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Messages - Protonus

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16
Modding / [0.97a] There Be Juggernauts 0.2-RC1
« on: May 01, 2022, 10:32:44 AM »
There Be Juggernauts Ship Pack

Download Here: RAR / ZIP

Version 0.1.1a: 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 0.2.0 ****
   Updated to version 0.96a-RC10.
   Ships:
      Added Toshara, a pre-Collapse juggernaut that boasts its very large and versatile arsenal.
      Added Unbanished, a pre-Collapse battlecarrier from a more civilized time. Basically an armored Conquest with carrier specs.
      Armani:
         Sprite polished, credits to BigBeans.
         Collision polygon updated to reflect nuanced figure of the sprite.
      Hek:
         Added Recovery cost reduction by 25%.
         Can now be installed with Makeshift Shield Generator.
         Non-PD range bonus increased from 60% to 80%.
         Armor Strength reduction reduced from 8x to 7x.
         Hull increased from 40000 to 45000.
         Flux Dissipation reduced from 500 to 400.
         Ordinance points increased from 240 to 250.
         Hangar Bay size increased from 3 to 4.
         Top Speed increased from 20 to 25.
      Neptune:
         Ordinance points increased from 150 to 175.
      Prevalent:
         Hull reduced from 25000 to 18000.
         Shield Efficiency increased from 1.4 to 1.2.
      Oracle:
         Replaced shipsystem Recall Device with Fortress Shield.
         Unused Large Built-in turret removed.
         Shield Upkeep reduced from 0.6 to 0.4

**** 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]

17
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]

18
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.

19
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]

20
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]

21
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. ._.

22
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.

23
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.

24
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.

25
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.

26
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.

27
Mods / Unusually Gullible Hullmods 0.2.0c
« on: May 31, 2021, 09:29:32 AM »
Trying to comprehend some of these is like mental gymnastics.

Your assumption is as good as mine. Knowing how many math loops for a single hullmod to get it working. It still works.

28
Mods / Re: [0.95a] Unusually Gullible Hullmods 0.2.0a
« on: May 31, 2021, 02:01:33 AM »
These are very interesting. Altough I'm equally confused as to what they actually do in battle without a GIF, especially Inverted Phase Dilator and Arsenal Clock!

Can this mod be installed on an already ongoing campaign? Are they already unlocked or do they have to be found? Have you concocted some autofits of vanilla ships that use these mods or can only the player make use of them?

This mod only adds in hullmods and the scripts that operate them, so it's fine install it mid-game. Since the mercenaries would be the ones that are going to use them. Though a spare save would be recommended on how some hullmods could do weird things.

The Arsenal clock is directly correlated to the Peak CR duration, which is pretty straight forward. On the other hand, Inverted Phase Dilator uses the Phase Cooldown as the base instead of the Phase itself, which can imply on a lot of something cursed can happen.

Additional, I'm not too good in making GIFs, but I'll see if I could come up with them.

29
Mods / [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« on: May 31, 2021, 12:33:52 AM »
Unusually Gullible Hullmods

Download Here: RAR / ZIP

0.4.2b: RAR / ZIP
0.4.0b: RAR / ZIP
0.3.0g: RAR / ZIP
Pre-nerfed Faultline/Autostruct: RAR / ZIP
0.2.0g: RAR / ZIP


Requirements:
      No other mods, but your sanity.

Featured:
      Just some silly hullmods that aren't easily acceptable in the current game's progression or at least makes the experience more terrible to the unfortunate users.

Some hullmods (too lazy to change):
Spoiler

[close]

Thanks to:
- Hullmod Expansion.
- Whoever had the regenerative armor cell script since 0.65a.
- Whoever had concerns about my wellbeing as an individual as I make this mod.

Changelog:
Spoiler
Quote
**** Version 0.5.0-RC1 ****
   Strikecraft Specialization:
      Fixed value grouping for the Smodded variant that results absurd scaling.

