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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Of Ludd and Lions  (Read 31096 times)

shpooky

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Re: [0.95a] Of Ludd and Lions
« Reply #45 on: November 13, 2021, 03:25:01 PM »

"I'm not sure what mod added the derelict looking Atlas and Colossus but it should be a similar process."

that would be HMI-Brighton another Alfonzo mod
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shpooky

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Re: [0.95a] Of Ludd and Lions
« Reply #46 on: November 13, 2021, 05:21:02 PM »

as a side note. i suggest avoiding editing base game hulls and such cause it can cause conflict with other mods
or having rules that disable ships from spawning in other mods

this can cause drama/conflict
and also could cause incompatibility with other mods

-u don't wanna be making other mod developers to have to work around what u have done....
(that's why most modders usually never touch vanilla balance/content unless its a overhaul)
u could end up ruffling up some feathers

- with having ied's being disabled in luddic path fleets, i suggest having that as a separate file for people to download apart from the main mod(not everyone reads through the whole post and it may lead to some confusion and people bothering Alfonzo about his mod being "bugged")

- the dakka and sanctified hullmod issues aren't a big deal but i suggest building the skins from the other mod's into your mod to disable it automatically so that instead of other modders having to fix something on their side(possibly *** them off) it could be fixed on yours( would help avoid any drama/conflict)

-also with the mining lasers, changing their weapon type is very minor thing and u probably will get away with it(i like this change a lot) but be cautious about changing any other vanilla weapons. u dont wanna *** up the balance of another persons mod and having another Modder coming to this thread and giving u ***.

people can get really toxic in this community(sadly)
i like your mod and dont want u to stop development cause u were discouraged

-summary be very careful when editing vanilla content and if u do try and work around other mods and build in compatibility on ur side. instead of making others have to work around u.
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Great Wound

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Re: [0.95a] Of Ludd and Lions
« Reply #47 on: November 14, 2021, 04:39:45 PM »

Don't worry, I get where you're coming from.

Currently trying to minimise the impact on other mods. Had to revamp the AI command (TT) for compatibility and got a potential workaround for the Dakka (P) mod so it doesn't bleed on to other ships even if it's not an ideal solution.

LE side: Disabling IED's was a choice I made because I play on a potato and the explosions cause my computer to crawl (I'm not planning on having two versions of the mod, it's mostly tweaks for me though I'll update the forum description now that you mention it). Regarding the Sanctified/Fonz version, that was something he's only just added in his 'experimental' build. If he decided to keep it I'll probably adjust Holy Ludd so that it removes his version or drop mine completely, but being that it's experimental and has the potential to change on a whim I'm not going to stress about it until he's made a decision. In the meanwhile people have the option to disable Holy Ludd if they don't want both.

Quote
u dont wanna *** up the balance of another persons mod and having another Modder coming to this thread and giving u ***.

people can get really toxic in this community(sadly)
i like your mod and dont want u to stop development cause u were discouraged

This is the sad side of any community. Fortunately those drama-llamas don't bother me.
« Last Edit: November 14, 2021, 04:45:00 PM by Great Wound »
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rockguy434

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Re: [0.95a] Of Ludd and Lions
« Reply #48 on: November 18, 2021, 03:41:07 PM »

Found another bug. This mod removes all capital ships from Sindrian market from mods and base game. After removing this mod and starting a new save it got fixed. Mods that is maybe causing the conflict Torch ships and Armament and Ship/weapon pack. Not sure with Luddic factions factions since i didnt check but they might have the same bugs as well since i've got alot of ship packs loaded. Please check into that.
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JAL28

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Re: [0.95a] Of Ludd and Lions
« Reply #49 on: November 19, 2021, 12:26:33 AM »

Maybe that explains why the Diktat in my game uses nothing but Heralds  ???
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Value86

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Re: [0.95a] Of Ludd and Lions
« Reply #50 on: November 19, 2021, 05:40:33 AM »

Having same issue with Herald!
 :)
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Deageon

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Re: [0.95a] Of Ludd and Lions
« Reply #51 on: November 19, 2021, 07:09:24 PM »

bruh is THAT why i've only seen those fuckers use heralds. lol
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shpooky

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Re: [0.95a] Of Ludd and Lions
« Reply #52 on: November 20, 2021, 02:35:37 PM »

now that i think of it i also had a similar problem. intill i deleted the world folder so i could get ied ships spawning in luddic path fleets again. now the diktats dont spam heralds
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JAL28

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Re: [0.95a] Of Ludd and Lions
« Reply #53 on: November 21, 2021, 07:01:54 AM »

tbh the herald and sentinel spam honestly makes them more terrifying though, 10 heralds seems to be more tough an opponent than 10 conquests
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5ColouredWalker

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Re: [0.95a] Of Ludd and Lions
« Reply #54 on: November 23, 2021, 12:04:41 AM »

Howdy, interested in trying this mod for a couple of things, primarily the ship mods. Oh, and being able to use the mining gear with lower tech ships.

