's an awesome work around and very well explained, thank you.

i'll look into doing just this. 

thank you for the swift reply.

:)
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: TaylorItaly on February 18, 2020, 07:10:00 PM
hi

nice mod, really enjoying it.

just a small issue.  i've been getting CTDs recently, its probably mod conflicts for sure but i'm mentioning it here in hopes of finding a solution or work around.

i'm getting a CTD regarding a fatal slot id (ws 015) not found on hull (dominator_luddic).

i've checked the file and there is a weapon slot there, not sure why it wont notice it.  any ideas? 

i've been having this issue with another mod, the Archean Order, with their mule and buffalo ships.

maybe these two mods don't play nice?

anyways, thanks for any insight you can provide.

Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.

Woah , thank you for that !!!!
With that solution one can make many factions-mods compatible with AO .
I had problems with AO and Arsenal and posted it under bugs , but without proper help how to solve it.
So , thank you!!!!
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: King Alfonzo on February 18, 2020, 07:20:05 PM
Thanks for the catch bblargh3! I'm afraid I'm unfamiliar with Archean Order, and wasn't sure how it played with other faction mods.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Morrokain on February 18, 2020, 07:40:52 PM
Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.

Thanks for that description! I'm working on changes along those lines for the next update anyway, but since you have taken the time to do this already :) - am I correct in implying from this that I won't have to change all the variant files' corresponding references to those ids in regards to their weapon loadouts in the mod?? That would be awesome if true! I kind of assumed I would have to edit each variant file by hand for that part.

Not crashing is already a great start, but did this seem to mess with the variants at all from your playthrough or upon starting a new game? Also, if you are adding the ids, not replacing the old ones, it may cause additional weapon slots to be available upon the ship outfitting screen (sometimes in the exact same place so it can be hard to see).

Those are all assumptions, though. I've already handled weapons in the variants, but I was planning on working on the weapon ids last- after fighters and hullmods were corrected to be merge-able.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: mora on April 03, 2020, 02:12:22 PM
An issue so small you can ignore just fine
The Converted Cargo Bay hullmod is missing its last sentence "Fighter speed reduced by..." which is present on the vanilla version of the Converted Cargo Bay which you probably took the description from. This mod was one of the first I installed and was mildly confused and irritated because the hullmod showed me no numbers like the other one. If you've played starsector for a while, you know exactly what the game means when it says "The improvised manufactory... etc." but newer players might not get that so I suggest adding the "Fighter speed reduced by..." back. Just adding in that part into hull_mods.csv worked.
[close]
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Chairman Suryasari on April 04, 2020, 02:14:39 PM
Maybe you need to remove the Onslaught, i know Luddic Church was allied with Hegemony in 1st and 2nd AI War and War again Tri-tach and Persean but giving them an Onslought blueprint? i don't think Hegemony will do that, it's their main weapon again their enemy, since in lore Luddic already have Legion, maybe you should give Legion more Luddic characteristic like more Missile slot also it's more lore-friendly if you give these ship a debuff like Remanualized, so it's need more crew since Luddic Church doesn't trust semi-AI ship system so they remove them in cost of more crew requirement. Overall, i like this mod, and yes Luddic Church seem to weak, need some buff, maybe in lore they become more pacifist over the year but doesn't mean they're fangless right?
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Faeren on April 23, 2020, 03:46:52 PM
(https://cdn.discordapp.com/attachments/265252561987174401/703013847186800731/1587681706.png)
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: King Alfonzo on May 10, 2020, 07:14:36 PM
So, as you may or may not know, I have released a version of Luddic Enhancement on the Unofficial Discord Server. The update mainly focused on a couple of tweaks to the spawning of the Onslaught so it is less likely to appear in fleets, some minor tweaks to the Luddic Path ships, and some spelling corrections that have persisted due to me not spelling 'Cerberus' properly.

