Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on April 22, 2016, 08:58:30 PM



Title: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on April 22, 2016, 08:58:30 PM
Download Ship/Weapon Pack 1.7.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.7.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.7.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!


Contents
The Ship/Weapon Pack seeks to flesh out the content of Starsector by adding ships, weapons, hull mods, and campaign missions.  Included are 27 ships and fighters, 21 variant ships, 15 modular weapons, and 28 unique mod-ships for 14 IBB battles.

(https://thumbs.gfycat.com/OilyRashFireant-size_restricted.gif) (https://gfycat.com/gifs/detail/OilyRashFireant) (https://thumbs.gfycat.com/PhysicalZestyGalapagosmockingbird-size_restricted.gif) (https://gfycat.com/gifs/detail/PhysicalZestyGalapagosmockingbird) (https://thumbs.gfycat.com/ChubbyThoroughLeafwing-size_restricted.gif) (https://gfycat.com/gifs/detail/ChubbyThoroughLeafwing)

(https://thumbs.gfycat.com/ExcellentAdolescentIsabellineshrike-size_restricted.gif) (https://gfycat.com/gifs/detail/ExcellentAdolescentIsabellineshrike) (https://thumbs.gfycat.com/WarmDizzyGnu-size_restricted.gif) (https://gfycat.com/gifs/detail/WarmDizzyGnu) (https://thumbs.gfycat.com/NecessaryImpishCoral-size_restricted.gif) (https://gfycat.com/gifs/detail/NecessaryImpishCoral)

Ships

Hecate-class Corvette The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_hecate_ff.png)
Shellster


Nautilus-class Combat Freighter The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_nautilus_ff.png)
Shellster


Alastor-class Frigate
(http://www.sc2mafia.com/Starsector/ssp_alastor_ff.png) (http://i.imgur.com/FHdXg38.png)
HELMUT


Excelsior-class Corvette
(http://www.sc2mafia.com/Starsector/ssp_excelsior.png)
HELMUT


Striker-class Destroyer
(https://i.imgur.com/IyyMYJS.png) (https://i.imgur.com/6hDcYHf.png)
HELMUT and Tartiflette


Albatross-class Destroyer
(https://i.imgur.com/7PUshHy.png)
(http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png)
Tartiflette


Vanguard-class Destroyer
(http://i.imgur.com/kR1IJmX.png)
HELMUT


Arachne-class Destroyer Pirates Plus
(http://i.imgur.com/JeG8jaD.png)
Cycerin


Archer-class Destroyer
(http://i.imgur.com/xHf2kyv.png)
HELMUT


Beholder-class Destroyer The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_beholder_dd.png)
(http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png)
Shellster


Archon-class Destroyer Pirates Plus
(http://i.imgur.com/f66P67A.png)
Cycerin


Vortex-class Light Carrier The Infernal Machine
(http://i.imgur.com/pBgF3ZI.png)
Shellster and MesoTroniK


Revenant-class Phase Destroyer
(http://i.imgur.com/c1I24Yh.png)
Dark.Revenant and HELMUT


Shimmer-class Droneship Carrier
(http://i.imgur.com/0CvDXIt.png)
Machine and MesoTroniK


Circe-class Combat Freighter
(http://www.sc2mafia.com/Starsector/ssp_circe.png)
Psiyon


Vulture-class Fast Cruiser The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_vulture_cc.png)
(http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png)
Shellster


Punisher-class Light Cruiser
(http://www.sc2mafia.com/Starsector/ssp_punisher_dd.png)
Cycerin


Vindicator-class Cruiser
(http://i.imgur.com/71tmrsF.png)
Psiyon


Eos-class Carrier
(https://i.imgur.com/w3IMh9D.png)
Kemorory, Machine, Tartiflette, and MesoTroniK


Zenith-class Heavy Cruiser
(http://www.sc2mafia.com/Starsector/Zenith.png)
HELMUT


Wall-class Drone
(http://i.imgur.com/fZySQP6.png)
HELMUT


Radiant-class Droneship Battlecarrier
(https://i.imgur.com/GOxksKs.png)
Machine


Chronos-class Battlecruiser The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_cronus_bc.png)
HELMUT, Shellster, Tartiflette, and MesoTroniK


Victory-class Battleship The Infernal Machine
(http://www.sc2mafia.com/Starsector/ssp_victory_bb.png)
Shellster, Tartiflette


Cathedral-class Hubship
(http://www.sc2mafia.com/Starsector/ssp_cathedral_gc.png)
HELMUT


Lightning Phase Bomber Wing
(https://i.imgur.com/GQUT22Y.png) (https://i.imgur.com/GQUT22Y.png)
Tartiflette


Hexblade Heavy Fighter Wing
(https://i.imgur.com/WyTwFW9.png)
(https://i.imgur.com/WyTwFW9.png) (https://i.imgur.com/WyTwFW9.png)
Tartiflette


Drake Assault Interceptor Wing
(https://i.imgur.com/rZxA2Lx.png)
(https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png)
Tartiflette


Partisan Escort Interceptor Wing
(https://i.imgur.com/iuqWDfM.png) (https://i.imgur.com/iuqWDfM.png)
Tartiflette


Falx Super Interceptor Wing
(https://i.imgur.com/u2CvtWH.png) (https://i.imgur.com/u2CvtWH.png)
Tartiflette


Skins

Damaged Variants
(http://i.imgur.com/SIQ7vbT.png) (http://i.imgur.com/gaiVliq.png) (http://i.imgur.com/uTcpJhN.png) (http://i.imgur.com/IR7U2sT.png) (http://i.imgur.com/Zju5fAg.png) (http://i.imgur.com/xe8Yb63.png) (http://i.imgur.com/hlgd4xN.png)
HELMUT


Luddic Path Variants
(http://i.imgur.com/dJPJmVZ.png) (http://i.imgur.com/TxANlqt.png) (http://i.imgur.com/1ARByXz.png) (http://i.imgur.com/8rm1zCg.png) (http://i.imgur.com/zNfEUO2.png)
HELMUT


Fourteenth Battlegroup Variants
(https://i.imgur.com/87OCyDY.png) (http://i.imgur.com/10PjX4Z.png) (http://i.imgur.com/EasKCcu.png) (http://i.imgur.com/JkSqLjS.png) (https://i.imgur.com/q6jnGlC.png)
HELMUT and Tartiflette


Lion's Guard Variants
(https://i.imgur.com/iuT0TUK.png) (https://i.imgur.com/KHczxBE.png) (https://i.imgur.com/BvrvAQ7.png) (https://i.imgur.com/Wp4JClj.png) (https://i.imgur.com/E8iSCe2.png) (https://i.imgur.com/bPBsdye.png) (https://i.imgur.com/pVMdhGA.png)
King Alfonzo and MesoTroniK


Sunder Variants
(http://i.imgur.com/10PjX4Z.png) (http://i.imgur.com/Rqd1Ig2.png)
Tartiflette and Shellster


Weapons

Flare Gun [Small Missile]
(http://www.sc2mafia.com/Starsector/ssp_flaregun_turret_base.png)
Shellster


Hornet MRM [Small Missile]
(http://www.sc2mafia.com/Starsector/Hornet.png) (http://www.sc2mafia.com/Starsector/HornetProj.png)
Dark.Revenant


Ion Torpedo [Small Missile]
(http://www.sc2mafia.com/Starsector/ssp_iontorpedo_together.png) (http://www.sc2mafia.com/Starsector/ssp_iontorpedo_missile.png)
HELMUT


Inferno MIRV Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/inferno_mirv_launcher_hardpoint_base.png) (http://www.sc2mafia.com/Starsector/missile_inferno.png)
Dark.Revenant


Tornado Hornet Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/Tornado.png) (http://www.sc2mafia.com/Starsector/HornetProj.png)
Dark.Revenant


Flare Burst Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/ssp_flareburst2.png) (http://www.sc2mafia.com/Starsector/ssp_flareburst_mrm.png)
HELMUT


Trebuchet LRM Launcher [Large Missile]
(http://www.sc2mafia.com/Starsector/Trebuchet.png) (http://www.sc2mafia.com/Starsector/trebuchet_lrm.png)
Dark.Revenant


Mini-Blaster [Small Energy]
(https://i.imgur.com/fuvHLlJ.png)
Soren


Light Phase Lance [Small Energy]
(http://i.imgur.com/7fxiyNP.png)
MesoTroniK


Mini-Blaster Array [Medium Energy]
(https://i.imgur.com/FGLJBxH.png)
Soren


Heavy Ion Blaster [Medium Energy]
(http://www.sc2mafia.com/Starsector/ssp_ionblaster_hardpoint_base.png)
HELMUT


Lightning Gun [Medium Energy]
(http://www.sc2mafia.com/Starsector/lightning_gun_hardpoint_base.png)
HELMUT


Reliant HMG [Small Ballistic]
(http://www.sc2mafia.com/Starsector/ssp_reliant_turret_base.png)
Shellster


Contender Cannon [Small Ballistic]
(http://www.sc2mafia.com/Starsector/ssp_contender_turret_base.png)
Shellster


Plasma Flamer [Medium Ballistic]
(http://www.sc2mafia.com/Starsector/ssp_plasmaflame_hardpoint_base.png)
HELMUT


Aegis Flak Cannon [Large Ballistic]
(http://i.imgur.com/2jvPXPk.png)
HELMUT and MesoTroniK


Hull Mods
(http://i.imgur.com/zffKsIT.png)
Additional Crew Quarters
(http://i.imgur.com/gs4E29F.png)
Gunnery Control AI
(http://i.imgur.com/cbhtTrj.png)
Cargo Expansion
(http://i.imgur.com/n0Z9wzq.png)
Extended Fuel Tanks
(http://i.imgur.com/gGXyHx3.png)
Skeleton Crew
(http://i.imgur.com/Ms8U3DL.png)
Extreme Modifications
(http://i.imgur.com/ZyPX6Ls.png)
Shield Bypass


International Bounty Board
(http://i.imgur.com/x3Ds03y.png)

The International Bounty Board will post special bounties, featuring new and unique ships and extra-hard difficulty.  There are 14 boss bounty fleets (and 28 unique ships) in the Ship/Weapon Pack, plus more with the following faction mods:

Junk Pirates Compilation: 1 bounty fleet (4 unique skins)
Shadowyards: 2 bounty fleets (3 unique ships)
Interstellar Imperium: 2 bounty fleets (3 unique ships)
Knights Templar: 2 bounty fleets (2 unique ships)
Tiandong Heavy Industries: 1 bounty fleet (1 unique ship)
Diable Avionics: 1 bounty fleet (1 unique ship)


Arcade
Requires DynaSector
This mission is actually a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are randomized from all DynaSector-supported factions.

Post your high scores!

(http://www.sc2mafia.com/Starsector/ssp_oberon.png) (http://www.sc2mafia.com/Starsector/ssp_ultron.png) (http://www.sc2mafia.com/Starsector/ssp_zeus.png) (http://www.sc2mafia.com/Starsector/ssp_ezekiel.png)
(http://www.sc2mafia.com/Starsector/ssp_cristarium.png) (http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png) (http://www.sc2mafia.com/Starsector/ssp_zero.png)

Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. 2x Points.
Green: Shielded. 2x Points.
Red: Powered. 2x Points.
Blue: Elite. 4x Points.

A hidden end awaits you if you only use one type of super until the final boss...
See if you can go until the final boss without using a single super...

Make sure floating messages are enabled.


