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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 349046 times)

MiniDeth3

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[0.97a] Pirate Mini Mod (1.7.6)
« on: August 24, 2023, 07:57:09 PM »

Pirate Mini Mod



I always feel that once you hit a certain point you are no longer really surprised by pirates.
Their roster is limited and their few ships are either weak or just repaints of existing hulls. This alongside mod power creep often renders the faction a minor annoyance or time sink even in the mid game.

This is a mod meant to make pirates more unique, unhinged, and ambitious. As of now changes are simple but I plan to evolve the mod over time as I learn or get help.

Download 0.97a
(My DMs are open here and on discord so feel free to contact me about balance issues or suggestions.)
(Otherwise you can send feedback here!)





Vanilla Ship Edits
Spoiler

I've noticed changes in pirate designs over time. The classic red and black paint has evolved to favor more diverse colors and hull modifications, like the Cerberus versus the Vanguard, or the Colossus versus the Eradicator.

I've updated some of the vanilla pirate ships to be visually more interesting and also tweaked their mechanics, aiming to make them stand out and feel fresh again.


Colossus (P)
(Vanilla)(New)

Swarm



Colossus (LP)
(Vanilla)(New)

I couldn't help myself  :'(


Venture (P)
(Vanilla)(New)

Proper frontal fire power



Enforcer (P)
(Vanilla)(New)

Simple and Reliable



Manticore (P)
(Vanilla)(New)

Hacked Flak Feeds



Mule (P)
(Vanilla)(New)

Overextends, doesn't die, leaves



Buffalo (P)
(Vanilla)(New)

Smugglers delight



Shrike (P)
(Vanilla)(New)

Making an existing flux problem worse



Kite (P)
(Vanilla)(New)

Attempted missile saturation



Wolf (P)
(Vanilla)(New)

Return the mount



Hound (P)
(Vanilla)(New)

Cargo bays are better suited for fighters anyways



Cerberus (P)
(Vanilla)(New)

Favorite



Vanguard (P)
(Vanilla)(New)

High-Tech Low-Tech



Mudskipper Mk.II
(Vanilla)(New)

Shoots once, Malfunctions, Dies



Gremlin (P)
(Vanilla)(New)

Mini Minestrike



Shade (P)
(Vanilla)(New)

Fast as Lightning



Afflictor (P)
(Vanilla)(New)

Overcharged


[close]


PMM Ships / Wings
Spoiler


Prometheus Mk.III


Fleet Anchor



Champion Mk.II


Weaponized Flux



Champion (P)


League Defectors



Eagle (P)


Idk how this isn't in the game



Nebula Mk.II


Atlas Mk.II Jr



Sunder (P)


Just a Flying Weapon Array



Harbinger (P)


Fell omen



Lasher (P)


Another High Tech Low Tech



Vigilance (P)


Experimental Armor



Centurion (P)


Ketchup Mustard ship



Scarab (P)


Faster



Brawler (P) / Brawler (TT) (P)
   

Float like a butterfly, sting like a...Brawler?



Shepherd (P)


An attempt at bombers



Monitor (P)


Attack CCTV



Hook Wing


Talon Mk.II



Modified Pod Bomber


Makeshift Bombers





A few secrets and many more ships planned!



[close]


PMM Crossmod
Spoiler

A concept I've been wanting to try for while, PMM crossmod allows pirate variants, bounties, and bosses to be automatically added with the use of other mods! This allows some integration with the greater modiverse (Without forcing unwanted modded content on users) and gives players a catered reward simply for playing with their modlist!

If you're interested in PMM crossmod for your mod let me know!

Indies Expanded
Spoiler

Savvaran (P)

Relentless pursuit

[close]



VRI
Spoiler

Gauntlet (P)

Glows purple

[close]



Scrapyard Armories
Spoiler

Cavern (P)

Made like a dark, messed up version of Cavern haha. Just a glimpse into my dark reality.