However, I also added another Pather ship to the pack, the Prometheus Mk IV. And this ship is....unusual. While it fits quite well within the context of the Luddic Path, I have heard people make negatively comment about how excessively unusual this ship is. So I am quickly posting here, to ask people in the know - is it worth releasing the Discord version of Luddic Enhancement with the Prometheus Mk IV on the forums? Or is it going too far?
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Terethall on May 11, 2020, 10:09:41 AM
I've never seen a Prometheus variant I didn't like.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: BigBeans on May 11, 2020, 02:35:31 PM
Release it the Dram missile is great.  ;D
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Nick XR on May 11, 2020, 05:16:28 PM
I doubt many are opposed to ships that play differently, assuming they're balanced-ish.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
Post by: Faeren on May 11, 2020, 06:55:25 PM
The MK IV is hilarious. Considering it has 5 burn, is basically useless beyond being a platform for the missile, and is costly to maintain it doesn't seem unbalanced if the player gets a hold of one. I would however suggest preventing the AI from having a bunch of them in one fleet, a fleet loaded with these would likely be somewhat frustrating as it would be near guaranteed to kill a few of your ships but would also be easy to clean up beyond the initial salvo of dram explosions due to the fleet having no proper capital ships, in short one of these in an LP fleet will be cool, more than that will quickly become stupid. In addition 5 dram explosions going off at once would obliterate people's toasters.

Also I noticed Cerberus is often mispelled "Cerbrus" and found these two instances of it in the mod folder:
(https://cdn.discordapp.com/attachments/265252561987174401/709584332150538270/1589247964.png)

Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: King Alfonzo on July 23, 2020, 01:48:05 AM
An Update!

This update adds:
-A Suicide Dram
-The Prometheus Mk IV., a vessel with less armament than the Promethus Mk II., but comes with a built-in suicide Dram.

This update also has the following changes:
-Reduces the logistical capacities of the Phaeton (LP) and Starliner (LP) to be sensible
-Changes the Mule (LP) from a carrier to a more heavily combat-focused vessel (Main source of savegame incompatibility from previous version).
-Fixes Mis-Spellings in Alexandria
-Reduces the Spawning of Onslaught (LC) in Luddic Church Fleets

Please get back to me if there are any crashes / weird things going on.

DOWNLOAD HERE
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: Terethall on July 24, 2020, 07:57:58 PM
Thanks, I love it.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: Satirical on September 03, 2020, 12:06:09 AM
hmm dram IED surprised the crap out of me LOL very good mod I love it <3

(https://cdn.discordapp.com/attachments/284441522613649409/750975943916519484/unknown.png)

edit: made the picture smaller, can't wait to see the Prometheus mk 4 lol
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: Neitronus on September 23, 2020, 08:40:14 AM
This mod also have issue with version file being unreacheble on bitbucket. Any chance for a hotfix?
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: Chairman Suryasari on September 23, 2020, 12:33:20 PM
This mod also have issue with version file being unreacheble on bitbucket. Any chance for a hotfix?

It's a big problem, bitbucket is kinda wonky so just ignore it for the time being.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.2
Post by: Neitronus on September 23, 2020, 09:21:32 PM
You think they might revert that? I mean, from what I learned so far, it seems like a permanent change. And Atlassian team is known for ruining updates. (Old Jira VS New Jira: Back then you could easily access pipeline from a task.)
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4
Post by: King Alfonzo on October 23, 2020, 09:32:17 PM
NEW UPDATE
Changes with 1.2.4:

Added new ships to help flesh out the Luddic Church:

-The Fidem, an oversized frigate with a fighter bay, let down by a disproportionately high maintenance cost.
-The Fasces, an archaic, heavily armoured and heavily armed destroyer with the logistical cost of a light cruiser.
-The Sebastian, an ancient front-line carrier cruiser, let down by a prohibitive logistical profile and a lack of large weapon mounts.

This update also has the following changes:
-Fixed the Phaeton (LP) and Starliner (LP) having the wrong number of flight decks.
-Version file fixed.

