Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 2 3 [4]

Author Topic: [0.97a] Unusually Gullible Hullmods 0.5.0-RC3  (Read 129263 times)

F2PVegan

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
« Reply #45 on: November 18, 2023, 04:44:01 PM »

I'm not able to s-mod in shunt distributor, I s-modded in shield shunts, but shunt distributor doesn't allow me to
Logged

Anduin1357

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.96a] Unusually Gullible Hullmods 0.5.0-RC1
« Reply #46 on: December 27, 2023, 09:48:47 AM »

What does "will not be considered repaired" even mean when it comes to the armor and hull regen mods? It's as unclear as it gets.

It means that after any fight, the lowest hull/armor value you had in battle is what the game will assume you ended up leaving the fight with, and would not consider the 'patchwork' hull/armor you left the fight with through regeneration. If you redeployed the ship in battle, you would be regenerating from the worst state you managed to be in the last battle.
Logged

Tyrgalon

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« Reply #47 on: April 20, 2024, 03:37:43 PM »

Cant seem to s-mod these:
(Using progressive s-mods)
Logged

Seamus Donohue

  • Ensign
  • *
  • Posts: 43
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« Reply #48 on: May 03, 2024, 07:40:42 AM »

Just a heads-up to anyone else (like me) who uses BOTH this modification AND Aptly Simple Hullmods: If a ship has BOTH Arsenal Clock AND Convicted Crewmates and that ship manages to kill enemy ships fast enough that it accumulates more and more Peak Performance Time (thanks to Convicted Crewmates), then Arsenal Clock will actually reduce the damage output of that ship.

I discovered this while changing the fitting strategy for one of my ships and testing it out in simulation.

I'm sure Protonus could not have possibly anticipated this.  It's my own fault, really.  :P
Logged
Polyvessel Pilot, Capsule Cleared

Proxima-b

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« Reply #49 on: August 06, 2024, 05:59:45 AM »

The damage increase portion of the blast capacitor doesn't work.
Logged

Sionetta

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC2
« Reply #50 on: August 19, 2024, 05:30:19 AM »

Please fix the Anti-Terminal Reactive Breaker. The built in bonus of 10 second overload reduction doesnt work
Logged

EnigmaniteZ

  • Commander
  • ***
  • Posts: 152
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC3
« Reply #51 on: November 17, 2024, 01:11:03 AM »

damage increase does work on blast capacitors, been using it and it's juicy. though it does help to have a mod that shows stat increases on the weapons...

I came here to poke the author a tad about their code, since one of their hullmods inspired me to make a variant of it for my own mod (that isn't released yet, lol)
the jandor time reactor does a particular thing that it shouldnt, which I fixed in my other hullmods; when you swap ships, the time modification to the game interface does not end.

the implementation I use in my hullmods is that in advanceInCombat I assign a 'unique' ID for further operations, local to advanceInCombat
since jandor uses ugh_id for its ID purposes, the variable would be thus:
ugh_id_local=ugh_id+ship.getID()
 
from there, we would take this section:
Code
                if (player) {
                    if (ship.isAlive()){
                        Global.getCombatEngine().getTimeMult().modifyMult(ugh_id, 1f / (1f + (soup_time * 0.01f)));
                        if (sMod) Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.67x Timeflow", false);
                        else Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.33x Timeflow", false);
                    } else {
                        Global.getCombatEngine().getTimeMult().unmodify(ugh_id);
                    }
                }

and remake it into this:

Code
                if (player) {
                    if (ship.isAlive()&&!ship.isPiece()){
                        Global.getCombatEngine().getTimeMult().modifyMult(ugh_id_local, 1f / (1f + (soup_time * 0.01f)));
                        if (sMod) Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id_local, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.67x Timeflow", false);
                        else Global.getCombatEngine().maintainStatusForPlayerShip(ugh_id_local, "graphics/icons/hullsys/temporal_shell.png", "Time Reactor", "1.33x Timeflow", false);
                    } else {
                        Global.getCombatEngine().getTimeMult().unmodify(ugh_id_local);
                    }
                } else {
Global.getCombatEngine().getTimeMult().unmodify(ugh_id_local);
}

tada, now time functions as it should when you swap ships. (you also need to remove that return if not alive or if is piece check, however)
« Last Edit: November 17, 2024, 01:35:40 AM by EnigmaniteZ »
Logged
Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Zangetsuke

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.97a] Unusually Gullible Hullmods 0.5.0-RC3
« Reply #52 on: December 07, 2024, 05:27:24 PM »

Last update *** up some hullmod, it's the wrong S-modded effect. It's supposed to be 2.38x (normal) to 3.00x (S-modded) if I read the changelog, not 2.38x to 2.38x.
« Last Edit: December 11, 2024, 10:39:29 AM by Zangetsuke »
Logged
Pages: 1 2 3 [4]