[close]

[close]



Thank You
Spoiler
- Starsector team for making a pretty neat game

- Alex
  - Coding advice
  - Listening to my insane rambling

- Alfonzo
  - Code reference for Weaponized Flux Core script

- Kaysaar
  - Code reference for Pirate Fleet Inflator script

- Caymon
  - Code reference for dynamic omega toggles

- Vanilla
  - Coding advice
  - Crossmod groundwork
  - Luna settings groundwork
  - Pirate Modifications assistance
  - Triquetra system assistance
  - Reflector Plate script

- Meower the Great
  - Target Laser script
  - Reflector Plate script
  - General polish

- Nia Tahl
  - Code reference and advice

- Haplogynae
  - Upcoming Eclipse Syndicate LLC music

- John Henry Eden
  - Vigilance (P) description help
  - Hound (P) description help
  - Manticore (P) description help
  - Aeon description help
  - Triquetra description help

- Selfcontrol
  - Lots of balancing notes
  - Many .variants

- cghhj
  - Balancing notes
  - Chinese translation of PMM

- SparraNova
  - Spiral Arms Prometheus

- Quacken
  - Commissioned spritework. Id recommend them!
  - Hammerhead (P)
  - Fulgent (P)
  - Lumen (P) update
  - Harbinger (P)
  - Brawler (P) update
  - Brawler (TT) (P)
  - Centurion (P)

- Snazzy
  - Commissioned spritework. I also recommend them!
  - Aeon resprite (Current)
  - Satus resprite (Current)
  - Percept resprite (Current)

- PigeonPun
  - Master-Class Droneship resprite

- Amazing Starsector modders for so much help and insight!
  - Notably: SafariJohn, Touch Of Vanillla, Kaysaar, DeCell, Kissa Mies, Xaiier, Birdwanderer, Sorrydough, Arthur, and Ruddygreat

- The Starsector community for bug reports, notes, and feedback!
  - Notably: Deageon, T R A S H, Solarshade, Arvaamaton Hans, TheShear, BinBin, xSevenG7x, Yholl, WENth100, Rust-Clad King, Jonlissla, unlitoutsource, meatball, and McGee (I may have missed some)

- Shrike (Synthetik dev team)
  - Perms to use dash sound for Synthdash system

- And you. Thanks for taking the time of day to look at my little mod. Its been so much fun to make something for one of my favorite games.
[close]




Changelog

Spoiler
1.1.0 (Update)

Spoiler



- New "Pirate Modifications" Hullmod
 "This hull has undergone significant modifications, it's pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like "reliability", "Hull Integrity", and "Flux Capacity".
  - This is a negative hullmod applied to most pirate ships. It is meant to help balance the ships more unique mechanics with just plainly worse general stats.

- New Sprites + Tweaks for Vanilla Ships:
  - Cerberus (P)
  - Enforcer (P)
  - Colossus (P)
  - Mule (P)
  - Mudskipper (P)

- Fixes
  - Fixed the gremlin being slightly overtuned
  - Reduced Champcore damage
[close]


1.1.1 (Hotfix)

Spoiler



- Fixes
  - Fixed issue causing the Colossus (P) to spawn incorrectly.
  - Fixed issue causing the Mule (P) to not spawn.
[close]


1.1.2 (Hotfix)

Spoiler



- Fixes
  - Fixed issue making the Colossus Mk.III description not appear.
  - Fixed crash when loading Gremlin (P) variants with weapons on removed mounts.

[close]


1.2.0 (Update)

Spoiler



- Balance Tweaks
  - Added "Pirate Modifications" To all vanilla pirate ships
  - Shrike (P)
    - Tweaked built in Scorch Cannon
  - Hook fighters
    - Tweaked shield radius for visual clarity
  - Colossus Mk.III
    - Upped OP by 5
    - Changed the system back to regular flares.
    - Tweaked Pirate variant
  - Falcon (P)
    - Tweaked Strike variant

- Champion Mk.II Rework
  - Weaponized Fluxcore has been reworked to fall more inline with the intended vision of the ship.
  - Given High Maintenance hullmod
  - Slot types changed

- Added Ships
  - Shepard (P)
  - Brawler (P)
  - Monitor (P)

- Added Wing
  - Modified Pod Bomber

[close]


1.3.0 (Update)

