Fractal Softworks Forum

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

Title: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
Post by: King Alfonzo on February 11, 2019, 11:37:08 PM
(https://i.imgur.com/gOoCdBT.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 came in, although it's relevance has diminished since 0.96a.

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, Mule, and Venture. 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. After 0.96a and the change in artstyle I've also added two ships to the Hegemony based on ships from pre 0.96a Luddic Enhancement.

-Luddic Path versions of the Hermes, Mule, 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. Also threw in that Vanguard and Eradicator, as it didn't make much sense why the pirates have this and the path do not. There is also a rare version of the Prometheus with a built-in 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_6e.zip)

Please give me any feedback if something goes wrong.

Luddic Enhancement IED Ships
Due to popular demand, I have split off the IED ships into their own mod. This mod does not need Luddic Enhancement, and Luddic ENhancement does not need this mod. This mod adds IED ships, specifically a dram, a phaeton, and a Prometheus, which explode, taking ships out in the near vicinity.

Download here for the IED ships. (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_IED_1_2_6a.zip)

If you feel like giving me a tip - please don't. Instead, please direct any donations to the Mesotronik Charity Drive (https://fractalsoftworks.com/forum/index.php?topic=19739.0). The guy needs it a heckovalot more than I do, and he's in a really bad situation at the moment. Anything you can give helps.
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 [

[attachment deleted by admin]
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!
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.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: King Alfonzo on October 23, 2021, 09:00:26 PM
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

So, without further ado,
Changes with 1.2.5i(EXP5a)

-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.

-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.

This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.

Download HERE

I would really like feedback on this, so please feel free to say it's good / it's garbage.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: dEVoRaTriX_LuX on October 26, 2021, 09:43:03 AM
Dope but the experimental updates make it incompatible with Holy Ludd mod that adds faction specific hullmod to the LC.
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

So, without further ado,
Changes with 1.2.5i(EXP5a)

-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.

-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.

This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.

Download HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5i_EXP5a.zip).

I would really like feedback on this, so please feel free to say it's good / it's garbage.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
Post by: Great Wound on October 26, 2021, 12:50:04 PM
Dope but the experimental updates make it incompatible with Holy Ludd mod that adds faction specific hullmod to the LC.

That's an issue with my mod, not his, so the onus is on me to fix mine. I'll put an update out soontm.

Update out:https://fractalsoftworks.com/forum/index.php?topic=22063.0 (https://fractalsoftworks.com/forum/index.php?topic=22063.0)
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: Helldiver on October 27, 2021, 10:39:39 AM
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

I'm not sure where complaints about the added ships to LC being just reskins could come from when this mod already adds multiple great unique ship models (love the Fasces!) to the faction already. As for the "skin" ones, I don't have a problem with them being just skins - they do add flavor, giving common ships in LC fleets a matching paint scheme. I guess they could've gotten some built-in flavor hullmod or slight mount/bay changes of some kind (ie LC Venture mining drone bay changed into full fighter bay becuz drones=evil and more ships to launch Perditions from = righteous) but that's not necessary.

I prefer the "damper field main defense" gimmick being a Lector-only thing. It fits for a specifically ancient ship, while slapping it on every LC ship feels gamey. Maybe some other ships like that could be added. Maybe some occasional existing ship conversions to that defense could be a thing (with matching visual change, I like the "grooves" running along the armor belt of the Lector giving the sense of a "different armor"), but I don't think it should be every ship of a given model and should remain a rarer sight.

Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f
Post by: Great Wound on October 27, 2021, 12:20:43 PM
I'm not sure where complaints about the added ships to LC being just reskins could come from when this mod already adds multiple great unique ship models (love the Fasces!) to the faction already. As for the "skin" ones, I don't have a problem with them being just skins - they do add flavor, giving common ships in LC fleets a matching paint scheme. I guess they could've gotten some built-in flavor hullmod or slight mount/bay changes of some kind (ie LC Venture mining drone bay changed into full fighter bay becuz drones=evil and more ships to launch Perditions from = righteous) but that's not necessary.

I prefer the "damper field main defense" gimmick being a Lector-only thing. It fits for a specifically ancient ship, while slapping it on every LC ship feels gamey. Maybe some other ships like that could be added. Maybe some occasional existing ship conversions to that defense could be a thing (with matching visual change, I like the "grooves" running along the armor belt of the Lector giving the sense of a "different armor"), but I don't think it should be every ship of a given model and should remain a rarer sight.

I agree with this in almost it's entirety:

Luddic Enhancement was originally about enhancing the Church and giving them some flavour (and power in nexus). It shouldn't do much more than what the XIV does for the Hegemony (re-skins and minor tweaks). The new ships are great and, personally, I would like to see a generic version available from your local independent traders so they're not faction exclusives.

My problem with this latest change is you've moved too far away from "enhances vanilla" towards building an entirely new custom faction with unique ships and mechanics. Making a custom faction isn't an issue, but building one on top of an existing one is.


I guess they could've gotten some built-in flavor hullmod
Shameless plug! (https://fractalsoftworks.com/forum/index.php?topic=22063.0)  ;D
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
Post by: Amoebka on October 29, 2021, 05:16:48 AM
If anything, I have the exact opposite complaint. I prefer the Luddic ships to be simple reskins, and have modified my copy of Luddic Enhancement to outright remove all the new additions beyond reskins.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
Post by: korqi on November 12, 2021, 05:16:44 AM
Kamikaze ships barely do damage. Is it a bug, or it works as intended? because in this video they are quite devastating
 https://www.youtube.com/watch?v=jOvZip_gs1w
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
Post by: IonDragonX on November 12, 2021, 05:26:38 AM
quote author=korqi link=topic=15084.msg344936#msg344936 date=1636723004]
Kamikaze ships barely do damage. Is it a bug, or it works as intended? because in this video they are quite devastating
 https://www.youtube.com/watch?v=jOvZip_gs1w[/quote]
IIRC, the IED Dram is using Fragmentation damage equally over the area, which would do that to an Atlas or Starliner or any other civvie that doesn't have armor and has a very large sprite. Armored ships are going to reduce the damage the higher the armor. The larger the sprite, the more multiples of the damage that it takes.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
Post by: korqi on November 12, 2021, 06:07:30 AM
quote author=korqi link=topic=15084.msg344936#msg344936 date=1636723004]
Kamikaze ships barely do damage. Is it a bug, or it works as intended? because in this video they are quite devastating
 https://www.youtube.com/watch?v=jOvZip_gs1w
IIRC, the IED Dram is using Fragmentation damage equally over the area, which would do that to an Atlas or Starliner or any other civvie that doesn't have armor and has a very large sprite. Armored ships are going to reduce the damage the higher the armor. The larger the sprite, the more multiples of the damage that it takes.
[/quote]
Ah ok, makes sense now. Thanks for the answer.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5i
Post by: King Alfonzo on November 22, 2021, 06:32:59 PM
A MINOR UPDATE

After getting everyone's feedback, I'm still unsure as to what people like - some people here don't like the experimental change, while others on the discord love it. For the time being I'm going to release an update to both versions. The official version will now have properly functioning IED ships, while both version have minor tweaks to the Christopher's Speed and the Starliner (LP-X) flux stats.

