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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] Pirate Mini Mod (1.7.6)  (Read 473096 times)

MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #90 on: December 02, 2023, 11:43:14 AM »

Dont know if anybody from mac/unix mentioned it but the new sprite for Scarab_Pirates has capital leters in filename and code expects all lowercase.

Oh my mistake I'll fix it when I get back to my PC. Thanks for telling me!
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Schizophren

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #91 on: December 02, 2023, 11:52:46 AM »

Definitely best mod for pirats. Thanks for the awesome work bro.
P.s. I hate Nebula Mk.II  ;D.
« Last Edit: December 11, 2023, 07:57:10 AM by Schizophren »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #92 on: December 02, 2023, 01:18:40 PM »

Dont know if anybody from mac/unix mentioned it but the new sprite for Scarab_Pirates has capital leters in filename and code expects all lowercase.

Hey I just checked and no sprites have capitals. Do you have a discord or something where we can discuss it and find out whats going on? I don't know much about mac so maybe the mistake lies elsewhere
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #93 on: December 02, 2023, 01:21:00 PM »

Definitely best mod for pirats. Thanks for the awesome work bro.
P.s. I hate Nebula Mk.II "useless" ;D.

Hey im glad youre having fun! Thanks for trying out the mod
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Lycaeon

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #94 on: December 02, 2023, 07:52:13 PM »

I feel mods that add to the 'vanilla experience' of the game without going overboard with new ships, factions, and mechanics are underappreciated. This one is especially well done; making major improvements to the pirate faction while at the same time being subtle enough that it's hard to tell apart from the base game. I'm very impressed.  :D

My only complaint is there aren't more Luddic Path variants, as they have a lot of the same issues with ship variety that are addressed for pirates by the mod. A few of these ships would fit right at home in the Path with only skin and hullmod changes to the LP versions.
« Last Edit: December 02, 2023, 09:36:06 PM by Lycaeon »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #95 on: December 03, 2023, 07:34:05 AM »

I feel mods that add to the 'vanilla experience' of the game without going overboard with new ships, factions, and mechanics are underappreciated. This one is especially well done; making major improvements to the pirate faction while at the same time being subtle enough that it's hard to tell apart from the base game. I'm very impressed.  :D

Thats amazing! Im glad you like the mod and its execution. I wanted to stay close to vanilla and not overextend by making base ships downright irrelevant.

My only complaint is there aren't more Luddic Path variants, as they have a lot of the same issues with ship variety that are addressed for pirates by the mod. A few of these ships would fit right at home in the Path with only skin and hullmod changes to the LP versions.

Ive been asked about that before especially after the rework of the pather colossus. Some sort of Pather Mini Mod is probably going to happen at some point after I finish the larger part of PMM. Or if I start to burn and switch focus for a moment lol.
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psykose

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #96 on: December 07, 2023, 07:54:14 AM »

Dont know if anybody from mac/unix mentioned it but the new sprite for Scarab_Pirates has capital leters in filename and code expects all lowercase.

Hey I just checked and no sprites have capitals. Do you have a discord or something where we can discuss it and find out whats going on? I don't know much about mac so maybe the mistake lies elsewhere

I think they got it backwards, the load fails with: 

java.lang.RuntimeException: Error loading [graphics/ships/scarab/Scarab_Pirates.png] resource, not found in [snip]...

and the sprite in graphics/ships/scarab is named scarab_pirates.png (lowercase). Most filesystems on linux and APFS on mac are case-sensitive so this fails to open unlike NTFS on Windows.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #97 on: December 07, 2023, 09:50:48 AM »


I think they got it backwards, the load fails with: 

java.lang.RuntimeException: Error loading [graphics/ships/scarab/Scarab_Pirates.png] resource, not found in [snip]...

and the sprite in graphics/ships/scarab is named scarab_pirates.png (lowercase). Most filesystems on linux and APFS on mac are case-sensitive so this fails to open unlike NTFS on Windows.

This is super helpful thank you so much! I'll fix the issue soon and keep this in mind from now on.
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meatball

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #98 on: December 11, 2023, 06:52:14 AM »

This is beautiful.

A balanced, subtle, and clever solution to let the pirates punch above their weight in modded games.
I especially like the Scarab(P) with its flexible loadout options.
A great mod overall.

I have one (or two depending on how you look at it) suggestion(s) though.
Maybe at least a pirate Medusa (and maybe a pirate Aurora), mostly because the Med’s description states how a system’s trade convoys are screwed if a pirate somehow gets their hands on one.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #99 on: December 11, 2023, 07:36:09 AM »

This is beautiful.

A balanced, subtle, and clever solution to let the pirates punch above their weight in modded games.
I especially like the Scarab(P) with its flexible loadout options.
A great mod overall.

