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 2 [3] 4

Author Topic: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)  (Read 18451 times)

chdcl

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.96a-RC10] Better Vanilla Hullmods v0.7.4 (2024.01.15)
« Reply #30 on: February 13, 2024, 02:04:48 PM »

I really like this mod!
It seems to work fine on 0.97a with a version number change, although the escort package overwrites the new vanilla hull mod with the same name and ID but rather different effect. If you "bootleg" the mod yourself you might want to remove the line from hull_mods.csv of the mod.
Logged

Segd

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a-RC10] Better Vanilla Hullmods v0.7.4 (2024.01.15)
« Reply #31 on: March 26, 2024, 05:15:16 AM »

I can also recommend removing Auxiliary Thrusters since they have been updated as well.
Logged

VikStahl

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.96a-RC10] Better Vanilla Hullmods v0.7.4 (2024.01.15)
« Reply #32 on: March 28, 2024, 09:10:34 AM »

    I really like this mod!
    It seems to work fine on 0.97a with a version number change, although the escort package overwrites the new vanilla hull mod with the same name and ID but rather different effect. If you "bootleg" the mod yourself you might want to remove the line from hull_mods.csv of the mod.

    Is there an explanation for dumb people on how to do this safely?

    I just opened the hullmods.csv in excel, deleted lines 69-71

    • 69 "Escort Package,escort_package,1,,,"req_spaceport, defensive, engines, civ_package, standard","Special, Defenses, Engines, Logistics, Requires Dock",8000,,,,5,10,15,25,data.hullmods.EscortPackageAlt,"Increases the ship's maneuverability by %s. Increases the range of all point-defense weapons by %s, and increases the damage dealt to fighters and missiles by %s.   
    • 70 <empty line>   
    • 71 These effects are also applied to fighters launched by this ship.","Increases maneuverability, point-defense range, and damage dealt to fighters and missiles.",,graphics/hullmods/escort_package.png   "


    and saved. But if I only do this the game instantly crashes on startup.

    Did I mess up on these easy steps or is it a bit more complicated than deleting a line via notepad/excel? (Then I wouldn't bother)[/list]
    Logged

    ymfah

    • Lieutenant
    • **
    • Posts: 53
      • View Profile
    Re: [0.96a-RC10] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #33 on: March 30, 2024, 07:53:17 AM »

    Better Vanilla Hullmods v0.8.0 - Shielded Invictus ECM Maxxing edition™



    Modified Hullmods

     - 0.97 changes applied

       Replaced Aux Thrusters and Escort Package to 0.97 versions.
       Reverted SO to Flux Shunt compatible version.
       Applied ECCM bug fix.

     - ECM Package

       S-mod Bonus - Provides a range increase based on ECM difference.
       This effect is uncapped. ECM maxxing is real.

     - BDeck

       S-mod Bonus - Increase fighter per bay by 1. Removes passive effect.
       
     - Distributed Fire Control

       Can now be obtained.

     - Extended Shield

       S-mod Bonus - Provides a 360 degree shield to any ship. Upkeep is increased based on how much extra shielding is needed to achive 360 degrees.

     - Neural Integrator & Neural Interface

       Now provides fighters launched from this ship the skills from captains.
       Same rules apply as neural switching. No ammo increase and whatnot.

     - Makeshift Shield Generator.

       Now reserves 25% of flux cap and dissipation.
       Now compatible with shield shunt.
       Adds a modular front shield with that stat. Does not contribute flux to the main ship.
       Ships with existing shield will have double shield.
       Can now be applied to phase ships.

     - Phase Field

       Can now be obtained.
    Logged

    hidefreek

    • Commander
    • ***
    • Posts: 127
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #34 on: March 30, 2024, 09:05:03 AM »

    Hello about the Extended Shield S-mod bonus.
    Can we get a special effect for surpassing after 360 degrees?
    It is like when we install so many Shield extensions.
    And it easily surpasses 360 degrees. (Likes the one from Epta mod)
    Logged

    ymfah

    • Lieutenant
    • **
    • Posts: 53
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #35 on: March 30, 2024, 09:11:17 AM »

    Hello about the Extended Shield S-mod bonus.
    Can we get a special effect for surpassing after 360 degrees?
    It is like when we install so many Shield extensions.
    And it easily surpasses 360 degrees. (Likes the one from Epta mod)

    If the shield exceeds 360, shield upkeep will reduce depending on the amount. The current calculation is done with (base shield arc + 60) and not modified one, so if you have like a 330 degree shield, and you smod extendos, 330+60 = 390 so the extra 30 will contribute to upkeep reduction.