This update is savegame compatible with previous version.

Download Here.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4
Post by: Yurixeva on December 10, 2020, 08:34:14 AM
Hey Alfonzo!

I have taken a look at your luddic_church.faction file. It seems you have will need to add both priorityShips as well as shipRoles into it. The reason is, the vanilla luddic_church.faction file has priorityShips which would vastly increase the number of spawns for Condors, Moras, and Legions. On top of that, shipRoles in the following code below will also vastly overwrite the ships you are adding.

Vanilla shipRoles Code
Code
	"shipRoles":{
"carrierSmall":{
"includeDefault":true,
"condor_Strike":50,
},
"carrierMedium":{
"includeDefault":true,
"mora_Strike":50,
},
"carrierLarge":{
"legion_FS":50,
"legion_Strike":50,
#"fallback":{"combatCapital":1},
},
"combatMedium":{
"includeDefault":true,
"buffalo2_Fighter_Support":50,
"enforcer_Fighter_Support":50,
},
"combatFreighterMedium":{
"includeDefault":true,
"mule_Fighter_Support":50,
},
"combatLarge":{
"includeDefault":true,
"dominator_Fighter_Support":50,
},
"phaseSmall":{
"fallback":{"combatSmall":1},
},
"phaseMedium":{
"fallback":{"combatMedium":1},
},
"phaseLarge":{
"fallback2":{"combatLarge":1},
},
},
[close]

The roles which your mod are affected by these: combatMedium, combatLarge, carrierSmall, carrierLarge, combatFrieghterMedium (I have taken reference from default_ship_roles).

Below is the code that I use in luddic_church.faction file of your mod, this allows your mod's ships to spawn properly. Feel free to use this information however you wish!

Spoiler
Code
{
    "knownShips":{
        "tags":["LC_bp"],
        "hulls":[
            "brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
        ],
    },
    "priorityShips":{
        "hulls":[
"brawler_luddic",
"cerberus_luddic",
"mule_luddic",
"dominator_luddic",
"enforcer_luddic",
"venture_luddic",
"onslaught_lc",
"legion_lc",
"fidem",
"fasces",
"sebastian",
        ],
    },
    "hullFrequency":{
        "tags":{
            "LC_bp":2,
        },
        "hulls":{
"brawler_luddic":10,
"cerberus_luddic":10,
"mule_luddic":10,
"dominator_luddic":10,
"enforcer_luddic":10,
"venture_luddic":10,
"onslaught_lc":3,
"legion_lc":10,
"fidem":10,
"fasces":10,
"sebastian":10,
        },
    },
"shipRoles":{
"combatMedium":{
"enforcer_Balanced_luddic":50,

"fasces_cs":50,
"fasces_attack":50,
"fasces_standard":50,
"fasces_so":50,
},
"combatLarge":{
"sebastian_cs":50,
"sebastian_attack":50,
"sebastian_std":50,
},
"carrierSmall":{
"fidem_cs":50,
"fidem_attack":50,
"fidem_std":50,
"fidem_strike":50,
},
"carrierLarge":{
"legion_lc_Assault":50,
"legion_lc_Escort":50,
"legion_lc_FS":50,
"legion_lc_Strike":50,
},
"combatFreighterMedium":{
"mule_luddic_support":50,
},

},
},
[close]

On a side note, the description for the fasces-class seems to be incomplete.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: King Alfonzo on December 12, 2020, 02:28:18 AM
Thanks for the catch, but I've since fixed this in the dev version. I'll be updating once I sort out one or two things on my end.

EDIT: Okay, sorted and checked.

1.2.4a HOTFIX:

-Implemented change to the faction file that makes the Luddic Church use Luddic Enhanced ships more regularly.

This update is savegame compatible with previous version.

