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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Nextia

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1
Mods / Re: [0.95a-RC15] Hullmod Barratry 2.0
« on: October 10, 2021, 10:57:10 PM »
Hullmod Barratry - Update 2.0


Download links-



-Rewrite Edition V2-


Rewrote the entire mod to bring it up to speed for 0.95a and fixed a few outstanding bugs;

Added 5 V-mod counterparts for the newer D-mods from 0.95a
Fixed Aftermarket Plating now showing it's description properly
V-mods now properly give the shown deployment cost reductions
Set every hullmod to have their own Barratry design type to hopefully tidy things up
If the mod Quality Captains is also installed, the Jury-Rigging skill will apply the usual maintenance cost reductions when using V-mods

As always, thank you for the suggestions and feedback. I'm happy with the state the mod is in currently and will consider this my last big update (unless something comes up)



2
Mods / Re: [0.95a-RC15] Hullmod Barratry 1.3d
« on: October 08, 2021, 11:53:22 AM »
Hello is this the mod that adds the Drivefield Stabilizer EX?

Pretty sure I slapped that, along with hi res sensors EX into maintenance rebalances a while back, so you probably have that installed.

I love the mod. It’s really handy for making deployment costs lower for constant fighting in core worlds.
Would it be possible to make them work with derelict contingent? Like so each vmod is worth half a dmod?
Also noticed you haven’t added vmods for the new dmods, really looking forward to it. The faulty automated dmod seems ripe for abuse as a vmod.
Though with that one, may be worth giving it the full penalty because it’s so easy to deal with.

I might have some free time to work on the mod next week so it fits 095 rather than a hasty fix. We’ll see.
Some nice suggestions though I’ll look into them

3
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 11:47:49 AM »
The slipstreams look wacky as hell and real fun at the same time, looking forward to zipping across the sector in them  :D

4
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: September 22, 2021, 05:21:49 PM »
Did the mod have a stealth update at some point? Thread topic still says 1.1.1a but the downloadable version is 1.1.1b, just curious

Never mind I didn't see it mentioned in a previous post, blind as always   :-X

5
Right. You can't find them for sale because no faction sells them. That's normal.

Huh, had no idea.

Correct, this current limitations will go away next version. I am revamping how Market searches look like and work (it is the biggest board, and also the last one that uses legacy code). This is coming next release (circa in a month time):
  • Replacing dialog-based query building with New Query tab (results will be in Queries tab).
  • Codex (non-hidden) based weapon and ship search (currently it lists all weapons and ships available in all markets before building selection list)
  • Mercenary officers in staff search.

Good to know at least, thanks  :)

6
So I've been trying to look for a certain two ships in paticular for a little bit but they just don't show up in the market search, the ships being the Revenant and the Phantom.

Do ships just not show up on the search screen if they're not currently in a market to buy or something like that?

7
Updated for 0.95a
I totally didn't forget this wasn't updated

Wow, that was... Quick  ::)

Thanks!

8
Will this still work if it were changed to 0.95a in the version? If it doesn't, are there any intentions to bring it up to speed to 0.95a if it still has a meaningful impact? This saved me so many times in 0.91.

9
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 21, 2021, 12:56:22 PM »
The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.

Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.
You can unlock all the BPs regardless of your current tech skills, it just makes it go faster.

Happened to look at the code yesterday, how it works is:
- If you have a level 5 technology skill (Special Modifications or Automated Ships) your aptitude for the BP unlock is 3
- Otherwise, if you have a level 3 skill (Electronic Warfare/Fighter Uplink) it's 2
- Otherwise, if you have a level 1 skill (Sensors/Navigation) it's 1
- If you have no tech skills at all your aptitude is 0

and each aptitude point makes blueprint unlocking 100% faster.

Thanks for the rundown, was afraid you'd be locked out of getting further BP's without a higher tech skill but I guess that isnt the case at all.

10
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 20, 2021, 05:49:08 PM »
The quest has already been adjusted for the new skills and now scales based on how far into the technology tree you are.

Does this just mean the further you are into the tree the faster the 'research' is? Or Is it how many of the blueprints you can unlock before having to go further into the tree? Haven't played too much of 95a so maybe it's just me being dumb.

11
Mods / Re: [0.95a-RC8] Hullmod Barratry 1.3d
« on: May 20, 2021, 03:26:56 PM »
Aftermarket plating has no description, there is a typo in maneuverability in impotent replacement thrusters and careless welding is marked as hidden and unlocked at the same time (Not sure if it does anything bad). Another minor issue is that these hullmods aren't red like the normal d-mods, but I don't have any particular problem with that.

