Source
Requires
CONCORD 3.5 or above version
This mod is meant to make building in cheaper hullmods viable.
For example, if you build in an “Advanced Turret Gyros” on a capital which originally costs 10 OP, the difference is 20 OP, so you get 20 OP * 75% = 15 OP added to your hull.
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.
The ratios and base bonus multipliers are adjustable in settings file (data/config/settings.json)
The mod can be added mid-game and is automatically applied.
The mod is currently SAFE TO REMOVE after CONCORD 3.5.2a
Hum… Looks interesting, but one question: 20 OP difference compared to what?
In the above example, 30 – 10 = 20.
30 is the S-Mod Compensation hullmod’s upper threshold for capital ships (5/10/20/30).
10 is the usual cost for Advanced Turret Gyros on a capital ship (2/4/6/10).
So the difference between the two is 20 OP.
Finally, multiply that by 75% and you get 15 OP refunded.
Thanks for the clarification, my dumb brain absolutely wasn’t getting it!
Such as the Augmented Drive Field costing 40 on capitals. I’d assume nothing and it gets S-Modded as normal, but best to ask.
What happens when the hullmod costs more than the upper limit?
Such as the Augmented Drive Field costing 40 on capitals. I’d assume nothing, but best to ask.
If a particular hullmod’s class-adjusted OP cost exceeds the 5/10/20/30 threshold… you simply don’t get any OP refunds when you S-mod that hullmod.
After all…
This mod is meant to make building in cheaper hullmods viable.
This is Sutopia’s way of “compensating” players who would normally avoid converting low OP hullmods into S-mods.
Could you please include the list of hullmods and their refund values on S-Mod Compensation tooltip? Do include an entry with 0 if it does not contribute anyway…
Not entirely sure if it would work well since current implementation is adding all the differences of applicable hullmods then modify it by x0.75, and finally math floor it. It would be awkward if I displayed the floored value for individual hullmods since it may not add up; and doesn’t make much sense displaying float value.
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.
Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.
Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?
Sure! Lemme do that in a few hours
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.
Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?
1.1 is up with configurability.
https://imgur.com/9dNfT8i screenshot of the issue
As for the invisible tool tips on the weapons, I had the same problem, but leaving and coming back to the refit screen fixed the issue for me.