DOWNLOAD HERE.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: Yurixeva on December 12, 2020, 06:56:26 AM
Just to follow-up, you might need to add in priorityShips code for the ships as well in luddic_church.faction.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: Agalyon on December 13, 2020, 05:52:17 PM
The download is broken I'm pretty sure
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: Chairman Suryasari on December 13, 2020, 08:12:50 PM
done.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: Amoebka on December 30, 2020, 04:35:47 AM
Hull frequences for new ships are set to 10, while vanilla ones are 1 and SWP ones are 0.25-0.5. This means that when Luddic Enhancement is enabled, pathers mostly spawn with your ships, not even their default vanilla ones. There are 20 mules for every one enforcer, etc. Is this intentional?
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: DeusVauly on January 02, 2021, 04:07:12 PM
it seems like the luddic church AI isnt using the reskins for the Legion and onslaught [
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
Post by: Mach56 on January 09, 2021, 06:34:27 PM
It appears that the Luddic path Hermes doesn't have built in ill advised modifications, and instead that hullmod is on the variants, so you can just remove it without needing to restore it.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: King Alfonzo on February 05, 2021, 01:32:48 AM
Many thanks for the catch Mach56!

Update: 1.2.4b

-Sebastian sprite has been redone. Everything else is exactly the same, it just looks better.
-Armour and hull stats of the Venture (LP) have been reduced slightly, to prevent having to grind through them.
-Hermes (LP) now have ill-advised on the base hull rather than the variant files.


This update is savegame compatible with previous version.


DOWNLOAD HERE.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: Twilight Sentinel on February 05, 2021, 12:28:16 PM
I wish I'd checked for something like this before I started my current LC game.  I'm way too far into that game, and found a Doom blueprint immediately in it, to restart now.  I did just post a suggestion for the LC and then thought to look up to see if there were any mods for them. 

Looks like you took things in a very different direction than I did, but I'll post a link anyway and you can say what you think.
https://fractalsoftworks.com/forum/index.php?topic=19776.0
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: Helldiver on February 08, 2021, 06:07:36 AM
The Dram bombs have to be the most thematic addition to the Pathers possible. Ain't no tension like seeing a Prom with a dram bomb still loaded turning towards one of your ships.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: Mach56 on March 14, 2021, 11:22:30 PM
I noticed an odd bug a few days ago in which the pather Starliner had 4(!) fighter bays, even though the ship.csv entry said it should only have 2. Well I finally figured out what caused it, the converted cargo bay hullmod adds an extra 2 fighter bays. Might want to replace it with your own version.

Edit: Turns out you do have your own version, but the Starliner was using the vanilla one, not that one. Also why does the Mk. IV on the Prometheus Mk.IV have brackets around it, when none of the vanilla Mk.II (or Mk.III) have them?
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: King Alfonzo on March 16, 2021, 04:34:27 AM
Thanks for catching the converted bay bug and the Mk IV being wrongly bracketted! I'll add those to the next version.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: Mach56 on March 16, 2021, 04:08:16 PM
Just another minor issue, the Prometheus Mk.IV's description has the Prometheus Mk.II as the "Promethues (Mk II)", which both has brackets and is missing a period.
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: DeusVauly on March 20, 2021, 08:57:05 PM
hey great mod!, but i was wondering if you have any recommendations on how to tinker with the spawn values of other mod ship packs that include luddic path variants? I want to make it so that the variants from each of the mods get some about equal  representation, said mod packs are tahlan shipworks and ship/weapon pack btw
Title: Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
Post by: PeTeTe809 on April 11, 2021, 08:37:08 AM
I need this mod to carry out my space Jihad. I can't do it without it. This mods gives the church and the path a leg up albeit a minor one.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: King Alfonzo on April 21, 2021, 09:14:01 PM
Luddic Enhancement 1.2.4d Release! "Nothing Too Fancy" quotes the judge.


Changes:
-Compatability with 0.95a
-Fixed the Starliner (LP) having too small minimum crew

Download Here.

Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Helldiver on April 22, 2021, 01:01:57 AM
LC and LP don't feel like a proper faction without this mod, big cheers for the update.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Luck0318 on April 22, 2021, 06:27:06 AM
Thanks for the update! perfect for my luddic run
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Flacman3000 on April 22, 2021, 09:50:49 PM
@King Alfonzo

Luddic Enhancement Mod for 0.91a (1.2.4c) since all previous links have been crossed out and to save others time and I fixed the issues that Mach56 mentioned for 0.91a version of LE. This version is unofficial and should not be reflected on Alfonzo. 1.2.4c has only 2 changes mentioned previously! The file will be automatically deleted 1 week from now unless it's reuploaded as a permanent link for others.

Download Here.

I apologize in advance if you dislike my post concerning a download link to your 1.2.4b made (1.2.4c) version of LE, I had an issue where you crossed out previous links and wanted to prevent someone's post regarding a old latest version for 0.91a. Let me know if you want this removed!

<link removed -Alex>
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Nameless on April 24, 2021, 10:41:36 AM
I don't think you should post anything with regard to the original mod without the author permission, not to mention it is very confusing when you posted a backward version.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Arcagnello on April 24, 2021, 10:45:39 AM
I am considering installing this great mod once again for 0.95 , but I also remember myself having an issue with the IED Drams: Is there a way for me to disable their plethora of explosion effects driving my poor hamster wheel cooled laptop to its knees, asking for sweet release from his existence of infinite suffering?
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Alex on April 24, 2021, 10:52:37 AM
@Flacman3000: for this sort of thing, the way to go is to ask permission and then post once you have it, and definitely not "post it and then take it down if the author isn't ok with it". I appreciate that you're coming from a good place, but posting a version of the mod without the maker's permission is just not ok here. I'll remove the links for now; if you get permission from King Alfonzo, feel free to put them back up.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Great Wound on April 26, 2021, 08:48:13 AM
Any chance you could create a version that doesn't need LazyLib/MagicLib like in the old days. Would help those us us running toasters and it's an afront to Ludd using "advanced" features...

Alternatively, if you can tell me which features/ships make use of LazyLib and I'll be happy to cull them from the mod myself. Was going to do this anyway but if you can offer direction it saves blood on my end.

Praise Ludd.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: MesoTroniK on April 26, 2021, 03:31:48 PM
LazyLib and MagicLib have zero performance cost.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Great Wound on April 27, 2021, 11:27:23 AM
LazyLib and MagicLib have zero performance cost.

I'm aware of that, it's how the mods use the Libs that affects performance.

Besides, there's nothing wrong with liking my mods Vanilla compatible so they don't break after every major update.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: MesoTroniK on April 27, 2021, 05:13:42 PM
LazyLib and MagicLib have zero performance cost.

I'm aware of that, it's how the mods use the Libs that affects performance.

Besides, there's nothing wrong with liking my mods Vanilla compatible so they don't break after every major update.
They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Tartiflette on April 27, 2021, 11:10:18 PM
At worst worst it will have a much bigger performance impact since MagicLib and LazyLib are for the most part very well optimized.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Great Wound on April 28, 2021, 09:58:13 AM
They would break regardless. Also removing the reliance on those libs would just require recreating those functions in the mod itself. Which at best will cost exactly the same CPU / GPU time. And at worst, cost more since duplicated plugins in some cases.

That may be the case but I did say I'm happy for features to be culled in the name of a Lite edition.

The mod wasn't originally built on Lazy/Magic Lib, so it's more a question of what's been added that's dependant on it.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Arcagnello on April 28, 2021, 10:41:19 AM
I am considering installing this great mod once again for 0.95 , but I also remember myself having an issue with the IED Drams: Is there a way for me to disable their plethora of explosion effects driving my poor hamster wheel cooled laptop to its knees, asking for sweet release from his existence of infinite suffering?

I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Great Wound on April 28, 2021, 03:54:45 PM
I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!