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.7.1 (April 24, 2018)
- Removed vanilla balance changes
- No longer makes any changes to vanilla content (gameplay, scripts, art, sounds, etc)

Version 1.7.0 (April 23, 2018)
- Added Falx Super Interceptor
- Added Drake Assault Interceptor
- Added Partisan Escort Interceptor
- Added Mini-Blaster Array
- Added Lasher (XIV)
- Rebalanced Albatross
- New Albatross sprite
- New Hexblade sprite
- New Conquest (XIV) sprite

Version 1.6.0 (January 26, 2018)
- Added Eos-class carrier
- New Lightning sprite
- Rebalanced Lightning-class phase bomber
- Improved Mini-Blaster sounds
- Adjusted Magnificent Seven
- Various minor bugs fixed

Version 1.5.0 (December 1, 2017)
- Added Radiant-class Droneship Battlecarrier
- Added Hexblade Heavy Fighter
- Added Mini-Blaster
- Added mission "No Witness"
- Updated Gungnir sound

Version 1.4.1 (October 3, 2017)
- Increased Striker OP to 85 from 75
- AI improvements

Version 1.4.0 (October 1, 2017)
- Added Striker-class Light Destroyer
  * And Luddic Church skin
- Added Lion's Guard (LG) skins for Brawler, Buffalo, Conquest, Eagle, Hammerhead, Heron, and Vigilance
  * Built-in Solar Shielding
- Implemented Tyrador and Dassault-Mikoyan support for the Arcade
- Added Magnificent Seven mission
- Made Pope IBB 3rd-to-last rather than 2nd-to-last
- Made IBBs appear in mission offerings more often
- Minor fixes
- Heavy Ion Blaster now does 500 energy and 3000 EMP on impact with 4x 1000 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now does 1000 fragmentation and 4500 EMP on impact with 4x 1500 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now only does extra hard flux damage on a shield hit, not a hull hit
- IBB no longer requires faction reputation in Nexerelin
- Increased Lightning speed to 200 from 150
- Updated for II hull mods
- Updated for Diable hull mods
- Replaced Citadel enemy in Duel of the Century with Shadowyards' Shamash

Version 1.3.0 (June 19, 2017)
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters

Version 1.2.2 (June 12, 2017)
- Vortex system changed to Time Acceleration Field
- Arcade compatibility with DynaSector 1.3.0

Version 1.2.1 (June 11, 2017)
- Overhauled IBB staging system under the hood; should resolve all bugs
- Fixed IBB retreating behavior and other bugs
- Miscellaneous IBB improvements
- Reverted changes to Reserve Deployment
- Improved various odds and ends
- Buffed Flux Disturber

Version 1.2.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Adjusted various ship stats to meet new standards
- Reverted various Sunder changes
- Removed Sunder S
- Reverted tri-tachyon Brawler skin
- Removed Claw, Claymore, and Halberd wings (Lightning stays)
- Converted Assault Drone and Flak Drone to built-in fighter wings
- Albatross now has the Damper Field system
- Vortex flight deck count increased to 2 from 1
- Vortex built-in High Resolution Sensors swapped for Surveying Equipment
- Arachne now has Advanced Targeting Core built-in
- Arachne now has the Active Flare Launcher system
- Circe now has the Plasma Jets system
- Zenith now has the Fast Missile Racks system
- Zenith synergy mounts changed to missile mounts
- Zenith top speed increased to 50 from 40
- Nautilus now has the Phase Skimmer system
- Removed Expanded Flight Decks
- Renamed Logistical Conversation to Skeleton Crew, decreased OP cost significantly, halved minimum crew requirement
- Reworked Maximized Ordnance into Extreme Modifications; no effect on CR but makes the ship malfunction
- Chronos now has built-in ECM Package and Nav Relay
- Various balance tweaks transferred from Starsector+
- Significantly nerfed Recall Teleporter via cooldown and charge mechanic
- Nerfed Reserve Deployment via longer cooldown
- Updated sprites for Vanguard and Vindicator
- Archon is now high-tech style and has the Plasma Jets system (new sprite too)
- Added Luddic Path variants of the Nebula, Condor, and Wolf
- Added a couple Remnants portraits
- Added Shimmer-class Droneship Carrier
- Added Wall-class Drone

Version 1.1.5 (April 11, 2017)
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)

Version 1.1.4 (March 26, 2017)
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3 (February 6, 2017)
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements

Version 1.1.2 (January 8, 2017)
- Lightning Gun nerfed (slightly less damage, now has charges that regenerate)
- Updated Light Phase Lance sound
- Updated ship and weapon prices

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.0 (May 21, 2016)
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update

Version 1.0.2 (April 23, 2016)
- Fixed crash bugs

Version 1.0.1 (April 23, 2016)
- Fixed crash bugs

Version 1.0.0 (April 22, 2016)
- Initial release (split from Starsector+)
- Removed Castle, Rook, Vista, Sloop, Avalon, Summit, Tundra, Tick, Camel, Kestrel, Locomotive, Phalanx, and Sentinel Wing
- Removed Mobile HQ hull mod (and all variants thereof)
- Arachne, Archer, Circe, Vindicator, Zenith, Cathedral, and Albatross reworked
- Removed IBBs: Stheno, Thunderstorm, Lancehead, Cortex/Pinscher, and Psychadelia
- Reworked IBB stages
- IBB capture chance is now an option in SWP_OPTIONS.ini
- Added SWP_OPTIONS.ini option for an early-level IBB capture chance bonus
- Inferno MIRV rebalanced as a bottomless MRM MIRV
- Hornet ammo buffed
- Plasma Flamer range and efficiency buffed
- Rebalanced Logistical Conservation
- Onslaught (D) sprite improved
- New Archer sprite and layout
- New Arachne sprite and layout
- Cronus renamed to Chronos


Credits
Dark.Revenant for general development
HELMUT for art assets
Shellster for additional art assets
Machine for additional art assets
Psiyon for additional sprites, backgrounds, and sounds
Cycerin for sound assets and the Pirates Plus mod
MesoTroniK for The Infernal Machine mod and art assets
Xalendi and Foxer for hullmod icons
Tartiflette for backgrounds and some misc. icons/splashes, and some ship art contributions
FlashFrozen for Redeemer glow revision
SniZupGun for some weapon sounds
Ryxsen, Etfaks, and Bloodtrailkiller for some portraits
King Alfonzo for Lion's Guard skins
Some of these may be modifications of the original work.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: The Soldier on April 22, 2016, 09:08:53 PM
What's with you and all these micro mods? :P It just seems like you're chopping up SS+ into a whole bunch of smaller mods (which I'm pretty sure you're doing exactly that for some reason).


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Dark.Revenant on April 22, 2016, 09:45:38 PM
This is the last one, by the way.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: The Soldier on April 22, 2016, 10:18:00 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Dark.Revenant on April 22, 2016, 10:54:10 PM
(http://i.imgur.com/6oC7Wjb.gif)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Tartiflette on April 22, 2016, 11:25:28 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Orikson on April 22, 2016, 11:40:25 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.

Agreed. It's easier to fox things if we can pinpoint it to specific files via the logs if an error occurs.

And looks like Combat Readiness replenishing from that hull mod that was buggy is gone, and the Rook and Castle-class ships along with them too. Looks like Naemo will have to redo stuff once all the mods he wants is updated.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Ryu116 on April 22, 2016, 11:55:21 PM
Dark.Revenant,

I truly AGREE with what you are doing and it is very wise steps you are taking.  By dividing your big modpack into module style mods where you have multi mods working together, it will make it much easier to maintain them.  By doing this ways, it also allow you to be able to even add any more different mods that would work together with your different mods for any purposes, if you ever have any plans for it.

I am looking forward to where this modding path will take you to.

 :)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Alphascrub on April 23, 2016, 01:22:10 AM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-

You should come out form under your rock every once in a while. I mean you could read and find out why this is happening... or you can just keep living under your rock and yelling at your next door neighbors when they mow their lawn.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: sirboomalot on April 23, 2016, 02:13:43 AM
Is there any chance that the less buggy ships and IBBs getting removed might make a comeback now that things are hopefully going to be slightly easier to maintain? I for one found the avalon, for example, to be quite useful in my frigate-only runs, which also happen to include the pincher and thunderstorm when available, and have always been a fan of having, in general, more.

What some call clutter, I call variety...


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Kitfox88 on April 23, 2016, 02:15:23 AM
Hey, I think there's something missing with the triple flak? My game crashed with an error message talking about how there was a missing triple flak explosion, and I'm pretty certain it was because I had mounted an Aegis Flak Cannon in one of my large slots. If I had thought to screenshot the message I would have, sorry. :(


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Cycerin on April 23, 2016, 05:46:04 AM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-

Huh?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: The Soldier on April 23, 2016, 07:11:21 AM
Huh?
More of a joke than anything else.  Seems like no one here plays EU4. :P

Awesome gif though Dark. :)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Megas on April 23, 2016, 08:59:28 AM
At a glance, this looks like the early SS+ I remember seeing (minus the bonus enemies, maybe) before it grew too big.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: SpacePoliticianAndaZealot on April 23, 2016, 11:58:15 AM
This is great! Everything is great! I'm so glad Pirates can have Onslaughts and Gryphons now! I'm very excited to be able to enjoy SS+ content w/o the fleet randomizer!  :)


Title: [0.7.2a] Ship/Weapon Pack 1.0.1
Post by: Dark.Revenant on April 23, 2016, 01:36:08 PM
Download Ship/Weapon Pack 1.0.1 (https://www.mediafire.com/?4ngauroujcdcp3y)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.1
- Fixed crash bugs


Title: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 23, 2016, 05:03:41 PM
Download Ship/Weapon Pack 1.0.2 (https://www.mediafire.com/?4hzjdkezg9bygm0)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) -

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.2
- Fixed crash bugs


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: OOZ662 on April 24, 2016, 10:11:25 AM
I was really excited when I heard SS+ was going modular because of my low RAM capacity. While I absolutely love the IBB system, it's a whole lot of sprites for a kinda "sideshow" in the game, and so I was begrudgingly looking forward to getting rid of it to stave off the crashmonster. With it combined in with the rest of the SS+ ships and weapons, though, that only leaves either really nerfing down the pirates (by not using Underworld) or leaving the problem intact, as getting rid of such a core to the gameplay isn't an option.

Not that I expect anything special to be done just for the snowflake peasants(and there's no sarcasm in that), just felt like saying.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 24, 2016, 12:05:37 PM
You could potentially overwrite all the IBB ship sprites with blank pngs.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: sycspysycspy on April 24, 2016, 06:41:54 PM
Sadly you removed tons of old ships, but reworked a few as well... ;D


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Cyan Leader on April 24, 2016, 07:20:39 PM
Is the Legacy option still in for IBB?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 24, 2016, 08:04:43 PM
Yes


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 13, 2016, 09:08:45 PM
First Thx for what you have been doing Dark ;D
But the Ship/Weapon Pack 7z file you uploaded seems Corrupted, i have tried to re-download it for several times but still end as Corrupted file.
Can you pls re-upload it. The file i download form Git Repository seems okay but i cant really just put it under the mod file and use it, right?
For now i cant play the game, since missing of the Hull Mods or at least thats what the log told me :'(.
Btw, i have the same issue with downloading the Audio Plus 7z file too but thats what just replace the Audio files in the game so it does not really matter or am i wrong?
Thx again and sorry for my bad english :P.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on May 13, 2016, 11:43:34 PM
I assure you that it is not corrupt.  It's a 7z file compressed with LZMA2.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 03:56:32 AM
I need some help :'(
And if i use winrar to unpacking it, it said"The file is corrupt" almost all of the files inside.

[attachment deleted by admin]


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Kevin Flemming on May 14, 2016, 04:36:41 AM
Perhaps trying using 7-Zip instead?

http://www.7-zip.org/

I find it's much better than WinRAR anyhow.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 04:42:52 AM
i tried both 7-zip and winrar, that pic i uploaded is from 7-zip.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Schwartz on May 14, 2016, 04:48:57 AM
The backslash symbol in that screenshot has been replaced. Maybe this is an issue with Chinese character encoding breaking those archives. Maybe try switching your Windows to English (US) and see what happens?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 07:54:45 AM
yeah you did it, i mean i did it :P. I switched to English (US) and tried re-download it several times, finally one good 7z file. Thx bro you save the day. ;)
btw i was using japanese character.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Diamondgolem16 on May 17, 2016, 07:25:34 PM
I got some BAAADDDD news Dark.revenant, the crash monster is still affecting my sector generation. It looks like it's crashing cause it's trying to find the mod hull for what used to be the HQ ship hull. Gonna need to find the .log file before confirming this however...


