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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.95.1a] More HullMods 1.11.1  (Read 167120 times)

Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #15 on: September 12, 2020, 03:51:04 PM »

@DubTre6
Really? Try to change it on a colony with a  functional spaceport, some Hull mods need them, not a freshly raided spaceport or unfinished spaceport.

@Worachot
I'm not gonna call it a stolen content.
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

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PureTilt

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Re: [0.9.1a] More HullMods 1.3.0
« Reply #16 on: September 17, 2020, 01:05:48 AM »

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

I used HME as example when i started to work on this mod, i left some unused HME script on first release, now all HME code is removed and all is 100% mine 0% stolen content. All hullmods should work on all ships.
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Lethice

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #17 on: September 20, 2020, 04:34:20 AM »

Is the new update save compadible?
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Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #18 on: September 20, 2020, 05:50:04 AM »

Is the new update save compadible?

Not the author but in my experience it's work fine and dandy.
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.

Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #19 on: September 20, 2020, 05:50:20 AM »

Better backup you old mod tho.
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

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CrixM

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #20 on: September 20, 2020, 10:24:04 AM »

There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?
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Chairman Suryasari

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #21 on: September 21, 2020, 05:20:09 AM »

There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?

It's does say projectile so probably balistic only.
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"Kids under 13 shouldn't have access to the internet. if 10yo me were on tumblr and read about suicide and depression 5 hours a day, every day, god knows i would jump off a bridge if my parents ever yell at me."

-Some random Youtube comment on video about Sonic OC.

PureTilt

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #22 on: September 21, 2020, 08:36:18 AM »

There's a hullmod that increases weapons strength vs armor, does this apply to all weapon types, or only ballistic?

It's does say projectile so probably balistic only.

nope its actually for all weapons (need to change description, apparently its not clear enough)
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KRKIII

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #23 on: October 05, 2020, 04:14:18 PM »

Hi, so I just started using this mod and everything was working fine up till five minutes ago when the hullmods, specifically the ones I recently bought and probably all of them (I used a console command to check - all blueprints) were no longer there, just disappeared for some reason, the mod is enabled and it's enabled according to the console as well, any idea what might be causing the issue?
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Arcagnello

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #24 on: October 05, 2020, 04:52:36 PM »

It is fun you say this because I actually was on the verge of writing the same exact thing you posted now until I realized that when you open the modspecs selector, all these mods are categorized into their own category wich is off by default, just select it and all the modspecs you unlocked should all be there.

I would provide a screenshot showing where to click on the modspecs selector but I'm at bed, supposedly trying to sleep  ::)


P.S: it's quite easy to find really, it took me less than half a minute of fiddling with the modspecs selector to figure it out as I rarely used that filter before.
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Arranging holidays in an embrace with the Starsector is priceless.
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KRKIII

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #25 on: October 05, 2020, 05:09:09 PM »

I just found it myself.. oh lord
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Arcagnello

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #26 on: October 05, 2020, 05:11:02 PM »

I just found it myself.. oh lord

I know the feeling.

"Was I this dumb yesterday?" or "I'm bloody 24, this should not be happening"  :P
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Dampfnudel

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #27 on: October 18, 2020, 02:14:56 AM »

Can you create a hullmod that increase ammunition regeneration? (one for balistics and one for missiles).
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Aldazar

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Re: [0.9.1a] More HullMods 1.4.0
« Reply #28 on: October 18, 2020, 08:31:51 AM »

There is a missile mod out there I forgot what it's called. Would like a ammo regeneration for those occasional mods that do it. Can we get a fighter survivalbility increase? Like to shields/hp/armor at the cost of pilot loss rates going up to 100% for them being super.
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Farya

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Re: [0.9.1a] More HullMods 1.6.0
« Reply #29 on: December 06, 2020, 03:14:29 AM »

What about a hullmod that refits your fighters/bombers for atmospherics combat to support your ground forces? Kinda like kataphracts from ARMA could. But such refits would instead reduce wing effectiveness in space combat due to specialised refits.
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