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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 355362 times)

SpaceDrake

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Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« Reply #90 on: July 14, 2021, 07:13:54 PM »

And hey, it looks like 1.2.5 fixes the Niagara problem all on its own! That's cool to see.
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King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.5c
« Reply #91 on: July 19, 2021, 08:35:42 PM »

It's been in the works for a while, but here's the official release for 1.2.5c! I've been working to try and reduce the framerate drop caused by the explosions from the IED ships, and I think I've nailed it down. There will still be a bright flash I'm afraid, but the followup should be visually alright. Hopefully this helps out those with weaker graphics settings.

**Changes with 1.2.5c**

-Added the Lector, an ancient destroyer that uses a Damper Field system for defense. Possesses good ballistic mounts, an AAF system and a high degree of mobility, but really suffers from a lack of shield in prolonged engagements.
-Added the Christopher, an armoured escort cruiser that has good arc coverage, but poor arc convergence.
-Added the Phaeton (LP IED) and Prometheus (LP IED).
-Fixed the Venture (LP) not having Ill-Advised Modifications.
-Attempted to reduce the complexity of the Dram, Phaeton and Prometheus IED explosions. This *should* reduce the impact of the explosions on fps. Please try it out and tell me if there is an improvement.
-Very minute adjustments to some descriptions and hull stats.
-Fixed some issues with conflicting ship spawning.

Download HERE!

sadday

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Re: [0.95a] Luddic Enhancement Mod 1.2.5c
« Reply #92 on: July 20, 2021, 06:20:43 AM »

Love the mod! Thank you for the update!
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Oni

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Re: [0.95a] Luddic Enhancement Mod 1.2.5c
« Reply #93 on: August 05, 2021, 12:48:16 PM »

Strange, the update tracker in game says the newest version is 1.2.5d instead of 'c'...  ???
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King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.5d
« Reply #94 on: August 13, 2021, 01:22:42 AM »

Strange, the update tracker in game says the newest version is 1.2.5d instead of 'c'...  ???

Yeah, that's because I was testing it on Discord. It was only a really damn small update that Fixed Alexandretta spawning in random mode. This will require a new game, but its only for players who want to use this mod with Random mode in Nexerellin; for the most part wouldn't impact any current players.

Download HERE

Twilight Sentinel

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Re: [0.95a] Luddic Enhancement Mod 1.2.5d
« Reply #95 on: August 23, 2021, 02:33:33 PM »

Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.
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King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #96 on: September 18, 2021, 01:32:39 AM »

Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.

Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.

Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.

Anyway, update time!

Changes with 1.2.5f:

-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.

Update is savegame compatible with previous version.

Download HERE!

tindrli

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #97 on: September 19, 2021, 03:46:16 AM »

Bugs:

The Lector ship doesn't seem to be used by your faction fleets and marking them as priority has no effect on faction fleets.

The Fidem is classified as a carrier for the purposes of fleet construction, but is listed as a warship in the doctrine and custom production screens.

Alright, sorted the Lector not spawning in this update. Not quite sure how to resolve the Fidem issue because of it's weird niche.

Recent feedback regarding Luddic Enhancement has indicated that the Prometheus (LP IED) didn't really 'work'; either you killed it and it had no impact, or it killed you. In order to help resolve this issue, I reworked the Prometheus (LP IED). The explosion is smaller and less damaging, but it now comes fully stocked with missiles. This helps the ship be more 'manageable' in this regard.

Anyway, update time!

Changes with 1.2.5f:

-Added Mule (LP-X) and Starliner (LP-X); faster, tighter, angrier broadside versions of their originals.
-Fixed the Lector not showing up in LC fleets.
-Prometheus LP IED has been reworked; the explosion has been reduced in intensity, it has been made rarer, but now the vessel is loaded with missile mounts.
-Fixed Alexandretta spawning in Random Nexrellin mods (Needs a new Nexerellin Random mode game).
-Fiddled with some descriptions.

Downalod HERE!

Thanx for updating this gread MOD.
Just one question is it compatible with existing save?
Im just gona find that out anyway since im not good with patience but its good to know

thanx again
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Catscrath

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #99 on: September 27, 2021, 05:33:16 PM »

Does this mod remove the LP Brawler? I can find the new LC along with the TT and standard but there does not seem to be an LP variant anymore.
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eidolad

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #100 on: September 30, 2021, 04:43:57 PM »

this is pretty much a required mod for me! glad to see updates a-comin
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King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #101 on: October 10, 2021, 03:24:09 AM »

Does this mod remove the LP Brawler? I can find the new LC along with the TT and standard but there does not seem to be an LP variant anymore.

This mod doesn't touch the spawning of Brawler (LP). It might end up being diluted a touch due to the number of ships this mod adds to the Path, but I have seen it in LP fleets.

King Alfonzo

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #102 on: October 23, 2021, 09:00:26 PM »

Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

So, without further ado,
Changes with 1.2.5i(EXP5a)

-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.

-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.

This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.

Download HERE

I would really like feedback on this, so please feel free to say it's good / it's garbage.

dEVoRaTriX_LuX

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f
« Reply #103 on: October 26, 2021, 09:43:03 AM »

Dope but the experimental updates make it incompatible with Holy Ludd mod that adds faction specific hullmod to the LC.
Alright, so I have had previous complaints that the ships added by Luddic Enhancement for the Luddic Church are simple reskins, and don't really add flavour to the faction. This is a legitimate accusation; I just wanted the church to have some unique ships, while still remaining largely vanilla compliant. However, with the previous dev diary regarding the new low-tech super frigate, I decided to try something new (and shamelessly copy what Alex did). The change I made completely changes how the Luddic Church plays as a faction - it does it so radically that I'm not sure people would be comfortable with the change, especially considering this mod's popularity and vanilla compliance.

So I made an experimental pack, and released it on the Unofficial Discord (along with some other changes). In general I haven't seen much feedback; some people have complained that it buffs the church too much, others have said that it's a good change and really makes the Church it's own faction. With some refining and balancing I've got it in a state where I feel I can release this experimental version of Luddic Enhancement for a wider audience to judge. NOTE: THIS IS NOT AN UPDATE. THIS IS ME TRYING TO GET FEEDBACK ON PEOPLE'S THOUGHTS REGARD THE CHANGE.

So, without further ado,
Changes with 1.2.5i(EXP5a)

-ALL Luddic Church ships added by THIS mod, excluding the Mule (LC), Brawler (LC) and Fidem, have had their shields replaced with a right-click Damper field system, similar to the Lector. This prevents the installation of any type of shield.

-Fixed IED ship AI to actually charge into enemies properly.
-Fiddled with IED explosions in light of the above, as they weren't properly dealing damage when they charged.

This EXPERIMENTAL version is savegame compatible. Further, swapping back to the old version is also savegame compatible.

Download HERE.

I would really like feedback on this, so please feel free to say it's good / it's garbage.
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Great Wound

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Re: [0.95a] Luddic Enhancement Mod 1.2.5f (Experiment?)
« Reply #104 on: October 26, 2021, 12:50:04 PM »

Dope but the experimental updates make it incompatible with Holy Ludd mod that adds faction specific hullmod to the LC.

That's an issue with my mod, not his, so the onus is on me to fix mine. I'll put an update out soontm.

Update out:https://fractalsoftworks.com/forum/index.php?topic=22063.0
« Last Edit: October 27, 2021, 10:23:41 AM by Great Wound »
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