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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)  (Read 420909 times)

TimeDiver

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #195 on: November 07, 2023, 05:52:46 PM »

any chance I could get files for 0.95? I dont play updated mod and I would love to play this and the exploding ships mod!
v1.2.6 or v1.2.5l are v0.95.1a compatible. For v0.95, though?

There doesn't seem to be a version for a pre-v0.95.1a release.
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Uther Phobos

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #196 on: November 28, 2023, 08:13:15 AM »

Is there a 1.2.6b version of the IED "half"? Because the version checker keeps bugging me about that.
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TimeDiver

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #197 on: November 28, 2023, 08:27:02 AM »

Is there a 1.2.6b version of the IED "half"? Because the version checker keeps bugging me about that.
There is not; to get rid of that, I just open up the 'luddenhanceied.version' file and change the "patch" value to 6b.
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Lycaeon

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #198 on: December 02, 2023, 07:41:12 PM »

Is there a way to only add the luddic variants/skins but not the new unique ships and Alexandratta? Something like a 'lite' version of the mod would be very much appreciated.  ;D
« Last Edit: December 02, 2023, 08:05:40 PM by Lycaeon »
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mengsk87

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #199 on: February 08, 2024, 04:26:50 AM »

any chance of a 0.97 release?
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A_Random_Dude

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Re: [0.96a] Luddic Enhancement (The Debloat Split Ed. 1.2.6b)
« Reply #200 on: February 08, 2024, 04:47:18 AM »

You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.
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King Alfonzo

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #201 on: February 10, 2024, 06:36:22 PM »

The "Improvised Explosive Ship" hullmod doesn't seem to be working like its description indicates.  It says it completely prevents recovery of the ship once it explodes, but numerous times I have fought the Pathers, and Dram(IED)s or Phaeton(IED)s that blew up during the battle are recoverable just like any other wrecked hull.

Annoyingly I haven't figured out a way to ensure it never comes back if someone takes the right skills. The best I can do at the moment is inhibit it's ability to come back.

any chance of a 0.97 release?
Right now!

You can just edit mod_info.json to change its game version to the current one. I doubt anything will break.

Pretty much.

Anyway.


Luddic Enhancement 1.2.6e

-Updated for 0.97a.
-Christopher loses Distributed Fire Control, and gains a worse version that still allows for range boosting hullmods.
-Lots of tiny little changes and tweaks


DOWNLOAD LUDDIC ENHANCEMENT HERE

Luddic Enhancement IED 1.2.6a
-Updated for 0.97a.

DOWNLOAD LUDDIC ENHANCEMENT IED HERE

ZeroOne

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #202 on: February 15, 2024, 05:53:43 AM »

<3 my favourite mod for aesthetics, Luddic fleets just feel incomplete without a nice green or green/red colour scheme.

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ThatsMyFootThanks

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #203 on: March 14, 2024, 11:24:53 AM »

Dare I download this thing again..  ??? (ponders options.. )
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Stormy Fairweather

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #204 on: April 12, 2024, 12:25:57 PM »

like this mod, but i think you should make the skins on some ships, like the dominator or legion, more distinct. you pretty much have to put them side by side to see a difference, and even then i cant tell what is different about the legion. but i do think they both could use the green style the other ships have.
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gleaming pulsar

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #205 on: August 15, 2024, 03:07:00 PM »

Hi, this is my first post on the starsector forums. I'm wondering if you could make custom descriptors for cerberus, and for hera station when a different vannila faction owns them, if that is possible like it is in core nexerelin. Just for flavor's sake if it isn't that hard.
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Mycophobia

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #206 on: January 18, 2025, 03:14:46 AM »

Hello King Alfonzo

Just writing to check, someone on Fossic has done a translation of the Luddic Enchancement for their own use but thought to seek permission to upload and share it with other players. (His ID is Ni Sang Da Shu Jiang / Niisan Uncle Chan) They approached me to see if I could help ask for said permission since they have trouble getting english forum to work.
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Reshy

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Re: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
« Reply #207 on: January 18, 2025, 07:37:15 PM »

Why is the Promethus MK4's recovery rate 2% per day?  That's like half or a quarter of High Tech ships.  This makes firing it's one real weapon nearly impossible to use in normal play.  It really should have a faster recovery rate, a much faster one especially since the dram recovers 12% which is really the part that needs that CR recovery.  Just using it overall it seems far less useful/consistent than the regular IED ships (or the Antimatter variant that makes standard ones work similarly).

EDIT:   Playing around with it more I've made some more discoveries.  For starters there seems to be no real way to prevent the ship from being shot via AI requiring the player to pilot the ship directly to get any good use out of it.  That's pretty inconvenient design-wise esp since the AI will fire it first chance it gets, even if other ships are in the way since it's a """"missile"""" which the AI interprets as firing over allies rather than being a very big slow slug.  Additionally as the CR hit is so massive, firing the weapon and retreating can become a cumbersome process as the engines will start to fail.  I believe that the ship, as is, is pretty fundamentally flawed and needs serious revision.  I'd recommend looking at the Interstellar Imperium's version of this sort of ship and implementing something like that rather than this shameful larp of luddic glory.

Edit 2:  This is not the path.  (Also the projectile is neither enhanced by missile mods OR hullmods since it spawns a ship that's not a separate segment)
« Last Edit: January 21, 2025, 12:24:41 AM by Reshy »
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