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Messages - Protonus

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1
Mods / [0.95.1a] Blue - Extratential Lanestate Union (0.8.1a) Mod
« on: May 11, 2022, 09:06:40 PM »
I'll cross fingers for something funny comes up again with the description tags in the hullmods.

Hotfix is up.

2
Man, I'll look into this.

Edit: Found it, the hullmod is still attempting to look for the ship in the Progress XP window when there isn't. I'll make a fix.

3
When I mouse over XLU Weapons overhaul after new update I get CTD

Could you tell me where you managed to get the CTD?

I've tried each rough combination that affects the display card for the hullmod and they seem to work on my end:
Breezer Round + Overhaul
Shield Shunt + Breezer Round + Overhaul
Shield Shunt + Overhaul
Shieldless Ship + Overhaul
Shieldless Ship + Breezer Round + Overhaul
Just Overhaul with a generic shielded ship

Unless you acquired the Hullmod as an item, which is already Learned, it will definitely crash because the UI does not support the already learned Modspec.

4
Forgot to post an update post for 0.8.
Oh well.

For 0.7.5a to 0.8.1a:
The update is very significant already that it requires a new game.

For 0.8 to 0.8.1a:
Since Base Anthracite is getting an obsolescence status due to the Juggernaught mod already existing for it.
Best case scenario, that both variants will be replaced by Nebula ships. At worst, you might need to start a new game.

Blue
RAR / ZIP
Version 0.8.1a-RC2
Spoiler
Quote
   Ships:
      Phosphor:
         Added tags that, hopefully, render it unbuildable in Custom production as a Station-exclusive drone.

**** Version 0.8.1a-RC1 ****
   Ships:
      XLU Weapons Overhaul:
         Added logics in the Ammo bonus descrition that prevent continuous check up for a missing ship.

**** Version 0.8.1a ****
   Ships:
      Gadolinite:
         Magnetonclad Shell:
            Armor Strength divider reduced from 5 to 4.
            Flat Armor Strength reduced from 200 to 150.
   Weapons:
      Stratus Cannon:
         (Dual+) Now explodes on hit dealing 50% to nearby objects.
         (Dual+) Damage per shot increased from 1250 to 1500.
         (Dual+) Flux per shot reduced from 2500 to 1350.
         Charge Up time reduced from 0.5 to 0.2.
         Charge Down time increased from 5.5 to 5.8.
      Dual Stratus Cannon:
         Charge Up time reduced from 0.25 to 0.2.
         Charge Down time increased from 3.25 to 3.3.

**** Version 0.8.1 ****
   Missions:
      Added Laughing Stocks.
   Ships:
      Armorclad Works:
         Corrected the hullmod condition that removes the High Explosive penalty, "flux_shunt" to "shield_shunt".
         Armor Strength bonus nerf somewhat reverted, from 30% to 25% + 50/75/100/150.
         Armor Strength for Fighters reduced from 100 to 50.
         Kinetic Damage now only affects Armor.
         High Explosive penalty reduced from 25% to 20%.
         Added Weapon Health bonus of 50%.
      Juggernaught Classification:
         Undergoes Juggernaut pass similar to the dedicated mod.
         Missile Range/Speed bonuses no longer provides a weird estimate value from non-Missile weapon range bonus and will directly give 25% increase instead.
         Sight bonus increased from 10% to 20%.
         No longer has Turret turn rate penalty.
         No longer increases Supply Maintenance/Repair costs.
         Gives additional Armor Strength of 100.
      Voccor Bulk Thrusters:
         Gradual Loss effect is now correctly calculated, slower bonus speed loss.
         Flux Dissipation bonus will be displayed along with its Top Speed bonus.
         Flux Dissipation bonus is now a multiplier, affected by hullmod changes and flux vents used.
         Now increases Acceleration tied to Top Speed.
      XLU Weapons Overhaul:
         Weapon Strength to Armor reduced from 20% to 10%.
         Flux Dissipation penalty reduced from 25% to 20%.
      Alum:
         Dilation Damper:
            Now uses Damper Field logic instead of Temporal Shell.
            Charge regeneration increased from 30 seconds to 20.
            Maximum Charges increased from 2 to 3.
            Duration time reduced from 6 to 4.
            Cooldown reduced from 3 to 2.
            Damage resistance increased from 60% to 67%.
            Now provides flat Armor Strength when used.
         Ordinance points increased from 40 to 45.
      Brass:
         Flux Dissipation increased from 240 to 250.
      Zinc:
         Armor increased from 650 to 700.
         Flux Dissipation increased from 200 to 250.
      Ferros:
         Acceleration increased from 35 to 40.
      Gadolinite:
         Magnetonclad Shell:
            Receives a flat consistent armor strength of 200, in addition to its existing armor traits.
      Kaolinite:
         Armor increased from 1750 to 1850.
         Top Speed increased from 40 to 50.
         Acceleration increased from 20 to 25.
         Deceleration increased from 18 to 22.
         Maximum Turn rate increased from 10 to 15.
         Turn Acceleration increased from 7 to 10.
         XLU:
            Armor increased from 1800 to 1850.
      Anthracite:
         Base variant has migrated to another mod while XLU variant replaces its ID.
         Arms will now separate and fight independently once hull is below a threshold.
         Hull reduced from 28000 to 27000.
         Armor increased from 1850 to 2000.
         Arms:
            Armor increased from 1500 to 1600.
            Flux Capacity increased from 8500 to 10000.
   Weapons:
      Added Watusi LRM Barrage.
      Gyropult Bomb Bay:
         (Maximum) Projectile Speed increased from 350 to 500.
         Launch Speed increased from 50 to 100.
      Watusi LRM:
         Mirv launch range increased from 300 to 500.
         Market tier reduced from 1 to 0.
         Ordinance cost reduced from 10 to 7.
         Faction Blueprint tag changed from Heavy to Basic.
         Range increased from 4000 to 6000.
         Base Damage reduced from 200 to 150.
         Ammo per second increased from 0.1667 to 0.25.
         Missile Speed reduced from 175 to 100.
         Launch speed reduced from 200 to 50.
         Flight time reverted from 30 to 80.
         Warhead:
            Spec type changed from projectile to missile.
            Damage reduced from 400 to 150.
            Damage type reverted from Fragmentation to High-Explosive.
            