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Midnight Kitsune on May 17, 2016, 08:16:02 PM
I got some BAAADDDD news Dark.revenant, the crash monster is still affecting my sector generation. It looks like it's crashing cause it's trying to find the mod hull for what used to be the HQ ship hull. Gonna need to find the .log file before confirming this however...
Disable the Nazi mod and maybe you won't get the error again


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: King Alfonzo on May 17, 2016, 08:52:22 PM
If you want to keep NGO, then run BOTH Dynasector and SS+ 3.5 with this mod. Then, you'll hve to do some alterations to the NGO mod folder:

-Go to New galactic Order 1.04 -> data -> hulls
-Open ngo_battlefreighter.ship with notepad
-Find the 'built in hullmods' bit, and delete "mobile_headquarters".
-Save
-Run the game again

This, combined with running the new (emphasis, new) 3.5 along with dynasector enables NGO playability.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: NightKev on May 18, 2016, 04:41:47 AM
Doesn't the updated SS+ still have the hullmods/skills in it?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Diamondgolem16 on May 18, 2016, 04:07:33 PM
Thank you king! I will see if this works now!  :D


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: King Alfonzo on May 18, 2016, 04:51:26 PM
Doesn't the updated SS+ still have the hullmods/skills in it?

The mobile headquarters one was removed by Rev because it was too OP.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Midnight Kitsune on May 18, 2016, 08:05:06 PM
Doesn't the updated SS+ still have the hullmods/skills in it?

The mobile headquarters one was removed by Rev because it was too OP.
Actually it was broken. Not OP broken but buggy and broken


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: braven25 on May 20, 2016, 12:38:27 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: CaptainWinky on May 20, 2016, 04:29:18 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?

This mod fits very well with vanilla ships and weapons IMO.  I sometimes forget that some of this stuff isn't from vanilla.  Probably the most "OP" thing you will come up against is a Luddic Church Cathedral ship, but even those aren't much more dangerous than existing capital ships and will go down fast once you rally your fleet to concentrate fire on them.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Thaago on May 20, 2016, 09:18:10 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?

Yup! Although one thing to consider is that, as the mod fills some niches missing in the base game, it can feel like things are more powerful because you can often find 'the right tool for the job'.

In my recent game with them, I needed something that was a) Cheap b) Decent cargo capacity c) Fast and d) A flanking buddy/distraction ship. In the base game I could use a Hound but... they tend to die quickly in pitched fights. In comes the Nautilus! Certainly not OP in that it has quite low killing power, but equip it with 2 Tac lasers and a Salamander and they fulfill all of my buddy requirements perfectly.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: CaptainWinky on May 20, 2016, 09:48:07 AM
Yup! Although one thing to consider is that, as the mod fills some niches missing in the base game, it can feel like things are more powerful because you can often find 'the right tool for the job'.

In my recent game with them, I needed something that was a) Cheap b) Decent cargo capacity c) Fast and d) A flanking buddy/distraction ship. In the base game I could use a Hound but... they tend to die quickly in pitched fights. In comes the Nautilus! Certainly not OP in that it has quite low killing power, but equip it with 2 Tac lasers and a Salamander and they fulfill all of my buddy requirements perfectly.

There are some very good niche ships in this mod.  I particularly like the Archer as a cheaper alternative to the Gryphon and I often have an Archer hang back with a carrier to provide fire support from afar.  The Nautilus is a nice little support ship and I make sure to have one or two in a fleet.

Ship/Weapon Pack also adds a bunch of (D) variants to vanilla ships.  I particularly like the Onslaught(D) as a budget battleship.


Title: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on May 21, 2016, 02:14:50 PM
New Fourteenth Battlegroup ships!

(http://i.imgur.com/EasKCcu.png) (http://i.imgur.com/JkSqLjS.png)


Download Ship/Weapon Pack 1.1.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.0
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 25, 2016, 11:36:38 AM
Kind of minor, but I noticed a spelling mistake on the XIV variant of the Hammerhead. It reads "Hamemrhead" instead.

Can I change that myself by editing a file? It burns my eyes lol.

Loving the XIV variants, by the way. The Conquest, my GOD THE CONQUEST. It looks so sexy. I want to make sweet love to it.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on May 25, 2016, 12:31:06 PM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 25, 2016, 12:54:29 PM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

Type "addship NAME_xiv" (without the quotation marks, of course).

For instance, to gain the Conquest XIV, type "addship conquest_xiv" into the console. For a Hammerhead XIV, replace "conquest" with "hammerhead" and so on. ;D


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 08:12:26 AM
I was just looking through the XIV variants and I'm not sure if you see it but to me, the Sunder looks a little out-of-place aesthetically when next to the other XIVs. I think it's the lack of lighter tone on the hull, as with the others. They retain some of the original colour and have definitive striping whereas the Sunder is practically all orange. The orange on the Sunder could also be a shade darker, it looks a little too bright.

If I was any good with GIMP, I'd happily do this myself but I'm terrible with such things. :-X

Obviously, it's just personal preference in terms of design but the "ex-pen and colour artist" in me can't help but notice these things.

EDIT: In fact, the original XIVs (Enforcer, etc) could do with a face-lift to match the new striped ships perhaps? They look much better than the old ones. ;)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on May 26, 2016, 08:51:16 AM
Adjust your monitor's color calibration; the XIV sunder definitely has a pair of orange stripes while the rest is a darker off-gray.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 09:39:30 AM
Adjust your monitor's color calibration; the XIV sunder definitely has a pair of orange stripes while the rest is a darker off-gray.

Huh? I didn't say it had no stripes. ???

Perhaps it's just that particular layout. As you probably already know, colours can "change" depending on what shades they are used against. Red amongst white looks different than red amongst black, for instance. It's your... well, my... eyes playing tricks.

The newer striped design is definitely an improvement though. When you put the Hammerhead next to the Sunder, you can see the difference greatly (someone else try this, so I don't look mad or like I'm being an arse lol). It's the more-defined lines and the original ship colour that "pokes" through and makes the striping "pop". Get what I mean?

Just thought I'd offer my opinion is all. ;)

EDIT: Okay, this kind of explains it a little better. The two red circles show the difference in lines and seeing both side by side, you can see how much "darker" the Sunder looks in comparison due to the lack of lighter hull colour. And the orange striping is definitely a shade darker than on the Hammerhead.

(http://img07.deviantart.net/f889/i/2016/147/1/b/xiv_comparison_by_kevinflemming1982-da3z4zo.jpg)

Yeah, it's minor. I know that and it might not ever change. But as I said, I can't help but notice these things. I mean no disrespect or anything, so don't feel like I'm being overly critical. I love the ship sprites lol. I see some "cleaning-up" potential, is all. ;D


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on May 26, 2016, 10:23:57 AM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

Type "addship NAME_xiv" (without the quotation marks, of course).

For instance, to gain the Conquest XIV, type "addship conquest_xiv" into the console. For a Hammerhead XIV, replace "conquest" with "hammerhead" and so on. ;D

Thanks a ton!


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 02:12:10 PM
Thanks a ton!

You're welcome, mate. ;)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Thaago on May 26, 2016, 02:27:08 PM
I've been playing quite a bit lately, and I have to say I really love the balance on the Vanguard. Not too strong, not too weak, but a nice light destroyer that can pack a punch. Well done!

(I know this is very late to the party: I finally upgraded my computer a few weeks ago, so have been playing with all of these mods that I couldn't before.)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on June 17, 2016, 09:48:22 AM
I hope someday we get an XIV Victory. pew pew.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: GNGSTRpenguin on July 03, 2016, 10:56:46 PM
Turret cover crash!  (NullPointerException)
This problem is caused by a mod that has incorrectly-configured turret cover sprites interfacing with GraphicsLib's lighting engine.  You can fix this by updating Starsector to the latest version: 0.7.2_RC3.  Make sure that your version is exactly 0.7.2_RC3.  RC2 will not work.


So i read that in the mod trouble shooting guid, the only problem is that i am on RC3 but as soon as i enable this mod with all the other supported mods it gives me the fatal null crash. Is the ship/weapon pack working for others?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on July 03, 2016, 11:08:35 PM
It's impossible for SWP to cause that crash because the only hull style it adds has turret covers defined:

Code:
        "slotCoverSmallTurret":"graphics/weapons/covers/cover_turret_hightech_small.png",
        "slotCoverSmallHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_small.png",
        "slotCoverMediumTurret":"graphics/weapons/covers/cover_turret_hightech_medium.png",
        "slotCoverMediumHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_medium.png",
        "slotCoverLargeTurret":"graphics/weapons/covers/cover_turret_hightech_large.png",
        "slotCoverLargeHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_large.png"

Are you sure that it's actually a turret cover crash?  When does it happen?  What is the stack trace in starsector.log? (It's impossible to tell what a nullpointerexception is unless you check the stack trace.)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: GNGSTRpenguin on July 03, 2016, 11:47:02 PM
It's impossible for SWP to cause that crash because the only hull style it adds has turret covers defined:

Code:
        "slotCoverSmallTurret":"graphics/weapons/covers/cover_turret_hightech_small.png",
        "slotCoverSmallHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_small.png",
        "slotCoverMediumTurret":"graphics/weapons/covers/cover_turret_hightech_medium.png",
        "slotCoverMediumHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_medium.png",
        "slotCoverLargeTurret":"graphics/weapons/covers/cover_turret_hightech_large.png",
        "slotCoverLargeHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_large.png"


the crash happens even before i see the menu screen right after its done loading, and im not sure where to go to find this starsector.log im looking in the folder but im not finding something log related
Are you sure that it's actually a turret cover crash?  When does it happen?  What is the stack trace in starsector.log? (It's impossible to tell what a nullpointerexception is unless you check the stack trace.)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on July 04, 2016, 01:47:47 AM
Fractal Softworks\Starsector\starsector-core\starsector.log


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Thaago on September 03, 2016, 07:12:36 PM
Quick question for people: What is your preferred Alastor loadout?

I ask because I'm attempting to use one and... well... it seems like its utter trash. But other people seem to like it? Whenever I play against them I feel that they are just quick kill cannon fodder, and now that I'm using one my mind hasn't really changed.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: borgrel on September 04, 2016, 07:16:22 AM
i choose an alastor over a lasher .......
2 needlers, 1 harpoon mrm (or thunderbolts or rage if u want more shots) and either 3 PD or 2PD and an IR pulse laser (or tactical laser)

but wolf, manta and undine are prefered

and of course scarab is king frigate


at least alaster can catch a frigate thats disengaging to vent, a big plus over a lasher!
(also its a hell decent frigate for an AI ..... I lose fewer AI frigates that are alasters than anything other than undines!)
(AI's live in them through battle after battle even better than in the templar's frigate ..... and u always need to deploy 1 or 2 frigates as point capturers .....)
(for AI's change the harpoons to something longer lasting like salamander, darts, scalaron, swarmers or annihilators)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Histidine on September 06, 2016, 05:16:48 PM
I find 2x Railgun, one suitably general purpose missile rack (Harpoon, Javelin, Hornet, maybe Atropos) and filling the energy mounts with (Burst) PD Lasers or Tac Lasers works well as a frigate duelist and support ship that the AI can be trusted with. For human piloting, an AM Blaster on the front might be good for some added punch against armored targets.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Phearlock on September 06, 2016, 06:22:30 PM
I feel the Alastors are bit overpriced, but good frigates. Some Kinetics with a bit of range (railgun, needler, shard gun etc) in the ballistics with a tac laser or two makes the AI stay alive in them pretty well. I don't like flying them that much myself as I feel I can do more in an UI-SO Lasher even with the super-short peak performance time.

