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Author Topic: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-  (Read 71206 times)

HELMUT

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #60 on: February 07, 2016, 11:13:43 AM »

I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
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DrakonST

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #61 on: February 07, 2016, 11:18:20 AM »

I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".
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Originem

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #62 on: February 07, 2016, 04:43:32 PM »

I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
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DrakonST

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #63 on: February 07, 2016, 04:56:53 PM »

I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
I agree with DrakonST, upgrading capital ships with several types of resources can quickly become a chore. It could be interesting to see a version with a more convenient upgrade price.
If to use one "supplies" that it is possible to improve the ships right after fight. It is former very coolly. ;D
But it is possible to leave also "Rare metals".

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.
I tried to change it. But after that "Extra System" I ceased to demand resources for improvement. What do I do not so?
UPD. It is necessary to begin new game. The issue is resolved.
« Last Edit: February 07, 2016, 05:04:09 PM by DrakonST »
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DrakonST

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #64 on: February 08, 2016, 12:52:57 PM »

Bonuses of crew don't work.
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Originem

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #65 on: February 08, 2016, 05:45:44 PM »

Bonuses of crew don't work.
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Well...May be the game itself's bug. I did nothing special for it.
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Takion Kasukedo

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #66 on: February 10, 2016, 04:27:09 AM »

Will there be an implementation of how to tell if you've modified a ship without having to bring up the mod menu?
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Blaze

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #67 on: February 10, 2016, 09:35:15 AM »

There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.
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Cyan Leader

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #68 on: February 10, 2016, 02:16:29 PM »

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.

That is useful but we can't really edit how much more capitals use in relation to other classes. If we nerf the ratio there then upgrading smaller ships will become super cheap.
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Originem

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #69 on: February 10, 2016, 04:46:03 PM »

Will there be an implementation of how to tell if you've modified a ship without having to bring up the mod menu?
There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.

CR tooltips may help you. But now it's a bit difficult for me to show them on the fleet-screen.

Anyway , there is a way.mods\Extra System\data\config\skill_resource_ratio.csv .This is about the resources' factor.

That is useful but we can't really edit how much more capitals use in relation to other classes. If we nerf the ratio there then upgrading smaller ships will become super cheap.
Because the upgrade base value depends on the hull base value i think.
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Ali

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #70 on: February 29, 2016, 10:24:03 AM »

Hope this is being upgraded for the new .7.2 release!? ( if it needs to be? )

Also is there a cap ( Max level? ) on how far you can improve a ship?

Think i've only taken a ship to level 10 in each so far but at level 10 the stats haven't gone up that much from base??
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DrakonST

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #71 on: March 01, 2016, 02:55:54 PM »

Hope this is being upgraded for the new .7.2 release!? ( if it needs to be? )

Also is there a cap ( Max level? ) on how far you can improve a ship?

Think i've only taken a ship to level 10 in each so far but at level 10 the stats haven't gone up that much from base??
Mod works in 0.7.2 RC-1/2. You can use without fears.
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haxorebin

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #72 on: March 01, 2016, 08:01:20 PM »

I love this mod, but I wish there are more files in there, so I can edit them to suit my need. Like change the ship's quality, its efficiency, and GUI (one click button to upgrade all abilities at once).

Can you please release them, so we can edit them? Thanks a lot! :D
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Blaze

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #73 on: March 02, 2016, 01:01:22 PM »

Is it possible to make it so all mod-hulls are automatically perfect quality (or at least normal)? It's not exactly something you can re-roll.
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JohnDoe

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Re: [0.7.1a] Extra System v0.1.1g
« Reply #74 on: March 02, 2016, 01:24:39 PM »

If you play with Nexerelin, you can sort of reroll it by reloading (buy it from Prism Freeport; if it's not perfect, reload and wait for the market to refresh).
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