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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] More HullMods 1.9.0  (Read 69395 times)

PureTilt

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[0.95a] More HullMods 1.9.0
« on: May 01, 2020, 11:23:17 PM »

Now 100% free of unlicensed assets.
(all HME assets has been removed)


17 Hullmods to expand your customization options. All of them obtainable through exploration.

List of hullmods:
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Some Hullmods in action:
Unstable Shields
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Hullfoam Dispenser
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[close]

Change log
1.9.0
Updated several icons
Updated several descriptions

Changes:
- Anti Armor Ammunition:
- - Armor penetration increased from 20% to 25%
- - Now reduces damage to shields by 5%
- Hyper Engine Upgrade:
- - Now compatible with Safety Overrides
- - Now active only at 5% flux
- - Fixed wrong speed in description

New Hullmods:
- Hullfoam Dispenser:
- - Slowly repairs hull in combat
- - Limited total repair amount

- Missile Prefabricator:
- - Turn reloadable missiles into limited ammo missiles, allowing for better performance in short combat

- Split Chamber:
- - More bullets, less damage per bullet
- - More DPS against shields, lower armor penetration
[close]

1.8.0
Bombardment Package
-Ground support increased from 10/30/90/120 to 25/50/100/150
-Now not compatible with Ground Support Package and Advanced Ground Support

Emergency Venting System
-Full rework
-When overloaded for more than 2 seconds reduce overload duration to 2 seconds
-Force vent when overload stops
-Flame outs ship when triggered
-OP cost 4/8/12/20

Flux Overdrive
-Now increases damage and flux cost instead of rate of fire

Hyper Engine Upgrade
-Changed speed formula from "(zero flux boost - (ship base speed/4)) + 10" to "(zero flux boost - (ship base speed/3)) + 20"
-Changes in formula results in more speed for slow ships and less speed for fast ships
-Maneuverability reduction while zero flux boost active removed
-OP cost reduced form 4/8/12/20 to 4/7/10/16

Integrated Armor
-Changed wording
-Now actually gives +5% min armor as it should instead of +10%
-OP cost reduced from 6/12/18/30 to 4/8/12/20

Torpedo Spec
-Health bonus increased form 10% to 15%
-Maneuverability reduction reduced from 40% to 30%

Weapon Inhibitor
-Now also reduces damage by 10%
[close]

1.7.0
Anti Armor Ammunition:
-Icon has been updated

Exploration Refit
-Now correctly reduces effect if installed with efficiency overhaul

Fuel Additive
-Fuel consumption reduction reduced from 25% to 20%
-Maintenance increase increased from 20% to 25%
-Icon has been updated

Torpedo Spec:
-Icon has been updated

Unstable Shields
-Time to get 100% stable increased from 3 to 6 seconds
-Now shield starts to get charge only after 3 second of being disabled

Weapon Inhibitor
-Now correctly reduces rate of fire for ballistic weapons
[close]

1.6.0
Anti Armor Ammunition
-Description clarified that it affect all weapons

Flux Booster
-Fixed description

Flux Overdrive
-Rate of fire bonus increased from 30% to 40%

Unstable Shields
-Damage taken reduction and increase increased from 25% to 30%

Voltage Regulation System
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default

Weapon Inhibitor
-OP cost reduced form 3/6/9/15 to 2/4/6/10
-Now unlocked by default
[close]

1.5.0
Exploration Refit
-Reduced effect reduction if installed with Efficiency Overhaul from 25% to 20%
--This now doesn't affect sensor range bonus

Flux Booster
-Now always give speed boost for 3 second
-Now formula for bonus is (full bonus * flux when you start venting)
-Now Venting bonus reduced by 50% if Resistant Flux Conduits installed

Flux Overdrive
-Reduced OP cost from 6/12/18/30 to 5/10/15/25

Particle Accelerator
-Increased OP cost from 2/4/6/10 to 3/6/9/15
-Reduced projectile speed increase from 35% to 30%