Spoiler



- Fixes
  - Gave a proper description to the "Pirate Modifications" and "Weaponized Flux Core" hullmods
  - Fixed (REDACTED) having an incorrect hull designation
  - Fixed Modified Pod Bomber's custom Mining Blaster appearing in game
  - Removed unused Systems/Hullmods/Weapons from files
  - Fixed issue that caused incorrect wolf to spawn
  - Removed depreciated description of the Colossus Mk.III due to unintended interactions with skins
  - Fixed typos in some descriptions

- Tweaks
  - Messed with the Champ Mk.II's sound

- New Sprites + Tweaks for Vanilla Ships:
  - Venture (P)
  - Vanguard (P)
  - Manticore (P)
  - Afflictor (P)
  - Shade (P)

- Added Ships
  - Sunder (P)
  - A "boss" ship
  - It doesn't exist
  - It never existed

- The next big update may take a small while bur I promise it will be pretty neat

[close]


1.4.0 (Small Update)

Spoiler



- Fixes
  - Fixed typos in some descriptions
  - Fixed Pirate Modifications adding a single point of flux capacity and dissipation rather than removing 10%
  - Fixed floaters on some sprites
  - Forgot to mention in last update Version Checker compatibility has been fixed my b

- Tweaks
  - Manticore (P) has been given an improved description thanks to John Henry Eden
  - [REDACTED] has been given an improved description thanks to John Henry Eden
  - Pirate Modifications can now be enhanced as an S-Mod for special bonuses
  - Nerfed Shrike (P)'s built in "Scorch Cannon"
  - Upped Eagle (P)'s DP by 7 (I saw the cursed missile build lmao)

- New Sprites + Tweaks for Vanilla Ships
  - Colossus Mk.II

- Added Ships
  - Prometheus Mk.III
  - New Secret

[close]


1.4.1 (Small Update)

Spoiler



- Fixes
  - Fixed issue with Prometheus Mk.III launch bays
  - Fixed spawning problems caused by Brawler (P) testing variant

- Tweaks
  - Hound (P) has been given an improved description thanks to John Henry Eden
  - Pirate Modifications will now be built into all pirate ships thanks to Vanilla
  - Buffed Smod bonuses of Pirate Modifications
    - Max Speed bonus upped to 20 (From 10)
    - Ballistic Rate of Fire bonus upped to 20% (From 10%)
    - Energy Damage bonus upped to 20% (From 10%)

- New Sprites + Tweaks for Vanilla Ships
  - Buffalo (P)

[close]


1.4.3 (Hotfix)

Spoiler



- Fixes
  - Fixed issue causing Pirate Modifications to spawn as a learnable hullmod

- Tweaks
  - Added more variants to the Sim
  - Cleaned up Nex compatibility

[close]


1.5.0 (Update)

Spoiler



Hello! Sorry for the lack of content or fixes work has been taking most of my time. Most of my attention directed at modding has been on helping with another project while the the rest has been towards the next major update. Since I know that's gonna take a good moment why not try to refine what I already have in the hope that it can better stand next to vanilla!?

Major thanks to SelfControl on the forums for testing so much and TouchOfVanilla for help with scripts since I can be a bit of a luddite. Go check out VRI! some cool ideas there and neat stuff in the works.

(Note: This update is not save compatible.)

- Fixes
  - Fixed spawning issues with the Prometheus Mk3
  - Hopefully fixed issues with automatic Pirate Modification application
  - Fixed some small mistakes / oversights
  - Cleaned up depreciated hulls
  - Fixed Nex Pirate starting fleets showing the old Colossus Mk.III

- Tweaks
  - Pirate Modifications
    - Now increases flux dissipation by 5% (10% Smod) (Was -10%(-15% Smod))
    - Now decreases flux capacity by 5% (10% Smod) (Was 10% (15% Smod))
    - Smod Energy Damage bonus has been decreased to 10% (Was 20%)
    - Smod Ballistic flux generation decreased by 10%
    - Slightly lowered malfunction chance penalty

  - Manticore (P) Breach SRM Autoloader
    - Reload size decreased to 2 (Was 4)
    - Burst size decreased to 6 (Was 8 )
    - Ammo Capacity decreased to 3 (Was 4)

  - Nebula Mk.II
    - Flux Capacity increased to 250 (Was 220)