For its price I think it could have a tiny bit more OP or armor, but overall it's a very balanced frigate.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: momerathe on September 17, 2016, 03:34:11 AM
I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Black Crag on September 17, 2016, 04:48:31 AM
I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"
Are you using WinRar to unzip the files?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: DownTheDrain on September 17, 2016, 06:16:50 AM
I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"
Are you using WinRar to unzip the files?

He clearly states that he's using The Unarchiver.
Truth to be told, I had to google that as well, apparently it's a Mac-specific archive unpacker.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on September 17, 2016, 11:48:49 AM
They are compressed with LZMA2 using 7zip.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Obsidian Actual on September 17, 2016, 02:21:11 PM
Hey Dark.Revenant, love your work man.

I gotta ask, is the Excelsior-class Phase Corvette in the current version meant to have -1250 for its cloak upkeep cost?

With the "Duel of the Century" mission, I get that using the Phase Shunt on asteroids and incoming munitions is a viable way of building up flux to charge the cannons, but as it stands, the limited number of charges for the shunt, coupled with the negative cloak upkeep cost, makes it near-impossible to accumulate flux fast enough to maintain survivability (let alone lethality), especially against nimble opponents with weapons that can one-shot you the instant they manage to phase-skim or teleport behind you.

I can understand if Fabrique Orbitale's poor attempts at reproducing an unorthodox phase/flux system is your way of balancing an otherwise overpowered ship, but together with the poor peak performance time and deployment/maintenance costs, I doubt the Excelsior would find a place in anyone's fleet outside of the mission.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kissa-mies on September 17, 2016, 02:47:00 PM
Quote
Hey Dark.Revenant, love your work man.

I gotta ask, is the Excelsior-class Phase Corvette in the current version meant to have -1250 for its cloak upkeep cost?

With the "Duel of the Century" mission, I get that using the Phase Shunt on asteroids and incoming munitions is a viable way of building up flux to charge the cannons, but as it stands, the limited number of charges for the shunt, coupled with the negative cloak upkeep cost, makes it near-impossible to accumulate flux fast enough to maintain survivability (let alone lethality), especially against nimble opponents with weapons that can one-shot you the instant they manage to phase-skim or teleport behind you.

I can understand if Fabrique Orbitale's poor attempts at reproducing an unorthodox phase/flux system is your way of balancing an otherwise overpowered ship, but together with the poor peak performance time and deployment/maintenance costs, I doubt the Excelsior would find a place in anyone's fleet outside of the mission.

I just changed the two missile slots to hybrids to balance it for campaign use. Its pretty damn strong but i think its still pretty balanced by ridiculous supply use & its still REALLY flimsy.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Raethen4e on September 17, 2016, 06:39:07 PM
Out of curiosity, why did a bunch of the old IBB ships get removed?

I miss the Stheno, was my flagship for the longest time in the old version.


Title: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant on September 17, 2016, 07:15:34 PM
Minor update with minor changes.

Download Ship/Weapon Pack 1.1.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Raethen4e on September 23, 2016, 08:43:08 PM
Another quick question about the IBB quests, if you either miss an IBB quest or accept it, take too long, and the quest expires, will it be offered again? Or will you only ever get one chance?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant on September 24, 2016, 03:45:41 AM
IBBs don't expire unless you accept the mission.  At that point, you either do it in the 6 month allotment or it's gone forever.  If you don't take the mission, it stays in the rotation forever.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Kaucukovnik on November 19, 2016, 11:03:58 AM
I'm having a weird problem, and it only seems to affect IBB battles. After enemy ships retreat, instead of "Pursue..." I can "Move in to engage" again, resulting in normal battle with the remaining forces. Then again, and again, and again. No enemy ships remain, the battle ends immediately after unpausing, but I can not reap my reward - the only way to leave the loop is to let the enemy "fleet" go, leaving all salvage behind.
Currently facing Marjatta Nemo, happened 3rd time in a row so far. I think reloading worked in all previous cases.

Playing a random Nexerelin game, quite a bunch of faction mods and no SS+.

Might have something to do with having my save transferred while resetting bounties so that I can get the ones I botched the first time around.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant on November 19, 2016, 01:47:47 PM
I have no idea, and I suspect it's a vanilla-related bug with the fleet encounter AI with regards to aggressive engagement behavior.  I don't think it happens with SS+ enabled.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Bastion.Systems on November 28, 2016, 02:40:17 AM
Is it possible to make the Famous Bounties portraits not show up in the portrait select screen when you start the game?

These portraits are very far from the dgbaumgart's artstyle. (and speaking honestly are downright ugly).

Right now I crudely replaced all the portraits with base game ones that suit the best for the particular bounty

The bounties themselves are really fun though!


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: MesoTroniK on November 28, 2016, 03:48:17 PM
Look at the player.faction file.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Bastion.Systems on November 28, 2016, 04:06:08 PM
Look at the player.faction file.
Thank you, solved it.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Death_Silence_66 on December 07, 2016, 11:22:41 AM
When I launch the game with this and its required mods it crashes and gives me the error "Fatal:Error loading [sounds/bosses/spell01.wav] resource, not found"

Did I download it incorrectly?

Edit: apparently the boss spell sound files are protected by a password and cannot be extracted. I tried with 2 programs and it failed both times.

Edit #2: Got it to work with WinZip


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: martinw on December 12, 2016, 10:41:35 AM
Hey man, im getting the following error

Error Compliling [data.scripts.world.SectorGen]

"Cannot determine simple type name "Askonia"

Any insight?  tx


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on December 12, 2016, 03:03:26 PM
Hey man, im getting the following error

Error Compliling [data.scripts.world.SectorGen]

"Cannot determine simple type name "Askonia"

Any insight?  tx

What's your list of mods?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: martinw on December 13, 2016, 06:59:50 AM
Managed to fix it, uninstalled and re-installed the game.

Even with all mods deactivated the error would still pop up.

Strange thing, now I run the exact same mods again and its all fine.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on December 13, 2016, 07:24:17 AM
Managed to fix it, uninstalled and re-installed the game.

Even with all mods deactivated the error would still pop up.

Strange thing, now I run the exact same mods again and its all fine.


Might have been a one time thing.

Should you have any problem and can't get a quick response, try reading this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0

It contains stuff that can help you when it comes to mods.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: RyokenMK on December 19, 2016, 03:59:18 PM
So I definitely have the Ships/Weapons Pack installed, all of the ships and weapons are available. But in Nexerlin I'm not having IBB bounties spawn. Why is this?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Mini S on January 05, 2017, 10:11:44 AM
Hi i have a bit off an issue here when i try to run this mod the game crashes even when i only select Ship/Weapon Pack 1.1.1, LazyLib 2.1 and ZZ GraphicsLib 1.0.2 (the mods names from the launcher).
Is there any other requirement?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: MesoTroniK on January 05, 2017, 02:05:36 PM
What is the crash error specifically?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Mini S on January 06, 2017, 10:00:20 AM
The game starts to load then when it is time to go to the Main Menu ti crashes and a pop up says:

Starsector 0.7.2a-RC3
Fatal: null
Check starsector.log for more info

The log file is to big to up load 33979 KB(give me your mail if you want the full log) so here is what i think you want:

java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.null.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:102)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on January 06, 2017, 10:11:08 AM
The game starts to load then when it is time to go to the Main Menu ti crashes and a pop up says:

Starsector 0.7.2a-RC3
Fatal: null
Check starsector.log for more info

On the Log i think what you want is:

java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.null.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:102)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It's not a problem with the mod as far as I can tell.

The problem here I think is that you're out of memory to run Starsector with mods.

Read and watch the video in this thread: http://fractalsoftworks.com/forum/index.php?topic=8726

It should help. If not, list your mods or counter check them against this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0

See whether there's any conflicting mods or not.


Title: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Dark.Revenant on January 08, 2017, 01:43:48 AM
Minor update with minor changes.

Download Ship/Weapon Pack 1.1.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.1.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.2
- Lightning Gun nerfed (slightly less damage, now has charges that regenerate)
- Updated Light Phase Lance sound
- Updated ship and weapon prices


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Histidine on January 31, 2017, 09:47:32 PM
For those noticing the blank IBB portraits, replace Ship and Weapon Pack/data/world/factions/famous_bounty.faction with the following (relevant part highlighted):

{
    id:"famous_bounty",
    "color":[255,204,0,255],
    "displayName":"wanted",
    "displayNameWithArticle":"the wanted",
    "displayNameLong":"wanted",
    "displayNameLongWithArticle":"the wanted",
    "entityNamePrefix":"wanted",
    "logo":"graphics/factions/neutral.png",
   "crest":"graphics/factions/crest_neutral.png",
    "showInIntelTab":false,
    "shipNamePrefix":"ISS",
    "shipNameSources":{
        "BRITISH_NAVY":1,
        "ROMAN":1,
        "GREEK":1,
        "EGYPTIAN":1,
        "PERSIAN":1,
        "PIRATES":1,
        "AZTEC":1,
        "BEASTS":1,
        "NORSE":1,
        "CELTIC":1,
        "LUDDIC_PATH":1,
        "ABRAHAMIC":1,
        "CHURCH":1,
        "JAPANESE":1,
        "SPACE":1,
        "MERCANTILE":1,
        "GENERAL":1,
        "REVOLUTIONARY":1,
        "LUDDIC_CHURCH":1,
    },
    "names":{
        "modern":1,
        "old english":1,
        "fringe":1,
        "myth":1,
        "future":1,
        "world":1,
        "luddic":1,
    },
    "illegalCommodities":[
        "drugs",
        "organs",
    ],
    "portraits":{
        "standard_male":[
            "graphics/swp/portraits/ibb_butler.png",
            "graphics/swp/portraits/ibb_corbin.png",
            "graphics/swp/portraits/ibb_major.png",
            "graphics/swp/portraits/ibb_midnight.png",
            "graphics/swp/portraits/ibb_tipper.png"
        ],
        "standard_female":[
            "graphics/swp/portraits/ibb_gazer.png",
            "graphics/swp/portraits/ibb_lacroix.png",
            "graphics/swp/portraits/ibb_megas.png",
            "graphics/swp/portraits/ibb_meredith.png",
            "graphics/swp/portraits/ibb_nanao.png",
            "graphics/swp/portraits/ibb_rex.png",
            "graphics/swp/portraits/ibb_ryx.png",
            "graphics/swp/portraits/ibb_terror.png"
        ]
    },

    "custom":{
        "exemptFromFoodShortages":true,
        "noPatrols":true,
        "ignoreTradeWithEnemiesForReputation":true,
        "postsNoBounties":true,
        "engageWhenEvenStrength":true,
        "offersCommissions":false,
        "engagesInHostilities":false,
    },
    "doctrine":{
        # ship distribution
        "interceptors":5,
        "fighters":5,
        "bombers":5,
        "small":7,
        "fast":5,
        "medium":10,
        "large":5,
        "capital":1,

        # as fraction of combat ships of same size
        "escortSmallFraction":1,
        "escortMediumFraction":1,

        "combatFreighterProbability":0.5,

        "minPointsForCombatCapital":20,
        "minPointsForLargeCarrier":20,

        "smallCarrierProbability":0.25,
        "mediumCarrierProbability":0.25,
        "largeCarrierProbability":0.25,

        # officers
        "officersPerPoint":0.25,
        "officerLevelPerPoint":0.2,
        "officerLevelBase":5,
        "officerLevelVariance":0.25,
    },
    "traits":{
        "admiral":{
        },
        "captain":{
            "timid":0,
            "cautious":0,
            "steady":10,
            "aggressive":3,
        },
    },
},


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Takion Kasukedo on January 31, 2017, 10:44:24 PM
I see, thank you for the info, Histidine


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: aZmoDen on February 04, 2017, 08:22:13 PM
Hello, firstly id like to say thank you for your mod!
Secondly id like to ask how you change the cargoexpansion amounts?
I have tried editing the /data/scripts/hullmods/SWP_cargoexpansion.java and changing the bonus0-3 but that achieves nothing in game.
Am i missing anything?
Thanks for your time,
az.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Midnight Kitsune on February 04, 2017, 11:23:30 PM
Hello, firstly id like to say thank you for your mod!
Secondly id like to ask how you change the cargoexpansion amounts?
I have tried editing the /data/scripts/hullmods/SWP_cargoexpansion.java and changing the bonus0-3 but that achieves nothing in game.
Am i missing anything?
Thanks for your time,
az.
You need an IDE like Netbeans to decomplie the mod before you can make changes. If you changed stuff in the "src" folder, that win't work. That is just the already uncompiled, but not used, scripts


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: aZmoDen on February 05, 2017, 12:18:27 AM
Ah right, thank you for your help! i shall get netbeaning!


