Fractal Softworks Forum

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

Title: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Dark.Revenant on April 22, 2016, 08:58:30 PM
Download Ship/Weapon Pack 1.10.3 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.3.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

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



We 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 a couple dozen ships and fighters, new skins, new modular weapons, and a bevy of unique IBB boss ships.

(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

Spoiler
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
(https://i.imgur.com/r1rvMYG.png) (https://i.imgur.com/cl6ykK4.png)
Tartiflette and HELMUT


Excelsior-class Corvette
(https://i.imgur.com/S2shfkf.png)
Tartiflette and 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
(https://i.imgur.com/KccPgns.png)
Tartiflette and 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


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


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
(https://i.imgur.com/zMMz37K.png)
Cycerin, HELMUT, and Tartiflette


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
(https://i.imgur.com/p1OPs5L.png)
Machine, MesoTroniK, and Tartiflette


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


Solar-class Droneship Battlecarrier
(https://i.imgur.com/GOxksKs.png)
Machine
[close]


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
(https://i.imgur.com/NR6vdMf.png)
HELMUT


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
[close]


Skins

Spoiler
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) (https://i.imgur.com/cl6ykK4.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
[close]


Weapons

Spoiler
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]
(https://i.imgur.com/kbek6JW.png)
Shellster and Soren


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
[close]


Hull Mods
(http://i.imgur.com/gs4E29F.png)
Gunnery Control AI
(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!

Spoiler
(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.
[close]


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


Change Log
Version 1.10.3 (July 12, 2019)
- Fixed Extreme Modifications UI issue
- Fixed bizarre Arcade crash.  WTF Alex?
- Updated Yamato IBB
- Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
- Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT

Version 1.10.2 (June 18, 2019)
- Increased Vindicator deployment cost to 28 from 25
- Decreased Vindicator turn rate
- Increased Cathedral deployment cost to 100 from 80
- No longer shows IBB person in bar if IBBs are disabled in config
- Extreme Modifications can now go on civilian ships with Militarized Subsystems
- Fixed IBBs belonging to incorrect faction

Version 1.10.1 (May 17, 2019)
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- IBB commanders have more commander skills
- IBB events that end are automatically un-pinned
- Fixed IBBs dying prematurely
- Fixed module malfunction-related flameouts not affecting parent ship
- Fighter-wielding modules now match the core ship's targeting (if applicable)
- Minor fix to Redeemer sub-missile tracking logic
- Fixed rare crash related to autogenerated factions
- Fixed small alignment issue for Conquest (XIV)
- Made Victory rarer in Persean League and Sindrian Diktat fleets/markets
- Sindrian Diktat no longer spams the Buffalo (LG) quite as much
- Fixed IBB spawns in retreat scenarios
- Increased rarity of Excelsior even further
- Vulture burn speed increased to 9 from 8
- Falx OP increased to 16 from 14
- Several heavy weapons now pierce through missiles (e.g. Gungnir, Heavy Ion Blaster)
- Revenant deployment cost reduced to 22 from 25

Version 1.10.0 (February 15, 2019)
- Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
- The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
- Removed Lightning-class Phase Bomber
- Cleaned up missions, added Stained Glass mission
- Circe shield efficiency buffed to 0.7 from 0.8
- Tweaked the Burst Jets AI
- Vesperon Combine whitelist

Spoiler
Version 1.9.1 (January 13, 2019)
- IBBs are now *actually* always recoverable
  * This works by automatically making the IBB ship recoverable, even if it didn't make the "legitimate" recovery pass
  * This only occurs for one IBB ship of each type (so if you fight four Hades, only one is guaranteed to be recoverable)
  * Any ship that gets recovered in this manner has tons of D-mods
- Minor update to IBB spawn locations
- Renamed IBB ship Nebula to Dawnstar

Version 1.9.0 (January 12, 2019)
- IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them
- Fixed Punisher spawn rate in Luddic Church fleets/markets
- Fixed Excelsior and Hecate spawn rate in Tri-Tachyon fleets/markets
- Fixed Persean League spawning rates
- Vindicator (S) now has Rapid Ammo Loader (works like Fast Missile Racks for ballistic weapons)
- Completely remade Zenith-class Heavy Cruiser
- Fixed Guardian spawn - won't conflict with the Wall anymore - and Wall can appear in normal Explorarium fleets
- Vortex and Solar shield efficiency nerfed to 0.7 from 0.6
- Circe shield efficiency nerfed to 0.8 from 0.6
- Alastor shield efficiency nerfed to 0.9 from 0.8, but deployment cost reduced to 5 from 6
- Vanguard shield efficiency nerfed to 1.1 from 1, and deployment cost increased to 9 from 8, and OP increased to 85 from 80
- Chronos flux capacity reduced to 15,000 from 17,500
- Balance pass on Drake (half shot damage/flux, double shot rate, reduced speed)
- Various additional small balance tweaks
- Tweaked trails a bit

Version 1.8.0 (December 16, 2018)
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Version 1.7.2 (August 5, 2018)
- Updated Alastor sprite; increased HP to 2250 from 2000
- Added Alastor (XIV) skin
- Removed Alastor (D) skin
- Remade default Alastor variants to be much more effective
- Reduced Albatross price and increased peak time

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
[close]


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, and various auxiliary assets
Xalendi and Foxer for hullmod icons
Tartiflette for backgrounds and some misc. icons/splashes, and many 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
Soren for minor art asset updates
Nia for various weapon trail patterns
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.