  - Scarab (P)
    - Mounts have been changed

  - Wolf (P)
    - Mounts have been changed
    - Now has Phase Skimmer

  - Enforcer (P)
    - Now has Degraded Ammo Feed

  - Vanguard (P)
    - Now has Degraded Phase Skimmer
    - Mounts have been changed

  - Colossus Mk.II
    - New sprite

  - 2 [REDACTED] ships reworked thanks to Vanilla for the 2nd
  - New descriptions thanks to John Henry Eden

[close]


1.5.1 (Hotfix)

Spoiler



- Fixes
  - Fixed crash when loading Colossus Mk.II variants with weapons on removed mounts.
  - Fixed Atlas Mk.II not having Pirate Modifications
  - Fixed Champion Mk.II Fluxcore hit sound not playing

[close]


1.5.3 (Hotfix)

Spoiler



- Fixes
  - Fixed crash when loading Colossus Mk.II variants with weapons on removed mounts.(For real this time. Ship editor is weird)

[close]


1.6.0 (Update)

Spoiler



Hello again! Work has been hell on my free time but ive been able to make some time to work on this and some other projects! Please feel free to contact me with feedback or problems!

(Note: This update will not be save compatible.)

- Fixes:
  - Revised many descriptions
  - Fixed issue where Atlas Mk.II had doubled mounts
  - Cleaned some more files
  - Fixed crash caused by loading Blasterdrone Wings
  - Fixed possible crash caused by loading Pirate Modification Smod description

- Tweaks:
  - Many new variants and reworks for existing variants (Thanks to Selfcontrol again on the forum for making many of these!)
  - Added many of said variants to the Combat Sim
  - Pirate ships within pirate fleets will now sometimes spawn with Smoded Pirate Modifications (Thank you Kaysaar for help getting the FleetInflator script working!)
  - New visual effect for ships with Smodded Pirate Modifications
  - Manticore (P) Breach SRM Autoloader:
    - Reload size decreased to 1  (Was 2)
  - Atlas Mk.II has been given Advanced Targeting Core as an experiment
    - The Atlas Mk.II has always been a weaker ship filling the role of fire support for a faction that often couldn't support its size and lack of mobility or simply became top heavy with Atlas Mk.II spam causing fleets to collapse. With the inclusion of the Prometheus Mk.III filling the role as fleet anchor/fire support with its higher health and lower speed the already weak Atlas Mk.II became nearly obsolete. This is my reasoning for adding this hullmod alongside the standard Pirate Modifications.

- Updated Sprites:
  - Scarab (P)
  - Brawler (P)
  - Prometheus Mk.III
  - Champion (P)
  - Champion Mk.II

- Added Ships:
  - Vigilance (P) (Thank you Vanilla for script help!)
  - Hammerhead (P)
  - Harbinger (P)
  - Brawler (TT) (P)
  - Centurion (P)
  - Lasher (P)

- Some of the forum post has been rewritten at this point to better describe the mod and better credit those who have helped me thus far.

[close]


1.6.1 (Alex Version RKO Patch)

Spoiler



Yo! Hope all has been well! This is simply a patch to bring PMM to 0.97a. More solid changes or additions will come later!

- Patched to 0.97

[close]


1.7.3 (Update)

Spoiler



Yo! Though not as much as I would have liked, I have some tangible content to send out while other stuff is in progress. A lot of polish on both the dev and player end, a little new content, some balancing, and luna settings!

(Note: This update will not be save compatible.)

- Fixes
  - Fixed crash when using PMM on Mac (a while ago but never documented)
  - Fixed Master module appearing in production lists
  - Cleaned up mod files
  - Added PMM prefix to non vanilla replacer files
  - Fixed malformed up variants