**** Version 0.5.0 ****
   Updated to version 0.96a-RC10.
   Most of the hullmods have received an S-mod bonus.
   Anti-Terminal Breakers:
      Weapon/Engine repair bonus reduced from 67% (triple) to 50% (double):
         Description reiterated to reflect the reduction.
         Original effect is given to Smodded version.
      When S-modded, removes shield damage efficiency reduction, reduces Overload time, increases Weapon/Engine repair speed and extends Anti-Terminal duration.
      Bug note: Antiterminal cannot reset its timer while the effect is active.
   Autostruct Manufactory:
      Hull Regeneration reduced from 0.8% (4%) to 0.6% (3.0%).
   Hardload Discharge:
      (Still Experimental)
      Time mechanic added that gives a short duration of the bonus instead of being directly dependent on the flux tracker.
      Strength of the buff will now only be locked when the shield was recently dropped.
      Peak non-missile damage bonus increased from 25% to 33%.
      Peak Armor damage resistance increased from 25% to 50%.
   Jandor Time Reactor:
      When S-modded, makes you go even faster but makes everything else even worse.
   Arsenal Clock:
      When S-modded, flux dissipation penalty removed, required peak readiness time for maximum effect is reduced and damage bonus provided is increased.
   Auxiliary Ordinance Forge:
      When S-modded, weapon turn rate penalty removed, existing non-missile ammo regeneration is increased and lower limit of ammo capacity for forge to take effect is reduced.
   Thrush Warheads:
      Missile range increased reduced from 2x to 33%.
      Missile speed increased from 1.25x to 1.33x.
      When S-modded, missile durability is flipped to increase and additional ammo is added.
   Weighted Rounds:
      When S-modded, ballistic range penalty is removed and weapon projectile speed penalty is reduced.
   Extended Phase Capacitors:
      When S-modded, flux upkeep reduction increased further and phase cooldown reduced.
   Collapser Shields:
      Damage reduction calculation changed to receive the full effect than a flat value.
      Shield Efficiency reduction from 67% to 50%.
      When S-modded, reduces shield efficiency reduction.
   Maximal Shields:
      Shield flux generation per second multiplier reduced from 4x to 3.5x.
      Shield movement speed penalty increased from 50% to 67%.
      When S-modded, further increases shield damage resistance while reducing flux upkeep cost.
   Shunt Diverted Thrusters:
      Engine hullmod tag added.
      As Makeshift Shift Shield Shunt is no longer possible, scripts associated with it are removed.
      When S-modded, maneuverability bonus is doubled, zero-flux penalty is halved and engines take less damage.
   Shunt Distributor:
      Flux Dissipation percentage bonus reduced from 20% to 10%. Additional 10% is given to S-mod instead.
      Added Flux Capacity bonus by 10%.
      When S-modded, Ballistic/Energy weapons have increased flux efficiency and slight increase further in rate of fire.
   Bulked Fighter Armor:
      Refit penalty changed from a flat 20% to 5% per deck.
   Tachyon Broadcast Comms:
      Engagement range buff reduced from 20x to 10x. Farewell catapult memes (except no)
      Original Engagement range buff is given to S-mod instead.
      When also S-modded, removes Flux Dissipation penalty.
   Strikecraft Specialization:
      When S-modded, all existing buffs are stronger, removes penalties and reduces crew loss from fighter losses.
   Reliant Utility Drives:
      When S-modded, Zero-Flux speed is a solid flat increase, maneuverability and engine health are increased and adds an additional burn level.
   Sustaining Motivator:
      When S-modded, Maximum Combat Readiness is removed but now imitates the bonus while CR loss penalty is removed.
   Extended Utility Engineering:
      System Charge increase is moved as an S-mod bonus.
      When S-modded, system cooldown is reduced further and range is also increased.

**** Version 0.4.2b ****
   Shunt Thursters:
      Changed how the base shield value is considered for each stack,
      bonus will increase immediately upon reaching a 0.2 threshold instead of passed it.

**** Version 0.4.2aaa ****
   Anti Terminal Breakers:
      Tooltip fix.
   Expanded Phase Capacitors:
      Tooltip fix.

**** Version 0.4.2aa ****
   Faultline Shield:
      Replaced the "a certain skill" with Rugged Construction, as no skill has ever affected the hullmod since the Skill revamp.

