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Author Topic: [0.95a] Hullmod Specialization 1.19  (Read 19340 times)

Kenshkrix

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Re: [0.9.1a] Hullmod Specialization
« Reply #15 on: March 22, 2020, 05:14:35 PM »

Can i add this to an ongoing game without breaking my save?
Yes.
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dotdotdotSS

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Re: [0.9.1a] Hullmod Specialization
« Reply #16 on: June 25, 2020, 02:43:10 PM »

Are you planning on making these available as drops from exploration or are you planning on leaving them in from the start of a new game?
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CyberSultanVader

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Re: [0.9.1a] Hullmod Specialization
« Reply #17 on: April 11, 2021, 02:17:55 PM »

Update to 0.95 please.
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ROFLMAN

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Re: [0.9.1a] Hullmod Specialization
« Reply #18 on: April 20, 2021, 05:12:18 AM »

An update and maybe rebalancing of this great mod is sorely missed in my 0.95 experience!
If the author is not active anymore, I hope the community can keep this mod alive.
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DOKER

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Re: [0.9.1a] Hullmod Specialization
« Reply #19 on: April 20, 2021, 03:12:51 PM »

mod still works fine, just change game version in mod_info.json to 0.95a-RC12 and that's all
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ROFLMAN

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Re: [0.9.1a] Hullmod Specialization
« Reply #20 on: April 21, 2021, 12:15:07 AM »

mod still works fine, just change game version in mod_info.json to 0.95a-RC12 and that's all
Thanks indeed it seems to.
I'd love for the mod to be integrated if possible even in AI factions, so as to even out the playing field.
Plus a rebalancing of OP costs, as it stands they are a bit out of balance.
Take no offense original author, but by comparing to vanilla and other mod hullmods, I edited the hull_mods.csv to these values for my playthrough:

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Kenshkrix

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Re: [0.9.1a] Hullmod Specialization
« Reply #21 on: May 27, 2021, 09:51:28 PM »

Update to 0.95 please.
Updated.

Are you planning on making these available as drops from exploration or are you planning on leaving them in from the start of a new game?
I haven't actually looked into how to do this, but ideally you would get most of these from exploration or an event of some kind, yeah.

An update and maybe rebalancing of this great mod is sorely missed in my 0.95 experience!
If the author is not active anymore, I hope the community can keep this mod alive.
I'm not the best at balancing, which is half the reason why I make things so easy to modify.
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Pratapon51

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Re: [0.95a] Hullmod Specialization
« Reply #22 on: May 31, 2021, 08:12:05 PM »

Been trying this out a little bit, though largely in sim and in missions.  ;D

Opinions :

I think you should change manufacturer to 'Exotic' or at least something other than 'Common' so it's easy to separate them from vanilla/othermod hullmods.

Setting 'unlocked' to untrue should add them by default to the hullmod loot pool. I'm not sure if the 'merc' and 'special' tags affect drops.

Exotic Ammo seems a bit cheap for what it does. Missile Reloader could be made even slower given its benefit.

Edit : Haven't tried newest build with the Eldritch Coil.  :o
« Last Edit: May 31, 2021, 08:14:15 PM by Pratapon51 »
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Kenshkrix

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Re: [0.95a] Hullmod Specialization
« Reply #23 on: June 01, 2021, 11:00:23 AM »

I think you should change manufacturer to 'Exotic' or at least something other than 'Common' so it's easy to separate them from vanilla/othermod hullmods.
I kept overlooking the Manufacturer field, went ahead and fixed this

Setting 'unlocked' to untrue should add them by default to the hullmod loot pool. I'm not sure if the 'merc' and 'special' tags affect drops.
Tested this and yeah it's that simple, I've kept in an optional file for people who want everything unlocked by default.
Exotic Ammo seems a bit cheap for what it does. Missile Reloader could be made even slower given its benefit.
I have increased the minimum delay for the missile reloader, it did seem a bit fast sometimes once I did some more testing.
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Kenshkrix

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Re: [0.95a] Hullmod Specialization
« Reply #24 on: June 05, 2021, 02:27:54 PM »

Update 1.14:
Added Weapon Calibration Mods
Added Realigned Thrusters
Renamed shield mods so they sort conveniently together
Miscellaneous changes
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Yunru

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Re: [0.9.1a] Hullmod Specialization
« Reply #25 on: June 05, 2021, 02:35:53 PM »



Quote

I haven't actually looked into how to do this, but ideally you would get most of these from exploration or an event of some kind, yeah.
For exploration, just leave unlocked blank (and make sure both hiddens aren't set to true of course).

Kenshkrix

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Re: [0.9.1a] Hullmod Specialization
« Reply #26 on: June 06, 2021, 03:28:13 AM »

For exploration, just leave unlocked blank (and make sure both hiddens aren't set to true of course).
You and Pratapon51 have both mentioned this, I have implemented it and included an optional zip file which still has everything unlocked on the releases page.

Edit: Also, update 1.15:
Added External Cargo Container
Added Patroller Refit
Updated tooltips
« Last Edit: June 06, 2021, 04:24:47 AM by Kenshkrix »
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Kenshkrix

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Re: [0.95a] Hullmod Specialization 1.17
« Reply #27 on: June 08, 2021, 12:27:43 AM »

Update 1.17:
Added invisible hullmod which re-adds Scaffolding if there are insufficient Ordnance Points available when it is removed.
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ZeCaptain

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Re: [0.95a] Hullmod Specialization 1.17
« Reply #28 on: July 01, 2021, 11:18:55 PM »

I got a crash from eldrich coils it seems, the ship that has it is stored and s-modded. So I'm afraid it might have borked my save:

Code
765906 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.EldritchFluxCoil.advanceInCampaign(EldritchFluxCoil.java:53)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.E.cancelTransaction(Unknown Source)
at com.fs.starfarer.campaign.ui.E.twReset(Unknown Source)
at com.fs.starfarer.campaign.ui.E.cancelTransaction(Unknown Source)
at com.fs.starfarer.coreui.k.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Deshara

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Re: [0.95a] Hullmod Specialization 1.17
« Reply #29 on: July 02, 2021, 12:27:10 AM »

i love this mod (the ability to turn your flagship into the Event Horizon is great), but i dont think all the hullmods need to have drawbacks. That's what OP cost is for; hullmods dont need to have drawbacks bc costing OP is the baseline drawback. Most of these hullmods could be made purely an upgrade & be balanced just by costing enough
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Quote from: Deshara
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