Changes with Version 1.2.5i:
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
-Christopher now moves slightly faster
-Starliner (LP-X) flux stats tweaked, it should be a bit more scary now.

Download the OFFICIAL version HERE.

Download the SHIELDLESS EXPERIMENTAL version here.

Updates are savegame compatible.

EDIT:HOTFIXED.
EDIT2: ACTUALLY HOTFIXED. Please redownload if your mod is crashing from missing archaic Damper field.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5i
Post by: CrimsonPhalanx on November 23, 2021, 06:56:38 PM
I swapped over to experimental to see the difference and it does feel fresh, but after reading the other comments I felt like having minor changes would have been better, like how there's an XVI and pirate variants of certain ships (I forgot which mod it was from since it was from one of my previous version's playthrough, but I recall something on the lines of "more armour, more crew", because they replaced the automated systems as a "luddic refit")

However, I do like the the shieldless systems, and it could make for a fun, rare "elite forces" fleet/variant instead of being a direct change to the luddic standard fleet, maybe the oldest knight order or some extremists knight order that sees shields as "too high tech"

I only played around in simulation in my campaign though so I don't have direct battle feedback, personally I like picking up variants of ships and specializing them, so I would love having some minor differences in a luddic dominator vs a normal or XVI one.

that being said apparently I can't swap back to the official version after going shieldless (I'm an idiot for not backing up my save), but since I only have like 1-2 of them, I'll just put it in my headcannon that the normal luds use the normal shielded variants and I picked up some elite variant.

On a side note, I was testing out the suicide bomb craft in simulation(not very intensive testing though so take it with a grain of salt) and it felt weak, like even with the big prometheus it seems like the only thing I can kill is an atlas, not to mention the suicide speed boost occasionally pushing lighter ships so fast that they just outrun 80% of the explosion from the momentum of being pushed away. It's even worse with the dram, since it just slams into larger craft so hard it dies from the impact before it can explode. It just feels a little underwhelming at the cost of a whole ship, I expected the large Prometheus to be like a siege weapon, softening up stations for the rest of the fleet, or crippling a formation of lighter craft, while the dram was basically torpedo XXL, a nice tactical punch to larger craft, or take out high priority light craft. I understand that the explosions are weaker since with the boost its much harder to avoid compared to last time.

For now I feel like they have become a "oh the problem will settle itself" situation compared to the old version's "Oh lawd he comin" situation when a suicide ship closes in. Maybe it'll fare better in actual battle after some armour gets stripped, but it'll be quite hard to position them without lots of friendly fire.

Maybe have a small close range explosion that isn't fragmentation to crack nearby armour and shields before the usual fragmentation wave hits? or build in some sort of armour damager in the front (I know I can put guns on them but they have a tendency to get shot at and stop working)

however if I am just using them wrongly please do tell me.
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5i
Post by: n0 on December 02, 2021, 04:26:36 PM
it could make for a fun, rare "elite forces" fleet/variant instead of being a direct change to the luddic standard fleet, maybe the oldest knight order or some extremists knight order that sees shields as "too high tech"
That was my thought too. They're a fun addition but a little much for the whole faction. It leads to inconsistency when used with other mods too since a lot of the popular ship packs add shielded luddic ships which don't fit in with the new identity. Having it as a line of elite variants ala XIV would be the best of both worlds for me.

Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5i
Post by: eidolad on December 05, 2021, 02:10:47 PM
Yay updates to Luddic Enhancement!  I'm glad for any tweaks/improvements for the IED ships...they stand out in making Luddic ships as well as their fleet formations more unique...and I fight Luddic Path a lot while leveling up.

Is there a death-dealer or two in that wall over there?...I don't suppose there are any near my stupidly balled up carriers, or isolated ships?

Thinking out loud...looking forward to testing the new IED ship tweaks:
And the mere possibility that they could still have one or two buried farther down in their order of battle makes me think about tactical positioning a bit more as a long battle progresses.  The top of the map becomes potentially an all-Luddic zone: Perhaps IEDs being sprinkled in the Luddic fleet may take away the option of concentrating on new enemy ship spawns?

____


I don't suppose there is currently,  or in the works, plans for a "Luddic IED fighter"?  Japanese Kamikaze: a specially built plane made to attack ships.  Luddics read history books don't they?  "Motoharu Okamura, who commanded a kamikaze squadron, remarked that by 1944, “I firmly believe that the only way to swing the war in our favor is to resort to crash-dive attacks with our planes. There is no other way. Provide me with 300 planes and I will turn the tide of war.”"  (they didn't but killed more than twice their number of enemy combatants)

..give 'em a fighter-sized burn drive...
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: King Alfonzo on December 17, 2021, 10:18:30 PM
All of this feedback

Thanks for your feedback! I have contemplated making the shieldless ships as a Luddic Church+, but then I realized exactly how badly this bloats the mod, and I don't want to do this. I also don't really want to stick a hullmod on all the ships, ebcause there isn't a hard consensus across all the mods as to what that should be.

...They're a fun addition but a little much for the whole faction. It leads to inconsistency when used with other mods too since a lot of the popular ship packs add shielded luddic ships which don't fit in with the new identity. Having it as a line of elite variants ala XIV would be the best of both worlds for me.

I feel this is the big thing I felt was risky and didn't really want to make it apart of the base Luddic Enhancement mod.

Yay updates to Luddic Enhancement!  I'm glad for any tweaks/improvements for the IED ships...they stand out in making Luddic ships as well as their fleet formations more unique...and I fight Luddic Path a lot while leveling up.
...

I've played around with this, and now they're a touch more terrifying and are much better able to get into your formations and kill you. And for an IED fighter, there already exists one in another mod. I'll consider maybe making my own, but right now I'm a touch busy with other things.


SO, after all of this feedback from here and elsewhere, and looking at the download numbers, it's quite clear that the experimental shieldless version is a bust. People would prefer it as an elite group of ships, but I'm not sold on adding unecessary bloat to Luddic Enhancement, which is for a more general playerbase. So for the time being the base version of these ships will have shields.