Check your inbox. I sent you a LazyLibLess, Dram-free version. No Prometheus either but I'll be looking to re-add it at some point.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: th3boodlebot on April 28, 2021, 04:03:54 PM
its that guy again
does anyone know if luddic path colonies can be targeted by sleeper cells?
more specifically, if you are commissioned for lp and have colonies can they be targeted by sleep cells or bases?
thanks!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Arcagnello on April 29, 2021, 08:38:29 AM
I reiterate: is there a way for me to tone down the IED Drams explosion effects?

I'm also interested in the possibility in a "lite" version of the mod by the way!


Check your inbox. I sent you a LazyLibLess, Dram-free version. No Prometheus either but I'll be looking to re-add it at some point.

Oh! Praise be! Ludd save you!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Great Wound on May 04, 2021, 08:46:42 AM
At worst worst it will have a much bigger performance impact since MagicLib and LazyLib are for the most part very well optimized.

Well it turns out cutting out LazyLib/Magic Lib has resulted in a significant performance increase because of the additional visual effects created through those libs.

I've had to cut Dram missiles/IEDs and some hullmods/systems, some of which I can probably add again if I don't want to be lazy, but it's been worth it for potato rigs. Had to adjust the P3 accordingly, gave it a few tweaks including a hammer rack and missile autoforge in place of the Dram missile:

(https://i.postimg.cc/DZ0cbk9J/Screenshot-from-2021-05-04-16-11-29.png)

Not making this public without the King's blessing but if happy to PM a copy to people if they want it it.


I was also going to copy across the Luddic Onslaught and Liberator-class Pocket Battleship across from Ship/Weapons pack (which Alfonzo had a hand in making) and add in my own Knights of Ludd/Path Hullmods but this is taking a step-away from the original LibLess concept and may as well be a complete fork, something else that'll need the Kings blessing.


Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Warnoise on May 12, 2021, 11:09:08 AM
I am planning to start a luddic path playthrough and I stumbled upon this mod. I couldn't ask for a better timing!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Helldiver on July 08, 2021, 04:44:51 PM
There's a new 1.2.5 version on bitbucket. Is there a changelog for it? I couldn't find it (if it's on bitbucket somewhere I'm dumb).
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: SpaceDrake on July 08, 2021, 05:46:26 PM
I did also want to report something about 1.2.4: it feels like, when this is used in conjunction with Tartiflette's Torchships And Deadly Armaments, the Luddic variants of the Legion and Onslaught appearing in fleets get wholly overridden by nothing but Niagras. Is this intentional? It does leave Church fleets feeling a bit... one-note.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: KDR_11k on July 09, 2021, 12:09:54 AM
Is the Prometheus Mk4 worth using at all? I mean, it's a 30 DP ship that can only launch one Dram IED per battle and is otherwise useless, a solo Dram IED is cheaper and does the same thing.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Helldiver on July 09, 2021, 01:59:47 AM
I did also want to report something about 1.2.4: it feels like, when this is used in conjunction with Tartiflette's Torchships And Deadly Armaments, the Luddic variants of the Legion and Onslaught appearing in fleets get wholly overridden by nothing but Niagras. Is this intentional? It does leave Church fleets feeling a bit... one-note.

This is due to the "priorityships" lines in TADA's faction files (or lack thereof in Luddic Enhancement's). If a ship is listed under that it will override other ships in that faction's fleets most of the time. TADA has the regular Niagara ("TADA_gunwall" in the files) and vanilla Legion as priority ships in luddic_church.faction causing them to replace LE's new ships which are simply set to high frequency.
You can fix this by removing the vanilla Legion line on TADA's side (and Niagara if you want it to be rare) and adding "priorityships" lines with the relevant LC ships in LE's luddic_chuch.faction file (you can also just leave them at high frequency after removing the lines on TADA's side but then they can get partially replaced by ships you sell them blueprints of).
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Ishman on July 10, 2021, 12:00:28 AM
There's a new 1.2.5 version on bitbucket. Is there a changelog for it? I couldn't find it (if it's on bitbucket somewhere I'm dumb).

