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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Carter's Junk Hull Mods - V 0.9.4 - 11/26/24  (Read 90952 times)

hidefreek

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Hello.
It looks like the Brawler Energy actually affects the Energy Beam weapon which conflicts with the hullmod text.
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Dazs

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Hello.
It looks like the Brawler Energy actually affects the Energy Beam weapon which conflicts with the hullmod text.
Good morning and hello hidefreek ,
I took a look at it and that is due to a misunderstanding on my part with the API. There is a specific command for beams and one for energy weapons, I used the one for energy weapons thinking it was for non-beams. I made that hull mod so long ago and never revisited it so my bad. Heck I use that hull mod on my up close energy ships like the Wolf and never noted it lol. I will look over the Mutable Ship Stats and see if I can find one that is specific to non-beam energy weapons and if not, re-word the description.

Thank you for the comment, I should have an update later today to address this either way.

Dazs

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v0.9.2 released today - Save game compatible
   -Changed the effect of Brawler Energy from +damage to +rate of fire & projectile speed - TY hidefreek for noting that +damage affected beams which was unintended

Araara

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Hello,

ive found an issue not specifically related to your mod but figured it'd be interesting to know, or at least to log somewhere.

If the total combination of hullmods and/or special pirate stuff make it so that you reach -100% hull  (aka 0 hp), whenever you deploy the ship in combat, they just fade out and disappear and make any other deployment (friends and foes alike) impossible and therefore, hangs the battle forcing you to endcombat.

This means:
1. If a 0 hull ship is deployed at the beginning, they will disappear and "block" any subsequent deployment including the enemy initial spawn, effectively making you float inside an empty map until you force "endcombat"
2. If a 0 hull ship is deployed later during the stage of a battle, it "blocks" any enemy reinforcement/deployment but not your manual deployments. It still forces you to "endcombat" after you clean up the remaining enemies on the map though.




In particular, ive combined "internal tank -20" and "cargo carver -20" with "structural cargo retrofit -60" (which i cant remember from which mod its from) to achieve this issue.
« Last Edit: August 10, 2024, 05:03:16 PM by Araara »
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Dazs

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Hello,

ive found an issue not specifically related to your mod but figured it'd be interesting to know, or at least to log somewhere.

If the total combination of hullmods and/or special pirate stuff make it so that you reach -100% hull  (aka 0 hp), whenever you deploy the ship in combat, they just fade out and disappear and make any other deployment (friends and foes alike) impossible and therefore, hangs the battle forcing you to endcombat.

This means:
1. If a 0 hull ship is deployed at the beginning, they will disappear and "block" any subsequent deployment including the enemy initial spawn, effectively making you float inside an empty map until you force "endcombat"
2. If a 0 hull ship is deployed later during the stage of a battle, it "blocks" any enemy reinforcement/deployment but not your manual deployments. It still forces you to "endcombat" after you clean up the remaining enemies on the map though.




In particular, ive combined "internal tank -20" and "cargo carver -20" with "structural cargo retrofit -60" (which i cant remember from which mod its from) to achieve this issue.
Hello thank you for taking the time to post. I see some hull mods I recognize and some I do not. Overall if you combined all of the deductive hull mods in CJHM it would not reach zero. I understand that other mods use similar negatives to balance their hullmods but that leaves the choice in the player's hands on whether of not to bring it to the situation you describe. It is an interesting situation I had not considered and I thank you for brining it to my attention. I will keep it in mind if I add any more hull mods that reduce hull in the future. I guess it just comes down to Caveat Emptor when combining hull mods from different mods. :)

hidefreek

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Look likes
Brawler Energy range reduces affect Beam weapon as well
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Dazs

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Look likes
Brawler Energy range reduces affect Beam weapon as well
As I sated earlier, there is no API to exclude Beams, well at least as afar as I can tell. I have already modified it from damage to rate of fire so it will be more effective on energy projectile weapons as intended. Best I can do is add an incompatibility with beam specific booster hull mods like High Scatter Amplifiers and Advanced optics to further discourage use with beams. I'll go over the MutableShipStatsAPI again since it is not very well documented so I may have missed something.