As for the shieldless ships, I plan on making a completely different Luddic faction mod (because yes I am that deranged at this point, I have eight mods, why am I making a ninth!?) that is entirely comprised of shieldless ships utilising the damper field system.

And now, the update - Added a Vanguard (LC), Manticore (LC), Eradicator (LC), Vanguard (LP) and Eradicator (LP) while updating for compatibility.

Download HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5j.zip).
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: Farya on December 18, 2021, 12:31:30 AM
Suicide Talons are from DaRa and are marked for removal in next update... when it actually happens in unforseen future. So feel free to add some new suicide wings to Luddic Path, you can do it in your usual way!
And honestly it feels just right to make this sick shieldless luddic ships into a separate pack. Hegemony got an anime subfaction in another mod already and Persean League has Mayasurans as an ally - why not making Knights of Ludd a new luddic faction with their own ships and mechanics? They are pestering researchers and explorers lore-wise if you look at Galatian missions - maybe they could be a somewhat more pro-active militant subfaction of the Church that would mess with you if you use drone ships and such?
Title: Re: [0.95a] Luddic Enhancement Mod 1.2.5i
Post by: Captain Draco on December 19, 2021, 10:00:44 PM
A MINOR UPDATE

After getting everyone's feedback, I'm still unsure as to what people like - some people here don't like the experimental change, while others on the discord love it. For the time being I'm going to release an update to both versions. The official version will now have properly functioning IED ships, while both version have minor tweaks to the Christopher's Speed and the Starliner (LP-X) flux stats.

Changes with Version 1.2.5i:
-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.
-Christopher now moves slightly faster
-Starliner (LP-X) flux stats tweaked, it should be a bit more scary now.

Download the OFFICIAL version HERE.

Download the SHIELDLESS EXPERIMENTAL version here.

Updates are savegame compatible.

EDIT:HOTFIXED.
EDIT2: ACTUALLY HOTFIXED. Please redownload if your mod is crashing from missing archaic Damper field.

Well I would love to see the mod split onto two parts, just paint jobs (Ludic Enchantment)  and then Ludic Armada for the new ships so players who don't like those can pick the former only.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: Dostya on December 23, 2021, 05:39:11 PM
So I found out the hard way that Luddic IED ships damage phase ships when they're phased by my big thingy getting pulverized by a Prometheus. On the one hand that's annoying, on the other, much more significant, hand that's incredibly flavorful as a cool Luddic counter to phase ships and hilarious to boot. Please never fix it. I would ask that you maybe put a note in the ship descriptions about how Ludd's holy light melts the devil's tools or somesuch so it's not technically coming out of nowhere.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: TontonBoo on January 04, 2022, 12:25:47 PM
So I was just tweaking the systems as usual before a big brawl - calibrating the guns if you will - while the little guys started trading pleasantries. The Ludd crazies were trying to play chicken with us as they always do, no worries there, so I looked away from the main scrape to watch a skirmish slightly of the big melee.
And suddenly there was a blinding flash and a gut-churning rumble. Then more flashes, more rumbling, and my fps tanked severely i felt like i was getting too close to a leaking phase coil, you know ? All weird and slow.
When the picture came back on our screens we could see that most of the Ludds and a good chunk of my fleet were reduced to scrap. I guess one of their suicide guys must have connected, then blown another one up, then another, and so on in rapid succession. I guess we'll never know.
So this is why we had to order a full resupply of uniform pants that day from the home office. The surprise, you see. Those of us that survived thought it was pretty, though. In a pants-ruining kind of way.

(Captain Hagar Lassarius, inquiry into misappropriation of Hegemony supplies)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: Zalpha on February 07, 2022, 09:43:15 AM
I like this mod, thank you! Playing Luddic and it feels good when looking at a station and seeing the big capital ships on offer. I can't imagine what the game would be like without them.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: NaitNait on February 15, 2022, 10:53:21 AM
The IED tankers hitting phase ships is an unintentional fun/silly thing, but it has a few bugs with the damage. Using the Prometheus, a phase ship in phase takes over +100k damage in a very large radius while not being phased takes only ~5-6k with damage control. The phase ship takes +100k damage roughly 800 units away while an adjacent ship takes 1-2k armor damage.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
Post by: King Alfonzo on February 16, 2022, 02:31:44 AM
In light of feedback, and watching the Tournament stream (oh ludd what have I done) comes this quick update.

Changes with 1.2.5k
-Slightly reduced the damage (IED)s on initial explosion - should be damaging but not deleting as they were before.
-Panic nerf to the Lector's stats (900 armour -> 750, 6000 -> 5000 hull points).

Download HERE.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5k
Post by: BreenBB on February 16, 2022, 03:52:17 AM
Speaking of IEDs, they are non threatening to shielded ships at all, how about add them shield disruption when ship caught in explosion depending on IED size? Like Harbinger subsystem does? Its looks silly, when you take bounty to kill a pather, and he rams into your ship and destroy himself without inflicting any kind damage, and they often blow up their allies more than player ships.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: King Alfonzo on February 16, 2022, 11:53:07 PM
Made a HUGE mistake, here's the quick-fix.

Changes with 1.2.5l:
-Prometheus (IED) no longer wipes the entire map when it explodes.

Download HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5l.zip)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5k
Post by: King Alfonzo on February 16, 2022, 11:56:20 PM
Speaking of IEDs, they are non threatening to shielded ships at all, how about add them shield disruption when ship caught in explosion depending on IED size? Like Harbinger subsystem does? Its looks silly, when you take bounty to kill a pather, and he rams into your ship and destroy himself without inflicting any kind damage, and they often blow up their allies more than player ships.

That's a tricky thing to try and handle. Right now the IED's explosions are fragmentation, to replicate the idea that these are IEDs not proper explosives. They're not as strong as an actual explosive, and thus their explosions are inherently flawed. Making them kinetic would make them delete shields and overload ships, but also make it much more potent vs armoured ships without serious tweaking. With them being fragmentation they're equally bad vs shields and armour, and it's much easier to balance as an all-round *oh no* sort of vessel.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: IGdood on February 17, 2022, 08:12:17 AM
Can the Prom 4 reload the Dram bomb?  Maybe I end up fighting shielded enemies a lot but I don't really n otice the dram IED doing much
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Twilight Sentinel on February 19, 2022, 11:13:55 AM
One issue I've noticed with this mod is that the Luddic church blueprint package is now far too stacked with blueprints, including a large number of rare blueprints in it.  So the player gets almost the entire Luddic church roster from one relatively common package, making it easily the best package in the game.  All you'd need past that weapon and fighter blueprints.