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

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):
Spoiler

{
    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,
        },
    },
},
[close]
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.
Spoiler
(http://i.imgur.com/AVOzNPn.jpg)
[close]
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:
Spoiler
(http://i.imgur.com/tFeBSzE.png)
[close]
without SWP it displays normal.

active mods list:
Spoiler
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)
[close]
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.
Spoiler
(http://i.imgur.com/WdL1zLO.png)
[close]
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:
Spoiler
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)
[close]
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

Spoiler
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)
[close]

Mod list:
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: SCC on June 15, 2017, 01:44:02 AM
Spoiler
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)
[close]
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.

Spoiler
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.


[close]
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:
Spoiler
(https://i.imgur.com/51MnABI.png)
[close]


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: Althaea 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: RandomnessInc 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: gun&drink 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

Spoiler
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
[close]
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...
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: WolfSkimmer on May 30, 2018, 04:53:39 PM
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.

I have unfortunately received no salvageable ships in my bounty missions, and am playing without nexerelin, is there any way without the use of command console to get these unique ships into my fleet?

I want the Prism Freeport and mining from Nexerelin. I do not like factions being squished and one faction dominating the sector. Maybe there is code I could fiddle around with to make it more to my taste.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on May 31, 2018, 03:49:29 PM
Note: You receive less salvage if you have a fleet closer to the max size.  Weird vanilla quirk.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 08:26:18 AM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Mr. Nobody on June 04, 2018, 12:02:57 PM
2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

Or, my 2 cents, have the gun just paste fighters along the way with a little damage loss for each fighter that get splattered, if it hits enough fighters to get it's damage reduced to 0 it explodes, otherwise it keeps going until it hits a meatier target
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: MesoTroniK on June 04, 2018, 04:46:48 PM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

1: Use other ships to spot for it, making it able to spot for its own main gun is not needed. The ship is powerful enough already.

2: It doesn't need an accuracy boost, removing the 0.5 second chargeup would be silly as it is needed as a tell before it fires for player agency, faster projectile speed would make it too difficult to defend against, making it pass through fighters is a complex subject and doing it right is difficult (if this was done, and I wouldn't get your hopes up it should "bulldoze through them"), and it being less useful vs ships that spam fighters is not really an issue. The ship is powerful enough already.

3: It does not need a reduced crew complement, that is part of its cost to run, making it cheaper is silly. The ship is powerful enough already.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 06:43:00 PM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

1: Use other ships to spot for it, making it able to spot for its own main gun is not needed. The ship is powerful enough already.

2: It doesn't need an accuracy boost, removing the 0.5 second chargeup would be silly as it is needed as a tell before it fires for player agency, faster projectile speed would make it too difficult to defend against, making it pass through fighters is a complex subject and doing it right is difficult (if this was done, and I wouldn't get your hopes up it should "bulldoze through them"), and it being less useful vs ships that spam fighters is not really an issue. The ship is powerful enough already.

3: It does not need a reduced crew complement, that is part of its cost to run, making it cheaper is silly. The ship is powerful enough already.


The first point isn't an issue of it being "too powerful". It was more an issue of "it's kind of annoying needing to mouse over and spam the target key until a ship finally enters targeting range so I can see its health". You can zoom out and see visually far beyond sensor range (there's no visual fog-of-war in tactical combat), so you can hit stuff regardless. It's more a quality-of-life thing. Or at least in my case, when I was manually operating the gun.

To the second point: The Redeemer's raw DPS is about 286 (Burst damage 2000, with a delay of: 1.5 charge up, 5.5 cooldown = 7 seconds). Now that's a theoretical, 100% accuracy value, and on its own can barely break through the shield tanks of many frigates. But factoring the 1.5 second charge up, plus let's say another 1-2 seconds of latency due to projectile travel time at long range, it's effective accuracy plummets -- along with it's practical DPS. In actual practice we'd be talking at 50-150 DPS in practice depending on the target size. In other words, the Redeemer can't actually kill ships except the weakest of frigates ... anything small enough to be endangered its shots has several seconds to dodge. And keep in mind this comes at a cost of a 1:2 damage-to-flux ratio, meaning it wastes far more flux than most conventional weapons. And does less real DPS than many medium-sized weapons.

So it doesn't bulldoze through anything except civilian-class shuttles or fighters. I've been playing several hours with it, and 95% of my kills with it were hitting fleeting ships on the verge of death (armorless, heavily damaged hull). The remaining kills were due to a large dose of luck, as I managed to overwhelm a weak frigate (score 2-4 consecutive hits, enough to overload their shields and keep them immobile long enough to score a further 2-3 hits to chew through the armor and hull). Now, I know you might think its massive range is a great asset... but I would argue the opposite. At <20 speed, the Cathedral is virtually immobile, so cannot chase down even the largest targets moving targets. The extreme range is more akin to a crutch or wheelchair to offset its crippling disadvantage of immobility, so in the end isn't really much of an advantage over other ships.