    ...I now realise that no ships will likely benefit from this so I'll look into calculating the modified arc.
    Logged

    Phenir

    • Admiral
    • *****
    • Posts: 1115
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #36 on: March 30, 2024, 11:51:11 AM »

    I have to comment on the change to two hullmods according to the OP.
    Dedicated targeting core: The reason this has an smod bonus in vanilla is so a player can build it in before getting ITU and not feel like they are missing out on the range from ITU, or feel like they should avoid building it in because they will eventually get ITU. See this post from inventor raccoon suggesting and alex's response
    Augmented drive field: The reason this has an smod bonus in vanilla is because building it in on a combat ship sacrifices combat potential for campaign stats. See the patch notes for patch .96a
    Logistics hullmods have a significant bonus regardless of their cost (since it's still a sacrifice in combat power)
    Not saying you shouldn't make these changes if you really want to, just that the stated reasoning for doing so is flawed.
    Logged

    Segd

    • Ensign
    • *
    • Posts: 4
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #37 on: April 02, 2024, 10:02:10 AM »

    Thanks for the update! Looking forward to trying the ECM rating uncapped!
    Logged

    Tyrgalon

    • Ensign
    • *
    • Posts: 17
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #38 on: April 12, 2024, 09:27:46 AM »

    Any chance of changing the vanilla (?) blast doors S-mod effect into something that is more usefull for armour/hull tanking?
    The current one just reduces crew casualties even further and I feel that it is just never worth s-modding atm.

    In a now outdated mod (better deserved s-mods) the bonus was this, tho maybe these numbers are too strong:
    Logged

    Contrast

    • Ensign
    • *
    • Posts: 7
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #39 on: May 11, 2024, 03:55:18 PM »

    Hi, just wanted to report a small bug. The Makeshift Shield Generator *sometimes* gets left behind even when the ship it's attached to is destroyed, forcing a use of the "nuke" command to end a battle where all enemy ships are defeated. I haven't been able to figure out the cause, simply because it's not often it occurs, and never more than one left behind per battle, but it's a bit of a soft-lock without using console commands.
    Logged

    ReconUnitZero

    • Ensign
    • *
    • Posts: 20
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #40 on: August 19, 2024, 12:27:53 AM »

    Would it be possible to have two different variations of the modified "Makeshift Shield Generator" hull mod ?

    Far as I know the current version only implements a stand-alone style shield system (or I guess in this case has a dedicated "drone" with a large shield that is embedded into the ship equipped with it), meaning that I cannot further enhance the Makeshift with additional shield hullmods such as stabilized or hardened, which is needed sometimes to balance out whatever ship is used that didn't originally have a shield. I figured that this could be it's own separate hullmod instead of replacing the original, maybe applying a smod option which reduces the flux penalty.

    I did find a way to temporarily revert the Shield Generator back to the vanilla for my game. Everything else in this mod is pretty interesting so far with my campaign run.

    Also is it possible to alter or improve the Converted Hangar Bay to allow an extra fighter bay slot for capital size ships ? Or modifying the Vast Hangar System into a hullmod to be available to further upgrade only capital sized ships ?
    « Last Edit: September 05, 2024, 01:05:10 AM by ReconUnitZero »
    Logged

    DerpVader

    • Ensign
    • *
    • Posts: 9
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #41 on: November 23, 2024, 12:58:47 AM »

    This this mod compatible with Better Deserved S-Mods?
    Logged

    Kastellaria

    • Ensign
    • *
    • Posts: 8
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #42 on: December 03, 2024, 04:11:49 AM »

    Found a small bug with armored weapon mounts smod, the description says it reduces weapon flux by 10% but Too Much Information tooltip says that flux per shot actually increases by 10%
    Logged

    Spectral_Flux

    • Ensign
    • *
    • Posts: 1
      • View Profile
    B-deck s-mod ruined my carriers
    « Reply #43 on: December 05, 2024, 08:14:11 PM »

    The s-mod caused my carriers to endlessly cycle fighters until the fighter replacement percent reached 0. The first launch of wings is fine but after that it rarely has a chance to sortie again because, I assume, it counts every single fighter, bomber, drone, ect to be a replacement fighter that needs to be withdrawn after mere moments out of the bay. The first sortie of fighters comes out alright but if a single one of them dies the carriers turn cannibalistic.

    Ruined my carriers, 3/10. 32 Hekaton missles per converted mora brick is still nice, it is still a brick that will survive a few reapers. I think its way too overtuned, for certain bombers like the Scoralis heavy bomber which has 4 hekatons per wing for 16 ordnance points, so maybe add a debuff to said bombers or only allow the buff to affect only a certain ammount of bays containing bombers. I have plenty more to say but this is already convoluted enough. Hope its fixed, later.

    Logged

    Nebvbn

    • Ensign
    • *
    • Posts: 4
      • View Profile
    Re: [0.97a-RC11] Better Vanilla Hullmods v0.8.0 (2024.03.30)
    « Reply #44 on: January 09, 2025, 01:18:56 AM »

    I'm not sure if it is this mod or progressive s-mods, but s-modding armored weapon mounts caused the -10% flux cost, to reverse. Making the weapon more costly to fire?
    The ship in question is from another mod called ED shipyards, and has a "modular" layout.



    Logged
    Pages: 1 2 [3] 4