The update is on the discord, alfonzo probably forgot about updating this thread.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: Farya on July 10, 2021, 01:28:47 AM
Is the Prometheus Mk4 worth using at all? I mean, it's a 30 DP ship that can only launch one Dram IED per battle and is otherwise useless, a solo Dram IED is cheaper and does the same thing.
It's a siege artillery ship. It provides boost to bombardment efficiency and it's Dram is also useful for taking down orbital stations. Especially because it's somewhat easier to get then Olympus from II.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.4d
Post by: SpaceDrake on July 14, 2021, 07:13:54 PM
And hey, it looks like 1.2.5 fixes the Niagara problem all on its own! That's cool to see.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5c
Post by: King Alfonzo on July 19, 2021, 08:35:42 PM
It's been in the works for a while, but here's the official release for 1.2.5c! I've been working to try and reduce the framerate drop caused by the explosions from the IED ships, and I think I've nailed it down. There will still be a bright flash I'm afraid, but the followup should be visually alright. Hopefully this helps out those with weaker graphics settings.

**Changes with 1.2.5c**

-Added the Lector, an ancient destroyer that uses a Damper Field system for defense. Possesses good ballistic mounts, an AAF system and a high degree of mobility, but really suffers from a lack of shield in prolonged engagements.
-Added the Christopher, an armoured escort cruiser that has good arc coverage, but poor arc convergence.
-Added the Phaeton (LP IED) and Prometheus (LP IED).
-Fixed the Venture (LP) not having Ill-Advised Modifications.
-Attempted to reduce the complexity of the Dram, Phaeton and Prometheus IED explosions. This *should* reduce the impact of the explosions on fps. Please try it out and tell me if there is an improvement.
-Very minute adjustments to some descriptions and hull stats.
-Fixed some issues with conflicting ship spawning.

Download HERE!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5c
Post by: sadday on July 20, 2021, 06:20:43 AM
Love the mod! Thank you for the update!
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5c
Post by: Oni on August 05, 2021, 12:48:16 PM
Strange, the update tracker in game says the newest version is 1.2.5d instead of 'c'...  ???
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5d
Post by: King Alfonzo on August 13, 2021, 01:22:42 AM
Strange, the update tracker in game says the newest version is 1.2.5d instead of 'c'...  ???

Yeah, that's because I was testing it on Discord. It was only a really damn small update that Fixed Alexandretta spawning in random mode. This will require a new game, but its only for players who want to use this mod with Random mode in Nexerellin; for the most part wouldn't impact any current players.

Download HERE
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5d
Post by: Twilight Sentinel on August 23, 2021, 02:33:33 PM
Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: King Alfonzo on September 18, 2021, 01:32:39 AM
Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.

Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.

Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.

Anyway, update time!

Changes with 1.2.5f:

-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.

Update is savegame compatible with previous version.

Download HERE! (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5f.zip)
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: tindrli on September 19, 2021, 03:46:16 AM
Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.

Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.

Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.

Anyway, update time!

Changes with 1.2.5f:

-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.

Downalod HERE! (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5f.zip)

Thanx for updating this gread MOD.
Just one question is it compatible with existing save?
Im just gona find that out anyway since im not good with patience but its good to know

thanx again
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: King Alfonzo on September 20, 2021, 01:41:33 AM
Apologies, yes it is.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: Catscrath on September 27, 2021, 05:33:16 PM
Does this mod remove the LP Brawler? I can find the new LC along with the TT and standard but there does not seem to be an LP variant anymore.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: eidolad on September 30, 2021, 04:43:57 PM
this is pretty much a required mod for me! glad to see updates a-comin
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: King Alfonzo on October 10, 2021, 03:24:09 AM
Does this mod remove the LP Brawler? I can find the new LC along with the TT and standard but there does not seem to be an LP variant anymore.

This mod doesn't touch the spawning of Brawler (LP). It might end up being diluted a touch due to the number of ships this mod adds to the Path, but I have seen it in LP fleets.