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: Simulator Enhancements (03/13/24)

Pages: 1 ... 6 7 [8] 9 10

Author Topic: [0.95.1a] Better Deserved S-Mods 1.64  (Read 128655 times)

Tyrgalon

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #105 on: November 09, 2022, 04:13:21 AM »

Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
Logged

Catscrath

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #106 on: November 13, 2022, 08:04:05 PM »

Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
I second this motion. Something like it’s armour increase set to 30% or 50% EMP resistance, because currently Shield Shunt is just begging the enemy to pepper your with torpedoes and missiles for the same amount of armour that armoured weapon mounts gives you.
Logged

taerkar

  • Ensign
  • *
  • Posts: 24
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #107 on: November 16, 2022, 12:53:24 PM »

A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Logged

Catscrath

  • Ensign
  • *
  • Posts: 48
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #108 on: November 16, 2022, 09:00:40 PM »

A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Thing is Heavy Armour is already really good with it’s real downside being it’s OP cost. I remember in the early stages of this mod, building in heavy armour actually gave the ship a -5% speed penalty. It’s one of the stronger mods in the game.
Logged

NikoTheGuyDude

  • Commander
  • ***
  • Posts: 229
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #109 on: November 18, 2022, 05:22:15 AM »

This is a really really nice mod. I love how unique some of the effects are.

Have you considered adding a framework for mod compatibility, so mod authors could give their hullmods special effects for smods?
Logged

Yunru

  • Admiral
  • *****
  • Posts: 1560
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #110 on: November 18, 2022, 05:52:51 AM »

This is a really really nice mod. I love how unique some of the effects are.

Have you considered adding a framework for mod compatibility, so mod authors could give their hullmods special effects for smods?
Already possible; just check if the mod's active, check if your hullmod is s-modded (or built in with the setting enabled), and code away.

Personally I do this:
Code: java
    public static boolean yBDSMCheck() {
        return Global.getSettings().getModManager().isModEnabled("better_deserving_smods");
    }

    public static boolean yBDSMApplies(ShipAPI ship, String hullmodID) {
        if (yBDSMCheck()) {
            return (ship.getVariant().getSMods().contains(hullmodID) || (Global.getSettings().getBoolean("BuiltInSMod") && ship.getVariant().getHullSpec().isBuiltInMod(hullmodID)));
        }
        return false;
    }

Zecevic081

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #111 on: November 19, 2022, 05:14:45 PM »

The Infernal Machine ship/starter of Underworld mod has a unique upgrade system that uses colony dialogue to install hullmods as built-in. Installing the Augmented Drive Field (AugmentedEngines) through that dialogue system seems to work but Operations Center bonus remains unactive.

EDIT: Nevermind, just found the setting for it.


[attachment deleted by admin]
« Last Edit: November 19, 2022, 07:12:34 PM by Zecevic081 »
Logged

w00d

  • Ensign
  • *
  • Posts: 17
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #112 on: November 20, 2022, 07:23:38 PM »

Hello, how to i modify some of the numbers? i find some of them a bit too strong and would like to tweak them.

likle say Heavy Armor
Logged

Xzaven

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #113 on: November 22, 2022, 01:15:01 PM »

I have two questions about the way the modifiers from Blast Doors are implemented.

From what I can tell the -10% Armor Damage Taken is added upon the existing modifier, for example if there is Impact Mitigation already. So with Blast Doors built in this should result in -35% or 0.65 modifier? This seems very powerful, maybe instead of deducting another 10 it might be better to multiply with 0.9?

And is the - 25% HE Damage Taken applied before the armor calculation to affect the impact of weapons, or after for the damage calculation only?

Both of these together seem to provide a lot of value to armor ships.
Logged

SpaceDrake

  • Captain
  • ****
  • Posts: 484
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #114 on: January 05, 2023, 04:28:54 PM »

Soooo, how's it feel to have the mod basically become part of the core game and get shouted out by Alex? :D

(Boy, he's entering Missile Rack Nerfs territory not even you dared to venture into, tho.)
Logged

Lethargic

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #115 on: January 05, 2023, 05:58:52 PM »

How do i tweak the bonuses? Cause to me some of this felt overpowered. Also does the AI's enemy or foreign ally use the s-mods modification too? :)
Logged

shoi

  • Admiral
  • *****
  • Posts: 650
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #116 on: January 06, 2023, 11:00:04 AM »

Soooo, how's it feel to have the mod basically become part of the core game and get shouted out by Alex? :D

(Boy, he's entering Missile Rack Nerfs territory not even you dared to venture into, tho.)

Saw this a bit ago! Congrats (definitely something that will enhance vanilla, IMO)!
Logged

Euripides

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #117 on: January 26, 2023, 08:36:04 PM »

Building in Efficiency Overhaul as an S-Mod does not provide a 50% reduction to fuel/supply use or minimum crew as stated, but does provide the +20% combat readiness and +100% CR recovery rate
Logged

TimeDiver

  • Captain
  • ****
  • Posts: 345
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #118 on: January 26, 2023, 08:45:58 PM »

Building in Efficiency Overhaul as an S-Mod does not provide a 50% reduction to fuel/supply use or minimum crew as stated, but does provide the +20% combat readiness and +100% CR recovery rate
The 50% reduction to fuel/supply use and minimum crew is for civilian-grade ships only.

Combat ships are the ones that receive the increased maximum CR and CR recovery rate.

It's one or the other; adding the Militarized Subsystems hullmod does not allow for both.
Logged

Euripides

  • Lieutenant
  • **
  • Posts: 89
    • View Profile
Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #119 on: January 26, 2023, 09:00:18 PM »

That's unfortunate. Most of the logistics ships added by mods aren't civilian flagged, even in vanilla about 1/3rd to 1/2 of the logistics ships aren't civilian tagged either.
Logged
Pages: 1 ... 6 7 [8] 9 10