Torpedo Spec
-Increased missile speed bonus from 20% to 35%
-Increased missiles maneuverability decrees from 25% to 40%

Unstable Shields
-Increased stable time from 2 sec to 3 sec
-Increased time to 100% instability from 8 sec to 9 sec
-Reduced recharge time from 4 sec to 3 sec

Voltage Regulation System
-Reduced OP cost from 5/10/15/25 to 3/6/9/15

Weapon Inhibitor
-Reduced OP cost from 5/10/15/25 to 3/6/9/15
[close]

1.4.0
-Emergency Venting System
changed description

-Exploration Refit
Added "All effects reduced by 25% if Efficiency Overhaul is installed"

-Flux Booster
Changed - now gives a large, but quickly disappearing speed boost

-Particle Accelerator
Projectile travel speed increase Increased from 25% to 35%

-Unstable Shields
changed description to be more clear
fixed "Color parameter outside expected range" bug

-Weapon Inhibitor
fixed incorrect description
[close]

1.3.0
-Emergency Venting System
OP cost changed from 10/17/24/38 to 8/16/24/40
removed jitter from shield

-Exploration Refit
OP cost reduced from 5/10/15/25 to  3/6/9/15
Sensor strength increase Increased from 25% to 50%
Maintenance cost reduction Increased from 15% to 20%
now also reduce CR recovery rate by 25%

-Flux Booster
OP cost reduced from 5/12/19/31 to 4/8/12/20
Venting rate increased form 10% to 25%
Maneuverability increase increased from 30% to 40%
Top speed  increase increased from 30% to 40%

-Hyper Engine Upgrade
OP cost reduced from 7/14/21/35 to 4/8/12/20
Maneuverability reduction reduced from 50% to 25%

-Integrated Armor
OP cost increased from 4/10/18/30 to 6/12/18/30

-Particle Accelerator
OP cost reduced from 5/10/15/25 to 2/4/6/10

-Unstable Shields
OP cost reduced from 10/15/20/30 to 3/6/9/15

-Voltage Regulation System
Range reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%

-Weapon Inhibitor
OP cost reduced from 10/15/20/30 to 5/10/15/25
Rate of fire reduction reduced from 15% to 10%
Flux usage redaction increased from 15% to 20%
[close]

1.2.0
>Anti Armor Ammunition
  OP cost increased from 3/8/13/23 to 5/10/15/25
>Bombardment package
  value increased from 10/20/30/40 to 10/30/90/120
>Emergency Venting System
  OP cost reduced from 10/18/26/44 to 10/17/24/38
  amount of charges changes from 2/3/4/5 to 5/4/3/3
  vent time increased from 0 seconds to 0.5 seconds
>Exploration Refit
  CR redaction increased from 20% to 30%
  now also reduces maintenance cost for 15%
>Unstable Shields
  OP cost reduced from 14/20/26/40 to 10/15/20/30
  minimum damage taken reduced from 0.5 to 0.75
  maximum damage taken reduced from 1.5 to 1.25
>Voltage Regulation System
  range reduction reduced from -20% to -15%
>Weapon Inhibitor
  now reduce rate of fire instead of damage
  now affect only ballistic weapons
[close]

1.1.0
Add hullmods to vanilla factions and some modded factions
[close]

1.0.1
Add Version Checker Support
Scripts minor adjustments
[close]
[close]



Contributors:
SarenSoran beta tester, desc and balancing
King Alfonzo unstable shield desc (sorry Alfonzo i use new one)
Avanitia balancing and descriptions
Phoenix original idea and some of the (now removed) scripts used as reference
If you like what I am doing and what to support me.
« Last Edit: August 07, 2021, 07:58:59 PM by PureTilt »
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fu12

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Re: [0.9.1a] More HullMods 1.0
« Reply #1 on: May 01, 2020, 11:36:01 PM »

a list of whats actually in this mod would be nice.
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Cyan Leader

