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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] Better Deserved S-Mods 1.64  (Read 128698 times)

Raio_Verusia

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Re: [0.95a] Better Deserved S-Mods
« Reply #15 on: September 19, 2021, 08:36:31 AM »

Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?

Probably a sensor profile penalty.
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Pratapon51

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Re: [0.95a] Better Deserved S-Mods
« Reply #16 on: September 19, 2021, 11:56:06 AM »

Hmm... what kind of S-Mod bonus would you give Augmented Drive Field?

More structure? Maneuverability?

Probably a sensor profile penalty.

I do not think ADF should receive any sort of (pure) penalty.

While I'm undecided what adjustment Augmented Drive Field ought to receive from this mod, eating up a precious S-Mod slot for something that is almost pure campaign-layer convenience on a combat ship is already an enormous downside, compared to, say, adding several tugs and using that slot for something a lot more directly useful. With any significant sensor profile penalty, heck, you may as well go with the tugs.
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Great Wound

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Re: [0.95a] Better Deserved S-Mods
« Reply #17 on: September 19, 2021, 12:47:05 PM »

I do not think ADF should receive any sort of (pure) penalty.

While I'm undecided what adjustment Augmented Drive Field ought to receive from this mod, eating up a precious S-Mod slot for something that is almost pure campaign-layer convenience on a combat ship is already an enormous downside, compared to, say, adding several tugs and using that slot for something a lot more directly useful. With any significant sensor profile penalty, heck, you may as well go with the tugs.

Either +5% combat speed or -10% sensor profile works.

The first is "this engine makes me go faster, now I can in combat to" which makes it a combat/campaign layer hybrid.
The second is "this drive burns more efficiently and produces less radiation" is pure campaign layer.

Or you could go for the nice and simple +3 burn speed...

Amoebka

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Re: [0.95a] Better Deserved S-Mods 1.1
« Reply #18 on: September 21, 2021, 12:08:15 PM »

+5% combat speed would feel rather anemic. You only consider ADF on capital ships, and those tend to be really slow in combat too, so percentage based bonuses do little to help them.
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Pratapon51

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Re: [0.95a] Better Deserved S-Mods 1.1
« Reply #19 on: September 21, 2021, 02:07:25 PM »

Now I'm wondering .. are enemy ships with eligible built-ins and s-mods affected by this mod?
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Jackie

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Re: [0.95.1a] Better Deserved S-Mods 1.2
« Reply #20 on: September 21, 2021, 11:56:03 PM »

- Augmented Drive Field now has an S-Mod Bonus: reduces the ship's sensor profile by 20%.
- Automated Repair Unit now repairs 1% of your hull integrity if it's below 40%.
- Converted Fighter Bay now has an S-Mod Bonus: Adds +80 Armor and +40 Flux Dissipation per built-in cargo bay.
- Converted Hangar now has an S-Mod Bonus: Buffed Fighter Speed and Reduced Fighter Damage Taken.
- High Scatter Amplified now has an S-Mod Bonus: -30% Range on non-PD Beams and a -20% Range on PD Beams.
- Militarized Subsystems get their bonus amplified to 1.5x.
- Assault Package gets its bonus amplified to 1.5x.
- Escort Package gets its bonus amplified to 1.5x.
« Last Edit: December 13, 2021, 02:36:13 PM by Jackie »
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PreConceptor

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #21 on: September 26, 2021, 05:09:50 PM »

For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
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Jackie

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #22 on: October 04, 2021, 07:16:58 PM »

For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!
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PreConceptor

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #23 on: October 05, 2021, 11:02:14 AM »

For some reason Adjusted Sector also modifies(?) Heavy Armor, no idea why, the .java files in AS and base Starsector are identical (I also know nothing about coding so...). So Better Deserved Smods looks to be incompatible with Adjusted Sector but only for the Heavy Armor changes.
I do not know why that is the case if there is no difference, you could bring it up with the author of Adjusted Sector!
Will do, although its unlikely to be fixed soon as AdjSect author is on hiatus rn. btw, I just realized the acronym for the mod is BDSm.
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jlrperkins

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #24 on: October 06, 2021, 08:33:22 AM »

After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.

Anyone here remembers the Diablo 2 runewords?
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default

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #25 on: October 07, 2021, 01:43:39 PM »

I very much enjoy this mod. It does technically make your ships a cut above balanced, but it feels way more worth the Story Point when there's a bonus to gain. Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

After looking at this mod, I started thinking of a similar idea, namely hullomod synergies, where a particular combination of hullmods would bestow a particular bonus. As an example, Flux Coil Adjunct, Flux Distributor and Resistant Flux Conduits, when applied together, could give some sort of flux-related bonus, like an extra 10% to flux capacity and dissipation, and allow PD weapons to continue firing while venting or overloaded.
This idea is interesting, but I have one thing to say. Allowing PD weapons to fire while venting would partially counteract part the risk of venting. Also if they fired while overloaded(namely in the case of PD boats), it would basically be like it wasn't overloaded aside from its shield being down. The bonus to flux stats would be nice, but the PD weapons firing while overloaded or venting would be too much.
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PreConceptor

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #26 on: October 08, 2021, 09:35:09 AM »

Was a little bummed that some hullmods don't have have bonuses, but oh well. Possibly updates later? That would be awesome.

The reason certain mods don't have build-in bonuses, and Heavy Armor even has a penalty, is because those mods are already the go-to build-in options due to their greater OP saving and general utility (i.e. Heavy Armor, Hardened Shields and ITU on almost everything)
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PreConceptor

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #27 on: October 08, 2021, 09:48:21 AM »

Another (minor) incompatibility for BDSm's Efficiency Overhaul built-in bonus with Hullmod Barratry's Efficiency Revamp submod. Likely due to Efficiency Overhaul being modified by ER so it becomes incompatible with ER's free efficiency hullmods.
« Last Edit: October 08, 2021, 12:57:16 PM by PreConceptor »
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Shad

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #28 on: October 08, 2021, 03:08:33 PM »

Like the mod! My only issue is with automated repair unit. I feel 1% hull regen up to 40 is too strong, especially on high armor capitals, combined with skill for reduced hull damage. Pretty much thain reason why hull regen was gone from vanilla. Perhaps lower the rate and/or the cap?
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Havoc

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #29 on: October 11, 2021, 10:58:07 AM »

hi, is there a way to activate the mod on running game? (I have zero s-mods at the moment, but some ai fleet has)
Is there something like an export function with console commands or something like that?

I just need my ships, some captains, a bit of money and my tech... at least some of it
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