- Tweaks
  - Champion Mk2
    - Decreased damage done to self when critical to 350 Energy (Was 400 Energy)
  - Hammerhead (P)
    - Decreased OP to 80 (Was 95)
    - Increased DP to 14 (Was 10)
  - Shrike (P)
    - Reduced OP to 70 (Was 75)
  - Brawler (TTP)
    - Decreased OP to 50 (Was 60)
    - Medium mounts changed to synergy (Was universal)
  - Mule (P)
    - Changed hardpoint mediums to Ballistic (Was universal)
  - Pirate Modifications
    - Smod glow effect color, sat, and brightness is now configurable via Luna Lib settings (Thanks Vanilla)
    - Smod glow effect is now dimmer whilst in refit menu
  - Nebula Mk.II
    - Flux Capacity increased to 4500 (Was 4000)
    - Flux Dissipation increased to 300 (Was 250)
  - Gremlin (P) has slowly seen a system rework
    - Mine damage has been reduced to 1000 (Was 2000)
    - Mine Strike charge pool has been reduced to 2 (Was 3)
    - Mine sprite changed.
  - Master-Class Droneship
    - This ship was fun to make but is def overpowered. Its slightly too common for its power and due to its uncommon mechanic visual clarity for the player suffers unless precautions are taken
      - DP has been increased to 25
      - Shield now shifts color as it takes damage to better show flux pressure
      - Time dilation of synthdash has been reduced
      - synthdash duration has been reduced
      - Spawns less often
      - No longer recoverable (toggleable)
  - PMM [VERY REDACTED]
    - Can now be toggled on and off in Luna Lib settings (thank you Arvaamaton Hans for the idea)
    - Universal stat nerfs
  - PMM [REDACTED]
    - Can now spawn with a Gamma core officer
    - Upped spawn chance

- Revised Sprites
  - Kite (P)
  - Gremlin (P)
  - Wolf (P)
  - Scarab (P)
  - Hammerhead (P)
  - Sunder (P)
  - Eagle (P)
  - Champion (P)
  - Champion Mk2
  - Triquetra
  - Aeon (Thank you Snazzy!)

- Added Ships
  - Gauntlet (P) (VRI crossmod)
  - Cavern (P) (Scrapyard Armories crossmod)
  - Savvaran (P) (Indies Expanded crossmod)
  - New REDACTED

- Added Wings
  - Swank Fighter Wing

- Magic Bounties
  - 3 new bounties made to highlight infamous pirates in the sector. Should serve as the groundwork for some interesting stuff. As of now they are mostly just a challenge and a chance to get some rarer ships.
    - Killigan Ultra
    - Elara Valda
    - Oba Lunn

[close]


Changelog for 1.7.6 (Patch)

Spoiler



- Fixes
  - Fixed toggle for masters recovery (something got messed up in the git)
  - Fixed Master recovery being possible despite Luna settings
  - Added hard toggle for Pirate Modifications Smod glow
  - Fixed possible crash when updating Luna settings
  - Fixed crash when PMM bounties expired or concluded

- Tweaks
  - Mudskipper Mk2
    - Added Heavy Ballistic Integration
      - With the change to a composite mount most of ballistic became irrelevant. This should allow the mounting of more large ballistic with the free op to add flux capacity, shielding, or range hullmods.
  - Hook Interceptor (Talon Mk2)
    - Shield was nerfed (went undocumented)
    - Shield has been further nerfed
  - Swank Heavy Fighter
    - Now sold in pirate/ black markets
    - Given proper description

- Revised Sprites
  - Satus (Thank you Snazzy!)
  - Percept (Thank you Snazzy!)

- Graphics Lib Integration
  - Added normal, surface, and material masks for all PMM ships (toggles for masks are in glib settings)

[close]


[close]
« Last Edit: July 18, 2024, 07:58:26 PM by MiniDeth3 »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #1 on: August 27, 2023, 12:02:08 AM »

Changelog for 1.1.0 (Update)

Spoiler
- New "Pirate Modifications" Hullmod
 "This hull has undergone significant modifications, it's pirate crew prioritizing showy weapon systems and high-speed engines over frivolous things like "reliability", "Hull Integrity", and "Flux Capacity".
  - This is a negative hullmod applied to most pirate ships. It is meant to help balance the ships more unique mechanics with just plainly worse general stats.

- New Sprites + Tweaks for Vanilla Ships:
  - Cerberus (P)
  - Enforcer (P)
  - Colossus (P)
  - Mule (P)
  - Mudskipper (P)

- Fixes
  - Fixed the gremlin being slightly overtuned
  - Reduced Champcore damage

Please let me know if you encounter any issues with this mod.
[close]
« Last Edit: September 05, 2023, 08:07:55 PM by MiniDeth3 »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #2 on: August 27, 2023, 07:07:15 AM »

Changelog for 1.1.1 (Hotfix)

Spoiler
- Fixes
  - Fixed issue causing the Colossus (P) to spawn incorrectly.
  - Fixed issue causing the Mule (P) to not spawn.

