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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 128661 times)

default

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #30 on: October 11, 2021, 05:36:49 PM »

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)

That's actually what I figured. Not complaining by any means.

I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.
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Jackie

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #31 on: October 11, 2021, 08:15:36 PM »

I do have a question though. Is there any chance that this mod could include hull mods from other mods? With permission, of course.

No, it could be easier for the mod author to do and maintain their own bonuses themselves. You could ask them if their hullmods should have smod bonuses. I did this for vanilla purely because most of the hullmods weren't worth smodding while I found most modded hullmods were worth smodding.
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nDervish

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Re: [0.95a] Better Deserved S-Mods 1.2
« Reply #32 on: October 12, 2021, 12:09:43 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
Just load the mod and any relevant s-mods will be affected.  No console commands or anything needed.
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Jackie

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Re: [0.95.1a] Better Deserved S-Mods 1.33
« Reply #33 on: December 13, 2021, 02:35:14 PM »

1.33
- Removed Shield Shunt S-Mod
- Changed Resistant Flux Conduits
- Changed High Scatter Amplifier
1.32
- Fixed Hardened Subsystem's bug
- Fixed Armored Weapon Mount's tooltip

1.31
- Added Adaptive Phase Coils S-Mod

1.3 - New Smods and 0.95.1a!
- There is now a setting in setting.json you must set to TRUE for built-in hullmods to function like S-Mods.
- Removed Assault and Escort Package from selection (bonuses transferred to Militarized Subsystem)
- Temporarily removed Augmented Drive Field S-Mod for the time being.
- A lot of hullmods got changed. Check the forum thread to see what changed mostly.
« Last Edit: December 22, 2021, 07:59:42 PM by Jackie »
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DecoyGrenadeOut

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Re: [0.95.1a] Better Deserved S-Mods 1.3
« Reply #34 on: December 14, 2021, 01:31:35 AM »

I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?
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planeswalker

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Re: [0.95.1a] Better Deserved S-Mods 1.3
« Reply #35 on: December 14, 2021, 06:52:53 PM »

Might be a strange question but these S mods are for the human player only yes?
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IonDragonX

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Re: [0.95.1a] Better Deserved S-Mods 1.3
« Reply #36 on: December 14, 2021, 07:21:05 PM »

Might be a strange question but these S mods are for the human player only yes?
Not totally. Smods do get generated on enemies but hey sometimes make no sense at all.
BTW I'm in your general Q/A thread so you can get more answers without derailing too many threads.
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FreonRu

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Re: [0.95.1a] Better Deserved S-Mods 1.3
« Reply #37 on: December 15, 2021, 09:30:02 AM »

Good day, thanks for the mod.
1 Are there any plans to expand the mod to all hullmods? Expanding payload / fuel capacity / sensor array?
2 Are there any plans to hullmods other modders? I understand that it is probably not always easy to agree, but for a simple user it would be very exciting.
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Jackie

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Re: [0.95.1a] Better Deserved S-Mods 1.3
« Reply #38 on: December 15, 2021, 09:38:55 AM »

I tried the mod out and found out that Militarized Subsystem doubles ship supply consumption, is this intended?
An accidental edit which will be fixed promptly.
Might be a strange question but these S mods are for the human player only yes?
If AI can use S-Mods, they get the same benefits here.
Good day, thanks for the mod.
1 Are there any plans to expand the mod to all hullmods? Expanding payload / fuel capacity / sensor array?
2 Are there any plans to hullmods other modders? I understand that it is probably not always easy to agree, but for a simple user it would be very exciting.
1. I have only plans to expand the mod to vanilla hullmods that are lacking in OP when S-modded (Roughly 30 OP accordingly). Only Adaptive Phase Coils and Ballistic Rangefinder will be added for the next update. The logistic hullmods are difficult to expand since they're a go-to on logistic ships already.
2. Up to their discretion. Balancing for a S-modded Hullmod and a Hullmod itself is difficult.
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planeswalker

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Re: [0.95.1a] Better Deserved S-Mods 1.31
« Reply #39 on: December 18, 2021, 01:47:20 PM »

Thanks for making this mod, its a good idea and makes using a story point alot more impactful.
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Rockow

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Re: [0.95.1a] Better Deserved S-Mods 1.31
« Reply #40 on: December 19, 2021, 03:37:12 AM »

Found what I think is a bug, if you s mod hardened subsystems the 50% increase from the base mod is replaced with the 30 flat second increase from the s mod, easily fixed by adding stats.getPeakCRDuration().modifyPercent(id, PEAK_BONUS_PERCENT); to the s mod portion of the code
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Darloth

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Re: [0.95.1a] Better Deserved S-Mods 1.31
« Reply #41 on: December 20, 2021, 03:12:43 AM »

Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)
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Jackie

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Re: [0.95.1a] Better Deserved S-Mods 1.32
« Reply #42 on: December 20, 2021, 07:31:11 AM »

Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)
Found what I think is a bug, if you s mod hardened subsystems the 50% increase from the base mod is replaced with the 30 flat second increase from the s mod, easily fixed by adding stats.getPeakCRDuration().modifyPercent(id, PEAK_BONUS_PERCENT); to the s mod portion of the code
Thanks for making this mod, its a good idea and makes using a story point alot more impactful.
Thank you! Please redownload!
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EvilPineapple

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Re: [0.95.1a] Better Deserved S-Mods 1.33
« Reply #43 on: December 27, 2021, 10:22:50 PM »

Old > New

Rip to my Medusa build. Do you think it'd be fair to make PD beams less impacted by HSA? Might swap over to Integrated PDAI and use IR Pulse Lasers instead.
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shoi

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Re: [0.95.1a] Better Deserved S-Mods 1.33
« Reply #44 on: December 28, 2021, 12:01:43 AM »

Wow great work! I can't see myself going back to a life without BDSM!
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