**** Version 0.4.2a ****
   Faultline Shield:
      Added a missing script that removes the effects when unshielded.

**** Version 0.4.2 ****
   Restructured tooltips for all hullmods that use tooltips for translation compatibility.
   Stored text for hullmods are in "strings/strings.json".
   Shunt Thursters:
      Added fourth bonus stack for really impossible 0.4 or lower Shield Efficiency.
      Simplified description for multiple base Shield efficiency values.

**** Version 0.4.1a ****
   Hardload Discharge:
      Added forgotten Null and Shield check logic.
   Collapser Shield:
      Added forgotten Null and Shield check logic.

**** Version 0.4.1 ****
   Up ticked to 0.95.1a.
   Added Jandor Time Reactor, directly increases time flow but increases damage taken from all sources.
   Anti-Terminal Reactive Breakers:
      Ordinance point cost reduced from 4/8/14/25 to 2/4/6/10.
      Shield Efficiency penalty reduced from 20% to 10%.
      Break Time increased from 2/3/4/5 (3) to 5/6/7/9 (7).
      Weapon/Engine repair bonus during break increased from 25% to 67%.
      Now doubles Minimum Armor during the break.
      Fixed Repair bonus still being in effect after break.
   Autostruct Manufactory:
      Has a streamlined description section.
   Bobulated Heral Armor:
      Has a streamlined description section.
   Bulked Fighter Armor:
      Provides 10% additive Hull and Armor.
      Maneuverability penalty increased from 15% to 20%.
      Has a streamlined description section.
   Strikecraft Specialization:
      Now reduces Replacement recovery rate instead of increasing it.
      Interceptor bonus increased from 20% to 25%.
   Auxiliary Ordinance Forge:
      Fix ammo regeneration to limit at its maximum capacity.
   Shunt Distributor:
      Flux Dissipation percentage bonus increased from 15% to 20%.
      Non-Missile Firing Speed bonus reduced from 15% to 10%.
      Ordinance point cost reduced from 3/6/10/18 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
   Shunt Diverted Thrusters:
      Now increases Manueverability depending on Shield efficiency.
      Now reduces Zero-Flux speed bonus depending on Shield efficiency.
      Extends to a near impossible base value of 0.5 to squeeze that extra power for very specific ships.
      Ordinance point cost reduced from 5/10/15/20 to 3/6/10/15.
      Will actively remove itself now if Shield Shunt is no longer present, even as an S-mod.
      Added a very specific condition where if Makeshift Shield Generator is installed just to use Shield Shunt, the doubled effect is applied.
   Expanded Phase Capacitors:
      Moved from Special to Phase category.
      Has a streamlined description section.
      Phase Activation flux generation bonus reduced from 25% to 15%.
      Phase Upkeep generation bonus increased from 20% to 25%.
   Phasic Armor Frame:
      Moved from Special to Phase category.
      Has a streamlined description section.
   Inverted Phase Dilator:
      Moved from Special to Phase category.
      Has a streamlined description section.

**** Version 0.4.0b ****
   Thrush Warheads:
      Missile Manueverability reduced further from 67% to 80%.
      Missile Health now reduced by 20%.

**** Version 0.4.0a ****
   Auxiliary Superbank Dissipator:
      Flux Dissipation factor reduced from 1.5 to 1.25.
   Expanded Phase Capacitors:
      No longer increases cooldown that benefits both Phasic Armor Frame and Inverted Phase Dilator.
   Bobulated Heral Armor:
      Static 20% Armor bonus changed from Multiplier to Percentage.
   Maximal Shield:
      Script Upkeep multiplier tied to innate variable of 4 instead of 5.

**** Version 0.4.0 ****
   Added Anti-Terminal Reactive Breakers, increases armor damage resistance and weapon/engine repair speed temporarily should the ship overload.
   Added Shunt Diverted Thrusters, Shield Shunt hullmod that increases speed.
   Added Auxiliary Superbank Dissipator, which massively increases Dissipation. Requires a Logistic slot, more overload/vent time, some hull reduction and more maintenance.
   Shunt Distributor:
      Linked variable tied to percentage Flux Dissipation bonus for the exact value of 15%.
   Extended Utility Engineering:
      Use Regeneration and Cooldown nerfed from 15% to 10%.

**** Version 0.3.0g ****
   Faultline Shield:
      Removes effects while venting. Meant to remove endless loop venting on certain ships.