**** Version 0.8 ****
   Updated to 0.95.1a-RC6.
   Campaign:
      Nemvis:
         Mining industry removed, while Gamma Core is moved to Population.
   Missions:
      Expanded Fleet Testing:
         Seperated Starliner, Starcrusher, Onslaught XLU and Tritanite to a new Others Testing mission.
      Others Testing:
         New mission that allows testing of stations and the unlikely ships of the Lanestate Union.
   Ships:
      Most of the Basic blueprint ships are now added in the bounty roster.
      *Warning* Roster Removals:
         Gaul, roled fulfilled by Zinc.
         Sunder XLU, role fulfilled by Stibium.
         Lithium, role fulfilled by Stibium.
         Sulfate, role fulfilled by Carbide and Colossus XLU.
      Added the Voccor Bulk Thrusters built-in to existing XLU ships:
         Replaces the Power Burn ship system.
         Increases speed if flown in a straight line, gradually loses the bonus when turning.
         Ship speeds are likely to be adjusted with this addition.
      Armorclad Works:
         Removed Shield Shunt bonuses.
         Shield Shunt now negates the extra HE damage provided by the hullmod.
         Armor Effectiveness bonus is reduced from 20% + 250/350/500/700 to 30%. Fighters still benefit from the additive increase.
         The hidden stat explosion damage and radius upon death is reduced from 50%/20% to 25%/10%.
         Supply Maintenance/Recovery reduction reduced from 30% to 20%.
      Assault Deck Integration:
         No longer says it turns the ship AI into a combat ship instead of carrier. (effect was provided by the ship_data regardless)
         Repurposed for Colossus XLU.
         Reduces costs for Mattocks by 2.
      Rampart Integration:
         Range bonus altered from 1.2x multiplier to 200 base units.
      Lanestate Tourney Meisters:
         Fire Rate bonus removed.
         Accuracy bonus is now a non-XLCrew bonus and increased from 10% to 15%.
         Warshots give 10% Damage Hit strength bonus.
      XLU Weapons Overhaul:
         Flux Dissipation penalty reduced from 33% to 25%.
      XLCrew Waymaker Compliment:
         Removed Shipsystem Cooldown reduction and Logistics capacity bonuses.
         Shipsystem range bonus reduced from 20% to 10%.
         Sensor bonus for non-XLU ships are now correctly in effect.
      XLCrew Warshots Company:
         Removed EMP resistance and Shield bonuses.
         Turret Turn speed no longer downscales if not an XLU hull.
         Turret Health bonus reduced from 50% (25%) to 40%. No longer downscales if not an XLU hull.
      XLCrew Hardy Boys Battalion:
         Removed Effective Armor bonus.
         Replacement Recovery bonus reduced from 20% (10%) to 10% (5%).
      40th Battlegroup:
         Remade theme to fit the Domain-era doctrine, specifically the Colossus.
      Alum:
         Resprited and Overhauled.
         Designation changed from Gunboat to Armored Frigate.
         Rugged Construction hullmod added.
         Modular slot changes:
            From 1 Small Composite, 2 Small Ballistic, 2 Bolton Cannon built-in
            To 1 Small Universal, 4 Small Ballistic.
         Hull reduced from 2500 to 2000.
         Armor increased from 550 to 600.
         Base Flux Dissipation increased from 240 to 250.
         Top Speed increased from 120 to 140.
         Omni Shield with 90 degrees and 1.2 efficiency added.
      Brass:
         Is now tagged from Heavy to Basic blueprint.
         Designation changed from Gunship to Frigate.
         Shipsystem changed from Accelerated Ammo Feed to Manuevering Jets.
         Fleet points increased from 9 to 7.
         Top Speed increased from 100 to 120.
         Maximum Turn Speed increased from 60 to 75.
         Turn Acceleration increased from 40 to 75.
         Mass reduced from 280 to 250.
         Shield Angle increased from 150 to 180.
         Base Credit Value reduced from 20000 to 14000.
         Base Supply Maintenance/Recovery per month cost reduced from 8 to 7.
      Lead:
         Sprite adjusted.
         Is now tagged from Basic to Heavy blueprint.
         2 Small Ballistic mounts added.
         Hull increased from 1500 to 2000.
         Armor increased from 500 to 550.
         Ordinance points increased from 45 to 55.
         Turn Acceleration reduced from 120 to 60.
         Phase Activation cost increased from 6% to 7%.
         Phase Upkeep cost reduced from 6% to 5%.
         Mass increased from 225 to 300.
         Skeleton Crew increased from 30 to 35.
         Base Supply Maintenance/Recovery per month cost increased from 9 to 14.
      Zinc:
         Resprited.
         Is now tagged from Basic to Heavy blueprint.
         Designation changed from Frigate to Heavy Frigate.
         Modular slot changes:
            From 1 Medium Ballistic, 5 Small Ballistic
            To 5 Small Ballistic, 2 Small Missiles.
         Added 2 Stubbon Thumper built-ins.
         Fleet points increased from 7 to 9.
         Hull increased from 2000 to 3000.
         Armor increased from 350 to 650.
         Flux Capacity increased from 2000 to 3000.
         Ordinance points increased from 55 to 65.
         Top Speed reduced from 110 to 100.
         Maximum Turn Speed increased from 45 to 60.
         Turn Acceleration reduced from 75 to 60.
         Mass increased from 260 to 300.
         Shield Type changed from Omni to Front.
         Shield Angle increased from 90 to 120.
         Shield Efficiency reduced from 1 to 1.2.
         Skeleton Crew increased from 20 to 35.
         Crew capacity increased from 40 to 60.
         Base Credit Value increased from 14000 to 20000.
         Base Supply Maintenance/Recovery per month cost increased from 6 to 9.
      Butane:
         Shipsystem changed from Power Burn to Burn Drive.
      Cobble:
         Ordinance Points increased from 35 to 50.
      Espron:
         Designation changed from Destroyer to Monitor.
         Fleet Points reduced from 13 to 10.
         Hull reduced from 5000 to 3500.
         Acceleration increased from 30 to 45.
         Deceleration reduced from 35 to 25.
         Mass reduced from 550 to 400.
         Shield Type changed from Omni to Front.
         Shield Angle increased from 120 to 240.
         Base Supply Maintenance/Recovery per month cost reduced from 13 to 11.
         XL:
            Designation changed from Destroyer to Heavy Monitor.
            Hull reduced from 5500 to 4000.
            Top Speed reduced from 80 to 70.
            Acceleration reduced from 60 to 50.
            Deceleration reduced from 40 to 30.
            Mass reduced from 650 to 500.
            Shield Type changed from Omni to Front.
            Shield Angle increased from 120 to 240.
      Stibium:
         Resprited.