I'd suggest splitting off most of the rare blueprints and any particularly special LC variants out of the package into rare blueprints.  That way they work like other blueprints in the game.  Keep the common variants and maybe low tech package ships in the main package.  The rest should be in rare blueprints.

Current LC package ships:

That's 3 rare vanilla ships, 5 new ships, 2 recolours from the low tech package (3 if you count the vanilla lasher), and a variant from the mid line package.  Recolours of common ships are irrelevant, everyone always has those blueprints.  The enforcer also has a recolour available in the pirate package, so it's very easy to get that one so I'd be fine with discounting it as well.

Overall that's 10 warships, 12 if you count the enforcer and lasher.

By contrast, the best blueprint package of the core three is midline with 6 warships and 2 carriers.  Plus a civilian carrier freighter ship, several weapons, and two fighters.

Immediately I think you should make the rare low tech ships all rare blueprints as well, that's the eradicator, manticore, and vanguard.  It's fine if they're recolours, they're better than the Tri-tach buffalo.  Then pull 2-3 of the new ships into rare blueprints.  I'd take one of each of the cruisers and destroyers, maybe the Fidem?

Maybe take the dominator recolour out of the mod entirely?  LC has enough cruiser warships at this stage and it's a better fit for the Hegemony.  I'm torn on the LC Brawler, on one hand the Tri-tach variant is a rare blueprint, on the other I don't think it's a good rare blueprint.  So I'd recommend keeping that, but I could see swapping it for the Fidem as a rare blueprint.

The LC would still know all of these blueprints for their fleets and they could all be bought from the faction, but this way the player doesn't get their entire kit minus the two capitals in one common package.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Mytre on February 22, 2022, 03:56:13 PM
random question, I have the prometheus LP ied class,  with the version of this mod that it wipes the map :) which made a fun surprise and made me consider focusing this ships (no I am not going to update the mod now because I like the risk).  But I was able to capture one of those prometheus ied,  how do I use its system ? I tried using it in battle after a prolonged fight I was losing and I wanted to make sure both fleets would leave in bad shape.  But I was unable to use the system at all, is there a condition to use the system?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Kaiser282 on March 08, 2022, 06:17:05 PM
random question, I have the prometheus LP ied class,  with the version of this mod that it wipes the map :) which made a fun surprise and made me consider focusing this ships (no I am not going to update the mod now because I like the risk).  But I was able to capture one of those prometheus ied,  how do I use its system ? I tried using it in battle after a prolonged fight I was losing and I wanted to make sure both fleets would leave in bad shape.  But I was unable to use the system at all, is there a condition to use the system?

Lock on to a target then activate the ability. That's how the smaller ones work
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: SpaceDrake on March 27, 2022, 10:24:54 PM
So out of curiosity, any current ideas for what your plans for LE 1.3 will be, in light of this bombshell (https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/)? I'm guessing the LC Onslaught and Legion will be jettisoned (as Alex now plans for those to be Hege-exclusive) and the Invictus and Retribution will both be Luddic-exclusive now; will they get cosmetic LC paintjob skins, you reckon?

I also couldn't help but notice that they're definitely "on theme" with the sub-capitals added by LE. :P I'm guessing the smaller ships will stick around?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Coil on March 29, 2022, 02:28:27 AM
So out of curiosity, any current ideas for what your plans for LE 1.3 will be, in light of this bombshell (https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/)? I'm guessing the LC Onslaught and Legion will be jettisoned (as Alex now plans for those to be Hege-exclusive) and the Invictus and Retribution will both be Luddic-exclusive now; will they get cosmetic LC paintjob skins, you reckon?

I also couldn't help but notice that they're definitely "on theme" with the sub-capitals added by LE. :P I'm guessing the smaller ships will stick around?

I feel like onslaughts were already heg exclusive before. Was it never explicitly mentioned prior to the blog post?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: King Alfonzo on April 01, 2022, 12:42:40 AM
So out of curiosity, any current ideas for what your plans for LE 1.3 will be, in light of this bombshell (https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/)? I'm guessing the LC Onslaught and Legion will be jettisoned (as Alex now plans for those to be Hege-exclusive) and the Invictus and Retribution will both be Luddic-exclusive now; will they get cosmetic LC paintjob skins, you reckon?

I also couldn't help but notice that they're definitely "on theme" with the sub-capitals added by LE. :P I'm guessing the smaller ships will stick around?

In all honesty Luddic Enhancement was mostly just to uniquify the Luddic Church, and the new lore update essentially goes about fixing that. As a direct consequence of it I'm going to be making changes:

-Dominator (LC), Enforcer (LC), Onslaught (LC) and Legion (LC) will be far rarer, acting like an XIV-tier ship for the Church. These will be explained as the result of lend-lease with the church during the AI Wars. I plan on doing a bit of overhauling of how they work and look, making them more in line with the future LC meta of low tech armour blocks; this is something I plan on doing once the new update is out. They'll be moved to their own faction-specific blueprint.
-Eradicator (LC) and Manticore (LC) will stay on with existing Eradicator and Manticore ships in a reduced number (maybe 20% of the time they'll be swapped out). I feel tempted to remove them entirely however, so fair warning if they dissappear.
-Christopher and Lector will be completely reworked and split up into two versions; one will be definitively LC (complete rework), and the other will be more general Hegemony design (these ones will be closer to what you see in the current version of LE).
-Sebastian and Lector will get a minor graphical update, but will otherwise remain untouched; Lector may just get bog-standard Damper field with appropriate armour balancing.
-Mule (LC), Brawler (LC), Venture (LC), Cerberus (LC), Vanguard (LC) and Fidem will remain unchanged.

There might also be changes to the LP line-up if new ships appear that could be pathified, but for the most part their roster is set.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Coil on April 01, 2022, 12:54:23 AM

-Dominator (LC), Enforcer (LC), Onslaught (LC) and Legion (LC) will be far rarer, acting like an XIV-tier ship for the Church. These will be explained as the result of lend-lease with the church during the AI Wars.


That's a great idea and makes sense in game :D I'm looking forward to seeing the new update LEM
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Kasimir on April 21, 2022, 06:20:44 AM
WARNING: If you install this mod know that it was changed significantly to make the "IED" mechanic, the exploding ships, EXTREMELY unbalanced. It will destroy any non capital ship in range regardless of what you do, and unless you're fighting with overwhelming firepower, you cannot kill it prior to detonation. This is true even for the most recent patch (5l). You cannot evade the damage using mobility either.

