sM Polish Kit: Insurrection v1.6 [CE Support + Modules]

Distribute and discuss mods that are functional. Moderator - Grognak
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.1 and IS

Post by slowriderxcorps »

A quick update to 1.1 before I have to sleep off this fatigue.. or try to.

Code: Select all

Spoilers on the new hazards down below





















Black Hole: drains 2 fuel, essentially triples the cost of the next FTL jump.
Anomaly: disables Sensors, reduces Weapons by 1 and Drones by 3.
Ion Barrier: reduces Shields by 1 layer.
(negative effects occur for both the player and hostiles)
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.1 and IS

Post by Mr. Mister »

The Vortex's blue option on the starting beacon gets out of the text box now. You should simply take out the "Prepare to launch" option and leve the Crew Chat as the only white option (it has a generic ocntinue inside, so there's no problem).

Or you could do the LS-less and crewless starting Vortex too, you know. Much less of a hassle to keep updated and definitively more unique, since people seem to sell the Engi to slavery anyway.

EDIT: Also, I'm not sure what that Drone Mode the Vortex is supposed to have animated is, but I saw nothing special happening on the ship when I had drones on-line, be it in-ship drones or combat drones.

EDIT: SInce the Red Tail looks like a Rebel desertor ship, why not replace its starting Consumer Goods with some Federation Contraband? You already have the Fed Cruiser B starting with Cons. Goods, and it's more fitting because it has the civil paint scheme.
Mr. Mister
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.1 and IS

Post by Mr. Mister »

You know, maybe you should change your cersion numbering system and instead name your builds by the day you upload them, and then the number of versions you've already uploaded that day (counting the current one). Easier for the non-posters to keep track of.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.102 and

Post by slowriderxcorps »

There we go. In true me fashion, I put the updated patch out before the changelog actually appears, then have to double-back on it on seeing some of the changes that aren't apparent by simply checking the differences between two of the files.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.102 and

Post by Mr. Mister »

You should include something like this (or drop compatibility for those who don't use the Additional Music add-on, I don't think tehre's anyone aware of its existance who doesn't use it).
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.028 (ft Patch for CE 1.102 and

Post by slowriderxcorps »

Oh wow, thank you. I've included it within the main download now.

EDIT: Seeing the debate on the Nebula Exit beacons, I've decided it would be a good time to experiment with this on my side, seeing how it behaves. The CE patch, as well as the base kit, will now have potential events occurring on exit beacons located within nebulae. I do not know how it will behave exactly, but it's something I believe all users of the mod can help experiment with.

As such, a version increase has been added, as enough has changed to warrant it, including a minor alteration in the nature of the Infected Station event that can happen in Pirate sectors or as a potential destination of the Drone Parts Delivery quest. Its identification was altered from a Boarding-class event to a Distress-class event, as the event text clearly states that the station is outputting a distress beacon..
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.029 (ft Patch for CE 1.102b and

Post by Mr. Mister »

Uhm, one question: should the Baslisk really start with lv4 shields? I mean, what's the point of starting with a tier 2 defense drone as well, then?
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.029 (ft Patch for CE 1.102b and

Post by slowriderxcorps »

Mr. Mister wrote:Uhm, one question: should the Baslisk really start with lv4 shields? I mean, what's the point of starting with a tier 2 defense drone as well, then?
In CE? It blocks Swarm missiles, which would otherwise completely walk all over the thing while it stands completely still and its crew goes about their extra-vehicular manslaughters.
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Mr. Mister
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Re: [MOD]The sM Polish Kit 1.029 (ft Patch for CE 1.102b and

Post by Mr. Mister »

I still think the starting lv4 shields shouldn't be there though. You already have the defense drone in the early sectors; it should reduce all salvo's shield piercing power by one on early sectors, with the bonus of shooting down missiles and swarm missiles. It can be a tactical decision wether to deploy a drone when facing just two lasers or not.


And you can shield against swarms with lv6 shields anyway, which aren't that far from lv4 if you buy some luxury goods at the first sector and sell them at the second.
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slowriderxcorps
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Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.102b and IS Patch

Post by slowriderxcorps »

That feeling when you awaken to fascinating new developments in the scene. A separate patch has now been created for use with CE Infinite. In its creation, I did end up learning of some severe discrepancies that had built up over time relating to the ship statistics, and so the main CE patch has also been amended with a more up-to-date enemy spread.
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