         Designation changed from Tank Destroyer to Destroyer.
         Now has Carrier, Combat and No Auto Escort tags.
         Shipsystem changed from Microburn to Canister Flak.
         Added Trusty Hangar Bay hullmod built-in.
         Modular slot changes:
            From 1 Large Ballistic, 1 Medium Ballistic, 2 Small Hybrid, 2 Small Missile, 4 Small Ballistic
            To 1 Large Hybrid (Hangar replacement), 1 Medium Ballistic, 2 Small Hybrid, 2 Small Composite, 4 Small Ballistic.
         Hull increased from 4000 to 5000.
         Armor increased from 600 to 800.
         Mass increased from 400 to 600.
         Shield Flux efficiency reduced from 1 to 1.4.
         Fuel Capacity increased from 90 to 120.
         Fuel per Lightyear increased from 3 to 4.
         Base Credit Value increased from 42000 to 50000.
      Carbide:
         Resprited. Turrets and Hardpoints are repositioned to the new sprite.
         Designation changed from Combat Freighter to Cruiser.
         Now has Carrier, Combat and No Auto Escort tags.
         Shipsystem changed from Power Burn to Active Flares.
         Heavy Ballistic Integration built-in added.
         Added 1 Large Ballistic Turret.
         Fleet Points increased from 14 to 16.
         Armor increased from 900 to 1100.
         Flux Capacity increased from 6000 to 9000.
         Flux Dissipation increased from 400 to 600.
         Shield Flux efficiency reduced from 1 to 1.4.
         Base Supply Maintenance/Recovery per month cost increased from 17 to 21.
         Ordinance points increased from 90 to 125.
         Mass increased from 1000 to 1200.
         Cargo reduced from 800 to 650.
      Duralumin:
         Shipsystem changed from Active Flares to Accelerated Ammo Feed.
         Hull increased from 9000 to 10000.
         Armor reduced from 1000 to 900.
      Colossus XLU:
         Sprite adjustment.
         Civilian Tag and hullmod removed.
         Now has a Carrier tag.
         Now considered a Heavy blueprint instead of Basic.
         Designation changed from Mining Freighter to Carrier.
         Assault Deck Integration built-in added.
         Medium Ballistic Turret is now Universal.
         Added 1 additional hangar bay, from 2 to 3.
         Fleet Points increased from 9 to 13.
         Hull increased from 6000 to 7000.
         Flux Capacity increased from 5000 to 6000.
         Flux Dissipation increased from 200 to 300.
         Ordinance points increased from 75 to 100.
         Top Speed reduced from 45 to 40.
         Acceleration reduced from 25 to 20.
         Skeleton Crew increased from 60 to 150.
         Crew Capacity increased from 120 to 240.
         Cargo Capacity reduced from 650 to 400.
         Base Supply Maintenance/Recovery per month cost increased from 11 to 18.
      Cobalt:
         Resprited. Turrets and Hardpoints are repositioned to the new sprite.
         Hull increased from 8500 to 9000.
         Armor increased from 1500 to 1600.
         Flux Capacity increased from 14000 to 15000.
         Ordinance Points increased from 190 to 200.
         Top Speed reduced from 50 to 40.
         Deceleration increased from 8 to 12.
         Maximum Turn Speed increased from 10 to 14.
         Turn Acceleration increased from 6 to 10.
         Skeleton Crew increased from 250 to 200.
         Crew capacity increased from 350 to 300.
         Base Supply Maintenance/Recovery per month cost increased from 30 to 36.
      Macrolloy:
         Resprited. Turrets and Hardpoints are repositioned to the new sprite.
         Designation changed from Armored Cruiser to Weapon Platform.
         Modular slot changes:
            From 3 Large Ballistic, 1 Medium Composite, 3 Small Composite, 4 Small Ballistic, 1 Gatler Cannon built-in
            To 3 Large Ballistic, 1 Medium Missile, 2 Medium Ballistic, 1 Medium Hybrid, 3 Small Ballistic, 1 Small Composite, 2 Gatler Cannon built-in.
         Fleet Points increased from 13 to 17.
         Hull increased from 7500 to 8000.
         Armor increased from 1000 to 1100.
         Flux Capacity increased from 7500 to 9000.
         Ordinance Points increased from 130 to 150.
         Shield Angle increased from 90 to 120.
         Shield Efficiency reduced from 1 to 1.4.
         Skeleton Crew increased from 100 to 120.
         Crew capacity increased from 150 to 180.
         Base Supply Maintenance/Recovery per month cost increased from 26 to 30.
      Chrominus:
         Top Speed reduced from 60 to 50.
         Large Hybrid Hardpoint swapped with Large Composite Turret on the center.
         New shifted Hybrid Turret angle increased from 150 to 240.
      Diaboleite:
         Resprited and overhauled.
         Modules are removed but will receive 2 hangars to compensate.
         Now has Carrier, Combat and No Auto Escort tags.
         Advanced Turret Gyros, Industrial Payload Tracker and Heavy Ballistic Integration hullmods removed.
         Rampart Integration hullmod built-in added.
         Designation changed from Tech Battleship to Battlecruiser.
         Modular slot changes:
            From 4 Large Composite, 1 Stratus Cannon built-in, 2 Gatler Cannon built-in
            To 4 Medium Composite, 24 Small Ballistic, 2 Small Hybrid, 1 Stratus Cannon built-in, 4 Gatler Cannon built-in.
         Hull reduced from 13000 to 12000.
         Armor reduced from 1600 to 1500.
         Flux Capacity increased from 12000 to 14000.
         Ordinance points increased from 180 to 260.
         Top Speed reduced from 70 to 60.
         Acceleration increased from 25 to 40.
         Deceleration increased from 20 to 30.
         Maximum Turn Speed increased from 10 to 15.
         Turn Acceleration increased from 4 to 7.
         Shield Efficiency reduced from 1 to 1.2.
         Base Credit Value reduced from 435000 to 350000.
         Base Supply Maintenance/Recovery per month cost increased from 38 to 40.
      Gadolinite:
         Depolarized Shields hullmod:
            Rewritten as Magnetonclad Shell.
            Reduces Armor Effectiveness, down to 20%. This discards Armorclad Armor Effectiveness bonus.
            Increases Armor by 3x.
            Increases Minimum Armor by 5%.
         Now has Carrier, Combat and No Auto Escort tags.
         Hull increased from 14000 to 15000.
         Base Armor increased from 2000 (6000) to 2250 (6750).
         Ordinance points increased from 310 to 320.
         Skeleton Crew increased from 600 to 700.
         Crew Capacity increased from 900 to 1000.
         Base Supply Maintenance/Recovery per month cost increased from 50 to 60.
         Base Credit Value increased from 380000 to 425000.
         Shield Generator:
            Hull increased from 1000 to 2000.
            Flux Capacity increased from 10000 to 12000.