**** Version 0.3.0f ****
   Tachyon Broadcast Comms:
      Implemented a dual logic for Before and After ship creation for the speed reduction.

**** Version 0.3.0e ****
   Autostruct Manufactory:
      Added Effectiveness reduction when losing Peak CR to prevent nigh-immortal instances.
   Tachyon Broadcast Comms:
      Reworking on logic to prevent unnecessary speed reduction overlap.

**** Version 0.3.0d ****
   Faultline Shield:
      Increases Flux upkeep by 2x.
      Reduces shield efficiency by 50% more flux per damage.

**** Version 0.3.0c ****
   Auxiliary Ordinance Forge:
      Fixed the null in the description.
   Phasic Armor Frame:
      Laymanned-ish.
   Inverted Phase Dilator:
      Laymanned-ish.
      
**** Version 0.3.0b ****
   Gravitic Flux Conduit:
      Removed the supposedly non-existent hardflux effect.
      
**** Version 0.3.0a ****
   Reliant Utility Drives:
      Fixed forgotten description change.

**** Version 0.3.0 ****
   Added Auxiliary Ordinance Forge, a match made for Expanded Magazines, increases ammo regeneration and gives regeneration to limited non-missile weapons.
   Added Extended Utility Engineering, a Systems Expertise hullmod.
   Added Phasic Armor Frame, a damper field phase configuration.
   Added Expanded Phase Capacitors, a phase dedicated hullmod.
   Added Tachyon Broadcast Comms, allows fighters to reach much further in the map.
   Added Strikecraft Specialization.
   Added Bulked Fighter Armor, Heavy Armor for wings.
   Inverted Phase Dilator:
      Revived the jittering effect that indicates the state of the phase ship.
   Collapser Shield:
      Shield Efficiency reduction reduced from 2x to 67%.
      Kinetic Damage resistance increased from 67% to 80%.
      Now does Fragmentation resistance up to 34%.
   Reliant Utility Drives:
      Can no longer be equipped by Frigates.
   Gravitic Flux Conduit:
      Finally fixed the mass issue.

**** Version 0.2.0g ****
   Autostruct Manufactory:
      Laymanned-ish.
   Shunt Distributor:
      Added the irremovable condition when Shield Shunt is installed.

**** Version 0.2.0f ****
   Faultline Shield:
      Flux Dissipation is halved when equipped, but normalizes as malfunctions increases.
      Malfunctions only occur when shield is raised.

**** Version 0.2.0e ****
   Inverted Phase Dilator:
      Laymanned.

**** Version 0.2.0d ****
   Standoff Calcutron:
      Peak Readiness reduction increased from 20% to 10%/20%/30%/40%.
   Shunt Distributor:
      Moved from Weapons to Special and Shield.
      Added 20% Flux Dissipation.

**** Version 0.2.0c ****
   Autostruct Manufactory:
      Hull Regeneration increased from 0.2% (1%) to 0.8% (4.0%).
      Energy vulnerability reduced from 50% to 20%.
      Flux Dissipation reduction reduced from 1% to 0.5% per missing Hull.
      Ordinance Points reduced from 8/15/25/40 to 3/6/14/25.
      Hull Cap added that slows regen substantially up to 50000 Hull points.
   Bobulated Heral Armor:
      Fragmentation damage penalty reduced from 100% to 50%.

**** Version 0.2.0b ****
   Arsenal Clock:
      Fixed multiplier that isn't exacted from maximum CR time.
   Collapser / Faultline / Maximal Shields:
      Fixed condition where it should not be available if shield is not existing.

**** Version 0.2.0a ****
   Gravitic Flux:
      Fixed base Mass not inheriting from the hull.
   Hardload Discharge:
      Description changed.
      OP increased from 2/4/6/10 to 6/12/20/30.
      Now provides Armor damage resistance.
   Standoff Calcutron:
      Change maximum value of Energy threshold from 80% to 70%.
         This fixes the exceed value beyond 25% and also adds more leeway for Energy weapons.
[close]

30
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1) Mod
« on: May 24, 2021, 03:02:50 AM »
What happened to the Ocutek Pirate mod that came with this? Was it integrated?

Ah. I forgot to compile them with it. It's still unchanged, at least.

Edit: Done, it's added again.

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