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Author Topic: [0.95.1a] Unusually Gullible Hullmods 0.4.2b  (Read 63654 times)

captain q

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Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
« Reply #30 on: January 11, 2022, 11:31:24 AM »

i figured out that the "Standoff Calcutron" mod INCREASES the per shot flux gerneration of ballistic weapons instead of reducing it if you have a low flux level.
The mod says: "Ballistics start of with an 25% increase of firing speed with no flux generation increase"
If you want to achive an increased firing speed with no increased flux gernaertion the flux per shot should be reduced by 20% not 25% at the start because if you multiply the firering speed with the new flux per shot cost you will get 1.25 * 0.75 = 0.9375 which means a reduction of 6.25% of flux/s.
If you reduce by 20% you get 1.25 * 0.8 = 1
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lyravega

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Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
« Reply #31 on: January 22, 2022, 03:38:53 PM »

These hullmods are awesome =)
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Obsidian Actual

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Re: [0.95a] Unusually Gullible Hullmods 0.4.0b
« Reply #32 on: January 30, 2022, 07:15:07 PM »

Love your hullmods Protonus.

I am especially a fan of the Auxiliary Ordinance Forge. Might I suggest the following change to Line 77 of UGH_AuxOrdinanceForge.java in your compiled JAR?

OLD:
Code
gun.setAmmo(gun.getAmmo() + reload);
NEW:
Code
gun.setAmmo( Math.min( gun.getAmmo() + reload, gun.getMaxAmmo() ) );
This should prevent weapons from regenerating ammo over the maximum magazine capacity.
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Protonus

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[0.95.1a] Unusually Gullible Hullmods 0.4.1
« Reply #33 on: April 23, 2022, 10:50:18 AM »

Love your hullmods Protonus.

I am especially a fan of the Auxiliary Ordinance Forge. Might I suggest the following change to Line 77 of UGH_AuxOrdinanceForge.java in your compiled JAR?

Done.

There's also some changes to some of the hullmods. Not sure if it helps readability.
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The cookies are a weird one, okay.

Proxima-b

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Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« Reply #34 on: August 07, 2022, 07:19:06 PM »

The Maximum shield hullmod is somewhat op
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Sgt.Schnitzel

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Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« Reply #35 on: August 12, 2022, 04:59:59 AM »

Hey just wanted to say that im a huge fan of the hullmods.

On another note i just cant seem to get the regenerative armor percentage up no matter what value i change, help would be much appreciated ^^
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Yunru

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Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« Reply #36 on: September 09, 2022, 09:48:25 AM »

Question: Why do all the "counts as a logistics mod" hullmods have such a weird workaround, rather than simply being logistics hullmods?

SlightEye

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Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« Reply #37 on: October 11, 2022, 12:18:35 AM »

I am having an issue running this on [0.95.1a-RC6]. while the modspecs can be found and learnd they don't appear in the mods list on the refit screen.
Also the mod_info claims the game versions should be [0.95a-RC15] while the forum post topic lists it as [0.95.1a].
Preemptive answers: Yes, I tried running this mod alone without any others on a new save.

Edit: Did some snooping of my own in the files. I noticed some differences with the vanilla hullmods.csv file. You had 2 "tech/manufacturer" fields instead of one. The first being empty like the vanilla file the other being filled "unusual". It appears that in [0.95.1a-RC6] the "tech/manufacturer" field is empty for all hullmods. Any hullmods that have anything there does not appear in the "add hullmod" list for some reason unknown to me.
So I just deleted the column with the "unusual" and they appear, now the default "Common" as everything else. I can finally do more stupid things in my brutal sector+starpocalypse+1ship fleet run that I installed this for. Yey!

Edit 2: I noticed that all other mods have the same issue. Except the hullmods that are marked learnt when starting the save, hullmods with a non-common manufacturer don't appear in the "add hullmod" menu after you learn the modspeck.
« Last Edit: October 13, 2022, 02:17:05 AM by SlightEye »
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strinn

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Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« Reply #38 on: January 19, 2023, 03:49:53 AM »

Hey is there any way to manually change this mod? Everything I've tried didn't work. I want to alter a few hullmods. Maximal Shields I want to remove the shield arc reduction as it's very restrictive in shipbuilding (you usually only want to use it on omni-shielded ships and 360 degree omni-shielded frigates because otherwise they die to mines), increase the upkeep, and reduce the flux per damage benefit.
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