sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
- slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Alright, the patch was retasked for 1.091, with a pretty good number of alterations found this time! The main mod was also updated, making tunings to a few events, the key ones being the generic trade beacons and the dreaded Rock Space-Mine, and I guess the Slug count-the-moons thing.
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Ups, I think you replied/updated while I made my last edit to my post, and since you made it into a new page, I'll say it again so you don't miss it:
What are your thoughts on my heavy missile analysis BTW? I'd like to hear what you think on it.
On the compatibility with Remastered you commented: should I place REM (or rather, a trimmed-down version without the retextured weapons, to keep them coherent with the CE-sMPK new ones) after or before sMPK, to get your Red Tail's adequated cloak image?
You could edit Light Laser Defense drones' descriptions to point out that, while slower at reloading, their faster projectyle speed means they are much more reliable at not letting missiles slip past when they're ready to fire, so they're more effective if the enemy only has one missile.
What are your thoughts on my heavy missile analysis BTW? I'd like to hear what you think on it.
On the compatibility with Remastered you commented: should I place REM (or rather, a trimmed-down version without the retextured weapons, to keep them coherent with the CE-sMPK new ones) after or before sMPK, to get your Red Tail's adequated cloak image?
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Interesting points on the missile analysis. I do feel that the whole point of those 4-damage missiles is that they deliberately take a lot longer to charge in order to justify how devastating they are to ships, so I'm probably going to just leave them as-is.Mr. Mister wrote:What are your thoughts on my heavy missile analysis BTW? I'd like to hear what you think on it.
On the compatibility with Remastered you commented: should I place REM (or rather, a trimmed-down version without the retextured weapons, to keep them coherent with the CE-sMPK new ones) after or before sMPK, to get your Red Tail's adequated cloak image?
As for the Remastered compatibility, you'd have to strip it of all the weapons/ship graphics, leaving just the HUD elements, and put that in after everything else, I think. I should drop a link to what I've come up with in his thread so he could perhaps use them, maybe.. not sure if it's a good idea though.
Oh, and research into possible font-replacing has been interesting, with the possibility to shrink the text in the Augment boxes now a possibility. However, on the negative front, shrinking the font of the item descriptions is ineffective, as the spacing for the text is set, and not based on font size at all. And as for Weapon/Augment/Crew titles? Well.. that's a font that's also used for ship scores and the name of the ship itself. What's more annoying though is that it's also the smallest font in the game.. so that is something I can't do anything about, as I cannot use font editors to save my life. x.x
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Well that's exactly why I feel the need to point that out: you care more about the 4 damage than their own defining effects, and their cooldowns are so long that, at that point, it doesn't really make a difference if they're one or two seconds longer that another missile. And the Pyro's fire is not so effective if you've taken the system down with the shot anyway.slowriderxcorps wrote:Interesting points on the missile analysis. I do feel that the whole point of those 4-damage missiles is that they deliberately take a lot longer to charge in order to justify how devastating they are to ships, so I'm probably going to just leave them as-is.
So here's this: try bringing down the Breach and Pyro to 3 damage (and the Ifrit to 3 shots), and their cooldowns to 18 seconds. Keep the Hermes at 14 or 15 seconds, the Apollo at 18, and the Pegasus and Ares at 20.
Now the missiles at 3 damage or above will do as follow: the Hermes will have a better cooldown than the others, the Pyro will make a fire, the Breach will make a breach, the Ifrit will be cloaked AND in burst, and the Apollo will inflict one extra damage.
You might need to re-think the power usage of each one though, I'm not sure any but the Pegasus and Ares will be worth 4 power.
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Oh, one last thing that ocurred to me: what if instead of sensors the alternate Vortex started without oxygen? I mean, I vent the whole ship anyway before jumping and go with oxygen disabled, and if you happened to stumble across a non-holographic crew member you really want, you can just keep him in the medbay 'til you buy oxygen, as the ship won't need him in the cockpit to jump or anything.
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
The reason the Vortex starts with Life Support is because the intention is to start the game with the original Engi crew member as per usual, but with the perks of being in an AI ship. Essentially forcing the player to play with no crew by removing O2 is kind of a silly plan, but I follow your logic.Mr. Mister wrote:Oh, one last thing that ocurred to me: what if instead of sensors the alternate Vortex started without oxygen? I mean, I vent the whole ship anyway before jumping and go with oxygen disabled, and if you happened to stumble across a non-holographic crew member you really want, you can just keep him in the medbay 'til you buy oxygen, as the ship won't need him in the cockpit to jump or anything.
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Then you should check that start beacon engi-giving event of yours, because I haven't seen it working in ages.
Plus, it's way more interesting without the engi, trust me. If you want it, you can just play wihtout the alternate starting loadout.
Funny thing: yesterday, before I could generate any hologram at an empty beacon (can't do it on the first one on Normal), I recruited two crew members who both happened to be holograms. Lucky!
Plus, it's way more interesting without the engi, trust me. If you want it, you can just play wihtout the alternate starting loadout.
Funny thing: yesterday, before I could generate any hologram at an empty beacon (can't do it on the first one on Normal), I recruited two crew members who both happened to be holograms. Lucky!
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
I'm not quite sure how it ended up like that, but it's been fixed now. Sometimes I ought to test these things more thoroughly..Mr. Mister wrote:Then you should check that start beacon engi-giving event of yours, because I haven't seen it working in ages.
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Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
Now you can't use sempty-beacon augments on the very first beacon. Most notable for the stealth crusiers, which now need to find another empty beacon at the first sector in order to map it.
- slowriderxcorps
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- Joined: Thu Apr 25, 2013 8:42 am
Re: [MOD]The sM Polish Kit 1.026 (ft. Patch for CE 1.091 and
And again with the more thoroughly approach.. I guess it was too late in the day to do it properly but come on, me.. anyways, the starting beacon was re-tasked to integrate every occurance doable on an empty beacon, alongside the EngiB crew spawn.