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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)  (Read 355217 times)

Mach56

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #60 on: March 14, 2021, 11:22:30 PM »

I noticed an odd bug a few days ago in which the pather Starliner had 4(!) fighter bays, even though the ship.csv entry said it should only have 2. Well I finally figured out what caused it, the converted cargo bay hullmod adds an extra 2 fighter bays. Might want to replace it with your own version.

Edit: Turns out you do have your own version, but the Starliner was using the vanilla one, not that one. Also why does the Mk. IV on the Prometheus Mk.IV have brackets around it, when none of the vanilla Mk.II (or Mk.III) have them?
« Last Edit: March 16, 2021, 04:08:42 PM by Mach56 »
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King Alfonzo

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #61 on: March 16, 2021, 04:34:27 AM »

Thanks for catching the converted bay bug and the Mk IV being wrongly bracketted! I'll add those to the next version.

Mach56

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #62 on: March 16, 2021, 04:08:16 PM »

Just another minor issue, the Prometheus Mk.IV's description has the Prometheus Mk.II as the "Promethues (Mk II)", which both has brackets and is missing a period.
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DeusVauly

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #63 on: March 20, 2021, 08:57:05 PM »

hey great mod!, but i was wondering if you have any recommendations on how to tinker with the spawn values of other mod ship packs that include luddic path variants? I want to make it so that the variants from each of the mods get some about equal  representation, said mod packs are tahlan shipworks and ship/weapon pack btw
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PeTeTe809

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Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« Reply #64 on: April 11, 2021, 08:37:08 AM »

I need this mod to carry out my space Jihad. I can't do it without it. This mods gives the church and the path a leg up albeit a minor one.
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King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #65 on: April 21, 2021, 09:14:01 PM »

Luddic Enhancement 1.2.4d Release! "Nothing Too Fancy" quotes the judge.


Changes:
-Compatability with 0.95a
-Fixed the Starliner (LP) having too small minimum crew

Download Here.

Helldiver

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #66 on: April 22, 2021, 01:01:57 AM »

LC and LP don't feel like a proper faction without this mod, big cheers for the update.
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Luck0318

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #67 on: April 22, 2021, 06:27:06 AM »

Thanks for the update! perfect for my luddic run
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Flacman3000

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #68 on: April 22, 2021, 09:50:49 PM »

@King Alfonzo

Luddic Enhancement Mod for 0.91a (1.2.4c) since all previous links have been crossed out and to save others time and I fixed the issues that Mach56 mentioned for 0.91a version of LE. This version is unofficial and should not be reflected on Alfonzo. 1.2.4c has only 2 changes mentioned previously! The file will be automatically deleted 1 week from now unless it's reuploaded as a permanent link for others.

Download Here.

I apologize in advance if you dislike my post concerning a download link to your 1.2.4b made (1.2.4c) version of LE, I had an issue where you crossed out previous links and wanted to prevent someone's post regarding a old latest version for 0.91a. Let me know if you want this removed!

<link removed -Alex>
« Last Edit: April 24, 2021, 10:54:17 AM by Alex »
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Nameless

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #69 on: April 24, 2021, 10:41:36 AM »

I don't think you should post anything with regard to the original mod without the author permission, not to mention it is very confusing when you posted a backward version.
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Arcagnello

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #70 on: April 24, 2021, 10:45:39 AM »

I am considering installing this great mod once again for 0.95 , but I also remember myself having an issue with the IED Drams: Is there a way for me to disable their plethora of explosion effects driving my poor hamster wheel cooled laptop to its knees, asking for sweet release from his existence of infinite suffering?
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Alex

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #71 on: April 24, 2021, 10:52:37 AM »

@Flacman3000: for this sort of thing, the way to go is to ask permission and then post once you have it, and definitely not "post it and then take it down if the author isn't ok with it". I appreciate that you're coming from a good place, but posting a version of the mod without the maker's permission is just not ok here. I'll remove the links for now; if you get permission from King Alfonzo, feel free to put them back up.
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Great Wound

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #72 on: April 26, 2021, 08:48:13 AM »

Any chance you could create a version that doesn't need LazyLib/MagicLib like in the old days. Would help those us us running toasters and it's an afront to Ludd using "advanced" features...

Alternatively, if you can tell me which features/ships make use of LazyLib and I'll be happy to cull them from the mod myself. Was going to do this anyway but if you can offer direction it saves blood on my end.

Praise Ludd.

MesoTroniK

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #73 on: April 26, 2021, 03:31:48 PM »

LazyLib and MagicLib have zero performance cost.

Great Wound

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #74 on: April 27, 2021, 11:27:23 AM »

LazyLib and MagicLib have zero performance cost.

I'm aware of that, it's how the mods use the Libs that affects performance.

Besides, there's nothing wrong with liking my mods Vanilla compatible so they don't break after every major update.
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