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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 543905 times)

balordezul

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #195 on: March 07, 2025, 03:29:12 PM »

Ok this might be a silly question but how does your Pirate Modifications or pmm_compmods work with some pirate ships and not others? Does it interest with a tag for the ships?  I noticed the underworld post-collapse ships don't get the mod but the pirate ships in seeker do.  Seeing if there was a easy file to edit for my game to have them uniform as I'm playing all pirates right now. 
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #196 on: March 08, 2025, 09:57:04 AM »

Ok this might be a silly question but how does your Pirate Modifications or pmm_compmods work with some pirate ships and not others? Does it interest with a tag for the ships?  I noticed the underworld post-collapse ships don't get the mod but the pirate ships in seeker do.  Seeing if there was a easy file to edit for my game to have them uniform as I'm playing all pirates right now.

Yo! Not a silly question at all. A script in the mod plugin runs through all ship ids upon loading the game. It checks the tech / manufacturer, sees if it contains "Pirate", then applies the hullmod as a built-in if true. Since underworld ships don't use the pirate manufacturer the script skips them.

If you wanted it to catch these ships you can change the "if" to also check for that Id then rebuild the jar
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RedDragonX

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #197 on: March 18, 2025, 01:32:02 PM »

The phase flak manticore causes this error when going into a battle (it works in a simulation though)

920315 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: pmm_flaklayer]

On a side note love the mod thanks for making it.
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #198 on: March 18, 2025, 01:58:01 PM »

The phase flak manticore causes this error when going into a battle (it works in a simulation though)

920315 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: pmm_flaklayer]

On a side note love the mod thanks for making it.

That ship was never properly finished hence why it doesn't spawn. it's no surprise it causes a crash.

It will prolly be ready by the time starsector updates
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sigvard

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #199 on: April 03, 2025, 04:05:30 PM »

Really enjoyed Pirate "Mini" Mod in my last 97 playthrough. Great variety added in pirates and a little bit of LP, the skins look nice and fit in.

The greatest suprise for me and one of my most liked ships is certainly the "master" domain drone. Managed to recover one and it became a solid staple in my fleet, funny little aggressive wasp of a unit, with a mean kick and a nasty trick in the shield being on a separate module.

 Difficult to take down, but did have a penchant for sudden death if the shield was overwhelmed and there seemed to be some kind of odd interaction here and there where explosive damage "made it through" to hit the underlying ship even before an overload. But, all considered, I chalked it up to the strange quirks of the dual flux grid and part of the bargain, and it remained highly useful.

If I had any feedback, it would be to perhaps make them rarer, like guardians, in the spawns. Seemed to run into one or two on pretty much every derelict fleet, which rapidly spiked their difficulty up compared to the rest, in the same way a guardian encounter operates.

Thank you for your work!
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FFT

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #200 on: April 06, 2025, 10:59:33 AM »

Spoiler
[close]

This "Minkowsky Space Shift" is really overtuned imo. The shard just goes there and stays there indefinetly if its under fire, then emerges, does nothing, and goes back in. And im just left to wait for it.  Prolongues battle indefinetly and honestly a boring ability. It should have a somewhat reasonable cooldown, even though its [OMEGA], constantly staing invisible is just an inconvenience. I had to spin in place for like 10 minutes to "trick" them into reappearing and landing a shot or two.
« Last Edit: April 06, 2025, 11:05:11 AM by FFT »
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FFT

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #201 on: April 06, 2025, 11:07:19 AM »

i will probably find the ability and tweak it myself because its just silly
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Tester50

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #202 on: April 17, 2025, 11:12:31 PM »

Spoiler
[close]

This "Minkowsky Space Shift" is really overtuned imo. The shard just goes there and stays there indefinetly if its under fire, then emerges, does nothing, and goes back in. And im just left to wait for it.  Prolongues battle indefinetly and honestly a boring ability. It should have a somewhat reasonable cooldown, even though its [OMEGA], constantly staing invisible is just an inconvenience. I had to spin in place for like 10 minutes to "trick" them into reappearing and landing a shot or two.

Shards are very overtune, unsure if there not suppose to build flux while phased out.  I had to withdraw everything and slow send in a few frigates at an time.  just to slowly melt there armor down when ever they feel like exiting phase clock. The other method is just to wait while there forever phase until their CR runs out which I feel both methods not really the intended way to fight them
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gekkonen

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #203 on: April 18, 2025, 05:53:15 AM »

This is a fun mod to have both against pirates and AS a pirate. I hope the author has the time, the energy, and the interest to port this to the latest version. Thank you hours of fun!
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boristheblade

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #204 on: April 19, 2025, 08:09:08 AM »

Hey loving the mod. Was so supprised by the new omega ships!

I also ran into the issues with the Minkowsky Space Shift. The ship refuses to uncloack and it is pretty much unkillable. That system needs a change! Maybe make it build up hard flux while using it?
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Meelock

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #205 on: April 19, 2025, 10:03:48 PM »

Heya, does this mod work in .98, or is a update in the works? Thanks!
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Draconis13

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #206 on: April 21, 2025, 06:55:20 AM »

Hey loving the mod. Was so supprised by the new omega ships!

I also ran into the issues with the Minkowsky Space Shift. The ship refuses to uncloack and it is pretty much unkillable. That system needs a change! Maybe make it build up hard flux while using it?

Same issue looks like the "Percept" aka omega tempest can cloak permanently and causes bad loops when trying to deal with omega encounters as they have to be baited into uncloaking and it can take ages to do this. I will see if I can get a work around going.
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boristheblade

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #207 on: April 21, 2025, 05:11:56 PM »

Hey loving the mod. Was so supprised by the new omega ships!

I also ran into the issues with the Minkowsky Space Shift. The ship refuses to uncloack and it is pretty much unkillable. That system needs a change! Maybe make it build up hard flux while using it?

Same issue looks like the "Percept" aka omega tempest can cloak permanently and causes bad loops when trying to deal with omega encounters as they have to be baited into uncloaking and it can take ages to do this. I will see if I can get a work around going.

I added a number in the "active" time collum in the ship_systems.cvs file. This combined with the system having a "down" value by default prevents the endless phasing out!
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