            Flux Disipation increased from 600 to 750.
            Ordinance points increased from 90 to 100.
            Mass increased from 150 to 1000.
            Shield Size radius increased from 290 to 300.
      Kaolinite:
         Armor increased from 1650 to 1750.
         Base Credit Value increased from 320000 to 350000.
         XLU:
            Sprite polished.
            Designation changed from Battleship to Fast Battleship.
            Shipsystem changed from Power Burn to Vector Punch Jets.
            Hull reduced from 15500 to 15000.
            Top Speed reduced from 45 to 40.
            Base Credit Value increased from 375000 to 400000.
            Base Supply Maintenance/Recovery per month cost increased from 40 to 44.
      Onslaught XLU:
         Shipsystem changed from Power Burn to Burn Drive.
      Pyridoxate:
         No longer has the No Auto Escort tag.
         Armor increased from 1400 to 1500.
         Base Supply Maintenance/Recovery per month cost increased from 64 to 68.
      Anthracite:
         XLU:
            Shipsystem changed from Power Burn to Burn Drive.
      Uranium:
         Shipsystem changed from Power Burn to Burn Drive.
         Death explosion power increased by 50%. Not particularly noticeable, but it will make its unintentional use more feasible.
   Wings:
      Guna:
         Refit Time increased from 20 to 25.
         Hull reduced from 650 to 450.
         Armor reduced from 150 to 125.
         All 4 Light Autocannons are replaced with Guna-bore variants, less fire rate but more damage per shot.
         2 Annihilator Rockets (Fighter) added.
      Kalis:
         Refit Time reduced from 50 to 40.
         XLU Weapons Overhaul and Insulated Engine hullmods removed.
         Shield has been removed.
         Hull increased from 1100 to 1200.
         Armor increased from 200 to 250.
         Arsenal changed:
            From 4 Light Assault Gun, 2 Vulcan Shotgun, 2 Annihilator Rocket (Fighter)
            To 4 Vulcan Shotgun, 2 Guna-bore Autocannon, 1 Gatler Cannon, 2 Swarmer Missiles (Fighter).
      Kampilan:
         XLU Weapons Overhaul hullmod removed.
         Hull reduced from 450 to 360.
         Armor reduced from 125 to 40.
         2 Vulcan Shotguns replaced with 1 Gatler Cannon fighter variant.
         1 Annihilator Rocket (Fighter) replaced with 2 Swarmer Missiles (Fighter).
      Lantaka:
         Insulated Engine hullmod removed.
         Armor reduced from 125 to 100.
         Vulcan Cannon is now a turret and is moved to the center of the sprite.
         1 Vulcan Shotgun added.
   Weapons:
      Gyropult Bomb Bay added.
      Light Tri-Autocannon:
         Ordinance cost reduced from 7 to 6.
         Flux per shot reduced from 60 to 50.
         Charge down time increased from 0.525 to 0.6.
         Maximum spread increased from 20 to 25.
         Spread per shot increased from 3 to 4.
      Light Calf Mortar:
         Flux per shot reduced from 50 to 45.
         Charge down time increased from 1.7 to 1.2.
         Burst Delay time increased from 0.075 to 0.1.
      Stubbon Thumper:
         Damage per shot increased from 50 to 55.
         Charge down time increased from 0.1 to 0.125.
      Light Assault Mortar 40th:
         Range increased from 600 to 700.
         Ordinance cost increased from 8 to 9.
      Twin Railgun 40th:
         Charge down time increased from 1 to 0.9.
      Quad Autocannon:
         Flux per shot reduced from 90 to 85.
         Ammo per second reduced from 2 to 1.6.
         Charge down time increased from 0.99 to 1.05.
      Hovlet Cannon:
         Now has its own projectile.
         Damage per shot increased from 75 to 85.
         Charge down time increased from 0.1667 to 0.2.
         Projectile Speed reduced from 1200 to 1000.
      Mulleter Thumper:
         Charge down time reduced from 3.25 to 2.9.
      Bracken Assault Mortar:
         Now fires rapidly from each barrel instead as an entire group.
         Range reduced from 800 to 700.
         Damage per shot reduced from 140 (700) to 110.
         Flux per shot reduced from 120 (600) to 100.
         Charge down time reduced from 2.2 to 0.2.
         Minimum Spread reduced from 15 to 5.
         Maximum Spread reduced from 30 to 20.
         Spread per shot reduced from 2 to 1.
         Spread decay rate increased from 1 to 20.
      Contrada Flak Tower:
         Ordinance cost reduced from 20 to 18.
         Damage per shot increased from 250 to 300.
         Ammo per second increased from 2 to 2.5.
         Charge down time reduced from 0.9 (1.4) to 0.825 (1.2, + burst change).
         Burst delay reduced from 0.1 to 0.075.
         Projectile Speed increased from 700 to 800.
      Hyvel Twin Driver:
         Renamed to Hyvel Bolt Driver.
         Does additional 50% damage as Fragmentation.
         Range increased from 1000 to 1100.
         Emp Damage removed.
         Impact per shot increased from 45 to 50.
         Flux per shot reduced from 350 to 325.
         Charge down time increased from 0.5 to 0.75.
      Phalanx Minigun Array:
         Turn Rate increased from 25 to 30.
         Damage per shot increased from 25 (200) to 30 (240).
         Minimum Spread reduced from 20 to 0.
         Spread per shot increased from 0.2 to 0.3.
         Spread decay rate increased from 15 to 20.
      Thunderslug Hellbore:
         Charge down time reduced from 4 to 3.5.
      Bente Swarm Launcher:
         Ammo Capacity increased from 160 to 240.
         Charge down time reduced from 13 to 12.575.
         Burst delay reduced from 0.1 to 0.075.
      Watusi LRM Launcher:
         Missile damage type changed from High Explosive to Fragmentation.
         Payload:
            Damage type changed from High Explosive to Fragmentation.
            Damage increased from 375 to 400.
            Added 150 EMP damage.
         Range reduced from 10000 to 4000.
         Charge down time reduced from 12 to 9.25 (10, + burst).
         Ammo per second increased from 0.1 to 0.1667, 1 for every 10 to 6 seconds.
         Reload Size added from 0 to 4.
         Flight Speed increased from 125 to 175.
         Flight Time reduced from 80 to 30.
      Lusis MIRV Launcher:
         Munitions per burst reduced from 6 to 5, Total 24 to 20.
         Time Delay between splits reduced from 5 to 2 seconds.
      Vulcan Shotgun:
         Range increased from 350 to 450.
         Damage per shot increased from 25 (100) to 40 (200, + pellet increase).
         Pellets per fire increased from 4 to 5.
         Charge down increased from 0.5 to 1.
      Colossus Mining Blaster:
         Flux per shot reduced from 1200 to 800.
         Charge down time increased from 3.4 to 3.7.
         Projectile Speed increased from 700 to 900.
[close]

