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Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Fri Apr 11, 2014 8:15 pm
by slowriderxcorps
Alright, making more progress. The previous method of detailing Blue options with specific system stats has been implemented into the Alpha module. What has also happened, however, is an experiment in what I was wanting to give a shot, in making the mod a clobbering one that forcibly overwrites everything, thereby making the Alpha module unnecessary. I'm unsure as to if I've managed to get it right the first time however, so it is included as an optional experiment at the moment. Because of the way it works, it will need to be loaded into Slipstream the same way that the Alpha module was: first and foremost.

Also on the CE patch front, I've hopefully fixed an issue with hostile Hacking attempts on your Life Support flashing up a purple Oxygen bar instead of purple LS.

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Fri Apr 11, 2014 10:31 pm
by CoryStarkiller
Is there any guess to how much is left to be polished? Or any guess to how long until everything is done?

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Fri Apr 11, 2014 10:43 pm
by slowriderxcorps
CoryStarkiller wrote:Is there any guess to how much is left to be polished? Or any guess to how long until everything is done?
To be honest, the only main things that aren't in place that used to be there are some of the blue options I added before AE, mainly involving high-tier Shields and the Healing Burst. Other than that, it's pretty much just identifying balance issues introduced within AE's new content, and while I've yet to even see the Vulcan in a store to try it out in its altered form, I think I've got the two glaring balance issues fixed out already. As it stands, you can consider this mod complete, just being constantly improved on bit by bit.

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Sat Apr 12, 2014 5:58 am
by CoryStarkiller
Thanks.

I am using Expanded Enemy Window, Better Asteroids, Better Planets and Backgrounds, Captain's Edition - Base, Music, Infinite, and Endless Loot.

Do your patches go after everything else in the mod loadout? By the looks of it, I assume I should be using Alpha, Bulk, and the 2 for CE?

I don't know what Augmented Weapons Module for sMPK / sMPK-AE Klobbering Experiment are for either.

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Sat Apr 12, 2014 7:11 am
by slowriderxcorps
CoryStarkiller wrote:I am using Expanded Enemy Window, Better Asteroids, Better Planets and Backgrounds, Captain's Edition - Base, Music, Infinite, and Endless Loot.

Do your patches go after everything else in the mod loadout? By the looks of it, I assume I should be using Alpha, Bulk, and the 2 for CE?

I don't know what Augmented Weapons Module for sMPK / sMPK-AE Klobbering Experiment are for either.
The Klobbering experiment is just that: an experimental combination of both the Alpha and Bulk componenets. If it works without flaw, then I will heavily consider just having that in the mod instead of the other two. The only challenge will be trying to recognise what parts inside of it have been changed since it is essentially all parts of the mod combined with unchanged FTL code.
The Augmented Weapons Module is a weapons expansion that in its current format only supports being used outside of CE. If and when I recover from my burnout, I might try to retask the old CE patch for action.
As for the ordering of all of these.. hmm. Alpha, all the aesthetic mods, Bulk, CE, Music, Infinite, CE Patch, CEi Patch and EL sounds about right: but be aware that the base weapon stats will in no way be consistent between the patch and EL.

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Sat Apr 12, 2014 8:07 am
by CoryStarkiller
Great thanks again. You put a lot of work in with this. I appreciate the help.

Re: The sM Polish Kit 1.101 for AE [CEi 1.203 Patches + Modu

Posted: Sat Apr 12, 2014 12:47 pm
by slowriderxcorps
My test of the Clobbering version has revealed no glaring faults, so I'm happy with this. The Base Game patch has been removed and the base 'kit has been replaced with the new version. As it is now an Alpha module, it should and must be installed first before any other modifications.

As for other changes, I finally got my hands on the Vulcan and tried it out in its nerfed form. After testing, I've personally felt that I went very slightly overboard with the fire rate drop and have altered it slightly as a result, with a fire rate directly in between the vanilla and previously nerfed versions.

However.. I have found a graphical flaw with no real way to fix it by altering anything. When highlighting a room with a command in such a way that it gets a yellow inner glow, a tiny sliver of this yellow glow bleeds out of the bottom-left hand corner of the room.

EDIT: More inner workings changes. My implementation of altering the drone order on the flagship was flawed, that should now be fixed. The previously-existing Blue options for strong shields, Rock Plating and the Healing Burst have been reintroduced, and the Slug Medical Hack event was altered so that a Lv2 Clone Bay will keep it online. Things that are being considered now include reintroducing the Damaging Weapon blue choices as well as re-adding all the systems that the Rebel Flagship comes with. I still don't get why all those systems just magically vanished..

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Sun Apr 13, 2014 5:18 pm
by slowriderxcorps
Welp, the TB brigade showed up amidst the working of the next update, so trying to get an official post out has been.. hilarious, putting it mildly. Regardless, a lot of changes were done to the quests, including a lot of the 1.5.10 typo fixes that were missed because I started working with 1.5.4. The Damaging Weapons blues are back, and they're not even blue anymore thanks to some new tag trickery, as well as some Healing Burst blues, fixing of the No Fuel events.. a bunch of things. Currently, the only things in consideration now are giving the Flagship back its rooms that were removed, and nerfing Flak I's cooldown slightly.

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Mon Apr 14, 2014 4:45 am
by CoryStarkiller
When I install Alpha and the 2 CE mods, the CE Music mod doesn't show the credits on the Main Menu, is this just a Menu graphical issue, or did your latest update override the Music mod completely?

Re: The sM Polish Kit 1.102 for AE [CEi 1.204 Patches + Modu

Posted: Tue Apr 15, 2014 8:10 pm
by naitimo
Evening. I like the polishing work you did with this mod but dislike the balance changes. Is there be a way to get only those or would I have to manually edit your .ftl files?