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: Anubis-class Cruiser (12/20/24)

Pages: 1 [2] 3 4 ... 11

Author Topic: [0.96a] Experimental Hull Modifications 0.8.6a  (Read 86877 times)

gaofusiji

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
« Reply #15 on: June 14, 2022, 07:45:42 PM »

Hello, can I add some tactical systems designed by myself to it? I saw your previous code guide post, and I don't know if the above code is valid
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.1.7 - Preview
« Reply #16 on: July 13, 2022, 07:14:21 AM »

Wow, this is a good mod. Color coordinating shields for mini-battlegroups in my fleet is exactly what I've wanted, even if I did not know that before. I can literally have Red and Blue squadrons in my fleet now, which is a delight. Uniform engine trails sometimes need a reload to apply on some ships, but thats fine to finally have the option to coordinate my fleet. The flexibility on offer is insane. I love this mod. My builds have gotten wonky, I had to throw out my entire fleet doctrine book and make new rules. This mod can very easily mod the fun out of a game by making some of the strongest ships this game has ever seen. Lots of modded subsystems are not worth swapping for, especially when the ship is built around using their system, but this mod is amazing for bringing low performers up to snuff.
Yeah, a lot of systems are not worth swapping, but for the sake of flexibility I added all of them in. Even the [REDACTED] and Station systems are there, just hid them. As you've mentioned, the aim was primarily to bring the low performers to a higher place, and there are no restrictions as I've decided to leave it up to the players to deem what is balanced and what is not. On the side, there are some systems that I really like, but they are available only on certain ships, which is not the case anymore.

One bug, when applying a new ship system to some modded hulls it causes a crash. So far the modded hulls seem to be ships that have "two" ship systems, one of which is triggered by right click. Causes an instant crash when trying to load SIM or combat. The Gunhazard from ARMAA is one such example.
I'll check them out, thank you for the report!

Question, how does the phase ship system work? It seems far more efficient/effective than any other phase ship on roster. What are the activation and cloak costs? Are there plans to make the new phase system reflected with the proper phase subsytem hullmod and stat adjustments when installed?
To be frank, there is no cost. I was going to base the costs on the vanilla shield numbers so it'd be applicable to all ships out of the box. But for now it's practically a cheat code in essence. I'll have one phase system mod that'll be rather expensive to use, and another that replaces the shields, but can't say when I'll get to that.

However as I hit some issues with the other parts of the mod and kinda got obsessed with them, trying to solve them kinda drained the modding out of me. I'll get back to the mod at some point, but can't really say when. Maybe when the game receives a new patch/update, as it most probably will require me to fix some broken parts of the mod at that point.

Hello, can I add some tactical systems designed by myself to it? I saw your previous code guide post, and I don't know if the above code is valid
If I can see the code I might be able to help.
Logged

okj

  • Ensign
  • *
  • Posts: 37
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #17 on: October 20, 2022, 10:40:47 AM »

How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.
Logged

Xhaldor

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #18 on: October 31, 2022, 09:07:25 AM »

I like it, I can turn anything into anything, that I always wanted. The only thing to note so far is that there is a crash whenever I add (EITHER I BELIEVE) PD drone system, however, terminator drones work. It's quite experimental so like I expect a crash every 5 minutes. I really like the idea though! FIRST STEP INTO SHIP CUSTOMISATION!

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #19 on: November 06, 2022, 02:36:11 PM »

How do I remove the adapter? The remove adapter hullmod is not there and it doesnt undo when I remove the step down adapter hull mod either.
Remove all weapons, then remove the adapter

I like it, I can turn anything into anything, that I always wanted. The only thing to note so far is that there is a crash whenever I add (EITHER I BELIEVE) PD drone system, however, terminator drones work. It's quite experimental so like I expect a crash every 5 minutes. I really like the idea though! FIRST STEP INTO SHIP CUSTOMISATION!

Hmm, PD drones should be working... no idea. There are a few things I never got around to fixing, hence why this lives in this forum, and isn't listed under the master mod-list; quite experimental stuff. I'll finish the mod someday, after the next update to the game, I plan to work on this little bit more.
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #20 on: May 05, 2023, 11:55:02 AM »

Hey EHM users, if there are any. I was working on an update and it coincided with the game update. Nevertheless, I've ported the mod to the new game version, but as I was in the middle of an update, need to finish it. Thank you for your patience!
Logged

Obsidian Actual

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #21 on: May 05, 2023, 01:48:16 PM »

Bless you, you crazy awesome sapient.
Logged

rawkhawklives

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #22 on: May 06, 2023, 07:32:41 AM »

Honestly just so excited to hear we're getting an update again at all.
Logged

Princess of Evil

  • Admiral
  • *****
  • Posts: 821
  • Balance is not an endpoint, but a direction.
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #23 on: May 06, 2023, 08:01:47 AM »

Take your time, man. Breaking SS takes a toil.
Logged
Proof that you don't need to know any languages to translate, you just need to care.

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #24 on: May 07, 2023, 09:42:47 AM »

Bless you, you crazy awesome sapient.
Bless you too  :)

Honestly just so excited to hear we're getting an update again at all.
Yeah I put this aside for a while and now trying to figure out how to add what I want to add.

Take your time, man. Breaking SS takes a toil.
Heheh, yeah. Had to improve my methods a little bit.

The mod completely lacks any sprites, descriptions and whatnot. I am also debating which "sensor dishes" to keep as I've added a lot more that do different things, most will probably be unused and just bloat the weapon picker list though. When I release the update, I'd like to remove the "Preview" from this post so to speak, hence the delay.

If my mod is the reason you cannot continue your existing game, DM / ping me on discord please (lyravega#1139) so I can toss a stripped build that'll allow you to keep playing at the very least. Anyway, thanks for the interest!

Meanwhile, here's something I finished:
« Last Edit: May 07, 2023, 09:47:25 AM by lyravega »
Logged

Scamper

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #25 on: May 08, 2023, 05:09:44 AM »

Any plan for having a universal retrofit available (turn every slot to universal)? I like to experiment.
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #26 on: May 10, 2023, 07:16:51 AM »

Any plan for having a universal retrofit available (turn every slot to universal)? I like to experiment.

Mmmm, I'll add it but it'll be hidden. You'll have to edit the .csv to get it. I mean balance isn't my top priority, but adding this is unbalanced even for me :D
Logged

Princess of Evil

  • Admiral
  • *****
  • Posts: 821
  • Balance is not an endpoint, but a direction.
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #27 on: May 10, 2023, 07:24:20 AM »

I would actually love to see a small slot only U retrofit - it would be decently balanced just by *** mag sizes of SM weapons.
Logged
Proof that you don't need to know any languages to translate, you just need to care.

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #28 on: May 10, 2023, 02:36:24 PM »

I would actually love to see a small slot only U retrofit - it would be decently balanced just by *** mag sizes of SM weapons.

Added. There's a chicken or egg problem with the new converters though. You can now change a small slot to a medium one, but depending on the installation order, it may or may not be universal :D will solve it later, gotta restructure lots of things in the background anyway. If the update didn't hit, was going to take my time but had to push a stable version for now!
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.95.1a] Experimental Hull Modifications 0.2.0 - Preview
« Reply #29 on: May 10, 2023, 02:37:15 PM »

0.6.2 is out now!

Hotfix 0.6.2:
• Fixed a fatal issue
• Fixed activated shunts showing up in weapon groups

PS: Forgot to bump version on the hotfix, it still reports 0.6.0 even though it's 0.6.2 >:(
« Last Edit: May 10, 2023, 06:44:55 PM by lyravega »
Logged
Pages: 1 [2] 3 4 ... 11