5
Modding / [0.95.1a] There Be Juggernauts 0.1.1a
« on: May 01, 2022, 10:32:44 AM »
There Be Juggernauts Ship Pack

Download Here: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly ships that aren't easily acceptable in the current game or at least makes the experience more terrible to the unfortunate users.
      Oh, and expected vanilla factions will get them.


PAQs, Probably Asked Questions:
Spoiler
  •    Why did you make this mod?
   There are some leftover ships from Blue that could use its own entry that didn't need a faction to support it.

  •    Why are these ships so big?
   Because they're big.

  •    Where do they spawn? When do I get to see them in-game? Are they rare?
   If you see something bigger than life in there, you'll know its there. Hopefully.

  •    Is this mod safe?
   I dunno.

  •    If there's that one ship from Blue, while there's also this one, what's gonna happened to it?
   I'm considering to remove that ship completely from Blue while retaining its original name. It's going to be headache to work on a script or whatever trying to remove it while in midgame.

  •    Is this ship pack balanced?
   Shhhhh...

  •    Will there be any more ships in the future?
   I'll threaten you with an update when it's ready.
[close]

Thanks to:
- Blue mod, Idk.

Changelog:
Spoiler
Quote
**** Version 0.1.1a ****
   Campaign:
      Added missing spawn rates for Oracle and Prevalent.

**** Version 0.1.1 ****
   Ships:
      Added Oracle, a High Tech juggernaut that has the combined firepower of the Paragon and wing composition of the Astral.
      Added Prevalent, a heavier and up-armored Conquest with incredible staying power in mind. Has armor modules and a lot of larges.
      Farbauti:
         Fixed engine alignment.

**** Version 0.1 ****
   Released version.
[close]

6
Mods / [0.95.1a] Red - the Oculian Armada (0.9.2b) Mod
« on: April 30, 2022, 04:50:00 AM »
Hi!
Don't know if you know, but it seems that the Arc Mother's admin skill can be found with regular admins. I guess that wasn't intended?

Yeah, my mistake. Forgot about locking the skill.


Red: Download RAR / ZIP
Version 0.9.2b
Spoiler
Quote
   Campaign:
      Forcefully deprecated Arc Mother's Cognition skill to prevent randomized distribution.
   Ships:
      Oculian Chemical Core:
         Unintended stacking beam bonuses removed. Along with associated Mikanate variant and hybrids.
         Description wording changed to reflect that hullmod generally improves Energy weapons.
      Oculian Crystalline Core:
         Can now be equipped on Oculian Phase ships, increasing Phase efficiency and reducing Cooldown time. Mikanate and hybrids receive this bonus.
         Phase ships now cancel the top speed penalty.
         Now reduces Beam Flux generation by 15% (20% for Mikanate).
      Mikanate Pulse Core:
         Time script now uses the matured Jandor Time Reactor script to determine conditions and avoid buggy time events.
[close]

7
Mods / [0.95.1a] Unusually Gullible Hullmods 0.4.1
« on: April 23, 2022, 10:50:18 AM »
Love your hullmods Protonus.

I am especially a fan of the Auxiliary Ordinance Forge. Might I suggest the following change to Line 77 of UGH_AuxOrdinanceForge.java in your compiled JAR?

Done.

There's also some changes to some of the hullmods. Not sure if it helps readability.

8
Mods / [0.95.1a] Red - the Oculian Armada (0.9.2a) Mod
« on: April 21, 2022, 12:49:02 AM »
Yeah, I made some mistakes not having the Addon be separated completely along with its special item. It should be fixed now.

Generic music is also added back in, along with some other stuff.

This update is major, and it will not work on existing saves since it affects the campaign layer just a bit.
Red: Download RAR / ZIP
Version 0.9.2a
Spoiler
Quote
   Campaign:
      Nexerelin:
         Fixed forgotten ID change to Orbital Matrix for industryClassDefs.
   Ships:
      Evalyx:
         Lossless Void Carriage:
            Removed the outdated description to already changed effect. Author issue.
         Change the Assault variant using an impossible core.
         Base Supply Maintenance/Repair cost increased from 24 to 36.