I have one (or two depending on how you look at it) suggestion(s) though.
Maybe at least a pirate Medusa (and maybe a pirate Aurora), mostly because the Med’s description states how a system’s trade convoys are screwed if a pirate somehow gets their hands on one.

Im so glad you like the mod!

Ive been wanting to expand pirate high tech so badly for so long but I wasnt happy with the high tech skins I was making at the time. Ive been practicing whilst helping other people and currently have a pirate Fury in the works. Im def for a pirate Medusa and Aurora ill just have to find some way to make them interesting as a pirate ship
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #100 on: December 12, 2023, 11:16:32 PM »

HOHOHOHO! the herbringer is DISGUSTING. System distruptor and LARGE MISSILE!? I just got my ass handed to me by a bloody player ship! i love it!

Edit: Honestly it could probably be nerfed a little in some other fashion that just pirate modifications... like, that large missile almost feels like it should bump up its DP from 18 to 25
« Last Edit: December 13, 2023, 04:21:16 AM by Killsode »
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #101 on: December 13, 2023, 07:05:41 AM »

HOHOHOHO! the herbringer is DISGUSTING. System distruptor and LARGE MISSILE!? I just got my ass handed to me by a bloody player ship! i love it!

Edit: Honestly it could probably be nerfed a little in some other fashion that just pirate modifications... like, that large missile almost feels like it should bump up its DP from 18 to 25

Testing for the harbinger was very interesting to say the least lmao.

I was looking into some furthered balancing. Either increased dp like you said or some other mechanical nerfs
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #102 on: December 13, 2023, 08:20:58 AM »

HOHOHOHO! the herbringer is DISGUSTING. System distruptor and LARGE MISSILE!? I just got my ass handed to me by a bloody player ship! i love it!

Edit: Honestly it could probably be nerfed a little in some other fashion that just pirate modifications... like, that large missile almost feels like it should bump up its DP from 18 to 25

Testing for the harbinger was very interesting to say the least lmao.

I was looking into some furthered balancing. Either increased dp like you said or some other mechanical nerfs

honestly i think i need to play around with a bit more myself, but the ability to disrupt and enemy and then dump two reapers into them is uh... disgustingly good. I'm sure its really the best when you specialize into piloting it properly. I think a small DP increase is absolutely fitting, since it just straight up has a larger mount available, and as such more firepower can be fielded.
The pirate sunderer is also quite nice, very much a flying weapons platform.

Btw, having some way to negate or lessen the impact of the pirate hullmod would be interesting... maybe an interaction with hardened subsystems? S-modded hardened subsystems if you must.
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MiniDeth3

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #103 on: December 13, 2023, 11:24:37 AM »

honestly i think i need to play around with a bit more myself, but the ability to disrupt and enemy and then dump two reapers into them is uh... disgustingly good. I'm sure its really the best when you specialize into piloting it properly. I think a small DP increase is absolutely fitting, since it just straight up has a larger mount available, and as such more firepower can be fielded.
The pirate sunderer is also quite nice, very much a flying weapons platform.

Btw, having some way to negate or lessen the impact of the pirate hullmod would be interesting... maybe an interaction with hardened subsystems? S-modded hardened subsystems if you must.



I'll def do some tests for the harbinger to see what to do!

I thought about having ways to negate Pirate Mods, initially focusing on smodding it to remove the penalties. That kinda just turned into "spend a story point to make your ship into a plainly better variant than the base." Which didn't seem right to me tbh. Maybe some synergies with other hullmods could be cool though (smodded bulkheads fixing the hull pen, smodded armor fixes armor pen and so on) would def up the complexity of pirate ships way past vanilla ships which could cause some issues... It's definitely an interesting idea and something to think on so thanks!

Lmk if you have any more notes on the mod or run into secret content! Feedback makes balancing so much easier
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Killsode

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Re: [0.96a] Pirate Mini Mod (1.6.0)
« Reply #104 on: December 13, 2023, 06:54:49 PM »

I thought about having ways to negate Pirate Mods, initially focusing on smodding it to remove the penalties. That kinda just turned into "spend a story point to make your ship into a plainly better variant than the base." Which didn't seem right to me tbh. Maybe some synergies with other hullmods could be cool though (smodded bulkheads fixing the hull pen, smodded armor fixes armor pen and so on) would def up the complexity of pirate ships way past vanilla ships which could cause some issues... It's definitely an interesting idea and something to think on so thanks!

I just realized there might be something i'm getting wrong... is there a passive chance for malfunctions attached to the pirate modifications hullmod? or is it just an amplifier to malfunction chance below 40% CR? Because that was really the only issue i thought i had with pirate modifications. PM leaning the hulls more into a glass cannon approach is actually really cool, but the thought of having a passive malfunction chance was dampening.
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