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Mods / Re: [0.96a-RC8] HexShields - Shield Reskin v1.3.1
« on: November 22, 2023, 06:02:52 AM »Is it possible to expose these variables in mod settings?
And integration with LunaLib would be a chefs kiss.
nah
Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)
Is it possible to expose these variables in mod settings?
And integration with LunaLib would be a chefs kiss.
Great mod! Though on higher resolutions hexes rend to be still barely distinguishable. Is there a possibility for bigger hexes option (maybe as a different mod version or something)?
I'd like that too, I have to really zoom in to see the hexes and then I'm blind to the actual battle
Found solution:
- First you have multiple presets in "HexShields\data\config\settings.json"
- Default mode - " "HexShields_HexMode":"nofill" "
- Going to "HexShields\data\shaders\shield_nofill.frag" (open in Notepad, just as text file)
- Looking for line in that file "const float mult = 24.0;"
- Lower this number "const float mult = 2.0;" (i use 2.0 you can try lower or higher, depending on resolution)
You also can change color saturation:Spoiler- Open "HexShields\data\shaders\shield_nofill.frag" (in Notepad, just as text file)
- Find "fColor.rgb = color.rgb;"
- Replace it with "fColor.rgb = mix(vec3(dot(vec3(1.0), color.rgb)*0.33333), color.rgb, 3);"
(last number (3) is color multiplier, 2 or 3 should be enough, higher number can look weird for some factions)[close]
To add shields to custom factions:Spoiler- Open file "HexShields\data\config\hex_whitelist.csv"
- You need to add "Hull Styles" from factions you use (for example - "DIABLEAVIONICS\data\config\hull_styles.json")
Here is my whitelist:Spoilerhullstyle_id,
HIGH_TECH,
LOW_TECH,
MIDLINE,
OMEGA,
DA_WANZER,
EXPSP_MVS,
EXPSP_MVS_GOLD,
GOAT_TECH,
GOAT_TECH_blue,
HIGH_TECH_VANISH,
DRACOHULL,
IMPERIUM,
IMPERIUM_PHASE,
ARKGNEISIS_LOW,
ARKGNEISIS_MID,
ARKGNEISIS_HIGH,
ANARGAIA_MODULE,
ANARGAIA,
NSKR_AUG,
NSKR_PROT,
NSKR_ROGUE,
DEMON_TECH,
SUPER_TECH,
nes_crystal,
ABYSSAL,
RAT_EXO,
TAHLAN_FILAMENT_TECH,
TAHLAN_GH_TECH,
TAHLAN_RR_TECH,
TAHLAN_NL_TECH,
TAHLAN_KARMA_TECH,
TAHLAN_LOSTECH,
TAHLAN_DAEMON,
TAHLAN_NXA_TECH,
SOTF_SIERRA,
armaa_TECH,
armaa_meatbag,
armaa_valkazard,
armaa_HIGH_TECH,
UW_CANCER,
VIC[close][close]
Any news regarding this? Only posting since the topic hasn't been touched since april.
What's wrong with Light Mortars? They are basically Light Maulers but slower and less accurate, which is fixed with Gunnery Implants and Armored Weapon Mounts. 100 range up and down isn't a huge deal as it is with mediums where the difference is 300. It's not even that I wouldn't like a new weapon, I very much like new options. But I'm trying to think this through from the dev's perspective if it's worth a brand new weapon status.
As hilarious as it would be for small ballistics to have more well rounded HE options than medium ballistics, I honestly don't think it would change up things much. Kinetic damage is so valuable you will rarely spend OP on a small elite HE option that just gets outclassed by many other things with better hit strength. Missiles are a way for frigates to punch up. LDACs, Railguns and Needlers are just too important to swap out for a hypothetical Light Mauler.
I still think medium ballistics should get a new HE gun.
"Fatal: Error creating vertex shader
ERROR: 0:1: " : version '330' is not supported
ERROR: 0:3: 'layout' : syntax error: syntax error"
Game can't load with this mod on 0.96a-RC10
do you update your whitelist? i wanna see it on UAF ships and the ScalarTech
does this work in 0.96 now?Yes, you're welcome
Many thanks!