**** Version 0.9.2 ****
   Campaign:
      Ocutek Pirate Package manually seperated to the Ocutek Pirates submod to prevent the effectively non-existent blueprint from dropping.
      Oculians receive their own naming theme with their people. Serial number for Female and Auxiliary number for Male(Robot).
      Relations changed for the corresponding factions:
         Added a bare minimum catch logic for Hostile and Vengeful relations.
         (HMI) Oculians are now hostile to Mess variations.
         Player from Vengeful to Suspicious.
         Sindrian Diktat from default Inhospitable to Favorable.
         Luddic Path from default to Vengeful.
         Luddic Church from default to Hostile.
      Star systems and planets associated are now uniquely prefixed.
      Oculian Cookies:
         Updated to current commodities system.
      Atalie Pax:
         Atalie II:
            Now a Barren-desert World.
            Extreme Heat planet condition replaced with Hot.
            Mild Climate planet condition added.
            Market Size increased from 4 to 5.
         Adalie:
            EI is added.
            Organics changed from Abundant to Common.
            Mining has a Gamma Core.
            Added unique Heavy Industry called Orbital Assembly Matrix, replacing Orbital Works that does not require a Nanoforge to produce quality ships.
            Population and Oculian Bakery Complex no longer have Alpha Cores.
         Atalie III-a:
            Extreme Cold planet condition removed.
      Haelim:
         Haelim I:
            Mild Climate planet condition added.
         Darla:
            Now an Arid planet and has Habitable planet condition.
         Haelim IIa:
            Inimical Biosphere planet condition removed.
      Doctrine changed, from 1-3-3 to 4-1-2.
      Added missing generic music to encounters and other things.
      Nexerelin:
         Diplomacy:
            Is no longer Ideological.
            Diplomacy is increased from +0.1 to +0.25.
         Basic blueprint package is given immediately if starting faction.
   Ships:
      Added the Evalyx Phase Cruiser, a Mikanate Phase cruiser with a dependable logistics capability and a powerful loadout.
      Added the Dulcena Dreadnought, a massive flagship that focuses in direct frontal combat.
      Added Oculian Optimized Optics, a sidegrade to Advanced Optics that increases base range but at a cost of shield damage.
      Mikanate ships and some regulars are now only sold in the Military market.
      Oculian Hull:
         Description has been overhauled for a more readable overview.
         The following changes removes redundant computations with regards to logistics, that would otherwise overcomplicate the descriptions:
            Supply Maintenance/Recovery reduction increased from 25% to 33%.
            Supply cost reduction removed if Mikanate Overhaul is added.
            Base Supply costs for every ship is adjusted accordingly for Deployment cost purposes that impact battle size.
         Can no longer allow Advanced Optics.
      Mikanate Overhaul:
         Description has been overhauled for a more readable overview.
         Supply Maintenance/Recovery penalty increase removed.
         Combat Readiness decay depletes 100% faster.
      All Oculian Cores:
         Description has been overhauled for a more readable overview.
      Oculian Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized. (+ subsequent Mikanate combinations)
         Shield damage reduction bonus reverted from 20% to 15%. (+ subsequent Mikanate combinations)
      Mikanate Crystalline Core:
         Top Speed reduction is now a percentage. Zero Flux Speed is also normalized.
         Shield damage reduction bonus reduced from 35% to 25%.
         Top Speed reduction penalty reduced from 30% to 25%.
      Oculian Pulse Core:
         Removed the unmentioned refit time penalty.
         Replacement Recovery rate penalty of -33% is added.
      Chimly:
         Rugged Construction hullmod added. (+ Mi)
      Gretly:
         Fleet Points reduced from 3 to 2.
         Gretly Reassembly Contigency hullmod added, an improved variation of Rugged Construction.
         Hull increased from 500 to 650.
         Top Speed reduced from 200 to 180.
      Gretly (Mi):
         Gretly Reassembly Contigency hullmod added.
         Hull increased from 600 to 700.
      Huely:
         Rugged Construction hullmod added.
         Added 1 Small Synergy hardpoint.
         Base Supply Maintenance/Repair cost increased from 3 to 5.
      Prily:
         Fleet Points reduced from 3 to 2.
         Rugged Construction hullmod added. (+ Mi)
         Top Speed reduced from 240 to 200.
         Acceleration reduced from 270 to 240.
      Chimis:
         Acceleration increased from 70 to 105.
         Deceleration increased from 55 to 90.
         Base Supply Maintenance/Repair cost increased from 7 to 10.
         Mi:
            Acceleration increased from 60 to 95.
            Deceleration increased from 55 to 80.
            Base Supply Maintenance/Repair cost increased from 9 to 14.
      Doris:
         Acceleration increased from 60 to 90.
         Deceleration increased from 50 to 70.
         Base Supply Maintenance/Repair cost increased from 8 to 11.
      Lemphis:
         Acceleration increased from 125 to 160.
         Deceleration increased from 100 to 130.
         Base Supply Maintenance/Repair cost increased from 8 to 14.
      Maximis:
         Acceleration increased from 90 to 110.
         Deceleration increased from 75 to 90.
         Base Supply Maintenance/Repair cost increased from 6 to 10.
      Sconis:
         Acceleration increased from 140 to 160.
         Deceleration increased from 125 to 140.
         Base Supply Maintenance/Repair cost increased from 5 to 7.
      Sophis:
         Acceleration increased from 120 to 150.
         Deceleration increased from 100 to 120.
         Base Supply Maintenance/Repair cost increased from 6 to 9.
      Sophis B/C:
         Fleet Points reduced from 5 to 4.
         Ordinance points increased from 30 to 40.
         Base Supply Maintenance/Repair cost increased from 2 to 4.
      Storkis:
         Acceleration increased from 90 to 125.
         Deceleration increased from 80 to 100.
      Tsundere:
         Sprite adjustments. Some weapon slots have been moved.
         Designation changed from Fast Destroyer to Destroyer.
         Acceleration increased from 110 to 125.
         Deceleration increased from 90 to 100.
         Shield Efficiency increased from 0.9 to 0.8.
         Base Supply Maintenance/Repair cost increased from 7 to 9.
      Beatrix:
         Designation changed from Heavy Gunport to Monitor.
         Fleet Points reduced from 12 to 10.
         Hull increased from 3500 to 5000.
         Maximum Turn Speed reduced from 25 to 40.
         Turn Acceleration reduced from 15 to 25.
      Basilix:
         Sprite adjustments. (+ Mi)
         Hangar is removed, respective tags for the carrier role is removed while Quantix Core can still take effect. (+ Mi)
         2 built-in Glints added. (+Mi)
         Hull increased from 5000 to 7000.
         Armor increased from 550 to 650.
         Ordinance points increased from 100 to 110.
         Maximum Turn Speed increased from 20 to 50.
         Turn Acceleration reduced from 20 to 30.
         Base Supply Maintenance/Repair cost increased from 14 to 18.
         Mi:
            Hull increased from 6000 to 8000.
            Armor increased from 600 to 700.
            Ordinance points increased from 120 to 130.
            Maximum Turn Speed increased from 20 to 50.
            Turn Acceleration reduced from 20 to 30.
            Mass reduced from 1000 to 900.
            Base Supply Maintenance/Repair cost increased from 22 to 26.
      Chimex:
         Fleet Points reduced from 12 to 11.
         Hull increased from 4000 to 5000.
         Base Supply Maintenance/Repair cost increased from 15 to 18.
         Acceleration increased from 40 to 50.
         Deceleration reduced from 60 to 40.
         Turn Acceleration reduced from 40 to 35.
         Mass increased from 650 to 750.
         Mi:
            Fleet Points reduced from 20 to 18.
            Hull increased from 5000 to 5500.
            Acceleration increased from 40 to 50.
            Deceleration reduced from 60 to 40.
            Turn Acceleration reduced from 40 to 35.
            Base Supply Maintenance/Repair cost increased from 20 to 22.
            Mass increased from 650 to 800.
      Dorothyx:
         Redesigned to fit its in-lore saucer build.
         Shield module overhauled to be vulnerable from 2 lateral sides to 4 corners.
         Modular slot changes:
            From 1 Large Energy, 2 Medium Energy, 2 Small Energy, 4 Small Synergy, 3 built-in Glints