I'm still trying to figure out how to fix it without breaking the mechanic entirely. Changing the numbers in weapon_data.csv doesn't seem to affect the Prometheus explosion at all.
The numbers seem to be locked somehow.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: 0xCAFEBABE on April 21, 2022, 11:33:34 PM
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Kasimir on April 22, 2022, 06:54:28 AM
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(

I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire

In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: 0xCAFEBABE on April 30, 2022, 10:00:27 PM
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(

I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire

In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.

https://imgur.com/m6Nsnme
I use prometheus_lp_ied to kill a atlas in sim and I have no idea about this damage.
Using Luddic Enhance 1.2.5l, lazylib 2.7b, magiclib 0.42.1 only.
Now I simply change their shipsystems to flare to avoid this.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Mysticunicycle on May 18, 2022, 06:12:52 AM
I didn't encounter the Luddic Path until like 8 hours into my current playthrough, and I wish upon a thousand stars that I didn't have this mod installed.

Are the IED ships supposed to one shot cruisers / capitals? This seems pretty horridly balanced if so.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Killsode on May 18, 2022, 05:46:59 PM
after i update the mod, ied will kill any ship even a paragon with fully raised shield and fortress field active. :'(

I was given several solutions so far:
- Use Phase ships to evade the damage
- Use Heavy Armour Onslaught to intercept and absorb
- Use long range focus fire

In terms of editing the files: the only thing you can access are the qualities of the ship, you can reduce it's HP pool significantly to make it easier to kill at range.
I suspect the speed may also be possible to reduce, but cannot confirm with testing.
The damage numbers are confirmed fixed for now.

sounds like they might do even more damage than the Interstellar Imperium's olympus...
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: meowpeow on August 01, 2022, 04:01:46 PM
idea with exploding ships is good, really, but should be removed because it breaks the game.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Twilight Sentinel on August 01, 2022, 08:04:30 PM
I mod the mod a bit and set IED ships to have a deployment value of 0.  They're just too powerful, especially in enemy fleets that don't care about later fights or replacements.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Oni on August 01, 2022, 09:17:47 PM
It's what gives their fleets bite, and it's the priority target you must focus on if you want to survive... or you ram them with a disposable destroyer so they explode far from your main fleet.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Re-Search-er on August 09, 2022, 12:36:32 PM
I have two problems with your mod. One, the IED ships do so much damage they can reach into P space and destroy even cloaked phase ships. Two, I can't find Regular Eradicators anywhere, and neither can I find the BP. Can we make a workaround by adding the Eradicator to the Low tech BP package?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Psyentific on August 09, 2022, 01:33:25 PM
the IED ships do so much damage they can reach into P space and destroy even cloaked phase ships.
working as intended. not even higher dimensions can protect the damned from the wrath of the martyrs
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: CecilArongo on September 25, 2022, 07:21:27 PM
I'm gonna go against the grain and say I love the new IED ships. Really makes you think twice before taking on a Pather fleet, and forces you to adapt to primarying the ships or dying.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: okj on September 29, 2022, 03:08:42 AM
Took 1 afflictor and 1 harbinger into a luddic path base battlestation attack, 1st prometheus ied managed to blow up the entire station save for a minor spur, second one took out the spur and all ships larger than a frigate in their 200dp patrol. Got 150.000 creds in bounties for a base that took out itself. Best mod ever, rated 20/10 LP ships blown up by their own ied.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Catscrath on September 29, 2022, 06:38:45 AM
Took out a tri tac battle fleet with 5 paragons and 3 astrals as their capital wing I was just being a Luddy Path smuggler with Nexin (Path best faction to play and no one can convince me otherwise) Had three Cerbs and that's it, but 300k to my name. Buy two IED Prometheuses and a IED Phaeton. First Prometheus takes out three paragons and half of their smaller ships, didn't field any other ships so retreat to reset the battle. Another Tri Tac battle fleet joins this time with 2 Paragons and 1 astral. Second Prometh takes out 4 of the paragons and a atlas by ramming it right into the middle side of their battle line. Phaeton takes out the other two astrals and forces them to retreat. Path pays me 10k for smiting the followers of Motoch. Still made me pay the fee for the IED's (Way more then I earned) Sank my money into a hole I had to try to sell drugs my way back out of. Station got destroyed next day by Hegemony XIV. Praise Ludd.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Catscrath on October 04, 2022, 07:04:21 AM
Is there any way to make the IEDs not instantly die when they ram into stuff? I keep trying to ram them into stations and they just die on contact with it and does explode.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: inanimate on October 11, 2022, 11:26:13 AM
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: SpaceDrake on October 11, 2022, 02:41:48 PM
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken

Go to mods/Luddic_Enhancement/data/hulls/, open ship_data.csv in either a spreadsheet editor or a text editor (and in this mode, make sure word wrap is disabled), scroll down to the IED ships, and remove the "LP_bp" tag from the IED ships (and don't touch anything else). This will remove the ships from the Pather blueprint pack and thus result in the Pathers in new games "forgetting" how to make them. They might still show up as blueprints from exploration loot, but nobody else will manufacture them.

Removing them from an existing save is significantly trickier, but not impossible. You essentially need to look for "dram_lp_ied", "phaeton_lp_ied" and "prometheus_lp_ied" and remove all the entries for them under the KnownShips, ShipsWhenImporting and HullFrequency tags. Back your *** up before you try this, and it's on you if something breaks. Spawned fleets will still have their IEDs, but eventually they will filter out and you'll be left with no IEDs in the game.

It's significantly easier to do the ship_data edit and start a new game.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: inanimate on October 12, 2022, 02:04:56 PM
Wow, thanks, thats way better. I will just disable prometheus IED and it's fine ;)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: SpaceDrake on October 12, 2022, 03:06:37 PM
Yeah, when people complain about the IEDs, it's really the Proms we're talking about. I've got the Prometheus IED disabled in my game and it feels a lot better, because Drams and Phaetons can still be killed before they explode and there's a decent chance of going oh *** and getting out of the way, but the Proms blow up so big and are so comparatively tanky that killing them before they blow up everywhere and baiting them to explode and then getting out is only possible in a tiny, tiny selection of ships and doesn't "feel" nearly as fun to do as it might seem on paper. (Meanwhile, in larger battles, Drams and Phaetons still sneak in enough to cause Enjoyable Havoc, especially if you're fighting with allies and get to watch the chaos without as much consequence.) And then you've got videos of folks like Rarr using a small legion of BombProms to cheese even extremely high-difficulty fights.

