Combat + Campaign Rules overhaul 1.0 (DamageTypes mod working with content explansions mods)
for StarSector 0.9.1a
example: fragmentation damage: 50% to shields, 35% to armor, 100% to hull
modinfo combat: makes combat more awesome = slightly faster, more balanced allowing ship designs to be more varied with the same combat performance making more weapons loadouts viable allowing players to have more design choices while indirectly nerfing some a very little (example of nerf: sabot missiles). Works with other mods because this mod is not a mod it overwrites core game lib.
AI seems to responding to these changes well using more weapons in more situations but the AI was not absolutely thoroughly tested.
changelog - combat:: DamageTypes modified, flux capacitors + , flux vents - , expanded missile racks -10% hull (storing missiles is generally
very bad at ship safety under enemy fire + it balances slighlty the fact that this trait ordinance price should be base upon amount of missile mounts, tooltip in game does not show this), expanded magazines -5% hull, reinforced bulkheads -5% (balance)
increased maximum zoom out limit in combat
modinfo campaign: makes campaign a little more interesting for players, allowing things to happen faster and more RP. Recommended to be played without save/load = do not load after fails
changelog - campaign:: 50% faster movement speed, ship sales price +, high level officers payroll - per level (high level officer is just stronger, not a moneyhungy thing),
certain items sales price+, destroyers and frigates sensor profiles -, small pricereduction of colony buildings, pirate and system bounties ++ (yes, because ship loses ARE expected in combat and they should cover these expenses)
notable: system bounty gives more reputation, more maximum bounties allowed, player command points -1, player maximum governed colonies +1 (tooltip in 1 skill in game does not match this), delivery quests bounties +
luddic bases bounty ++
install: copy starsector-core to starsector-core , overwrite
Can be copied to new existing games, does not need a new game.
starfarer.api.jar --- impotant: this mod changes only DamageTypes.class inside starfarer.api.jar =
other files can be changes at user discretion
Does not corrupt save files.
uninstall: copy files in backup data where appropriate
Recommended mods / short mod guide:many of these mods require a new game to function properly
[0.9.1a] Hyperdrive by Sundog -- AI uses it too
[0.9.1a] Hostile Intercept (and Autopause!) by SafariJohn
[0.9.1a] Combat Chatter by Histidine
[0.9.1a] Common Radar by LazyWizard
[0.9.1a] Shadowy Broker by Matsor Browncoat
[0.9.1a] SpeedUp by Dark.Revenant
[0.9.1a] Combat Analytics by Nick XR
[0.9.1a] Console Commands by LazyWizard -- can be used to make custom start or revert rare bugged behaviours
[works with 0.9.1a, requires a new game] Automatic Orders by Blothorn -- your ship catains behave more like ship captains, tip: set config file in this mod to "default_cr_retreat_threshold": "MALFUNCTION",
"default_damage_retreat_threshold": 0.7, add Search and Destroy hullmod to your frigates and light destroyers
[0.9.1a] Mo' Weapons Mo' Ships by Bhdeale -- increases market stocks makes adding more content expansions mods OK because planetless players can
not usually buy what they need because more content is usually more individual market items meaning lower accessibility in the long run.
[0.9.1a] Disassemble Reassemble by AxleMC131 -- this is an example of content expansion mod -- use any content expansions you wish requires:
[0.9.1a] MagicLib by Tartiflette
[0.9.1a] LazyLib by LazyWizard