Got some spare time on sunday to take a look at this stuff, thanks for bringing this up! It's by choice that the hullmods don't show up as red too so no worries there.

Also, do the V-mods/S-mods work with derelict contingent? Just to know.

To be honest I haven't actually checked with that skill, but they shouldn't. The way I did the V/S mods is by just making regular hullmods with D mod characteristics, so they technically shouldn't be affected by it. Hopefully.

12
Mods / Re: [0.9.1a] Hullmod Barratry 1.3d
« on: May 19, 2021, 05:25:03 AM »
Hullmod Barratry - Update 1.3d


Download links-




-Fly-by visit fix V2-

Updated to work on current Starsector version, which was luckily just changing mod_info and no under the hood stuff. Mod still works as intended but obviously is in a kind of limbo right now with the skill that it had previously relied on now being gone. Could potentially reimplement the traits from the old skill if possible and if/when my motivation comes back to me, but we'll have to see.

Tested for a while in game but had no issues come up but please do report any here if there was something I missed!



13
Mods / Re: [0.9.1a] Hullmod Barratry 1.3c
« on: January 23, 2021, 05:44:45 PM »
Hullmod Barratry - Update 1.3c


Download links-




-Fly-by visit fix-

Fixed mod files not having their own subfolder when being unzipped. Sorry to anyone that's had this issue till now, got access to a PC to sort it quickly since it seemed to be so widespread.
Unsure when I'll have more time to work on this but I hope people are able to enjoy it in it's current state.



14
Mods / Re: [0.9.1a] Hullmod Barratry 1.3b
« on: November 17, 2020, 07:02:36 AM »
You know, I am almost cursing at your mod being so compatible with HMI.

This must've been the 8th time I fed both my Locomotive converted junker battlestations to hungry [Redacted] Fleets for them to gain more D-mods and I only managed to get 2. I do not know if the following idea fits this mod more than HMI or vice versa, but here it is anyway:

New Hull-Mod: Crude Bulkheads
Description: Unlike the proper method of applying reinforcing structures to an already existing frame, this bulkhead design redistributes the already installed hull reinforcements to key areas instead. The end result of such welding barbarism being a sturdier ship hull overall that is prone to running into significant, long lasting damage would the "new and improved" Bulkheads spring into action and keep the ship in once piece.
Effects: Ship hull points increased by 25%, Ship is almost always recoverable after being disabled (same as R.B), significantly increases the chance of receiving a D-Mod upon ship recovery. It should cost a bit less than the standard Reinforced Bulkheads and also be Incompatible with it.

What do you think?

While that is quite a decent idea, the mod for me is pretty much what I had envisioned it to be as it is now. If something like that were to be made it'd likely be in a new seperate mod, but thank you for the suggestion anyway  ;D

Hello, I just want to point out that unzipping your mod in the mods folder spills out a bunch of different files instead of just one file like all other mods. This clutters up the games mod folder and makes things confusing in the future when there may be a need to remove a mod. Please advise on what can be done here. I downloaded from the github link on the first page and used 7zip to extract. I didnt have this problem with any other mod.



Seems to extract just fine into it's own folder, unsure why it would be spilling out it's contents for you. Others that I know have used it havent reported this issue which makes it even more bizzare.

I wish scuffed mods were somehow separated from the main mod, they not only clutter the loadout screen, they clutter the list of available hull mods even if you don't want to use them.

All 5 cosmetic 'scuffed' hull mods should be grouped up together and shouldnt clutter up the selection screen *that* much, but unfortunately I don't plan on splitting the mod up into seperate modules since it's fairly small to begin with. As SukmaZaki mentioned above you can just sort by category if it bothers you that much.

15
Mods / Re: [0.9.1a] Hullmod Barratry 1.3b
« on: November 02, 2020, 05:28:08 PM »
any chance you could make it so HMI ships get a halved points benifit from using the v mods instead of nothing?

As the post above already mentioned, I'm not planning on adding support for HMI junker ships just simply because it would be a touch too overpowered for what I had in mind. Went out of my way to make sure it didn't happen.

On a side note, is this mod save-compatible or will it break an ongoing campaign savefile?

Should be fine to add to an ongoing save yes, removing it from an existing one will however cause a crash.

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