            To 1 Large Energy, 2 Medium Energy, 2 Small Energy, 5 Small Synergy, 4 built-in Glints.
         Large Energy turret moved to the center, while allowing 360 angle coverage.
         Fleet Points increased from 11 to 13.
         Hull increased from 4000 to 7000.
         Flux Capacity increased from 5000 to 6000.
         Flux Dissipation increased from 400 to 450.
         Top Speed reduced from 70 to 65.
         Base Supply Maintenance/Repair cost increased from 16 to 20.
         Shield Module:
            Armor reduced from 750 to 500.
            Flux Capacity reduced from 5000 to 4000.
            Flux Dissipation reduced from 250 to 200.
            Shield Type changed from Front to Omni.
      Ignix:
         Sprite adjustments.
         Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points increased from 11 to 12.
         Hull increased from 4500 to 6000.
         Armor reduced from 850 to 600.
         Ordinance points increased from 90 to 100.
         Flux Capacity increased from 3000 to 4000.
         Flux Dissipation increased from 200 to 250.
         Top Speed reduced from 70 to 60.
         Acceleration reduced from 70 to 45.
         Maximum Turn Speed increased from 20 to 40.
         Turn Acceleration increased from 10 to 20.
         Base Supply Maintenance/Repair cost increased from 11 to 16.
      Nimbyx:
         Armor reduced from 400 to 300.
         Ordinance points increased from 50 to 60.
         Flux Capacity increased from 4000 to 6000.
         Maximum Turn Speed increased from 10 to 20.
         Turn Acceleration increased from 10 to 15.
      Amina:
         Sprite adjustments.
         Designation changed from Warship to Fast Battleship.
         Added Integrated Oculian Optics hullmod.
         Modular slot changes:
            From 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 2 Small Energy, 4 Small Synergy, 6 built-in Glints
            To 2 Large Synergy, 3 Large Energy, 4 Medium Synergy, 4 Medium Energy, 4 Small Missile, 14 built-in Glints.
         All 3 Hangars are removed, respective tags for the carrier role is removed while Quantix Core can still take effect.
         Fleet Points reduced from 28 to 26.
         Flux Capacity increased from 12000 to 14000.
         Flux Dissipation increased from 900 to 1000.
         Top Speed increased from 50 to 70.
         Acceleration increased from 35 to 60.
         Deceleration increased from 15 to 40.
         Maximum Turn Speed increased from 15 to 25.
         Turn Acceleration increased from 7 to 12.
         Shield Angle reduced from 360 to 300.
         Shield upkeep reduced from 0.5 to 0.3.
         Skeleton Crew increased from 65 to 90.
         Maximum Crew increased from 80 to 120.
         Base Supply Maintenance/Repair cost reduced from 50 to 40.
      Etna:
         Sprite adjustments. Some mounts have been moved.
         Designation changed from Fast Battleship to Battlecruiser.
         Temporal Overclock:
            Time Flow multiplier reduced from 5x to 4x.
            Charge up time reverted from 4 to 3.
            Active time increased from 15 to 18.
         Hangars of 2 are removed.
         2 Large Energy mount angles increased from 165 to 180.
         Added 2 built-in Glints.
         Flux Capacity increased from 7500 to 8000.
         Acceleration increased from 65 to 80.
         Deceleration increased from 55 to 70.
         Maximum Turn Speed increased from 35 to 45.
         Mass increased from 1200 to 1700.
         Base Supply Maintenance/Repair cost increased from 25 to 32.
      Chimiria:
      Nadia:
         Designation changed from Combat Carrier to Battleship. (+ Mi)
         Acceleration reduced from 40 to 55.
         Base Supply Maintenance/Repair cost increased from 34 to 38.
         Mi:
            Acceleration reduced from 40 to 50.
            Base Supply Maintenance/Repair cost increased from 40 to 44.
      Utena:
         Added Integrated Oculian Optics hullmod.
         Titanic Phase Columns:
            Now reduce the Ordinance costs of Shiredains by 3.
            Now increases the Phase Stress limit from 50% to 60%.
            Now increases Kea base range for 150 units, while Pirouette series for 250 units.
            Shiredain Range bonus altered from 1.2x to flat base 200 units.
            Top Speed bonus increased from 40 to 50.
            Receives Integrated Target Unit buff and Delicate Machinery debuff, the preceeding hullmods are removed and blocked from use.
         All 16 Shiredain built-ins are now Small Energy slots.
         Base Supply Maintenance/Repair cost reduced from 58 to 48.
   Wings:
      Added the Loach wing (plus Mi), a support drone squadron that relies its survivability with its phase capability.
      Breeze:
         Hull increased from 60 to 100.
      Breeze Mikanate:
         Hull increased from 80 to 150.
         Flux Capacity increased from 100 to 150.
         Flux Dissipation increased from 25 to 35.
      Breeze Elite:
         Armor given from 1 to 40.
      Breeze Superelite:
         Armor given from 1 to 60.
      Cancer:
         Hull increased from 35 to 60.
         Flux Capacity increased from 75 to 100.
         Flux Dissipation increased from 25 to 40.
         Top Speed increased from 200 to 225.
         Acceleration increased from 215 to 300.
         Deceleration increased from 270 to 300.
      Cancer Elite:
         Hull increased from 40 to 120.
         Flux Capacity increased from 75 to 200.
         Flux Dissipation increased from 25 to 60.
      Cancer Mikanate:
         Base Ordinance cost reduced from 22 to 20.
         Weapons changed from 1 Glint, 2 Pixel torpedo to 2 Glints and 1 Kilopixel torpedo.
         Hull increased from 70 to 250.
         Flux Capacity increased from 75 to 300.
         Flux Dissipation increased from 25 to 90.
      Tick Elite:
         Hull increased from 250 to 350.
      Tick Mikanate:
         Hull increased from 300 to 400.
         Armor increased from 125 to 150.
      Cucumber:
         Hull increased from 1000 to 3000.
         Flux Capacity increased from 2000 to 4000.
   Weapons:
      Added Kilopixel Torpedo.
      Pirouette:
         Sound altered to have less bass.
         Flux per shot reduced from 45 to 25.
      Fouette:
         Flux per shot reduced from 45 to 30.
      Frappe:
         Flux per shot reduced from 40 to 35.
      Kea:
         Range reduced from 400 to 350.
         Damage per shot reduced from 50 (200) to 45 (180).
         Flux per shot reduced from 35 (140) to 30 (120).
      Blita:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 70 to 60.
         Flux per shot reduced from 50 to 40.
         Charge down reduced from 0.25 to 0.1667.
      Gleam:
         Damage per second increased from 450 (142) to 500 (158).
      Prima:
         Range reduced from 750 to 650.
         Damage per shot reduced from 90 to 80.
         Flux per shot reduced from 60 to 50.
         Charge up time reduced from 0.25 to 0.15.
      Stredia:
         Range reduced from 750 to 650.
         Damage per shot increased from 100 to 140.
         Flux per shot increased from 80 to 105.
         First shot Damage increased from 300 (300% from 100) to 350 (250% from 140).
         First shot EMP damage increased from 30 to 100.
      Leia:
         Damage per shot increased from 70 to 75.
         Flux per shot reduced from 50 to 45.
      Manndie:
         Added the forgotten ocua_mikanate tag.
         Damage per shot increased from 120 (60x2) to 140 (70x2).
         Flux per shot increased from 80 to 90.
      Nicor:
         Range reduced from 850 to 750.
         Charge down time reduced from 1.9 (2.3) to 1.6 (2.0).
      Ruby:
         Range reduced from 1500 to 1200.
         Turn Rate reduced from 20 to 10.
         EMP per shot reduced from 100 to 90.
         Flux per shot reduced from 250 to 150.
         Charge down reduced from 1.2 to 1.
         Projectile Speed reduced from 3000 to 2400.
      Vira:
         Energy Damage bonus against missiles increased from 50% to 100%.
         High Explosive Damage bonus against fighters increased from 50% to 75%.
         Fighter arc chance increased from 15% to 25%.
         Fighter arcs does half of the primary damage while double the displayed EMP damage.
         Damage per shot reduced from 90 to 70.
         EMP per shot reduced from 45 to 35.
         Flux per shot reduced from 80 to 60.
         No longer has magazine size.
         Charge down reduced from 0.167 to 0.125.
      Flandrey:
         Damage per second reduced from 1250 to 1050.
         Flux per second reduced from 1250 to 945.
         Charge up time reduced from 2 to 1.5 seconds.
      Pixel++ Launcher:
         Charge down time reduced from 15 to 10.
[close]

