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Messages - Catscrath

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31
That's not PSM.
A what? No they are pre built in. But one has the PSM boost and the other does not for some reason and I am wondering if there is any method to the madness.

The only madness here is you thinking that Progressive S-Mods gives boosts. Get your mods right!
You right, you right. See that now. My bad

32
Mods / Re: [0.95.1a] Custom Battle Music
« on: September 30, 2022, 06:54:26 AM »
So in the mod's different faction folders, for some factions (Like the path) There is advantage, retreat, and losing music tracks marked but they are not the same name as the tracks actually in the folder. What would be the code string to be able to set different music of that tip custom to each faction? Also it's a shame you can't have music for when two factions are facing off like when you are commissioned or playing Nex with a faction start. So much good music that would only really fit in that way.
So your first question is easy to answer, you for that need to check the 'sounds.json' file. Those are not music tracks but playlists.

I'll see if I can add nex compatibility.
Great to hear! Thanks!

33
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« 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.

34
Mods / Re: [0.95.1] Yunru Core +
« on: September 28, 2022, 05:30:31 PM »
Was there not a hull mod for collapsed cargo holds for more armor? I can get it from starting with a transport in Nexin but can't find the mod anywhere in the menu, shop, or skills.

35
That's not PSM.
A what? No they are pre built in. But one has the PSM boost and the other does not for some reason and I am wondering if there is any method to the madness.

36
Sorry if the question was asked already, but I got a problem. I got the mod, enabled it in the manager, but see no change on the s-mod screen. It's totally vanilla. Is there something I need to edit in the settings or smth?

Mods don't have direct access to the refit screen. You can access this mod's menu by docking at any planet, there should be an option there.

So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Picture for reference (I hope this works... let me know if you can't view the image and I will find another way of posting it): https://cdn.discordapp.com/attachments/813133410184724481/1019678721025781820/unknown.png

S-mods have green text -- they are specifically hull mods that you'd (normally) have to spend story points to build in. If the text is white, that's an innately built in mod and not an s-mod. I'm assuming this is also what the creator of the mod that adds s-mod bonuses intended.

found an interesting visual bug
when i put in a hullmod, all of the weapon on my ship were listed as empty despite the weapon is still attached to it
still can use it, its just me being nitpicky about it

edit:Never mind, it bugged out. all the inbuilt mod are now useless. it doesn;t give any benefit


I don't understand this. Can you post a picture?

You can build in makeshift shields, but if it is a native built in it doesn't give the bonus while other mods do. So I don't really understand, shouldn't it be one or the other?

[attachment deleted by admin]

37
Mods / Re: [0.95.1a] Custom Battle Music
« on: September 28, 2022, 12:39:33 AM »
So in the mod's different faction folders, for some factions (Like the path) There is advantage, retreat, and losing music tracks marked but they are not the same name as the tracks actually in the folder. What would be the code string to be able to set different music of that tip custom to each faction? Also it's a shame you can't have music for when two factions are facing off like when you are commissioned or playing Nex with a faction start. So much good music that would only really fit in that way.

[attachment deleted by admin]

38
So I have a ship here with Augmented Drives and Makeshift Shield built in natively. The Augmented Drive gives it's bonus of -30% fuel use but the Shield does not give it's built in bonus, which would be fine if it was any other hullmod, but the -20% and lack of omni shield to then pair with the forward facing shield mod for extra area and flux efficiency really hurts the craft. I'm guessing it is not meant to work this way since one is giving it's bonus and the other is not.

Picture for reference (I hope this works... let me know if you can't view the image and I will find another way of posting it): https://cdn.discordapp.com/attachments/813133410184724481/1019678721025781820/unknown.png

39
Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: September 12, 2022, 09:58:24 PM »
Does the Collapsed Cargo Hold modspec keep vanishing for anyone else? I had it one moment and now I can't find it to apply to my ships.

40
Mods / Re: [0.95.1a] Better Variants 1.1.0
« on: September 12, 2022, 04:13:46 PM »
Does this mod use modded ships as well because there is a bunch of Pather fleets with high tech ships and it scares me... but all their high tech ships are modded ships.

41
Bit hard to do in a brawler with the two mid mounts being set to strip armor and the side railguns for shields. What ends up happening is the railguns burst down the shield to 85% flux and then just stop firing, so if the enemy keeps their shields up, my guns are silenced, never a good thing for a pather.

Yeah, that strategy works best for bigger ships with more weapons.
Try out TgtShields+ and let me know if it works as intended =)

Tried it out and now the guns will not fire at all.

Thanks for letting me know, the mode actually did the opposite of what it was supposed to do (I used 0.99 instead of 0.01 for the threshold, i.e. "Fire if the enemies shield value is higher than 99%", which never was the case, as 99% is the max...).

I just released 1.6.1, it fixes the issue.

It also changes the jar format into a pom-style library so that people importing it as a library can see the javadoc when hovering over stuff in their IDE, though that's probably not super relevant for most people xD
Nice! More Shoots for my shoots. I will see how it works out and hopefully be able to dispense Ludds holy light upon those shield using heretics.

42
Bit hard to do in a brawler with the two mid mounts being set to strip armor and the side railguns for shields. What ends up happening is the railguns burst down the shield to 85% flux and then just stop firing, so if the enemy keeps their shields up, my guns are silenced, never a good thing for a pather.

Yeah, that strategy works best for bigger ships with more weapons.
Try out TgtShields+ and let me know if it works as intended =)

Tried it out and now the guns will not fire at all.

[attachment deleted by admin]

43
Bit hard to do in a brawler with the two mid mounts being set to strip armor and the side railguns for shields. What ends up happening is the railguns burst down the shield to 85% flux and then just stop firing, so if the enemy keeps their shields up, my guns are silenced, never a good thing for a pather.

44
Mods / Re: [0.95a] Audio Plus 1.1.3
« on: September 10, 2022, 10:56:59 AM »
Does this mod work with the custom battle music mod? https://fractalsoftworks.com/forum/index.php?topic=24663.0

45
Is there any way to have it so guns try to overflux enemy shields instead of just bringing them to 85%? I remember that in the old mod that there were "Avoid Armor" and "Avoid Shields" settings so they would try to chew through what they were good at, popping shields and stripping armor.

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