Title: Re: rare or missing item?
Post by: Dark.Revenant on February 06, 2017, 12:47:38 AM
howdy! i'm a year (ingame) into my session and hornet missiles are rare as hell, likewise flamethrowers. But, i haven't spotted an inferno MIRV. is that normal to be so rare as to not even realize there's a medium swarmer style weapon ingame?

Are you using Dynasector?


Title: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Dark.Revenant on February 06, 2017, 01:01:48 AM
Now with more balance!

Download Ship/Weapon Pack 1.1.3 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Pegart on February 12, 2017, 10:08:35 AM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Takion Kasukedo on February 12, 2017, 02:39:51 PM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Midnight Kitsune on February 12, 2017, 03:21:01 PM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Takion Kasukedo on February 13, 2017, 06:57:20 AM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.

Funny how I didn't notice that I needed to do this but eh, I don't mind doing new saves for a different experience. Thanks anywho.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Pegart on February 13, 2017, 10:41:18 AM
Thanks for the replies. Worked without a hitch with the save file transfer mod.


Title: [0.7.2a] Ship/Weapon Pack 1.1.4
Post by: Dark.Revenant on March 26, 2017, 04:49:09 PM
Wee!

Download Ship/Weapon Pack 1.1.4 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.7 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.4
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.4
Post by: SCC on April 01, 2017, 02:15:40 AM
I just wanted to say that when revenant phase destroyer activates chrono boost and then goes to phase space time effectively stops and this is super cool!


Title: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Dark.Revenant on April 11, 2017, 01:42:21 AM
Surprise update!  SAVES WILL BREAK HORRIBLY!

Download Ship/Weapon Pack 1.1.5 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.5.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.5
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Wyvern on April 11, 2017, 10:45:28 AM
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)
On the one hand, boo sunder nerf.  On the other hand, yay now there are actual tradeoffs between the XIV Sunder and the (U) Sunder, rather than the high tech one being just better.

Also, yay ORA support!


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Hussar on April 29, 2017, 10:30:23 AM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Dark.Revenant on April 29, 2017, 06:14:37 PM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Shodan13 on May 02, 2017, 04:14:01 PM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
Why not though? Them's some excellent designs.


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: SpaceRiceBowl on May 02, 2017, 04:19:06 PM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: OutOfApplesauce on May 21, 2017, 06:14:26 AM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

I'm curious what the bug is and who else is having it.  This is the only time I've heard of said bug as the rest of the mods are slowly (but surely) updating.  Perhaps you should talk to the other mod devs and see what they're work around for it was?


Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: isaacssv552 on May 21, 2017, 11:41:42 AM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

I'm curious what the bug is and who else is having it.  This is the only time I've heard of said bug as the rest of the mods are slowly (but surely) updating.  Perhaps you should talk to the other mod devs and see what they're work around for it was?
I believe it only affects mods that use rulecmds and is already fixed in Alex's dev version, but don't quote me on that. IIRC there was some sort of classloader bug. I think Histidine was the one to discover it. Someone who makes mods using the relevant functionality could probably give more info.


Title: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 04, 2017, 04:27:45 AM
A trumped-up update.

(http://i.imgur.com/fZySQP6.png)
(http://i.imgur.com/0CvDXIt.png)
(http://i.imgur.com/f66P67A.png)
(http://i.imgur.com/dJPJmVZ.png) (http://i.imgur.com/1ARByXz.png) (http://i.imgur.com/8rm1zCg.png)

Download Ship/Weapon Pack 1.2.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.0
- Updated to support Starsector 0.8.1a
- Adjusted various ship stats to meet new standards
- Reverted various Sunder changes
- Removed Sunder S
- Reverted tri-tachyon Brawler skin
- Removed Claw, Claymore, and Halberd wings (Lightning stays)
- Converted Assault Drone and Flak Drone to built-in fighter wings
- Albatross now has the Damper Field system
- Vortex flight deck count increased to 2 from 1
- Vortex built-in High Resolution Sensors swapped for Surveying Equipment
- Arachne now has Advanced Targeting Core built-in
- Arachne now has the Active Flare Launcher system
- Circe now has the Plasma Jets system
- Zenith now has the Fast Missile Racks system
- Zenith synergy mounts changed to missile mounts
- Zenith top speed increased to 50 from 40
- Nautilus now has the Phase Skimmer system
- Removed Expanded Flight Decks
- Renamed Logistical Conversation to Skeleton Crew, decreased OP cost significantly, halved minimum crew requirement
- Reworked Maximized Ordnance into Extreme Modifications; no effect on CR but makes the ship malfunction
- Chronos now has built-in ECM Package and Nav Relay
- Various balance tweaks transferred from Starsector+
- Significantly nerfed Recall Teleporter via cooldown and charge mechanic
- Nerfed Reserve Deployment via longer cooldown
- Updated sprites for Vanguard and Vindicator
- Archon is now high-tech style and has the Plasma Jets system (new sprite too)
- Added Luddic Path variants of the Nebula, Condor, and Wolf
- Added a couple Remnants portraits
- Added Shimmer-class Droneship Carrier
- Added Wall-class Drone


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.
Post by: Inventor Raccoon on June 04, 2017, 05:33:19 AM
We're gonna build a wall, and make the independents pay for it. - Admiral R. Steward of the Domain Exploraria


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Hussar on June 04, 2017, 05:35:03 AM
I'm so glad to see this updated! Huge thanks for your work!


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 04, 2017, 09:04:29 AM
new Archon looks amazing! O:

regarding the balance changes, is Reserve Deployment nerf necessary even after the 0.8.1a vanilla changes?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Shyguy on June 04, 2017, 09:31:31 AM
Rip Claymore and Halberd wings, you shall be missed.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 04, 2017, 09:51:39 AM
Rip Claymore and Halberd wings, you shall be missed.
it's okay, we got Khopesh now!


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Bastion.Systems on June 04, 2017, 10:18:45 AM
THE WALL
https://www.youtube.com/watch?v=TPfa5VuTVN4 (https://www.youtube.com/watch?v=TPfa5VuTVN4)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Shyguy on June 04, 2017, 12:47:01 PM
it's okay, we got Khopesh now!

Khopesh feels like a lackluster version of the Claymore, at least those two made for good carrier escorts.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: 2_Wycked on June 04, 2017, 05:05:04 PM
Is there a specific reason this isn't compatible with SS+?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 04, 2017, 05:10:39 PM
Is there a specific reason this isn't compatible with SS+?

If I understood the discussions right, SS+ is being discontinued and its features adopted by other mods.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 05, 2017, 01:18:53 AM
yeah, most features will be worked into other mods, and vanilla 0.8 fixed a lot of the things SS+ was meant to improve anyway:

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.
Nexerelin already has a vengeance mechanic of its own so I might take the SS+ one as well.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: PyroFuzz on June 05, 2017, 03:06:07 PM
Those fourteenth battlegroup variants makes me want to make a fleet of them!


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Death_Silence_66 on June 05, 2017, 04:09:07 PM
What's with the banana ship?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Vigal on June 05, 2017, 05:06:29 PM
THAT WALL DRONE

I'm not going anywhere near that monster without some serious EMP weaponry.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: peperoni_playboy on June 05, 2017, 08:19:54 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Histidine on June 05, 2017, 08:40:20 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).
Hmm, is this with Nexerelin and/or DynaSector also running?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 05, 2017, 08:47:23 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).
Hmm, is this with Nexerelin and/or DynaSector also running?

That's SWP's fault, not Nex/DS.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: peperoni_playboy on June 05, 2017, 09:13:23 PM
It happened a day ago, so that was before Nex / DS had been updated so I wasn't using them. to be specific it was Ryx Barlow's bounty fleet, but the issue might be present in some of the other IBB fleets as well.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: SCC on June 06, 2017, 01:22:54 AM
If you destroy modular ship in Arcade, hulks of modules remain on the battlefield. (http://imgur.com/Rtojhw3)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: SCC on June 07, 2017, 12:25:20 PM
Did you change Zeus's teleporter? I think you did, because it's devilish now. Really short duration and most of the time it overloads my ship (because it jumps almost directly into mine). At least it's a challenge now.
And this time I actually got past Cristallium! I had to constantly dodge its big white spiky balls of death or lure them into other ships. Frigate trio, amusingly, is either the toughest boss (because you can't run away from them) or easiest (they overload one another, you can pick them one by one). And then there's... Bullet hell, where I died. Welp.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: CitizenJoe on June 07, 2017, 11:49:10 PM
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 08, 2017, 12:24:44 AM
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib

It's almost certainly deliberate. There's a tag you can put on stuff to make it invisible in the codex. The stock Remnant droneships for instance don't show up to avoid giving away spoilers.

Chances are IBB bounty ships are hidden for the same reason.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 08, 2017, 02:39:44 AM
It's to avoid bloat and avoid spoilers.  It's nice for new players if they're genuinely surprised by what they find.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Galwail on June 08, 2017, 02:47:17 AM
Is it intentional that IBB fleets join battles with remnant fleets? It happened to me yesterday. I was prepared for the modded falcon and the modded medusa, but the two cruiser sized remnant fleets that joined the fight made it more ... fun  ;D


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: ANGRYABOUTELVES on June 08, 2017, 10:24:18 PM
The Wall-Class drone is showing up in Prism Freeport.
(http://i.imgur.com/AVOzNPn.jpg)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: valefore on June 09, 2017, 01:39:51 AM
Sorry if this has already been explained somewhere, but are there further conditions on IBB bounties appearing on mission boards? Some planets have them and some don't and it's really hard to know which planets/factions will have them. Or do they appear completely randomly?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Captain Draco on June 09, 2017, 11:04:06 AM
Could you make Collossus in Hegemony colors and also skins for Luddic Church? I made mod for my private use with Knight of Ludd variants using Pather skins but its not the optimal solution. For now anyway Hegemony seems to be default faction to play with; I like them but having skins for other mayor factions (like Lion Guard ships) would be cool. 


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: c0nr4d1c4l on June 09, 2017, 12:04:32 PM
having skins for other major factions (like Lion Guard ships) would be cool. 

I believe KingAlfonzo is making (or has made) skins for the Lion's Guard, though it is currently outdated.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Hussar on June 09, 2017, 12:42:24 PM
There is a hegemony collosus sprite made by PCCL - he could add it to his Hegemony Expeditionary Auxiliary Fleet mod. :o


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: TheWetFish on June 10, 2017, 01:54:55 AM
very minor

ssp_excelsior.ship
line 65
  "style": "EXCELSIOR",

should be
  "style": "HIGH_TECH",

Unless it's actually just that stylish


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 10, 2017, 02:16:56 AM
very minor

ssp_excelsior.ship
line 65
  "style": "EXCELSIOR",

should be
  "style": "HIGH_TECH",

Unless it's actually just that stylish

It's almost certainly a style (or else I believe it wouldn't work). Check by following:
Code:
data > config > hull_styles.json
in the mod files, and chances are "EXCELSIOR" will be defined as a custom style.