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Re: [0.9.1a] More HullMods 1.0
« Reply #2 on: May 02, 2020, 12:48:56 AM »

Ditto, and please tell us what they do if you could and how are they obtained.
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Deageon

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Re: [0.9.1a] More HullMods 1.0
« Reply #3 on: May 02, 2020, 01:36:49 AM »

This mod is copying not just names, descriptions, and images from HME (now deleted off the forums) but also copied the coding directly too. And claimed that all the code was theirs.
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umbrellaman

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Re: [0.9.1a] More HullMods 1.0
« Reply #4 on: May 02, 2020, 10:16:57 AM »

This mod is copying not just names, descriptions, and images from HME (now deleted off the forums) but also copied the coding directly too. And claimed that all the code was theirs.

Really?
If so RIP then.
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Thaago

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Re: [0.9.1a] More HullMods 1.0
« Reply #5 on: May 02, 2020, 10:56:31 AM »

I see you are already doing it, but please remove any assets from other modders that you do not have permission to repost.
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Deageon

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Re: [0.9.1a] More HullMods 1.0
« Reply #6 on: May 02, 2020, 09:10:07 PM »

This mod is copying not just names, descriptions, and images from HME (now deleted off the forums) but also copied the coding directly too. And claimed that all the code was theirs.

Really?
If so RIP then.
Yep! Lied about it too, which is scummy, and went quiet after someone else posted the two same hullmods from his pack and the HME pack to show they had the same code.
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Harmful Mechanic

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Re: [0.9.1a] More HullMods 1.0
« Reply #7 on: May 02, 2020, 09:50:24 PM »

I see you are already doing it, but please remove any assets from other modders that you do not have permission to repost.
I believe the original mod's terms allowed for reusing the code as long as it was credited, although who knows if that's still in force since The Flouncening, MKII.

Regardless, crediting the original modder is the polite thing to do, no? You can even drop him a PM first: http://fractalsoftworks.com/forum/index.php?action=profile;u=10839
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Tartiflette

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Re: [0.9.1a] More HullMods 1.0
« Reply #8 on: May 03, 2020, 12:09:49 AM »

The license has been given anyway, all they have to do is either credit Phoenix or remove the infringing content. It's easy as that.
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Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.0.1
« Reply #9 on: July 09, 2020, 03:38:42 AM »

Thanks for the Update!
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123nick

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Re: [0.9.1a] More HullMods 1.2.0
« Reply #10 on: August 01, 2020, 06:31:12 PM »

I think emergency flux vents would be more balanced if it also had a dissipation penalty for every charge that gets used up, say, -3% flux dissipation, or -4% after the new update, so then once they are all used up even a ship that has good initial flux dissipation would struggle.
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onychannel

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #11 on: August 25, 2020, 07:54:28 PM »

is it intended for unstable shields to be flat better on ships with worse than 1.25 shield efficiency?, conquest for example with 1.4. just thinking about balance for certain ships like the conq or the scy lion
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RegalRegolith

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #12 on: September 10, 2020, 02:15:54 PM »

I'm getting an error with a crash "Fatal: Color parameter outside of expected range: Red". The crash only happens with unstable shields hullmod installed in combat

End of my starsector.log
Spoiler
4679463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
java.lang.IllegalArgumentException: Color parameter outside of expected range: Red
   at java.awt.Color.testColorValueRange(Unknown Source)
   at java.awt.Color.<init>(Unknown Source)
   at data.hullmods.MHMods_UnstableShields.advanceInCombat(MHMods_UnstableShields.java:88)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Worachot

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #13 on: September 11, 2020, 04:13:09 AM »

i cant add these to my ship, do they only work for vanilla ships and not modded?
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DubTre6

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #14 on: September 12, 2020, 05:22:29 AM »

i cant add these to my ship, do they only work for vanilla ships and not modded?

I wouldn't use these tbh, its stolen content. But if you do, it probably only works on vanilla ships.
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