It's also frustrating, because logically this is something that should exist in-universe; hell, in vanilla an IED Prometheus was basically what was used to trigger the colony drop that destroyed Mayasura! These are things that would be in the arsenal of a sect like the Path, and even if they aren't in the base game (for reasonable reasons), they're a very natural thing to try and mod in. But the Prom IED definitely feels like a bit of a problem child at this point, and I'm not entirely sure how to fix it outside of just removing it.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Harmful Mechanic on October 12, 2022, 03:32:55 PM
One potential solution could be to slap a hullmod on it that slows the ship down when it's at high flux; that would make attacking it a viable option; you might still lose some ships, but it'll be easier to run from if you respond to it, you get more benefit from catching it early, and it feels like you at least tried if the thing still blows up in your face.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Corelious on October 12, 2022, 07:56:03 PM
Best way to counter the massive IED is with a phase ship that baits it.

I do this regularly and cause it to wipe out half it's own fleet.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: ForestFighters on October 13, 2022, 09:30:39 AM
One potential solution could be to slap a hullmod on it that slows the ship down when it's at high flux; that would make attacking it a viable option; you might still lose some ships, but it'll be easier to run from if you respond to it, you get more benefit from catching it early, and it feels like you at least tried if the thing still blows up in your face.

That works until they run Shield Shunt.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: inanimate on October 13, 2022, 11:26:16 AM
the other (less importand issue) is fact, that luddic church/patch blueprints (with ships from the mod) are very common, and "stronger" ships like cruisers (sebastyan for example) and damn phaeton IED (which is a capitol) are included in it. Normally capitols and other stronger ships blueprints are separate from the "compacted" blueprint (and also very expensive).

And what if i sell "luddic patch blueprints" for the patchers? Can they still learn about IED phaeton? Even if I disabled It like you said? xd
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: inanimate on October 17, 2022, 03:27:20 PM
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken

Go to mods/Luddic_Enhancement/data/hulls/, open ship_data.csv in either a spreadsheet editor or a text editor (and in this mode, make sure word wrap is disabled), scroll down to the IED ships, and remove the "LP_bp" tag from the IED ships (and don't touch anything else). This will remove the ships from the Pather blueprint pack and thus result in the Pathers in new games "forgetting" how to make them. They might still show up as blueprints from exploration loot, but nobody else will manufacture them.

Removing them from an existing save is significantly trickier, but not impossible. You essentially need to look for "dram_lp_ied", "phaeton_lp_ied" and "prometheus_lp_ied" and remove all the entries for them under the KnownShips, ShipsWhenImporting and HullFrequency tags. Back your *** up before you try this, and it's on you if something breaks. Spawned fleets will still have their IEDs, but eventually they will filter out and you'll be left with no IEDs in the game.

It's significantly easier to do the ship_data edit and start a new game.

I did everything, like you mentioned. IED ships are still spawning, and the game is crashing xd
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: 603bill on October 17, 2022, 07:29:47 PM
Here's an idea on the Prometheus IED.  Since the ship is made to explode anyway, the detonators for all the fuel on board won't be properly rigged up to blow all at once, so the initial blast is mostly caught by the up armored hull of the ship, generating a lot of pushing force, but not as much damage.  Then, secondary explosions would trigger, causing the bulk of the damage.  This way, smaller ships would be mostly safe and capitals (the faster ones at least) would have a chance to not be instantly exploded, but the Prometheus would still be very effective against battlestations, since those can't be pushed.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: inanimate on October 18, 2022, 04:33:50 AM
Okay guys i find the way how to correctly remove them. You need to do what the SpaceDrake said, but in addition, you need to open: data > world > factions > luddic_patch.faction and remove "prometheus_lp_ied" from "ShipsWhenImporting" and "knownShips".

For now game is not crashing, but i will test it xd
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: PilotBland on December 10, 2022, 12:17:52 AM
Whenever I try to use the IED myself, manually controlling them and I press 'F' to toggle the wrath of Ludd, it clicks and... I don't blow up.

Help?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Oni on December 10, 2022, 01:07:55 AM
Whenever I try to use the IED myself, manually controlling them and I press 'F' to toggle the wrath of Ludd, it clicks and... I don't blow up.

Help?
I think you have to be close enough to the target for the timer to start.... and you have to actually have a target selected (ie press 'R' on something, get close to that, and then press 'F').
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Reshy on December 10, 2022, 07:24:57 PM
How do you even use the IEDs when piloting the ship?  All I get is a stupid clicking noise.  Even the AI regularly falls prone to this, I'll sometimes hear the clicking sound.

(https://i.imgur.com/G6zVaU9.png)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: SpaceDrake on December 11, 2022, 12:50:12 AM
Target the thing you want to jet toward and blow up.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Serenitis on December 11, 2022, 01:46:17 AM
lmao. That would explain why they've never "worked".
I rarely, if ever bother targeting things - it's just unnecessary 99.99% of the time.
Ah well, mystery solved.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: AdtrL on December 20, 2022, 03:02:40 PM
Download link opens a new tab that says "The site can't be reached." So it doesn't download for me. x_x
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: GreyEisenwolf on December 21, 2022, 08:44:43 AM
After playing as a Pather in vanilla,
they were very underwhelming in combat,
but with this mod, it spices up the Pathers to a pants browning degree.

The IED ram ships just fits them so well and basically turns my favorite Frigate spam wolfpack strategy to space debris.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: TontonBoo on February 06, 2023, 04:33:35 PM
Just a quick shout out. I've been getting back into SS  to prepare for the next chapter coming soon. Uneventful session as usual thanks to a couple hundred hours of practice. Building up my fleet and having fun.
And then a simple Pather bounty. Against a pretty small fleet. Easy peasy pathy squeezie. I just forgot they had THOSE ships.
I lost a third of my fleet to those (bleep)ing IED mother (bleep)ers in the first minute. Pretty fireworks. And then the fight suddenly became less of a matter of course. Managed to win though. Barely.
Please be around for the new version. I think it's one of the modded systems I find the most interesting to shake things up. Fantastic idea.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: JohnVicres on February 08, 2023, 12:14:10 PM
Hey-ho. Since it bothered me to no end (my problem, skill issue, no offense to the OC), I've edited and somewhat remade the misspell-laden-descriptions in this mod. Maybe others would like this, so I'm posting it here (https://www.dropbox.com/s/rmvhxbuyzwh4r3c/Luddic_Enhancement_newdescriptions.rar?dl=0).
This obviously belongs to King Alfonzo as the mod author, just an unofficial update of sorts  :)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: mkire on February 14, 2023, 08:29:46 PM
what do i need to edit so the IED ships don't have a shield piercing explosion?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Hatter on February 14, 2023, 09:32:11 PM
what do i need to edit so the IED ships don't have a shield piercing explosion?
I think src\data\scripts\everyframe\LE_Dram_Missile_Plugin.java. I also think shield interactions is around line 660, but have no idea about the particulars that govern the shield piercing. Also might have to recompile the jar.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: ThatsMyFootThanks on February 28, 2023, 11:26:21 AM
Had to uninstall this mod. I love it, I promise. I'll give it another shot once I have more nerves to spare...
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: A_Random_Dude on March 01, 2023, 03:33:34 AM
You could've just deleted the ships you don't like, if you're still fine with the mod in itself.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: ThatsMyFootThanks on March 01, 2023, 08:16:44 AM
You could've just deleted the ships you don't like, if you're still fine with the mod in itself.

