Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 16 17 [18]

Author Topic: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!  (Read 197966 times)

Guts4Glory

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #255 on: January 16, 2025, 12:52:15 AM »


You might want to see if you can make the MS work like Cataphracts (and I think Wanzers in DA?) where they contribute to ground raids as well.

At least for the OP on the ships, I have mixed feelings on that. I imagine the mod gives them all that, because its trying to emulate the series - in which those ships are all armed, while also carrying mobile suits (in fact, some of them are noteworthy entirely because they carry those mobile suits). Making it so you have to pick between either/or, then makes it difficult to design them 'properly'.

Of course in the series, they didn't have a 3D printer inside the ship to keep producing more mobile suits, but...

Yeah I thought about that, in terms of contributing to ground troops, but I'm not sure how to mod that... if anyone can point a direction that'd be awesome!

As for the OP for the ships, I hear you on that, perhaps I misrepresented what I was doing. You still can outfit your warships with guns, but you can't let's say have a fully kited Gunships AND have fully docked MS. You would have to take some missiles or our some guns, but not either or. But yeah balancing gameplay and theme was much more challenging than I thought! 
Logged

ZeroDagger532

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #256 on: March 11, 2025, 06:35:55 AM »

I hope you still are willing to post your balance changes for the mod as this is one of my most favorite mods for Star sector
Logged

Noir

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #257 on: March 14, 2025, 12:37:39 AM »


Yeah I thought about that, in terms of contributing to ground troops, but I'm not sure how to mod that... if anyone can point a direction that'd be awesome!

As for the OP for the ships, I hear you on that, perhaps I misrepresented what I was doing. You still can outfit your warships with guns, but you can't let's say have a fully kited Gunships AND have fully docked MS. You would have to take some missiles or our some guns, but not either or. But yeah balancing gameplay and theme was much more challenging than I thought!

Hello! It has been months I know, but if you still have it, please share your version of the mod! Would love to use it for my next playthrough :>
Logged

Arkiuz

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #258 on: March 15, 2025, 01:40:40 PM »

I got this working. It's a fun mod but I feel like everything outside of the Fighters is very underpowered.
Logged

Tachikoma

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #259 on: March 25, 2025, 09:14:06 AM »

I hope the mod gets to join into the .97 version, also the fighters can be pretty good on their movement and armements but when hitscan ships have you in range, its not long till its hit like a fly with a bug zapper racket.

then again my experience with this mod was rigging the Megellians with other mod weapon mounts and i realized the PD set up for so many small mounts led me to make droid fighter swarms from the SW mod get splashed from either a broadside to front. (and then witnessing both zeon and Federation get curbstomped by a split off faction of the hedgemony)
Logged

SakuraMai_Enka

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #260 on: March 29, 2025, 03:54:31 AM »

I got this working. It's a fun mod but I feel like everything outside of the Fighters is very underpowered.
Can you please tell me how it is done? I would also like to run this mod on version 0.97
Logged

Battleball

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Gundam UC Mod v0.5.1 GP Quick Fix!
« Reply #261 on: March 31, 2025, 02:04:32 PM »

I've been using the original Gundam(Close combat) to test changing the weapon/ship stats, but I can't seem to figure out what the "elite evasion" ability is supposed to do. It claims to be a phase ability but I get hit while using it anyway :(. Has anyone using it been able to use its phase cloak ability successfully?

By the way, I found out that both the mobile suits and the fighters share the same melee weapons. So trying to increase the attack of the purple beam saber for the Gundam to 1000 makes every GM fighter also do ridiculous damage with their own beam sabers.
Logged
Pages: 1 ... 16 17 [18]