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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Better Deserved S-Mods 1.54  (Read 74539 times)

Tyrgalon

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #105 on: November 09, 2022, 04:13:21 AM »

Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
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Catscrath

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #106 on: November 13, 2022, 08:04:05 PM »

Hey, any chance of giving "shield shunt" s-mod buffs, atm the hullmod isn´t that good in vanilla as is.
I second this motion. Something like it’s armour increase set to 30% or 50% EMP resistance, because currently Shield Shunt is just begging the enemy to pepper your with torpedoes and missiles for the same amount of armour that armoured weapon mounts gives you.
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taerkar

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #107 on: November 16, 2022, 12:53:24 PM »

A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
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Catscrath

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #108 on: November 16, 2022, 09:00:40 PM »

A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?
Thing is Heavy Armour is already really good with it’s real downside being it’s OP cost. I remember in the early stages of this mod, building in heavy armour actually gave the ship a -5% speed penalty. It’s one of the stronger mods in the game.
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NikoTheGuyDude

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #109 on: November 18, 2022, 05:22:15 AM »

This is a really really nice mod. I love how unique some of the effects are.

Have you considered adding a framework for mod compatibility, so mod authors could give their hullmods special effects for smods?
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Yunru

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #110 on: November 18, 2022, 05:52:51 AM »

This is a really really nice mod. I love how unique some of the effects are.

Have you considered adding a framework for mod compatibility, so mod authors could give their hullmods special effects for smods?
Already possible; just check if the mod's active, check if your hullmod is s-modded (or built in with the setting enabled), and code away.

Personally I do this:
Code: java
    public static boolean yBDSMCheck() {
        return Global.getSettings().getModManager().isModEnabled("better_deserving_smods");
    }

    public static boolean yBDSMApplies(ShipAPI ship, String hullmodID) {
        if (yBDSMCheck()) {
            return (ship.getVariant().getSMods().contains(hullmodID) || (Global.getSettings().getBoolean("BuiltInSMod") && ship.getVariant().getHullSpec().isBuiltInMod(hullmodID)));
        }
        return false;
    }

Zecevic081

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #111 on: November 19, 2022, 05:14:45 PM »

The Infernal Machine ship/starter of Underworld mod has a unique upgrade system that uses colony dialogue to install hullmods as built-in. Installing the Augmented Drive Field (AugmentedEngines) through that dialogue system seems to work but Operations Center bonus remains unactive.

EDIT: Nevermind, just found the setting for it.
« Last Edit: November 19, 2022, 07:12:34 PM by Zecevic081 »
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w00d

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #112 on: November 20, 2022, 07:23:38 PM »

Hello, how to i modify some of the numbers? i find some of them a bit too strong and would like to tweak them.

likle say Heavy Armor
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Xzaven

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Re: [0.95.1a] Better Deserved S-Mods 1.54
« Reply #113 on: November 22, 2022, 01:15:01 PM »

I have two questions about the way the modifiers from Blast Doors are implemented.

From what I can tell the -10% Armor Damage Taken is added upon the existing modifier, for example if there is Impact Mitigation already. So with Blast Doors built in this should result in -35% or 0.65 modifier? This seems very powerful, maybe instead of deducting another 10 it might be better to multiply with 0.9?

And is the - 25% HE Damage Taken applied before the armor calculation to affect the impact of weapons, or after for the damage calculation only?

Both of these together seem to provide a lot of value to armor ships.
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