No idea how to do that. I have two left hands so to speak :P
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Warnoise on March 01, 2023, 09:31:03 AM
I played a pather playthrough using this mod and Nexelerin and it was a blast!

Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: A_Random_Dude on March 01, 2023, 11:35:33 AM
Quote
No idea how to do that. I have two left hands so to speak :P

Well, first you need a good text editor (Notepad ++ should be enough. The one that comes with your windows installation is Notepad + and should be avoided for a few annoying reasons).

Then, you just have to delete the .ship file of the ship you don't want (Mod folder > data > hulls), its entry in ship_data.csv (located in the same folder as the .ship), the .variant (data > variants) and finally its entry in both default_ship_roles.csv and .faction (both are in data > world > faction).

Might sound like a lot but it's really simple and quick to do, trust me.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Hatter on March 01, 2023, 01:14:10 PM
Quote
No idea how to do that. I have two left hands so to speak :P

Well, first you need a good text editor (Notepad ++ should be enough. The one that comes with your windows installation is Notepad + and should be avoided for a few annoying reasons).

Then, you just have to delete the .ship file of the ship you don't want (Mod folder > data > hulls), its entry in ship_data.csv (located in the same folder as the .ship), the .variant (data > variants) and finally its entry in both default_ship_roles.csv and .faction (both are in data > world > faction).

Might sound like a lot but it's really simple and quick to do, trust me.
Could this also be accomplished by setting the ship entries in the .faction files to 0? They may not be deleted, but they shouldn't show up and it seems like slightly less work.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: A_Random_Dude on March 01, 2023, 02:55:57 PM
They'd still show on markets, in faction bps and as derelicts. You can do that if you're fine with it though.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: ThatsMyFootThanks on March 02, 2023, 04:51:05 AM
Quote
No idea how to do that. I have two left hands so to speak :P

Well, first you need a good text editor (Notepad ++ should be enough. The one that comes with your windows installation is Notepad + and should be avoided for a few annoying reasons).

Then, you just have to delete the .ship file of the ship you don't want (Mod folder > data > hulls), its entry in ship_data.csv (located in the same folder as the .ship), the .variant (data > variants) and finally its entry in both default_ship_roles.csv and .faction (both are in data > world > faction).

Might sound like a lot but it's really simple and quick to do, trust me.

Umm.. I'm doing a Miner's playthrough with the Roiders rn. I'll give it a try when I'm done. If you don't hear from me, it's because I must have blown up my pc.. Thank you, either way!
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Ironsides13 on March 02, 2023, 04:37:55 PM
I too had to remove ships from this mod. The large IED ships are, in my opinion, to swingy. I've tried to stop them by swarming them with small disposable ships, but they are too effectively screened by the other ships. I have yet devised a strategy that reliably stops them. It turns Ludd pather encounters into a roulette wheel of costly supply and crew losses as well as D-mod gains. I've hear they pernitrate shields too which is a questionable discussion. Would it not be better for them to have to overload shields first? That way after the big ship explodes the smaller ships can swarm the opened capitals. This at least give the player opportunities to save the overloaded capitals. As it stands they pretty much just delete any slow moving capital which is not very fun. IED ships do totally fit the Pather lore though, so I would love to see the larger ones better implemented. 
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Toxo on April 25, 2023, 12:43:14 PM
I love the IED ships conceptually, they absolutely fits into everything we know about the luddic path, and past atrocities committed by them.
But the implementation of their allahu akbar mechanic kinda sucks (shieldpiercing dmg that even blows up ships in phase space), so I went and got some help from the modding community on the inofficial discord. I heard there is a mod-update in the woodworks that will separate these 3 ships into their own little optional submod, but for those who don't want to wait, or want to preserve their current save, you can do the following:

1) locate the file "default_ship_roles.json" in "[Your Installation folder of Starsector]\mods\Luddic_Enhancement\data\world\factions"
2) Open it with Notepad ++ or any other Editor you feel comfortable to use.
3) Add "#" in front of the following lines: 23, 46, 69, 130, 133.
- Optionally, if your editor does not number lines for you, press strg+f to bring up your editor's search function, and search for 2x "dram_lp_ied_std", 2x "phaeton_lp_ied_std", and "prometheus_lp_ied_std". You have to search for dram and phaeton 2 times, because they have 2 separate entries in that file. Add a "#" in front of their lines.
4) Save the file, and restart the game.
To revert these changes, simply delete the "#" from where you've added them.
If you only want to get rid of the prometheus, but keep phaeton and dram IED's active, you can do that by not adding a "#" in front of their lines.

You will still have IED's in your active save, but the luddic path is now no longer spawning new ones, and capitals / tankers in their fleets will spawn with other hulls instead. After 2 or 3 ingame months, all IED's should have despawned or been taken out. 

I hope it helps :)
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Pagan Pope on May 12, 2023, 09:51:18 PM
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: Farya on May 13, 2023, 03:19:27 AM
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?
It's very likely be majorly reworked as luddites got a plenty of new content now. I would really expect some ships outright removed as these are no longer required with new vanilla ships occupying their niches. Because that's what already happened before.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: King Alfonzo on May 18, 2023, 04:21:17 AM
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?

It will be updated, possibly soon, I just need to rebalance some of the newer content, and look back at the variants.
Title: Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
Post by: PeTeTe809 on May 19, 2023, 08:18:59 AM
Hello dear mod dev, im wondering if you planing to update this mod to 0.96, or is this mod for now on hiatus/abandoned?

It will be updated, possibly soon, I just need to rebalance some of the newer content, and look back at the variants.

Hooray.
Title: Re: [0.96a] Luddic Enhancement Mod 1.2.6b
Post by: King Alfonzo on May 26, 2023, 10:28:35 PM
The Update that Everyone Has Been Waiting For: THE IED SPLIT.

Many thanks to Network Pesci for spell-checking everything!

Luddic Enhancement 1.2.6b
-Moved IED ships into their own mod (see below).
-Completely removed Eradicator (LC), vanguard (LC) and Manticore (LC), because the base versions of these ships now ARE Luddic Church specific.
-Removed (from main faction) the Enforcer (LC), the Dominator (LC), the Onslaught (LC) and the Legion (LC). These may pop up as bounties in the future.
-Removed Venture (LP), as vanilla already has one.
-Removed Starliner (LP), as it was more bloat than having actual utility. Starliner (LP-X) is now the Starliner (LP).
-Sebastian and Jude have a slight sprite touch up.