Title: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 03:55:53 AM
Nothing flashy, but it fixes a lot of minor things that add up to a pretty important whole.

Download Ship/Weapon Pack 1.2.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.1
- Overhauled IBB staging system under the hood; should resolve all bugs
- Fixed IBB retreating behavior and other bugs
- Miscellaneous IBB improvements
- Reverted changes to Reserve Deployment
- Improved various odds and ends
- Buffed Flux Disturber


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hazard on June 11, 2017, 05:03:13 AM
This breaks saves, although maybe that should be obvious and I'm just dumb.

Anyway, thanks a lot and keep up the awesome work.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 04:28:50 PM
Just added this to spice things up. Vortex carriers are a lot of fun as a player ship, but hilariously suicidal as an AI ship - they love to jump in front of Hammerheads, leaving all their fighters behind and dying instantly. I should find a Timid officer and try that.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 04:56:19 PM
Adding a Timid officer won't save it.

My options are either to add an absolutely perfect carrier teleport AI (which will take a whole week of playtesting and refining - yes, a week; rewriting the IBB system was significantly easier) or scrap the ship altogether, so I'm going to scrap the ship.

Sorry for anyone who liked the Vortex.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: ANGRYABOUTELVES on June 11, 2017, 05:02:01 PM
Aww. :( I liked the Vortex, and they didn't die on me that often.

Whining aside, it's the only carrier high-tech has that's not the Astral. Maybe you could just replace the ship system?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:10:28 PM
There isn't a ship system it could use that would differentiate it from existing destroyer/cruiser carriers, aside from teleportation.  A teleport system lets it do interesting tactics that aren't otherwise possible for carriers, but this is something that only a human player can make use of.

If I ignored those new tactics and just made a basic AI that kept the carrier alive, then yes I guess it would "work" and wouldn't take forever to create.  But it would just be an annoying piece of *** that nobody wants to fight, and a waste of resources if you use it as anything but your flagship.  That's way too small of a niche.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:12:27 PM
Mm, pity. I can see that it would be a lot of work though.

I suppose you could give it the astral's ship system, or would that be overpowered?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:16:22 PM
It wouldn't be overpowered, but it would be boring.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: isaacssv552 on June 11, 2017, 05:17:10 PM
Would giving it plasma boosters work? Is the issue specific to teleport systems or would another mobility system work?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:22:35 PM
Would you like to fight a fast, well-shielded carrier that has plasma boosters?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:26:11 PM
I think a mobility system would just make it annoying to fight - it would just be able to run away that much better. Lets see, what fighter ideas wouldn't take too much work that fits a high tech theme...

Would it be possible for it to have a ship system that increases it and its fighters time multiplier? And perhaps lower the Vortex's speed to compensate.

[Edit] Its shields aren't that strong, are they? The thing was folding pretty quick in the sim. Perhaps for a carrier


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hussar on June 11, 2017, 05:33:34 PM
I would keep the vortex EVEN without any system. Vortex was always unique to me not because of teleportation but that for a long time it was the only high-tech light carrier available. Now there's Seraph from D&R mod, but it's not that unique as that's a converted destroyer.

Also in many mods and factions there are ships that are suicidal. So that unattended vortex is, is not it's faul and not a reason to get rid of it. You either don't use it in the first part of the battle, or anchor it to other ship that's not going to let it suicide charge.

So I can't really understand the decision for scrapping the ship (especially without providing a replacement). There are suicidal ships in almost every mod and faction - and a lot of them are carriers. Like a lot of times I have problems with DME carriers rushing and rubbing their omnishields with enemies no matter the type of captain I put behind the helm of one of them. And neither have teleportation.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:37:22 PM
Its such a pretty sprite I hope it stays too, but at present its the only carrier that can outrun even interceptors on its way in front of enemy guns ;).


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: peperoni_playboy on June 11, 2017, 05:40:59 PM
I'd fight a vortex with plasma boosters before I'd fight a mora.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hussar on June 11, 2017, 05:45:21 PM
Also, I can think of other ship systems that would make Vortex unique. Give it the Omen's EMP Arc's system for instance. With more power & range as it would befit a bigger ship.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Deshara on June 11, 2017, 06:02:35 PM
There isn't a ship system it could use that would differentiate it from existing destroyer/cruiser carriers, aside from teleportation.  A teleport system lets it do interesting tactics that aren't otherwise possible for carriers, but this is something that only a human player can make use of.

If I ignored those new tactics and just made a basic AI that kept the carrier alive, then yes I guess it would "work" and wouldn't take forever to create.  But it would just be an annoying piece of *** that nobody wants to fight, and a waste of resources if you use it as anything but your flagship.  That's way too small of a niche.

Combine the teleport with the astral's system


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 06:12:17 PM
The Time Accelerator Field system seems promising.  I'll try that out for the next release... Hopefully it doesn't fail tremendously.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 06:25:06 PM
The Time Accelerator Field system seems promising.  I'll try that out for the next release... Hopefully it doesn't fail tremendously.

^_^ me too! It could be cool.


Title: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Dark.Revenant on June 12, 2017, 12:30:10 AM
Turns out I needed to make an update anyway...

Download Ship/Weapon Pack 1.2.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.2
- Vortex system changed to Time Acceleration Field
- Arcade compatibility with DynaSector 1.3.0


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Protonus on June 12, 2017, 06:03:00 AM
- Arcade compatibility with DynaSector 1.3.0

Been waiting for that arcade after a long while. ;D


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: lili2000317 on June 13, 2017, 02:06:39 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Galwail on June 13, 2017, 02:24:09 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?

I have never seen mod ships on a market. But you can capture them.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 13, 2017, 03:29:44 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?
IBB bounty fleets appear only once, and their ships won't appear in markets at all outside of Scy's/Nexerelin's special Prism Freeport.

by default, they may only appear in that market once as well, and availability is tied to your IBB bounty progression, although both of these things can be changed in Nex's settings file.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Mr. Nobody on June 13, 2017, 04:07:43 PM
by default, they may only appear in that market once as well
Appear once as in "if you miss the market update is lost forever" or "will rarely reappear in the list until you buy it"?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Thaago on June 13, 2017, 06:01:18 PM
I had a chance to try out the Vortex: I like it. Interesting but not overpowered. And the visuals on the fighters look real good too. :)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 13, 2017, 06:26:08 PM
Appear once as in "if you miss the market update is lost forever" or "will rarely reappear in the list until you buy it"?
the latter. :]


I had a chance to try out the Vortex: I like it. Interesting but not overpowered. And the visuals on the fighters look real good too. :)
agreed! i'm having a lot of fun using one as my current flagship. haven't tested its behavior in AI hands since the change, but time acceleration seems much less risky than instant relocation followed by a long cooldown.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Grimandevil on June 14, 2017, 02:05:18 AM
somehow, when i load with SWP i get this:
(http://i.imgur.com/tFeBSzE.png)
without SWP it displays normal.

active mods list:
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Dark.Revenant on June 14, 2017, 02:41:50 AM
I very much doubt it's related to SWP.
(http://i.imgur.com/WdL1zLO.png)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 14, 2017, 12:17:49 PM
active mods list:
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)
several of your mods are out-of-date, namely: Nexerelin, Ship/Weapon Pack, Audio Plus, and GraphicsLib. and Combat Chatter doesn't have an officially compatible version for vanilla 0.8.1 at all yet.

please always make sure you're using the correct versions of all your mods (and of vanilla, current version is 0.8.1a-RC8) before reporting any issues. Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) can help with that (although it does so only when starting or loading into a campaign game).


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: 00lewnor on June 14, 2017, 01:04:49 PM
Bug report: Trying to start the arcade when the player ship has the improvised fighter bay mod and a fighter wing installed crashes the game

5054207 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [steel_rain.ogg]
5054613 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Fusillade.ogg]
5054617 [Thread-10] INFO  sound.OooO  - Playing music with id [Fusillade.ogg]
5055588 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.D.B.E$o.<init>(Unknown Source)
   at com.fs.starfarer.D.B.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.D.B.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Mod list:
  • Lightshow for Ship/Weapon pack 1.32
  • Rebalanced pilums 1.1
  • Dynasector 1.3.1b
  • Autosave 1.0f
  • Blackrock Drive Yards 0.9.0
  • Common Radar 2.4c
  • Lazylib 2.2
  • Ship/Weapon pack 1.2.2
  • Simulator Overhaul 1.3
  • The Knights Templar 0.9.8c
  • Underworld 1.1.1
  • Unknown Skies 0.12
  • Version Checker 1.7c
  • Audio Plus 1.1.0
  • GraphicsLib 1.2.1


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: SCC on June 15, 2017, 01:44:02 AM
This one is funny, I caused a chain reaction somehow and 70-80 ships died very quickly... Because my PC isn't any kind of powerful it tanked my frame rate to less than 1 for several minutes. It was worth it, though!
(http://i.imgur.com/p6bHGoF.jpg)
This one, though, was in the same run, but didn't abuse that bug. It includes 3 bosses, though! 5, if you count frigates separately.
(http://i.imgur.com/xNZ7RKH.jpg)
I love Arcade.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Thaago on June 16, 2017, 04:32:29 PM
With the changes in the Accelerated Ammo Feeder I think the Vanguard is slightly overpowered. Not enough to really warrant a change as it still has some weaknesses, but its on my list of very effective ships that might tip into bad territory on future game versions.


Title: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on June 19, 2017, 03:39:13 AM
Breaks saves.  Warthog nerf, various fixes and changes for consistency, and overall quality improvements.  Also, a new IBB that a lot of work went into.  Special thanks to HELMUT.

Download Ship/Weapon Pack 1.3.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.3.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.3.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.0
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: OzOnyx on June 19, 2017, 03:42:23 AM
Thank you for all your mods and all the work you put into keeping them updated  ;D


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Thaago on June 19, 2017, 07:54:14 PM
Thank you for all your mods and all the work you put into keeping them updated  ;D

Seconded, thanks DR!


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Absolutecero on June 19, 2017, 09:09:40 PM
With the nerfs to damper field could the emperor get the unnerf damper field called superior damper field or upgraded damper field.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: peperoni_playboy on June 20, 2017, 09:24:41 AM
nice to see that there will be a new IBB fleet, but I just have one question: is there any way I can change how common the IBB missions are? it seems like they're much rarer than they were in the older 0.7 SWP versions.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Raethen4e on June 28, 2017, 12:35:50 PM
Speaking of the IBB, i'm just getting back into the swing of things after the 0.8 update and i didn't find this info with a cursory search, and there don't appear to be any options in the .ini that give me a clue to how this will function. How do the IBB fleets interact with the new ship capture system?

For example:
Do i need points in industry or crew/machinery to capture an IBB ship?
Will a captured IBB ship have d-mods on it like any other captured ship?
Will i be able to purchase an IBB ship from the market if i defeat it but am unable to capture it?
Is there any other information related to the capture of IBB ships i should be aware of before diving in?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on June 28, 2017, 01:44:30 PM
IBB capture works like any other ship.  I boosted the chance for them so it's more likely that they are salvageable but it's not guaranteed.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: passwalker on July 23, 2017, 12:25:34 AM
sup
is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
it is quite frustrating to look for those missions, especially in nexerelin.
i remember adding neutrino somehow to ibb list, but that was long ago, when it was SS+. and i forgot how.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 23, 2017, 05:53:20 AM
is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
that's not related to this mod afaik, but yes. i think it's enough to set "postsNoBounties": to false in \Starsector\starsector-core\data\world\factions\pirates.faction. there are a couple other options in that section that can make pirates more viable as a player faction as well, just check other factions' files and see if you wanna add/change anything else.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: etherealblade on July 23, 2017, 07:51:32 AM
IBB? Sorry for the new question. Whats that stand for?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: cjusa on July 23, 2017, 12:23:35 PM
IBB? Sorry for the new question. Whats that stand for?
Interstellar Bounty Board.

They were designed as a late game challenge (Outside of just taking over the Templars or something.)