[close]
« Last Edit: September 05, 2023, 08:07:37 PM by MiniDeth3 »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #3 on: August 27, 2023, 09:33:31 AM »

Changelog for 1.1.2 (Hotfix) (Last one for a moment I hope)

Spoiler
- Fixes
  - Fixed issue making the Colossus Mk.III description not appear.
  - Fixed crash when loading Gremlin (P) variants with weapons on removed mounts.

[close]
« Last Edit: September 05, 2023, 08:07:44 PM by MiniDeth3 »
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Daidez

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Re: [0.96a] Pirate Mini Mod
« Reply #4 on: September 04, 2023, 08:27:22 PM »

I like the custom ship additions. Those look great!  The re-sprites are very subtle but I would say an overall improvement.  :D

My only point of contention: I would like to suggest that you separate the vanilla changes from the new additions and put them into different mod folders.  I was reluctant to try the mod at first since I generally don't like to touch anything that alters vanilla ships.  You won me over with the nice sprite changes, though.
« Last Edit: September 05, 2023, 12:54:27 AM by Daidez »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #5 on: September 05, 2023, 04:09:54 AM »

I like the custom ship additions. Those look great!  The re-sprites are very subtle but I would say an overall improvement.  :D

My only point of contention: I would like to suggest that you separate the vanilla changes from the new additions and put them into different mod folders.  I was reluctant to try the mod at first since I generally don't like to touch anything that alters vanilla ships.  You won me over with the nice sprite changes, though.

I'm so happy that you like the sprites! I honestly might separate the two if issues arise but im unsure as of now.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #6 on: September 05, 2023, 08:06:02 PM »

Changelog for 1.2.0 (Update)

Spoiler
- Balance Tweaks
  - Added "Pirate Modifications" To all vanilla pirate ships
  - Shrike (P)
    - Tweaked built in Scorch Cannon
  - Hook fighters
    - Tweaked shield radius for visual clarity
  - Colossus Mk.III
    - Upped OP by 5
    - Changed the system back to regular flares.
    - Tweaked Pirate variant
  - Falcon (P)
    - Tweaked Strike variant

- Champion Mk.II Rework
  - Weaponized Fluxcore has been reworked to fall more inline with the intended vision of the ship.
  - Given High Maintenance hullmod
  - Slot types changed

- Added Ships
  - Shepard (P)
  - Brawler (P)
  - Monitor (P)

- Added Wing
  - Modified Pod Bomber

Please let me know if you encounter any issues with this mod.
[close]
« Last Edit: September 05, 2023, 10:06:32 PM by MiniDeth3 »
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A_Random_Dude

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Re: [0.96a] Pirate Mini Mod
« Reply #7 on: September 05, 2023, 11:30:41 PM »

Hey, first of all: great mod, I like your take on some of those alternate vanilla pirate ships.

Second: I was wondering if you planned on making a P version of ships like the Centurion or the Sunder? Both tend to be pretty common, with the Centurion already having a Diktat skin. So it'd make sense for pirates to have gotten their hands on some of those and "modified" their hull, imo.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #8 on: September 05, 2023, 11:47:29 PM »

Hey, first of all: great mod, I like your take on some of those alternate vanilla pirate ships.

Second: I was wondering if you planned on making a P version of ships like the Centurion or the Sunder? Both tend to be pretty common, with the Centurion already having a Diktat skin. So it'd make sense for pirates to have gotten their hands on some of those and "modified" their hull, imo.

Hey thank you so much!

