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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

Author Topic: [0.95.1a-RC6] Omega blueprint packs  (Read 2826 times)

Torashuu

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[0.95.1a-RC6] Omega blueprint packs
« on: April 19, 2022, 12:19:45 AM »

Features:
Just a little mod that puts the Omega ships plus Ziggurrat and Omega weapons and into two blueprint packages for (ab)use by the player (faction).
  • Contains Spoilers, in case it was not obvious
  • It is horribly unbalanced
  • Ships and weapons each have a separate blueprint package

The blueprint packages are in the regular random drop pool, so you can encounter them in the usual places.
For bonus fun, sell them on the black market. If you dare.

What you are getting:
Spoiler



[close]

Requirements:
None

Compatibility:
Save compatible, it adds two blueprint packages into the drop pool.


Installation:

- Extract the archive into your Starsector\mods folder
- Open the game launcher and enable the mod in the Mods section


Its mostly for me about learning modding, but I figured there would be others out there looking to try this power trip without slogging through some files.

Download:



Comments are invited!
« Last Edit: May 26, 2022, 06:11:24 AM by Torashuu »
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mrpras

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Re: [0.95.1a-RC6] [Spoiler] blueprint packs
« Reply #1 on: May 14, 2022, 10:06:50 AM »

Thanks for this, it's fun to have fleets of Tesseracts defending my bases. Sure it's unbalanced, but hey you can just spawn them using the console anyway so having them as blueprint packages is ideal for justifying my power-trip :D

Maybe call this thread "Omega Blueprints", would make it more clear what to expect.
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Torashuu

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #2 on: May 26, 2022, 02:42:05 AM »

Good point.

Been looking at hooking the packages as rewards into the respective encounters, bit it looks tricky to add such into existing missions. No promises there.


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TheHZDev

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #3 on: May 27, 2022, 10:07:09 PM »

Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
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Torashuu

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #4 on: May 28, 2022, 03:37:06 AM »

Sir, may I ask for your permission to translate your mod into Chinese and update it to the Chinese Starsector Forum(https://fossic.org) with your author infomation?
Sure no problem.
« Last Edit: May 28, 2022, 03:41:10 AM by Torashuu »
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Dwarden

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #5 on: May 28, 2022, 05:59:35 PM »

any plans to make those to be
e.g. specific mission / bounty reward instead of just drop?
with some options to switch off e.g. the drops
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Torashuu

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #6 on: May 29, 2022, 05:02:20 AM »

Yeah, what I am looking at now is to turn them into specific drops, basically beat'em-to-get'em. But as far as I can tell I am unable to alter existing mission logic, I can only add to it. So I am trying to figure out a way to get it done in a way that I like. Personally I find in a modded run that BP drops are overcrowded as is, so I'd rather avoid adding to that pool.
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Algoul

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #7 on: June 01, 2022, 06:29:16 AM »

This omega ships have same systems as base tesseract - separation in lesser ships?
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Dwarden

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #8 on: June 01, 2022, 12:40:22 PM »

possible to make those more rare drops (via option toggle / settings ) ?
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Torashuu

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Re: [0.95.1a-RC6] Omega blueprint packs
« Reply #9 on: September 16, 2022, 11:52:59 AM »

This omega ships have same systems as base tesseract - separation in lesser ships?

The separation is still enabled, even better, if any of the child ships survive the combat it will not count as destroyed. However..
It will still be at 0% CR and HP.
It costs 24 supplies per month/deployment, and that is 5% of its CR total. But it recovers 20% of CR per day, so you are actually paying 96 supplies a day when its damaged or below max CR. And its a cruiser, and cruiser hull repairs is 5% a day, much slower than CR. So that is 20 days times 96 supplies is 1920 supplies for total recovery.

possible to make those more rare drops (via option toggle / settings ) ?
Still tinkering with my alternate acquisition method.
In the mean time you can adjust the drop rate by opening [starsector folder]\mods\OmegaBlueprints\data\campaign\special_items.csv and in the rarity column set a fraction (f.e. 0.01) which is used a multiplier to its droprate.
« Last Edit: September 16, 2022, 11:57:41 AM by Torashuu »
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