However the mod isn't available for being downloaded by the current host unless paid for. Is that intended?
Also, what's the chances of being able to get the mining gear and ship hull mods separately?
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Great Wound

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Re: [0.95a] Of Ludd and Lions
« Reply #55 on: November 23, 2021, 05:37:48 AM »

Howdy, interested in trying this mod for a couple of things, primarily the ship mods. Oh, and being able to use the mining gear with lower tech ships.

However the mod isn't available for being downloaded by the current host unless paid for. Is that intended?
Also, what's the chances of being able to get the mining gear and ship hull mods separately?

Don't worry, links expire after 30 days. Don't give them money! I'm updating on a regular basis and posting new links as I go. I'll likely move to permanent links from the next update and push to get it out sooner rather than later for you. Any particular reason you'd want the weapons and h-mods separate?


For the rest of you folks, next update is an inter-mod comparability one. Pirates, Tachs and Lion's ships getting adjustments. Not sure what to do with the (Holy) Ludds but there are options on the table pending.

It'll likely be a save-breaker...
« Last Edit: November 23, 2021, 05:39:19 AM by Great Wound »
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5ColouredWalker

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Re: [0.95a] Of Ludd and Lions
« Reply #56 on: November 23, 2021, 02:29:33 PM »

Howdy, interested in trying this mod for a couple of things, primarily the ship mods. Oh, and being able to use the mining gear with lower tech ships.

However the mod isn't available for being downloaded by the current host unless paid for. Is that intended?
Also, what's the chances of being able to get the mining gear and ship hull mods separately?

Don't worry, links expire after 30 days. Don't give them money! I'm updating on a regular basis and posting new links as I go. I'll likely move to permanent links from the next update and push to get it out sooner rather than later for you. Any particular reason you'd want the weapons and h-mods separate?


For the rest of you folks, next update is an inter-mod comparability one. Pirates, Tachs and Lion's ships getting adjustments. Not sure what to do with the (Holy) Ludds but there are options on the table pending.

It'll likely be a save-breaker...

Thanks.
Looking at wanting them separately for two reasons:
-1: I'm a fan of high tech  and you've saddled the high tech faction with +50% overload... just, no. I would refuse to touch that.
2: It means I don't have to worry about mod added ships and this mod failing to interact for weirdness.
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Great Wound

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Re: [0.95a] Of Ludd and Lions
« Reply #57 on: November 30, 2021, 03:35:07 PM »

Thanks.
Looking at wanting them separately for two reasons:
-1: I'm a fan of high tech  and you've saddled the high tech faction with +50% overload... just, no. I would refuse to touch that.
2: It means I don't have to worry about mod added ships and this mod failing to interact for weirdness.

You don't have to worry about 1. so much, those 4 high-tech ships spawn in addition to their originals. You don't have to touch them if you don't want to and you'll still find the originals in the Tachy fleets.

2. Bleed through should now be fixed. This update was originally a comparability one before I added latest/missing content.

SEE OPENING POST FOR LATEST VERSION!

Ludd and Lions (1.02.26) (Save-breaker):

 - New Domini and Luddliner
 - TT-mod ified to reduce potential conflicts
 - Lion Variants moved and modified to prevent conflict with another mod
 - P-mod moved from ship to variant where not skin to prevent bleeding.
 - P-Fighter Squalls
 - Variants overhaul
- HMod tweaks

Great Wound

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Re: [0.95.1a] Of Ludd and Lions
« Reply #58 on: January 02, 2022, 01:22:14 AM »

Whats that! A double update, are you that lucky, nah, I'm just lazy and skipped one! Updated for the latest version of Starsector and ships added.

1.02.28
Added Variants
Restored Assault/Escort package (and bumped stats since Auxillary Support no longer exists)

You may have missed 1.02.27
"updated" for latest version
P-Mod added to new pirate ships (Eradicator/Vanguard/Manticore)
P-Mod velocity boost increased to 25% (and no longer affects energy ***).
LC-mod penalty now dependant on hullsize (10/10/20/30).
New ships Exodus and Wisp
TT Tempest added

Opening post updated!

shpooky

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Re: [0.95.1a] Of Ludd and Lions
« Reply #59 on: January 02, 2022, 08:58:31 AM »

no holy ludd?
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