-As a consequence of respriting the Fasces and Christopher, four new ships have been added:

Luddic Church:
-Jude: A large missile slot on a slow and fragile destroyer chassis.
-Christopher: A thickly armoured, shieldless cruiser with a strong focus on missile weaponry.

Hegemony
-Fasces: Like an Enforcer, but with a large ballistic slot.
-Revolt: A heavily armoured cruiser with dispersed medium ballistic slots and a flight deck.

DOWNLOAD LUDDIC ENHANCEMENT HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_6b.zip)

Luddic Enhancement IED 1.2.6
-Contains the Dram (IED), Phaeton (IED) and Prometheus (IED) on their own.
-Does not require Luddic Enhancement to use.

DOWNLOAD LUDDIC ENHANCEMENT IED HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_IED_1_2_6.zip)
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: mekabrutus on May 30, 2023, 09:57:06 AM
Fatal: Fatal: ship_systems.cvs is missing sytems.
Just the mode, lazyLIb and magicLIb. Is it juste me or other pepole to?

Edit: delete the mod entirely seems to work for me.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: Aleverette on July 04, 2023, 09:30:48 PM
Great mod! Just sad to see LC variants of the legion and onslaught go. They have such high quality reskins
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: AnXel LG on July 04, 2023, 11:37:49 PM
Great mod! Just sad to see LC variants of the legion and onslaught go. They have such high quality reskins

   Technically they aren't entirely gone. If you pay close attention to the Luddic version of the Onslaught and Legion, you can behold first hand the great work King Alfonzo did to differentiate them from the Low Tech standard versions. They just lost the green paint job, is all.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: SCMDR_Aramantha on July 05, 2023, 05:19:26 AM
Hi, I noticed my update checker and Lunalib is labeling my IED only mod as not up to date because its not 1.2.6b
Is this a problem?
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: Wet_Mushroom on September 07, 2023, 08:51:29 AM
Will you consider adding the Retribution ship to the holy luddic path?
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: facc00 on October 01, 2023, 11:07:47 PM
Adding your mod in is throwing these errors, hope this helps



38129 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper  - Setting nex_directoryDialogKey has invalid type key
38129 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_ceasefireNotificationPopup]
38129 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_enableInvasions]
38129 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
38129 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_enableDiplomacy]
38131 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
38132 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_enableAlliances]
38132 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_ignoreAlignmentForAlliances]
38132 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_agentBaseSalary]
38132 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_agentSalaryPerLevel]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_maxAgents]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_useAgentSpecializations]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_prisonerBaseRansomValue]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_vengeanceFleetSizeMult]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_specialForcesSizeMult]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_hardModeColonyGrowthMult]
38133 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings  - Missing string: [tooltip_hardModeColonyIncomeMult]
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: facc00 on October 02, 2023, 09:17:46 AM
Redownloaded both mods and it seems my download messed up somehow so, working as intended at this point.  :)
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: BloodW0lf on November 04, 2023, 08:07:35 PM
any chance I could get files for 0.95? I dont play updated mod and I would love to play this and the exploding ships mod!
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: eidolad on November 07, 2023, 04:58:35 PM
quick note that I luv this mod and it's basically a must have. 

and good thing the Luddites didn't come up with a half-cathedral ramming burn-drive battlecruiser that has heavy missile broadsides to break up formations.  i mean, that design concept wouldn't work at all.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: TimeDiver on November 07, 2023, 05:52:46 PM
any chance I could get files for 0.95? I dont play updated mod and I would love to play this and the exploding ships mod!
v1.2.6 (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_6.zip) or v1.2.5l (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_5l.zip) are v0.95.1a compatible. For v0.95, though?

There doesn't seem to be a version for a pre-v0.95.1a release.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: Uther Phobos on November 28, 2023, 08:13:15 AM
Is there a 1.2.6b version of the IED "half"? Because the version checker keeps bugging me about that.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: TimeDiver on November 28, 2023, 08:27:02 AM
Is there a 1.2.6b version of the IED "half"? Because the version checker keeps bugging me about that.
There is not; to get rid of that, I just open up the 'luddenhanceied.version' file and change the "patch" value to 6b.
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: Lycaeon on December 02, 2023, 07:41:12 PM
Is there a way to only add the luddic variants/skins but not the new unique ships and Alexandratta? Something like a 'lite' version of the mod would be very much appreciated.  ;D
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: mengsk87 on February 08, 2024, 04:26:50 AM
any chance of a 0.97 release?
Title: Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
Post by: A_Random_Dude on February 08, 2024, 04:47:18 AM
You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.
Title: Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
Post by: King Alfonzo on February 10, 2024, 06:36:22 PM
The "Improvised Explosive Ship" hullmod doesn't seem to be working like its description indicates.  It says it completely prevents recovery of the ship once it explodes, but numerous times I have fought the Pathers, and Dram(IED)s or Phaeton(IED)s that blew up during the battle are recoverable just like any other wrecked hull.

Annoyingly I haven't figured out a way to ensure it never comes back if someone takes the right skills. The best I can do at the moment is inhibit it's ability to come back.

any chance of a 0.97 release?
Right now!

You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.

Pretty much.

Anyway.


Luddic Enhancement 1.2.6e

-Updated for 0.97a.
-Christopher loses Distributed Fire Control, and gains a worse version that still allows for range boosting hullmods.
-Lots of tiny little changes and tweaks


DOWNLOAD LUDDIC ENHANCEMENT HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_1_2_6e.zip)

Luddic Enhancement IED 1.2.6a
-Updated for 0.97a.

DOWNLOAD LUDDIC ENHANCEMENT IED HERE (https://bitbucket.org/King_Alfonzo/i-will-make-sindria-great-again/downloads/Luddic_Enhancement_IED_1_2_6a.zip)
Title: Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
Post by: ZeroOne on February 15, 2024, 05:53:43 AM
<3 my favourite mod for aesthetics, Luddic fleets just feel incomplete without a nice green or green/red colour scheme.

Title: Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
Post by: ThatsMyFootThanks on March 14, 2024, 11:24:53 AM
Dare I download this thing again..  ??? (ponders options.. )
Title: Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
Post by: Stormy Fairweather on April 12, 2024, 12:25:57 PM
like this mod, but i think you should make the skins on some ships, like the dominator or legion, more distinct. you pretty much have to put them side by side to see a difference, and even then i cant tell what is different about the legion. but i do think they both could use the green style the other ships have.