To sum it up it adds certain bounty fleets with mod-ships that are unique to that fleet. You take the bounty mission at one of several "major" factions and find them in a system. After making sure to defeat the personal ship that the bounty is posted on, you are usually given the ship in the form of salvage, along with lots of credits. If it doesn't drop, you can find it at the Prism Freeport (Or Frism Preeport if you are Nemonaemo.) for a premium price.

Examples include (Gerard?) Butler, who has two mod-Lashers with different stats and weapons. Or James Meridith with a mod-Hammerhead and mod-Sunder.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 23, 2017, 12:58:12 PM
^ minor correction: not just a late-game challenge in particular, but boss-like battles of increasing size and difficulty throughout the game.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: passwalker on July 24, 2017, 01:53:07 AM
that's not related to this mod afaik, but yes. i think it's enough to set "postsNoBounties": to false in \Starsector\starsector-core\data\world\factions\pirates.faction.
that is not the case, since ibb bounties are not technically bounties, but missions instead. they have to be accepted first.

an answer from someone in the know would be greatly appreciated.

in nexerelin it becomes frustratingly difficult to find those missions, especially if you are not allied with any of ibb factions.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 25, 2017, 02:18:07 PM
that is not the case, since ibb bounties are not technically bounties
ah, you didn't specify in your question that you were talking about IBBs. but i see now that i missed you stating IBB in regards to having added them to Neutrino in the past.

the independents do offer IBB mission though, iirc. just gotta find a large market, since not every market of every IBB faction has the missions.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on July 25, 2017, 07:32:29 PM
Independents don't offer IBBs; Persean League took their place.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Squish Cat on July 31, 2017, 10:53:25 PM
Independents don't offer IBBs; Persean League took their place.

Sometimes this makes things a bit difficult if you're playing with Nexerelin.  In one game I started and played as Tri-Tachyon and for some reason every other faction just wanted to gang up on them.  Unfortunately, Tri-Tachyon doesn't offer IBBs, so I was never given the opportunity to do them.  Either Tri-Tachyon should also offer them, or Independents should get them again, as I was completely locked out of them for that game.  And yes, I did try to raise faction with an IBB offering faction, but they just keep losing faction almost as fast as I raised it and remain hostile. :x


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on August 01, 2017, 01:54:44 AM
IBB isn't really intended for Nex.  I'll probably remove the rep mechanic in Nex...


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Kyuss11 on August 01, 2017, 01:09:38 PM
Yes,please make IBBs with out a faction rep and more of a random quest in any faction. I experienced the same thing where you get locked out of the quest. IBBs are some of my favorite quest because of the unique ships you can get. These features need to be implemented more honestly in my opinion,like the Cabal faction chasing you down because you have one of their ships and your not worthy enough. I hope you fix it soon or maybe give us the file to change our selves since I'm going to be starting a new play through soon. Thanks for all the hard work:)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: passwalker on August 01, 2017, 06:46:05 PM
IBB isn't really intended for Nex.  I'll probably remove the rep mechanic in Nex...
maybe make them always appear on prism freeport? it's called freeport for a reason.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: etherealblade on August 02, 2017, 07:56:24 PM
I understand now, thanks for the reply!


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Tommy on August 06, 2017, 10:21:44 AM
Hey Dark,

Just wanted to ask about the (800-900k) IBB fleet full of automated ships that I defeated, who's ships never ended up showing in the Prism market.

I tried to so many times to find them, that I'm certain that they are not meant to show up.

The unique ship in question was a behemoth of a ship. Probably took half the screen at normal zoom (I might be exagerarating but that's how I remember it). It had 50k cargo and 50k fuel capacity or in that area.

Is it meant to appear in the Prism market after you defeat it?

I'm really asking because every other ship does. Just not any of the ships in that automated ships fleet.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Kissa-mies on August 06, 2017, 01:14:52 PM
That's the Sporeship i think. You're not meant to be able to ever get it


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Tommy on August 06, 2017, 01:17:15 PM
That's the one. Thanks for clearing that up :)

(it did look ungrabable tbh ;D)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: A Random Jolteon on August 06, 2017, 07:12:24 PM
That's the one. Thanks for clearing that up :)

(it did look ungrabable tbh ;D)
Sounds like a ship capable of destroying my potato just by existing.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Camael on September 05, 2017, 04:23:12 PM
Issue resolved, leaving this here in case it might point to something relevant.

Greetings,

I seem to have an issue with the IBB system (which is sad because I absolutely love it and it's part of why I keep playing ever new campaigns...) - when finding an IBB mission I found it takes some time for the game to "recognize" that it was accepted, the mission does not show up in the intel tab before and I get a message saying it was accepted. In my latest playthrough I accepted (I think...) number five, can't remember the name though, custom condor and tarsus I think, but it never showed the "accepted" message and the mission does not show up. Furthermore, no more IBB missions seem to show up in the usual markets.
I may have taken a neutrino commission after accepting the mission but before the message hit (do not remember if I did, sorry...) - could this have broken something? Otherwise, what could be the issue? Universe too stuffed for the bounty fleet to spawn (normal person bounties spawn just fine...)? Or did I miss that IBB missions are off if I get a commission in general?
(running just about every up-to-date faction mod available, so far it's stable... but I seem to remember that the IBB line vanished in heavily mod-laden games in the past... Also, I did not fiddle with the console so far, but it does have a command setting bounty stage - could this fix the issue without having to figure out the details of what's gone wrong?)

Sorry to bother You with this, probably a niche problem, but I would greatly appreciate an answer. Also, as always, awesome, awesome, awesome, way to make a great game awesome. Thanks.

edit: issue resolved itself a few minutes after posting this (now I feel like a dipshyte...). The same mission reappeared on Jangala and now shows up properly after accepting. Bit weird, and took some waiting, but I guess this is the fix already in place for whatever the problem was.




Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Snrasha on September 24, 2017, 02:46:56 AM

Nebula(LP) raider have not description:
(https://i.imgur.com/51MnABI.png)




Title: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Dark.Revenant on October 01, 2017, 10:57:29 PM
Breaks saves.  Adds a number of skins, thanks to King Alfonzo and MesoTroniK.  Also adds a new ship, the Striker and a skin for it (thanks, HELMUT and Tartiflette!)

(https://i.imgur.com/IyyMYJS.png) (https://i.imgur.com/6hDcYHf.png)

(https://i.imgur.com/iuT0TUK.png) (https://i.imgur.com/KHczxBE.png) (https://i.imgur.com/BvrvAQ7.png) (https://i.imgur.com/Wp4JClj.png) (https://i.imgur.com/E8iSCe2.png) (https://i.imgur.com/bPBsdye.png) (https://i.imgur.com/pVMdhGA.png)

(https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.0.7z)Download Ship/Weapon Pack 1.4.0
(http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.4.0.7z)Download Mirror
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.0
- Added Striker-class Light Destroyer
  * And Luddic Church skin
- Added Lion's Guard (LG) skins for Brawler, Buffalo, Conquest, Eagle, Hammerhead, Heron, and Vigilance
  * Built-in Solar Shielding
- Implemented Tyrador and Dassault-Mikoyan support for the Arcade
- Added Magnificent Seven mission
- Made Pope IBB 3rd-to-last rather than 2nd-to-last
- Made IBBs appear in mission offerings more often
- Minor fixes
- Heavy Ion Blaster now does 500 energy and 3000 EMP on impact with 4x 1000 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now does 1000 fragmentation and 4500 EMP on impact with 4x 1500 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now only does extra hard flux damage on a shield hit, not a hull hit
- IBB no longer requires faction reputation in Nexerelin
- Increased Lightning speed to 200 from 150
- Updated for II hull mods
- Updated for Diable hull mods
- Replaced Citadel enemy in Duel of the Century with Shadowyards' Shamash


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Schwartz on October 02, 2017, 12:31:04 PM
I demand that the new lineup will be dubbed 'Cherry Cream Pop'.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Dark.Revenant on October 03, 2017, 11:08:19 AM
FYI: Download links are pulled because the 7z archives are broken beyond repair unless you're using 7zip.exe, which is not an option for many of you.  Same goes for Templars/Imperium.

I'm at work so I can't offer an ETA for a fix beyond "within a day or two".


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: dk1332 on October 03, 2017, 03:59:02 PM
Is it just me or the Damaged and the LP condors aren't spawning?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: ThatSwoleGuy on October 03, 2017, 08:44:46 PM
The links work for some of us idk why you would pull them :c


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: yamadaeclipse on October 03, 2017, 08:48:03 PM
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.0.7z
thats the link  i got checking the pagecode
and then i got this
fatal: ship/weapon pack is incompatible with the linon's guard
dis the log

32555 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_weapons/material/ms_trishula_hp_material.png (using cast)
32651 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship/Weapon Pack is incompatible with The Lion's Guard by King Alfonzo
java.lang.RuntimeException: Ship/Weapon Pack is incompatible with The Lion's Guard by King Alfonzo
   at data.scripts.SWPModPlugin.onApplicationLoad(SWPModPlugin.java:140)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: MesoTroniK on October 03, 2017, 08:56:02 PM
The recent update of Ship/Weapon Pack integrated the Lion's Guard ships into it. So it is now incompatible with the stand alone version of that mod, as stated in the error message.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: King Alfonzo on October 03, 2017, 09:20:06 PM
The recent update of Ship/Weapon Pack integrated the Lion's Guard ships into it. So it is now incompatible with the stand alone version of that mod, as stated in the error message.

Yeah, I took down my mod officially when it was integrated into this one. The original still exists, but that's more for new modders than actual use.


Title: [0.8.1a] Ship/Weapon Pack 1.4.1
Post by: Dark.Revenant on October 04, 2017, 12:19:50 AM
Fixed the archive, improved Burst Jets AI for retreat scenarios, and increased Striker OP significantly.

Download Ship/Weapon Pack 1.4.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.4.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.1
- Increased Striker OP to 85 from 75
- AI improvements


Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.1
Post by: 00lewnor on October 04, 2017, 02:59:05 AM
Any plans for a Striker (P) and/or a Striker (LP) skin?


Title: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Dark.Revenant on December 01, 2017, 09:57:46 PM
Yay!  More content!

(https://thumbs.gfycat.com/OilyRashFireant-size_restricted.gif) (https://gfycat.com/gifs/detail/OilyRashFireant)

(https://thumbs.gfycat.com/PhysicalZestyGalapagosmockingbird-size_restricted.gif) (https://gfycat.com/gifs/detail/PhysicalZestyGalapagosmockingbird)

(https://thumbs.gfycat.com/ChubbyThoroughLeafwing-size_restricted.gif) (https://gfycat.com/gifs/detail/ChubbyThoroughLeafwing)

Download Ship/Weapon Pack 1.5.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.5.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.5.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.5.0 (December 1, 2017)
- Added Radiant-class Droneship Battlecarrier
- Added Hexblade Heavy Fighter
- Added Mini-Blaster
- Added mission "No Witness"
- Updated Gungnir sound


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Cyan Leader on December 02, 2017, 04:02:42 AM
Wow, that battle carrier is one of the best ships I've seen from the community in years, well done.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Inventor Raccoon on December 02, 2017, 06:22:46 AM
Oh yeah thanks DR this is just what I needed for round 3 of the tournament  :'(


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Bastion.Systems on December 05, 2017, 01:55:50 PM
I am in love with Lasher's big brother. Such a solid ship. Very nice looking also.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: alguLoD on January 01, 2018, 11:01:06 AM
Speaking of which... Minor bug report: I suspect the "player_npc.faction" file is supposed to be more-or-less a copy of the "independent.faction" file, but if so you've forgotten to update it in the last couple of releases. The only differences I'm seeing are four Striker variants and a different rarity for the Condor.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Dark.Revenant on January 01, 2018, 07:16:56 PM
Thanks.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Bunshichi Tawara on January 07, 2018, 03:50:10 AM
I absolutely love your mod Dark Revenant. Defeating and using a Boss ship in my fleet makes me feel proper baller xD. If at all possible can you make more Boss variant of vanilla ships like the Prometheus i think it would look beastly considering the work you have already done :D


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: joebob1337 on January 12, 2018, 06:26:53 AM
Could you make a patch that lets us capture the new-ish redacted ships?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: NightKev on January 12, 2018, 07:00:00 AM
Boss variant of vanilla ships like the Prometheus
Actually I think there's a boss variant of that one already, though it might be added by a different mod...


Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Midnight Kitsune on January 12, 2018, 10:12:31 AM
Could you make a patch that lets us capture the new-ish redacted ships?
No


Title: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Dark.Revenant on January 26, 2018, 10:09:39 PM
Yay!  More content!

(https://i.imgur.com/w3IMh9D.png)

(https://i.imgur.com/GQUT22Y.png) (https://i.imgur.com/GQUT22Y.png)

Download Ship/Weapon Pack 1.6.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.6.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.6.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.6.0
- Added Eos-class carrier
- New Lightning sprite
- Rebalanced Lightning-class phase bomber
- Improved Mini-Blaster sounds
- Adjusted Magnificent Seven
- Various minor bugs fixed


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Bastion.Systems on January 27, 2018, 06:05:57 AM
Aww, a baby Astral.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Takion Kasukedo on January 27, 2018, 12:09:37 PM
That...is a sexy carrier.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: A Random Jolteon on January 31, 2018, 08:23:38 AM
Did you look at the Astral for inspiration on the Eos? Looks like the Astrals little sister.  ;)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: 00lewnor on February 01, 2018, 12:42:16 PM
Something I’ve just noticed; the vanilla militarised hegemony auxiliary buffalo has had the civilian hull mod replaced by the auxiliary mod, ship/weapon pack’s lions guard buffalo however still has the civilian hull mod. Intentional?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: gundrik on March 22, 2018, 11:04:58 AM
Oh boy do I love that Radiant battlecarrier that was added recently to [REDACTED]. I was so mad when it wouldn't appear in derelicts after destroying 5 from a fleet of 200 ships that I added it with Console to my fleet. apparently the mod that lets you get those ships doesn't affect ships added by other mods, which of course kind of makes sense

keep up the good work


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Bastion.Systems on March 22, 2018, 11:12:39 AM
Oh boy do I love that Radiant battlecarrier that was added recently to [REDACTED]. I was so mad when it wouldn't appear in derelicts after destroying 5 from a fleet of 200 ships that I added it with Console to my fleet. apparently the mod that lets you get those ships doesn't affect ships added by other mods, which of course kind of makes sense

You can make it recoverable by opening "Starsector\mods\Ship and Weapon Pack\data\hulls\ship_data.csv"
and deleting the "UNBOARDABLE" tag under the "hints" row.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Extraperlo on March 30, 2018, 08:23:53 PM
Did anyone beat all the IBB ships ? I could only won the yamato one...  :'(


Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Sy on March 31, 2018, 02:22:40 AM
Did anyone beat all the IBB ships ? I could only won the yamato one...  :'(
welcome to the forum!

many people have beaten all IBBs, but they are intended to be challenging even for experienced players.

their difficulty, as with all battles, also depends a lot on how powerful your own fleet is when you face them. you probably don't want to go after each IBB right away as soon as you see the mission posted somewhere.


Title: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Dark.Revenant on April 23, 2018, 05:45:26 AM
This update is the best kind of update: all content!

New sprites:
(https://i.imgur.com/q6jnGlC.png) (https://i.imgur.com/7PUshHy.png)
(https://i.imgur.com/WyTwFW9.png)
(https://i.imgur.com/WyTwFW9.png) (https://i.imgur.com/WyTwFW9.png)

The Albatross, in particular, has gone through some radical changes, and for most intents and purposes can be considered a new ship, replacing the old Albatross.

Lasher (XIV) is a spiffy elite frigate for the Hegemony to spam in climactic battles, since we all know everyone hates the Hegemony.
(https://i.imgur.com/87OCyDY.png)

Mini-Blaster Array is a very cheap medium point defense weapon, in case you don't want to splurge on a HBL.
(https://i.imgur.com/FGLJBxH.png)

Drake-class Assault Interceptor is basically a scaled-down mobile Devastator Cannon.  Closer to a Talon than anything, but it really chews up bombers with impunity.
(https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png)
(https://thumbs.gfycat.com/ExcellentAdolescentIsabellineshrike-size_restricted.gif) (https://gfycat.com/gifs/detail/ExcellentAdolescentIsabellineshrike)

Partisan-class Escort Interceptor works as an interceptor, but is mostly intended to stay relatively close by - a task that isn't terribly difficult for this slow fighter.  Unlike other interceptors, this one can take a lot of punishment.
(https://i.imgur.com/iuqWDfM.png) (https://i.imgur.com/iuqWDfM.png)
(https://thumbs.gfycat.com/WarmDizzyGnu-size_restricted.gif) (https://gfycat.com/gifs/detail/WarmDizzyGnu)

Falx-class Super Interceptor is for people who really hate fighters and want to overspend on something that works against everything.
(https://i.imgur.com/u2CvtWH.png) (https://i.imgur.com/u2CvtWH.png)
(https://thumbs.gfycat.com/NecessaryImpishCoral-size_restricted.gif) (https://gfycat.com/gifs/detail/NecessaryImpishCoral)

Download pulled for user-and-modder-unfriendly practices
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.7.0
- Added Falx Super Interceptor
- Added Drake Assault Interceptor
- Added Partisan Escort Interceptor
- Added Mini-Blaster Array
- Added Lasher (XIV)
- Rebalanced Albatross
- New Albatross sprite
- New Hexblade sprite
- New Conquest (XIV) sprite


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: atreg on April 23, 2018, 06:48:14 PM
I always thought the old Conquest XIV sprite looked more like a new paint job than added armor plating. Glad to see it changed.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: BYarchitect on April 24, 2018, 08:06:28 AM
Download pulled for user-and-modder-unfriendly practices
Hi! How can I get a link to download the mod?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Vigal on April 24, 2018, 08:36:39 AM
Download pulled for user-and-modder-unfriendly practices
Hi! How can I get a link to download the mod?

I've uploaded it here. http://www.filedropper.com/shipandweaponpack170


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 11:36:27 AM
Download pulled for user-and-modder-unfriendly practices
What!?? Okay, I admit it; I'm confused. ???

Other than that I've been enjoying having this mod installed and enabled for a couple of months now.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: A Random Jolteon on April 24, 2018, 11:44:03 AM
What happened to the download link?  ???


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Tartiflette on April 24, 2018, 12:35:46 PM
Someone complained that SWP made significant changes to vanilla (mostly QoL) but wasn't listing those in the thread since they were ported from the defunct SS+. So until such day that Dark.Revenant can spend the time to document them, the mod is taken down.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Dark.Revenant on April 24, 2018, 01:46:23 PM
Document and move them to the correct mod, more specifically.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 02:14:05 PM
Ahh, so that's what. Thanks for the clarifications.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: AxleMC131 on April 24, 2018, 02:39:20 PM
For the record, I wasn't aware that what I had pointed out was of such a massive concern, and I sincerely apologise to all who have been inconvenienced by my actions, especially DR himself.  :-[

The truth is that I recently encountered a few numerical values and mechanisms in the game which I thought were stock and gave advice as if they were so, but it turned out they were modified to be so by SWP (how could I know?) and therefore I was giving incorrect advice. To avoid such an instance happening again I have disabled SWP on my own install of the game and will keep it that way until I have learned the stock game better. I maintain that this is fully my own fault, and I understand now how big of an impact this has had on the mod and the wider community, and I request that no-one get annoyed at DR for pulling the download link. If you're going to be tetchy at anyone, then the cuplrit is right here.

<--

Also an apology to those on the Discord who had to go through my psuedo-rant on the subject, which looking back on it really did carry on far longer than it should have. It won't happen again.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 10:58:29 PM
Personally I think I'm probably one of the few here that is on neutral grounds with that one so no hard feelings from me. Besides I find it harder to stay angry each passing year and something within me wants to enjoy SS with default and mod-default ships again (hence my decision to change avatar from a Gazer's face to a Gazer in a custom-fitted Tau Stealthsuit).


Title: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on April 24, 2018, 11:13:53 PM
Use this version.

Download Ship/Weapon Pack 1.7.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.7.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.7.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.7.1
- Removed vanilla balance changes
- No longer makes any changes to vanilla content (gameplay, scripts, art, sounds, etc)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: TaLaR on April 24, 2018, 11:17:41 PM
I'm not sure if it was still in (since I haven't played with SWP for a while), but there was one thing I totally did not enjoy that was changed in SS+ tweaks - longer cooldown on Hyperion's teleport. Made Hyperion fairly useless and just not fun to pilot.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Kwbr on April 25, 2018, 07:59:57 PM
Im getting an error after updating this upon loading the game

64513 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.SWP_IonBeamEffect]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.SWP_IonBeamEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.SWP_IonBeamEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on April 25, 2018, 09:50:55 PM
Lightshow needs to be updated.  Disable SWP or Lightshow until then.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Bastion.Systems on April 28, 2018, 12:03:01 PM
Every mod that contains more Lasher or Wolf variants is must have in good in my book.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 02:12:32 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on May 04, 2018, 02:33:12 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 04:28:43 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.

its so much fun using them firsthand dont you think.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on May 04, 2018, 07:15:17 PM
Ah, no, because A) I never have and B) they aren't meant to be used by the player.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 10:15:26 PM
ah well. I personally like to have a try at them, honestly, it's quite interesting.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sy on May 05, 2018, 03:05:13 AM
its so much fun using them firsthand dont you think.
Ah, no, because A) I never have and B) they aren't meant to be used by the player.
are you two even talking about the same thing?

[REDACTED] refers to drone ships you fight during exploration, aka Derelicts and Remnants -- but that's a vanilla thing. SWP adds a couple new ones to those, but them not showing up in the codex is no different from the vanilla ships.

but SWP also adds lots of special IBB ships that have nothing to do with the drones, and that you can pilot yourself, assuming you manage to eliminate and recover them. those aren't shown in the codex either, because those ships are unique, not something that you can find flying around the sector outside of their exclusive bounty fleets. it also prevents spoilers for people who are new to this mod, and prefer seeing these ships for the first time during battle rather than during browsing through the codex.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 14, 2018, 02:10:47 PM
How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 14, 2018, 08:07:23 PM
How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?
Uhm...everywhere? I don't remember when it's sold, but I am pretty sure 90% of the markets sell them of (at least) the black market.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 14, 2018, 11:47:16 PM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 15, 2018, 07:13:46 AM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 15, 2018, 12:35:04 PM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.

Do you know what exactly influence chance to appear for weapons on the market?


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Midnight Kitsune on May 15, 2018, 02:44:29 PM
Ships have to use them in order for them to be on the market


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Inventor Raccoon on May 15, 2018, 02:51:04 PM
Alternatively, weapons used by a faction's Dynasector variants will also appear (assuming Dynasector is installed)


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 16, 2018, 03:05:54 AM
Ships have to use them in order for them to be on the market
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.



Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 16, 2018, 05:57:08 AM
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.


Hmm...maybe make the civilian ships use them? It's a bad PD weapon IMO, but it's cheap as heck. Civilians that don't get into any danger often would probably want this.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 16, 2018, 09:14:35 AM
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.


Hmm...maybe make the civilian ships use them? It's a bad PD weapon IMO, but it's cheap as heck. Civilians that don't get into any danger often would probably want this.
Good advice. Thanks.
Also I just like to install them for more visual dakka.


Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 16, 2018, 12:15:36 PM
Good advice. Thanks.
Also I just like to install them for more visual dakka.

I can get wanting Dakka perfectly. However, this particular Dakka related weapon really only has accuracy going for it...But it is darn accurate...