So both of those ships are planned alongside some other things. I have an idea for a pirate sunder that sounds cursed and hilarious but the centurion kinda stumps me. Its already an absurdly versatile ship so i cant do too too much outside of an entire gimmick change which I'm not opposed to. Maybe upscale some mounts? idk. It will get added but i just don't want it to be a simple reskin.
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A_Random_Dude

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Re: [0.96a] Pirate Mini Mod
« Reply #9 on: September 05, 2023, 11:50:27 PM »

Got it. Well, I look forward to seeing how things turn out!
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Selfcontrol

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Re: [0.96a] Pirate Mini Mod
« Reply #10 on: September 07, 2023, 01:18:48 PM »

I don't know how I could miss this mod ! I love pirate ships and I'm very glad to see more of them :)

I have a couple of remarks though :

1. Champion MK2 Weaponized Flux Core needs a better description of its effect. Reading it doesn't make it very clear how it works and it is hard to build the ship without having access to informations such as damages, threshold for trigger, etc. The same goes for the new Pirate Modifications hullmod, a more detailed description would do wonders ;

2. About Pirate Modifications, the effect of this hullmod is brutal for some existing vanilla ships (such as Manticore, it doesn't get anything "spicy", only a nerf and a reduced DP cost doesn't help enough). To me, when I take a look at other vanilla ships (Enforcers, Hounds), it seems that your mod's goal is to give Pirates a more defined character and I'll advise you against giving vanilla ships this hullmod until you can figure out a way of making them more unique ;

3. There's a small typo regarding the Lumen (P). Its name is Lumen (P), FRIGATE Hull (all caps when it shouldn't) ;

4. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?
« Last Edit: September 07, 2023, 03:08:58 PM by Selfcontrol »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #11 on: September 07, 2023, 02:58:08 PM »

I don't know how I could miss this mod ! I love pirate ships and I'm very glad to see more of them :)

I have a couple of remarks though :

1. Champion MK2 Weaponized Flux Core needs a better description of its effect. Reading it doesn't make it very clear how it works and it is hard to build the ship without having access to informations such as damages, threshold for trigger, etc. The same goes for the new Pirate Modifications hullmod, a more detailed description would do wonders ;

2. About Pirate Modifications, the effect of this hullmod is brutal for some existing vanilla ships (such as Manticore, it doesn't get anything "spicy", only a nerf and a reduced DP cost doesn't help enough). To me, when I take a look at other vanilla ships (Enforcers, Hounds), it seems that your mod's goal is to give Pirates a more defined character and you I'll advise against giving vanilla ships this hullmod until you can figure out a way of making them more unique ;

3. There's a small typo regarding the Lumen (P). Its name is Lumen (P), FRIGATE Hull (all caps when it shouldn't) ;
42. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?

Hey I'm glad you like the additions and you make some very good points/recommendations.

1. Adding a proper description is def a priority for the two hullmods for clarity sake. I just have to set up some description parameters in the script

2. Ill see about removing pirate mods on ships i haven't touched (or just finish the rest of the ships). The change was for the sake of consistency but you make a good point. As of now the addition of the hullmod on untouched ships conflicts with the mods vision.

3. So the Lumen designation changing from Droneship to FRIGATE is a bug/mistake I saw a while ago. I'm not sure what causes it but I'm pretty sure I know how to fix it.

4. Ill have to look into spawning issues with both PMM and S&W active. I can make precautions to avoid incompatibilities or weird spawns.


Thank you so much for giving feedback and trying the mod!
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod
« Reply #12 on: September 07, 2023, 03:07:17 PM »

42. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?

Ok so Ive checked the Ship/Weapons pack's files and the only Eagle I see is a boss variant for the bounty board. Are you sure the second Eagle isn't coming from another mod? (Id still like to look into it if you know the mod so i can fix the issue)
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Selfcontrol

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Re: [0.96a] Pirate Mini Mod
« Reply #13 on: September 07, 2023, 03:10:50 PM »

42. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?

Ok so Ive checked the Ship/Weapons pack's files and the only Eagle I see is a boss variant for the bounty board. Are you sure the second Eagle isn't coming from another mod? (Id still like to look into it if you know the mod so i can fix the issue)

Indeed, it was a mistake. It comes from Tahlan Shipworks, another popular mod.
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Wet_Mushroom

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Re: [0.96a] Pirate Mini Mod
« Reply #14 on: September 08, 2023, 12:18:55 AM »

Just wanted to say loving the mod really gives pirates that extra helping hand and these ships are really fun to use. Just wondering if you would add another capital ship to their roster like a scrapheap of the Pegasus.

In the future do you think you would ever touch the luddic path I really like your unique ideas for the ships.
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