 I'll have an update out today with either the incompatibility or of I find some code that excluded beams I missed when I made the hull mod. So stay tuned!

Dazs

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.3 - 08/23/24
« Reply #82 on: August 24, 2024, 08:37:56 AM »

v0.9.3 released today - Save game compatible
   -Added High Scatter Amplifier and Advanced Optics incompatibility to Brawler Energy - It is intended for energy projectiles - TY hidefreek for your commentary
   -Changed the OP needed for Flux Swap to 1 OP for all sizes - Gives another option for larger ships with 1 OP leftover
   -Added a new Hull Mod, Scatter Amplifiers - Lowers beam range by 20% and damage by 10%, allows beams to deal hard flux - Had the idea while changing Brawler Energy

@hidefreek I looked over the API and could not find anything to exclude beams to Brawler Energy. Maybe there is a code fragment I could add later if anyone reading this knows of one but I went with the discouragement of adding incompatibilities.

Enjoy!

Crimsteel

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.3 - 08/23/24
« Reply #83 on: November 10, 2024, 04:17:43 AM »

Idea: s-mod bonuses.
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Dazs

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.3 - 08/23/24
« Reply #84 on: November 10, 2024, 04:26:38 AM »

Idea: s-mod bonuses.
Good morning,
Thank you for submitting the idea but I have considered that in the past but keeping the negatives in balance with the positives made them less desirable. Overall, I felt it was not in line with the theme of them being low OP junk hull mods and decided not to implement it.

EnigmaniteZ

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.3 - 08/23/24
« Reply #85 on: November 25, 2024, 03:25:40 PM »

i'm finding I quite like a few of the hullmods offered. scatter amplifier is a particular favorite...though I also like nano hull repair

that said, there are quite a few typos in the hullmod descriptions, so i'll list 'em to make 'em easier to find and fix:
safties (safeties)
ballastic (ballistic)
regerates (regenerates)
incompatable (incompatible)
amplifers (amplifiers)
hower (however)
ballisitc (ballistic)
incraeases (increases)
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Dazs

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.3 - 08/23/24
« Reply #86 on: November 25, 2024, 06:40:12 PM »

i'm finding I quite like a few of the hullmods offered. scatter amplifier is a particular favorite...though I also like nano hull repair
That is nice to hear, thank you!
that said, there are quite a few typos in the hullmod descriptions, so i'll list 'em to make 'em easier to find and fix:
safties (safeties)
ballastic (ballistic)
regerates (regenerates)
incompatable (incompatible)
amplifers (amplifiers)
hower (however)
ballisitc (ballistic)
incraeases (increases)
Um er whoops, I made some of these years ago and that just flew by me. I should have some time tomorrow to post a correction, stay tuned.

Dazs

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.4 - 11/26/24
« Reply #87 on: November 26, 2024, 11:30:51 AM »

v0.9.4 released today Save game compatible
   -Added the CJHM Engineering Icon to the LunaLib & TriOS menus
   -Fixed multiple spelling errors in the descriptions of the hull mods - TY EnigmaniteZ for pointing out these long standing errors

No new hull mods this round, sorry I am tapped out of ideas. Just some mod maintainence this time but if anyone has an idea for a new junk hull mod let me know and we can colaborate.

R3DStylum

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.4 - 11/26/24
« Reply #88 on: November 26, 2024, 03:15:21 PM »

Hey ! Hate to be a bother, but would it be possible to reorder the hullmods on the main mod page in alphabetical order ? Or by theme ?

Thanks in advance !
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Dazs

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Re: [0.97a] Carter's Junk Hull Mods - V 0.9.4 - 11/26/24
« Reply #89 on: November 26, 2024, 08:27:23 PM »

Hey ! Hate to be a bother, but would it be possible to reorder the hullmods on the main mod page in alphabetical order ? Or by theme ?

Thanks in advance !
Hello there, I am curious why? As it is a graphic that I have been adding to over the course of mod, reordering it would be a bit of work and I was wondering what benefit that effort would have.
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