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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Course

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Mods / Re: [0.9.1a] Commissioned Crews 1.3
« on: October 14, 2019, 11:52:57 AM »
It's in the jar now, so there's another step to it.
Open CommissionedCrews.jar with 7zip and navigate to data\scripts\hullmods\ and replace the file with the old one.
Do i just change file extention from java to class? Because i can pull only .java file from 1.21, there is no .class file because there is no jar folder there at all.

2
Mods / Re: [0.9.1a] Commissioned Crews 1.3
« on: October 14, 2019, 10:53:31 AM »
Simply navigate to Commissioned Crews\data\scripts\hullmods and replace CHM_tritachyon.java with the one from 1.2.
At least, in theory.
Sadly doesn't work like that because there is no scripts folder in 1.3 version. I guess i could swap something in CommissionedCrews.java, but there is none in 1.2, so i can't take files from there. Thanks anyway, i will stick to 1.2 for now.

3
Mods / Re: [0.9.1a] Commissioned Crews 1.3
« on: October 14, 2019, 02:33:37 AM »
What TT did to deserve this? Their bonus to leading weapons was at least somewhat useable for almost any ship and CR decay reduction was a change for the better, but now, in middle-late game it's just utterly useless. Other factions get useful stuff like armor bonus, fighter respawn speed, missile damage bonus and even custom useful combat bonuses depending on what officer pilots ship and then TT gets... 15% skeleton crew reduction?

Your mod is great and i am planning to continue to use it, but in case if you don't plan to change that, can you please tell me how do i preserve CR decay reduction bonus when updating to a new version? Thanks.

4
Mods / Re: [0.9.1a] Pirate Collection
« on: October 13, 2019, 01:28:18 PM »
There is an issue with Citadel class hullmod balance. Targeting Supercomputer which extends range of regular weapons up to 250% isn't really intended for player usage. I know that it is in fact a piece of station with engines, but main issue is that you could strap Integrated Targeting Unit on it and gain the whole 350% range + approximately 160% of PD range which is hilariously OP. Needs fixing, for example, you might want to consider to add something like "Salvaged Targeting Supercomputer" hullmod which extends weapon range for, let's say, 150-200%, but conflicts with DTC or ITU or something like that.

Also i don't get why Chimera getting high maint hullmod despite being usual destroyer or something.

Besides those two issues your mod is really cool and kitbash is great quality in fact, keep it up.

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