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: Codex Overhaul (05/11/24)

Pages: 1 2 [3] 4 5 ... 11

Author Topic: [0.96a] Experimental Hull Modifications 0.8.6a  (Read 69179 times)

Silooh

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.2
« Reply #30 on: May 10, 2023, 10:54:24 PM »

Heya it doesn't seem to add the experimental hullmod base when loading/starting a game, is there a step I'm missing?
Logged

Princess_of_Evil

  • Admiral
  • *****
  • Posts: 520
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.2
« Reply #31 on: May 11, 2023, 01:40:48 AM »

Damn, what a list of ways to configure ships.

EDIT: I thought some parts would be powerful on some overslotted capitals, and by gods was i right...


EDIT2: Too bad you can't roll back EHM changes in mission mode.
« Last Edit: May 11, 2023, 02:10:45 AM by Princess_of_Evil »
Logged
Proof that you don't need to know any languages to translate, you just need to care.

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Oopsie?
« Reply #32 on: May 11, 2023, 09:44:18 AM »

Heya it doesn't seem to add the experimental hullmod base when loading/starting a game, is there a step I'm missing?

Nah, it's my fault. Oopsie! Fixed it.

Damn, what a list of ways to configure ships.

EDIT: I thought some parts would be powerful on some overslotted capitals, and by gods was i right...


EDIT2: Too bad you can't roll back EHM changes in mission mode.

Oh that's something I never checked. The hull mod tracking is completely offline for missions. I'll investigate it later!

Pushing a hotfix for the problem above and halving the mutable bonuses for now; I halved them but it seems they got lost to a rollback. Alternatively, I'll implement a system with diminishing returns, I think it'll be the middle-ground! Better yet, I'll put the values on the external files later on so people can alter them as they choose.
Logged

Princess_of_Evil

  • Admiral
  • *****
  • Posts: 520
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #33 on: May 11, 2023, 09:50:14 AM »

I'd just make slot cover bonuses linear, like 1-3 OP of vents per? That way you don't have the problem of them being basically useless on smaller ships and disproportionately strong on capitals.
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: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #34 on: May 11, 2023, 09:58:30 AM »

I'd just make slot cover bonuses linear, like 1-3 OP of vents per? That way you don't have the problem of them being basically useless on smaller ships and disproportionately strong on capitals.

Yeah need to find a good balance with them, because as you've said they're useless on smaller ships but they're mainly designed as an adapter supplement to be honest. There actually are bigger versions of them (medium/large capacitors/dissipators) but I disabled them because they unnecessarily add a lot of entries to the weapon picker, and providing smaller ones like building blocks that can be used on adapters seemed like the best idea.

I'll toy around with them a little bit more, I don't want them to be completely useless or extremely OP. The idea behind making them affecting the total was to make them somewhat viable, but not that viable :D I'll keep that broadside ship in mind by the way, most of the time I test with other ships with frontal firepower. You can completely ignore one side for the broadside ones though, which I never thought :D
« Last Edit: May 11, 2023, 10:01:34 AM by lyravega »
Logged

Princess_of_Evil

  • Admiral
  • *****
  • Posts: 520
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #35 on: May 11, 2023, 10:16:13 AM »

Also, is it possible to make shunts use slot cover sprites? As a barrel rendered below the gun, maybe?
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: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #36 on: May 11, 2023, 10:45:03 AM »

Also, is it possible to make shunts use slot cover sprites? As a barrel rendered below the gun, maybe?

That's something I am investigating currently. I mean I know where the cover sprites are, but trying to see if I can trigger something to put on the proper slot cover on the decorative shunt slots. The other solution would be adding multiple shunts of the same type each with a different cover sprite but I really don't want to go that route.

Hardpoints are another issue, shunts on them simply look ugly. I just adjusted their offsets, but beyond that they look out of place. But compared to "sensor dish" sprite, both are better in my opinion :D I'll get to both someday I hope.
« Last Edit: May 11, 2023, 10:48:18 AM by lyravega »
Logged

presidentmattdamon

  • Commander
  • ***
  • Posts: 249
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #37 on: May 11, 2023, 02:07:59 PM »

is there a way for outside mods to interface with your new work, like adding S-Points?
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #38 on: May 11, 2023, 04:08:30 PM »

is there a way for outside mods to interface with your new work, like adding S-Points?

Hmm, nay. Not s-points. Built-in s-mods don't contribute towards the limit though.
Logged

Princess_of_Evil

  • Admiral
  • *****
  • Posts: 520
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #39 on: May 15, 2023, 04:53:43 AM »

Hardpoints are another issue, shunts on them simply look ugly.
Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.
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: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #40 on: May 15, 2023, 05:04:40 AM »

Hardpoints are another issue, shunts on them simply look ugly.
Even more square-ish ones? Pretty sure you can just set different sprites for hardpoints and turrets.

Nah, that's not the issue; I'm already using different sprites. The issue is, hardpoints vary in size and shape between the design types. I tried to use the hardpoint sprites for the adapters for example, but they just looked out of place. That's why I reused the same sprites but with offsets.
Logged

Princess_of_Evil

  • Admiral
  • *****
  • Posts: 520
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.6.3
« Reply #41 on: May 15, 2023, 05:13:12 AM »

Right, that. Yeah, it's annoying.
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: [0.96a] Experimental Hull Modifications 0.7.0
« Reply #42 on: May 16, 2023, 09:10:00 AM »

Major version bump due to accomplishing a milestone: Adding an easier way to access the slot shunts. Any market (colony/station) that you can interact with will have a new submarket where you can find the slot shunts.



Game related:
• Added a submarket for experimental weapon slot shunts
• Changed how player faction is determined (for Nexerelin)
• Fixed system slots interfering with ship weapon checks
• Over-Engineered now grants 1 slot points to frigates
• Fixed wrong tooltip for Over-Engineered's +OP% bonus

Code related:
• Added submarket related stuff
• Simplified & diversified refit ship events
• Hull modification event registration is automated and done "onApplicationLoad()"

Hotfix (0.7.1):
• Fixed crashing due to trying to register non-experimental hull modifications
« Last Edit: May 17, 2023, 07:07:30 AM by lyravega »
Logged

Anonpepper

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #43 on: May 17, 2023, 08:03:01 AM »

I'm getting crashes on launch due to a class not found exception for lyr.lyr_plugin...?
Logged

lyravega

  • Commander
  • ***
  • Posts: 140
    • View Profile
Re: [0.96a] Experimental Hull Modifications 0.7.1
« Reply #44 on: May 17, 2023, 08:22:08 AM »

I'm getting crashes on launch due to a class not found exception for lyr.lyr_plugin...?

Download the correct .zip, not source code
Logged
Pages: 1 2 [3] 4 5 ... 11