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); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 ... 9 10 [11] 12 13 14

Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 473219 times)

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #150 on: May 05, 2024, 01:14:34 PM »

Sorry for bad Eng.

Hello hello! You're all good lets look into this.

Problem is, these modded pirates ships are OK & FUN in EVP... But will become really OP & INSANE when player start to use them to create own fleet.
I must say too many missile is trully too OVER POWERED, especially with DEMs; since pirates do not have them

the increase of missile compatible mounts on some ships such as composite, synergy, and universal would definitely give DEMS alot of room to spam. This issue is really only prevalent in my mind with DEMs specifically since they're kinda powered. I mean look at how Persian League gets most of their power in the early game lmao.

Anyway, I think some ships at least need more DP, or less mounts for missiles, or makes the pirates-s-mod punish more...
Simply add lots of missilse is easy way to give player a challenge, but I can't say it's a good way.

If I remember correctly there are only a few ships that gain a sudden boost in missile compatible mounts (Without ship specific changes to balance things out.). Ill look into tweaking them directly before looking at the pirate modifications hullmod as to not blindside other ships by accident.
Logged
I'm Minideth. I do things.

cghhj

  • Lieutenant
  • **
  • Posts: 59
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #151 on: May 09, 2024, 08:13:56 PM »

If I remember correctly there are only a few ships that gain a sudden boost in missile compatible mounts (Without ship specific changes to balance things out.). Ill look into tweaking them directly before looking at the pirate modifications hullmod as to not blindside other ships by accident.

These ships got lots more missile but without more DPs:

Brawler (TT), 2 M-Universe + 2 S-Universe
Mule (P), 3 M-Universe
Hammerhead (P), 2 M-Missile + 2 S-Missile
Fulgent (P), 2 S-Missile + 2 S-Synergy + 2 M-Synergy + 2 M-Composite + 1 M-Universe; 5 middle missile + 4 small missile? No ideal how to balance this...

And I think mudskipper can arm with big missile is way too much, big energy is fit its original design -- barely rubbish, bug big missile with only 2 DP...

Besides, Derelict Master can be scavenge and only 11+11 DP is really INSANE, this ship is strong enough to kill several cruiser without much trouble. It should become some secreat tiny boss, just like a small version of Guardian -- which cannot be scavenged. Some people even think it worth 40DP...
« Last Edit: May 09, 2024, 08:31:24 PM by cghhj »
Logged

Killsode

  • Admiral
  • *****
  • Posts: 501
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #152 on: May 25, 2024, 11:29:17 AM »

New version coming? my update checker just pinged a 1.7.3
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #153 on: May 25, 2024, 11:52:53 AM »

Changelog for 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 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]
« Last Edit: May 25, 2024, 11:55:49 AM by MiniDeth3 »
Logged
I'm Minideth. I do things.

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.6.1)
« Reply #154 on: May 25, 2024, 11:54:11 AM »

New version coming? my update checker just pinged a 1.7.3

Yea lmao. Nothing huge just stuff ive been sitting on. Time for hobbies has been nonexistent and i don't want to sit on stuff too long.
Logged
I'm Minideth. I do things.

Killsode

  • Admiral
  • *****
  • Posts: 501
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #155 on: May 25, 2024, 11:55:23 AM »

aaaaaaaaaaaaaaaaaaaaaaaaaaa ***, non save compatible. i just got a really nice run going again fuuucckkkkk...

oh well, spose i gotta restart again XD
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #156 on: May 25, 2024, 12:00:52 PM »

aaaaaaaaaaaaaaaaaaaaaaaaaaa ***, non save compatible. i just got a really nice run going again fuuucckkkkk...

oh well, spose i gotta restart again XD

LMAO. Its the way of the modded run unfortunately
Logged
I'm Minideth. I do things.

Killsode

  • Admiral
  • *****
  • Posts: 501
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #157 on: May 25, 2024, 12:03:04 PM »

aaaaaaaaaaaaaaaaaaaaaaaaaaa ***, non save compatible. i just got a really nice run going again fuuucckkkkk...

oh well, spose i gotta restart again XD

LMAO. Its the way of the modded run unfortunately

i had a pristine nanoforge and everything, two catalytic cores too!
Logged

meddledom

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #158 on: May 26, 2024, 07:38:35 AM »

Game no longer launches after updated your mod to the last version :( It's the only thing that's changed on my end. Game worked fine, than saw an update had been released, updated it by replacing with the new file in the mod folder, game crashes at launch. No longer crashes after disactivating your mod.

Here is the error message I'm getting : Fatal: ship_systems.csv is missing systems

Could you please provide a fix when you can, I can't continue my save now :(
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #159 on: May 26, 2024, 08:13:21 AM »

Game no longer launches after updated your mod to the last version :( It's the only thing that's changed on my end. Game worked fine, than saw an update had been released, updated it by replacing with the new file in the mod folder, game crashes at launch. No longer crashes after disactivating your mod.

Here is the error message I'm getting : Fatal: ship_systems.csv is missing systems

Could you please provide a fix when you can, I can't continue my save now :(

Hmm...that's not an error I expected to see. The missing systems usually comes from a malformed systems.csv or .system file. This can sometimes be due to an improper update.

While I check IDs on my end could you fully delete PMM and redownload it?
Logged
I'm Minideth. I do things.

Killsode

  • Admiral
  • *****
  • Posts: 501
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.3)
« Reply #160 on: May 26, 2024, 09:36:21 AM »

Game no longer launches after updated your mod to the last version :( It's the only thing that's changed on my end. Game worked fine, than saw an update had been released, updated it by replacing with the new file in the mod folder, game crashes at launch. No longer crashes after disactivating your mod.

Here is the error message I'm getting : Fatal: ship_systems.csv is missing systems

Could you please provide a fix when you can, I can't continue my save now :(

I updated to 1.7.5 and havent had any issues, so either your download got corrupted, or you accidentally overwrote instead of delete and replaced when you installed. I've done that a couple times myself even when is swore i did it right.
also, should note 1.6.x is unfortunately not save compatible with 1.7.x.
Logged

budgetcommander0451

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #161 on: May 28, 2024, 07:00:35 PM »

Could you add a way to disable the weapon glow from built-in pirate modifications? It can be kinda jank sometimes with some modded ships
Logged

MiniDeth3

  • Commander
  • ***
  • Posts: 106
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #162 on: May 28, 2024, 08:51:37 PM »

Could you add a way to disable the weapon glow from built-in pirate modifications? It can be kinda jank sometimes with some modded ships

Yo! I assumed setting brightness to 0 in the Luna settings would achieve this effect but its still slightly visible. I'll look into a better method of doing this.
Logged
I'm Minideth. I do things.

budgetcommander0451

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #163 on: May 29, 2024, 09:13:32 AM »

Could you add a way to disable the weapon glow from built-in pirate modifications? It can be kinda jank sometimes with some modded ships

Yo! I assumed setting brightness to 0 in the Luna settings would achieve this effect but its still slightly visible. I'll look into a better method of doing this.

Thanks for that! I've gained an unhealthy addiction to pirate mods, so that'd be a big deal to me.
Logged

DrinkingDeuterium

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #164 on: May 30, 2024, 09:58:57 PM »

When mousing over the Target Assist Beam, I crashed with the error message: "Fatal: Format specifier 's' Check starsector.log for more info"
Here is the relevant part of the log:
11784008 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory.o00000(Unknown Source)
   at com.fs.starfarer.ui.impl.CargoTooltipFactory$4.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Logged
Pages: 1 ... 9 10 [11] 12 13 14