Ocutek Pirates Addon: RAR / ZIP
Version 0.3
Spoiler
Quote
   Campaign:
      Ocutek Pirate Package given from the parent mod to prevent awkward spawning of empty blueprints.
   Ships:
      All ships except for Hotcoffee are no longer designated as Amalgams.
      Added the Dungslinger Frigate, a compensated Mudskipper Mk 2 with an Omni-shield and a point-defense laser.
      Added the Bedspacer Destroyer, a shielded Buffalo Mk 2 with basic broadsiding capabilities.
      Added the Compensator Battleship, a converted Onslaught built for speed and tougher shielding.
      Shortstack:
         Ordinance points increased from 95 to 100.
         Base price increased from 38000 to 45000.
      Hotcoffee:
         Added 4 Small Hybrid turrets.
         2 Small Ballistic turrets replaced with 2 Glint built-ins.
         Ordinance points increased from 60 to 75.
      Rebound Guy:
         Flux Capacity increased from 5000 to 6000.
         Hull increased from 6500 to 7000.
         Ordinance points increased from 100 to 110.
         Skeleton Crew reduced from 100 to 80.
      Dingus:
         Sprite adjusted.
      Strongirl:
         Skeleton Crew reduced from 220 to 200.
[close]

9
I'm trying to figure out how to allow separated modules to fly on their own once detached from the parent ship. Apparently, even with the Top Speed is already given and Flameout is logically turned off at that point, the module still thinks it's still attached and top speed is non-existent.

I'm assuming there is still a script telling the module to stay as it is even after separation.

The specific code:
Quote
        @Override
        public void advanceInCombat(ShipAPI ship, float amount) {
            super.advanceInCombat(ship, amount);
            if (!ship.isAlive()) return;
       
            if (ship.getHitpoints() > (ship.getMaxHitpoints() * 0.9f)) {
                ship.getEngineController().forceFlameout();
            }
           
            if (ship.getHitpoints() < (ship.getMaxHitpoints() * 0.9f)) {
                ship.setParentStation(null);
            }
        }

Spoiler
[close]

10
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0g
« on: September 22, 2021, 08:07:25 PM »
Shunt Distributor flux dissipation percent bonus is only set to 10% instead of 20% that's indicated in the description.
Code
stats.getFluxDissipation().modifyPercent(id, 10f);
Really fun mod btw! Cheers!

Noted. Both variables are linked now. Though it's actually 15% and neither of the two that I somehow managed to miss. ._.

11
Mods / Unusually Gullible Hullmods 0.3.0f
« on: September 17, 2021, 08:44:53 PM »
Hey, so for some reason this mod isn't working properly in my game, I have no idea why that is, but I'm running with a whole lot of other mods (some of which also add more hullmods).
It seems to be working fine, if i enable just your mod, but I haven't been able to pinpoint what mod causes this one to break.
The way it breaks is basically just, that you can still get the blueprints for the hullmods, however, when you want to add new hullmods none of yours show up for some reason.
I've never tried making my own mods for Starsector, so I don't know if there is an error log/console log, which I could send you somehow, if there is please tell me, then I'll send you the log, otherwise I'll just do the old trick of disabling half of all mods and that to find out which mod is causing the issues, even if it takes an hour each time to reload the game...

I'll see what I could do once I get the log. And hopefully decipher it...

hey if i wanted to change some of the values on the regenerative armor/hull mods what would i have to do?  neither excel nor notepad++ are showing the values i want to alter

It can be change within the jar script. I'm going to provide in the 0.3.0g version with its src files that have to be compiled to commit the changes.

Inverted phase dilator seems to reduce the cooldown to zero. is this intentional? I just tested it on a Doom and I can spam it with zero cooldown.

I'm not sure how to read this but, as far as I know, once you use phase once it turns off immediately triggering the vibrating coil effect with the bonus tied to it.

12
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
« on: July 15, 2021, 05:08:42 AM »
What makes these mods so gullible?

Just a nudge into how the hullmods would work out differently. They aren't special, they just pad in stuff that wouldn't normally be in Vanilla with some being a niche QoL.

You'd usually look into these and yeah, how I thought the name is there. Even though they're Unusual and not Gullible in the tag.

13
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0f
« on: July 14, 2021, 10:53:18 PM »
you've got a couple of mods in this that do interesting things with phase ships, which almost no other mod touches. & I noticed a lot of them use increasing the time it takes to phase/unphase & increasing the cost of doing so as a drawback, which made me wonder... would it be possible and/or make sense to make a hullmod that just drastically decreases the time it takes to be able to re-phase for flickering & weaving between shots with much more fidelity? Also probably make sense for it to reduce the cost of activating phase but increases the cost of maintaining phase proportionally, to encourage staying in phase as little as possible & discourage using it to cruise.

To put it, the Phase Frame and Inverted Dilator becomes effective when you flicker the phase. Having the Phase Cooldown as the duration of these abilities.

And yeah, I didn't think this method has been used before. Thankfully with the cooldown being a status, there's room to experiment around this mechanic.

also, just a thought; is there a way to increase the time it takes to unphase after you activate phase? bc if so you could also make an interesting hullmod that converts phase cloak into a high-tech burn drive, where maintaining the cloak costs almost nothing but activating the cloak costs a bunch more & once u activate phase you cant unphase for a while, but while ur phased the time slow is much higher than it normally would be -- enough to be faster than 0 flux. So the point of it is using it to cross long distances faster. You could abuse the decreased cost of maintaining phase to stay in phase for much longer, but, doing so would make the ship break down at a proportionally faster rate

It could be weird for the AI to work with a forced engine throttle, but then again like the mechanic aforementioned, it's not yet done before. Let's see if I could work with that.


also a note about phase ships, currently the phase ops skill is literally one of the worst things you can get for the inverted phase dilators. if i may ask, would perhaps making some sort of exception when someone has that mod or maybe making a sort of reverse calculation, as in things that make phase jittering cool down faster makes them actually cool down slower(aka. reverse this one thing about it). the ziggurat is a horrible, horrible option for this hullmod because of the way it works as an example

I am aware with this. Though I usually prefer this, if you tend to avoid the whole Phase-thing entirely, but I might implement in sometime with a script that prevents like the Phase corps skill from interfering with this.

14
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.3.0d
« on: June 24, 2021, 07:37:58 PM »
It's a weird mod.

Though may or may not help break the monotony at least.

15
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: June 13, 2021, 10:07:37 AM »
Want to give an honest opinion about the mod, I kind of don't like the design/shading. Initially looked decent in the preview but after putting them inside the game, i feel like there is something lacking with this design, it doesn't match the game's aesthetics.

It isn't really in the resembling anywhere close to the locals. And I do have no idea how to put up a unique theme, other than having these hulls really do look like they came from a prefab factory. That or being stuck being a repainted, poorly kitbashed High-tech ships the faction used to have.

I like this faction, its the closest I can get to playing as a rampant AI.
Is there a way to get the big mobile station capital without using cheats/commands?

The Galalixia is a rare spawn for both the market and the fleet. Though, by sheer luck, you might even get a blueprint, through raids or some other means to get rare blueprint.

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