Hey, I have a small bug report for HMI Brighton.
The description of the Brighton base assembly hull mod states that it regenerates ammo 75% slower, but it actually regenerates it 75% faster. Either the description is wrong or the code should be stats.getMissileAmmoRegenMult().modifyMult(id, 1f / (1f + MISSILE_MULT));
Thanks for making this great mod!
Whoops! Thanks for the catch!
Tried HMI only run and stumbled upon strange thing. Mbeke luncher flight time is only 3.75(600range) and Mbeke turret is 12 seconds (more than 3k range).
This has since been fixed as a part of a wider rebalancing (see below)
Curious if the following is intended:
Around Fuyutsuki there are 2 types of patrols: standard HMI patrols and then "Company Patrols" that tend to have better quality ships. The Company Patrols are always neutral to me, even if I'm 100/100 with HMI. Further they don't seem to take part in attacks on HMI. In my last game a large invasion fleet attacked and the Company Patrols did not assist with attacking the fleets or defending the station. However, they did burn straight for me when I turned off my transponder to try to hide from Ludds wraith so their AI does work, somewhat.
This is not intended behaviour, however I believe I have fixed it.
In the supervillain pack, I obtained and learned a Wolf (Assault) blueprint without problems. However when mousing over it in the ship builder, it crashed with a null pointer error. I think it has to do with the "GreenFlare" StyleID of one of the engines being undefined in the standalone mod.
Thanks for the catch on this, fixed in next version.
Hi.
Since 0.97 dropped, Anthracite, in the Obsidian system, always decivilizes after one and a half cycle. It is because its stability is almost always at 0 because it has too much industries for its size (giving it a -5 penalty to its stability). Therefore, it is "stuck" at 1 stability and any shortage of food causes it to decivilize.
It's weird because it was never happening to me before 0.97.
I've tweaked the economy so this shouldn't happen, thanks for the catch.
I know this says to not use in a pre-existing save. However, lately I have been doing that for a lot of faction mods to introduce their ships/weapons/hullmods into my game while cutting down on the markets they spawn.
Seeing as this adds a ton of markets I was wondering if adding post save would either:
a. crash my game.
b. miss out on story content (not sure if this has any)
HMI could still spawn because I turn on respawning factions in Nexerelin. I'm not a fan of randomized sector to cut down on size of markets.
I honestly don't know if the game will crash or not, but I can guarantee that you'll miss out on story stuff. I suggest that you start a new game if you want to include this faction.
SO.
NEW GAME VERSION.
NEW HMI UPDATE.
This one was more directly focused on HMI's weapons (and fighting the urge to make everything a Thumper analogue). I've gone through and done extensive thinking and analysis of the weaponry, and there's been considerable changes to some weapons, others have been cut entirely, and some have remained unchanged. This should make HMI weaponry more unique and sensible and also desirable. I've also fiddled with a couple of ships and other things in the background.
Hazard Mining Incorporated 0.3.7-Updated for 0.97a
Weapons:-Chimboku is now a weak, long range pd laser with a strong movement-inhibitory effect. Now comes in hybrid.
-Medium Xi Liu Projectors now fire three shots simultaneously of variable velocity per shot.
-Medium Mbeke Rocket Turrets now fire in bursts and with faster, but less longer-lived projectiles; now works like an inbetween Locust and a small Mbeke turret
-Andersson MG has been completely reworked; it now functions like a mid range, HE Flak Thumper. Very useful when fighting the Mess.
-Clyde has been resprited.
-F-Type Mining Blaster has been reworked into a mid-range HE Thumper/Mining blaster. Now comes in Hybrid.
-Mining Laser Array has been slightly nerfed in range and damage. Now comes in hybrid.
-Suzuki-Clapteryon now comes in hybrid.
-Slightly nerfed the Baffler by making it's cooldown between bursts longer.
-HK-101 Rifle is no longer modular, and only shows up on the Shell now.
-Removed Signpost, McGuyver and Kane weapons; already existing weapons fulfil the same role and better.
Ships-Locomotive now has two large composite slots on it's rear module, and an OP increase; should help it be more competitive vs other capitals
-Junk has been buffed with larger mounts and more OP; should now be able to turn away smaller enemies easier.
-Brasher has been resprited and given a buff; should now be a lot angrier.
-Mulligan and Mulligan (P) reworked to be more in line with the Grendel; they should still be garbage ships, while also being a touch more threatening in combat.
-Khorkoi's Jackhammer now reloads
-Bombardment drone now moves faster.
General-Added a lot of silly MagicBounties.
-Added some content
if Industrial Evolution is also installed.
-Fiddled with campaign markets a touch (Thanks SelfControl!)
-Added new [SECRET CONTENT] content, and tweaked some existing [SECRET CONTENT] content.
-Drastically improve [SECRET CONTENT] hullmod effect and fixed the typos
-Fleet sizes from [SECRET CONTENT] should be more reasonable
-Moved [EXISTING CONTENT] away from the Abyss.
HOTFIX 0.3.7a
-Fixed CTD if using random sector mode.
DOWNLOAD HERE.Brighton Federation 0.0.3c-Updated for 0.97a
-Fixed Missile Reload being incorrect (Thanks chdcl!)
-Moved Dieman down on the star map to get away from another mod's Boss Faction system
DOWNLOAD HERE.HMI Supervillians 0.0.4e-Updated for 0.97a
-Fixed problems with incorrect engines on Wolf and Fury Prototype ships (Thanks vicegrip!)
DOWNLOAD HERE.