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Author Topic: [0.95a] Extra System Reloaded v.0.8.8  (Read 72815 times)

Fantastic Chimni

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #45 on: August 27, 2019, 10:14:19 PM »

How exactly can you look at your total upgrades and what you have already? Like if I wanted to look at the numbers for weapon damage/range on one of my upgraded ships
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haxorebin

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #46 on: September 01, 2019, 10:06:47 PM »

Hi again,

I added the line that expands the ship's cargo and fuel. These lines work, but the game somehow cannot register/recognize these changes. Can you please tell me why it happens?

Code
                                        member.getStats().getFuelMod().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*0.25f);
                                        member.getStats().getCargoMod().modifyPercent(Es_LEVEL_FUNCTION_ID, hullSizeFactor*level*0.25f);
« Last Edit: September 01, 2019, 10:17:10 PM by haxorebin »
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Fantastic Chimni

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #47 on: September 06, 2019, 10:15:13 PM »

Just found out that the upgrades do not apply to modules of the ship that was upgraded. Was this intentional?
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Szass Tam

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #48 on: September 18, 2019, 02:37:32 AM »

I need Rare Ore and Rare Metals wher i cant find them?
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Szass Tam

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #49 on: September 19, 2019, 03:27:39 AM »


Durability:
Hullpoints, armor, weapon health, engine health up to 50%
  +Now with EMP resistance up to 40% on Q=1
Weaponry:
Weapon range, weapon damage, rate of fire up to 15%
Logistics:
CR per deployment, weapon ammo, crew, ship repair rate, CR recovery, fuel use
  +Now less SuppliesPerMonth and SuppliesToRecover up to 15% at Q=1
Mobility:
Max speed up to 33%; acceleration, deceleration, max turn rate, turn acceleration up to 50%
  +Burn level up to +20% at Q=1
Technology:
Flux capacity and disspation up to 33%; weapon flux cost, shield efficiency up to 15%
  +Now with PhaseCloak improvements up to 25% flux savings!

What do you mean with Q=1 ?
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ZeCaptain

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Re: [0.9a] Extra System Reloaded v.0.3.2
« Reply #50 on: February 02, 2020, 01:05:09 AM »

IT WORKS, It still works!
Amazing.

As for "Q = 1" I think that higher quality ships get better bonuses from upgrading.
« Last Edit: February 02, 2020, 03:37:03 PM by ZeCaptain »
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Iridescens

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Re: [0.9.1a] Extra System Reloaded v.0.4.0
« Reply #51 on: September 06, 2020, 06:19:32 AM »

How exactly can you look at your total upgrades and what you have already? Like if I wanted to look at the numbers for weapon damage/range on one of my upgraded ships
Well, howdy!
I am back with a new version that allows you to look at the exact percents AND numbers of affected stats in one convenient perma-hullmod. Check it in Refit window, it will appear automagically for every ship in your fleet. Thanks to @Sundog for his Starship Legends for inspiration and sources.
Just found out that the upgrades do not apply to modules of the ship that was upgraded. Was this intentional?
No, that was not intentional and, hopefully, will be fixed, stay tuned!
I need Rare Ore and Rare Metals wher i cant find them?
They are Transplutonic ore and Transplutonics respectively, in-game description is changed in 0.4.0 accordingly.
As for "Q = 1" I think that higher quality ships get better bonuses from upgrading.
Yep, that's true.
« Last Edit: September 06, 2020, 07:49:36 AM by Iridescens »
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Iridescens

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Re: [0.9.1a] Extra System Reloaded v.0.4.1
« Reply #52 on: September 06, 2020, 03:56:08 PM »

Well, the good thing is that I, most likely, got fixed the issue with modules being unaffected. Please, check it and leave feedback!
The bad thing is that this patch is breaking saves made with 0.4.0. Alas, there was no other way,  I am sorry.

BTW, the hullmod will only appear on ship if there are upgrades (means any tuning level is >0), and it will display tooltip only for level>0 upgrades, thus minimizing clutter.
LINK 0.4.1
« Last Edit: September 06, 2020, 03:59:08 PM by Iridescens »
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ZeCaptain

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Re: [0.9.1a] Extra System Reloaded v.0.4.1
« Reply #53 on: September 06, 2020, 09:17:47 PM »

Thanks for the update, as for it breaking saves it's ok. DR, The Drinker of Years does it all the time.
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Sundog

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Re: [0.9.1a] Extra System Reloaded v.0.4.1
« Reply #54 on: September 06, 2020, 09:33:43 PM »

@Iridescens: Did you manage to find a workaround for the incompatibility with starship legends that I warned you about? I'd hate for our mods to start overwriting each other's unique identifiers...

Iridescens

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Re: [0.9.1a] Extra System Reloaded v.0.4.2
« Reply #55 on: September 07, 2020, 01:27:09 PM »

Updated to 0.4.2:
Added compatibility hack for peaceful co-existence with Starship Legends.
Optimized buff check & application.
Polished tooltip output.
Should not break saves. (Ping me if it does)
LINK 0.4.2
« Last Edit: September 07, 2020, 01:36:13 PM by Iridescens »
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Sundog

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Re: [0.9.1a] Extra System Reloaded v.0.4.2
« Reply #56 on: September 07, 2020, 02:15:10 PM »

Added compatibility hack for peaceful co-existence with Starship Legends.
Thanks!  :)

Aldazar

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Re: [0.9.1a] Extra System Reloaded v.0.4.2
« Reply #57 on: September 08, 2020, 05:16:25 PM »

1852759 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:32)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
   at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get this on the edge of maps and I have ruthless sector and that spawns redacted in hyper space but it was never a problem until this last version.
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Worachot

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Re: [0.9.1a] Extra System Reloaded v.0.4.2
« Reply #58 on: September 09, 2020, 04:07:03 AM »

nothing for carriers?
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Iridescens

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Re: [0.9.1a] Extra System Reloaded v.0.4.3
« Reply #59 on: September 09, 2020, 03:22:11 PM »

1852759 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:32)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
   <snip>
I get this on the edge of maps and I have ruthless sector and that spawns redacted in hyper space but it was never a problem until this last version.
Oops, bad copy-paste on my side, Null-check slipped out! Fixed in 0.4.3
Also, moved to Github for better Version Checker support.
LINK 0.4.3
nothing for carriers?
I will take a look what could be done to fighters (Starship Legends have some code addressing that matter). No ETA, however.
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