Now I won't argue the entire ship as a whole isn't itself powerful... but, at least, the Redeemer cannon itself is horrible as a weapon system. I end up disabling it in actual combat since all it does is suck away flux from far more efficient weapons and shields. I just wanted to bring it to your attention that maybe you might want to look at re-balancing it a bit. Or not. For all I know it could be intentionally bad so as to nerf the performance of Cathedrals by sucking up flux capacity, since you consider the ship as a whole pretty powerful.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on June 04, 2018, 07:09:39 PM
The Cathedral is deliberately intended to be weaker than its size would imply.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: mehgamer on June 04, 2018, 07:16:29 PM
High burst weapons aren't for killing, they're for stabbing through enemy lines and creating vulnerabilities.  You can insta-overload a cruiser at 60% flux, or instantly get a cruiser to that point in the beginning of its attack.  You're a support unit not raw DPS.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 09:42:44 PM
Also, follow up after some testing: Making the Cathedral's sensor range equal or greater to its sensor range would not make it "too powerful" as you suggest, but quite the opposite. I ran some more tests with the Redeemer cannon and large turreted weapons on the Cathedral.

I've been exchanging fire with an enemy station beyond sensor range. I was hitting it with both the Redeemer cannon and some large turrets, and it was even hitting my shields back with some turrets of its own. But strangely enough, "Peak Active Performance Time Remaining" remained frozen, so I could sit there sniping forever. This timer only began ticking the exact moment I moved close enough for the station to show up on tactical sensors. If the two are related (i.e., the fact that sensor range and peak active performance detection range being identical isn't just a fluke), that means lower sensor range than gun range creates an exploit that gives you unlimited peak active performance when sniping.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on June 05, 2018, 07:07:08 AM
Haven't played SS in a while, but I am all for the Redeemer shot not instantly detonating just because it hit one talon...Come on, this thing can punch a massive hole into the Onslaughts armor with just a few hits. How can a TALON of all things stop it? I would think the talon would vaporize on whatever holds the shot together!

Anyway, that's honestly my only gripe with the Cathedral. Suuuure I want it to be faster than 10, but that's just personal greed. Even with the Redeemers little annoying quality, it's over all very balanced. Although having the ability to give fleet repairs or something similar is a neat idea...maybe make a modified version that loses some turrets and/ir hangar bays to fit the equipment needed?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Tartiflette on June 05, 2018, 07:53:34 AM
Except there is no easy way to do that with the way game engine works.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 05, 2018, 08:39:15 AM
Haven't played SS in a while, but I am all for the Redeemer shot not instantly detonating just because it hit one talon...Come on, this thing can punch a massive hole into the Onslaughts armor with just a few hits. How can a TALON of all things stop it? I would think the talon would vaporize on whatever holds the shot together!

And missiles too, apparently. It's annoying spending the 7 second firing cycle going for a killing shot, when some frigate's stray SRM barrage intercepts the shot.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Mr. Nobody on June 05, 2018, 10:00:23 AM
Except there is no easy way to do that with the way game engine works.
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on June 05, 2018, 12:14:46 PM
It's possible, but I just don't want to deal with the heavy scripting for a weapon barely anyone ever sees, let alone uses.  The Cathedral will eventually be replaced with something else anyway.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Tartiflette on June 05, 2018, 02:27:54 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
And then you get as much extra range as the distance from the gun to the faked hit since the spawned proj get the full weapon range.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 05, 2018, 03:01:55 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Snrasha on June 05, 2018, 03:08:17 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Or you get just big flak who destroy every wings on the path of the redeemer ^^.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Delta7 on July 26, 2018, 01:38:23 PM
I changed Ion torpedoes to deal energy damage, and left all other values the same. While a flux torpedo is useful, 6 OP is a lot to ask of a scarce ammunition strike weapon that can't deal any damage.

Any plans on adding a medium mount version of the ion torpedo with extra ammunition? Or perhaps a medium mount atropos homing torpedo?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Delta7 on July 29, 2018, 12:39:50 AM
The Cathedral will eventually be replaced with something else anyway.

What is this heresy? The Emp- er... Greater Ludd will not stand for this! Purge the heretic with holy fire!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Inventor Raccoon on July 29, 2018, 03:55:45 PM
Ion Torpedo is really strong considering that when it hits a target, it either adds a lot of flux and disables a few systems (if shields are up) or deals significant frag damage and disables everything (if shields are down). If you can't shoot it down, you have to decide in what way you want to suffer.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: EvilWaffleThing on August 02, 2018, 04:04:02 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on August 02, 2018, 10:55:25 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: EvilWaffleThing on August 03, 2018, 07:03:25 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
That IS the old parrot! Second ship in the capitals section.
I quite liked its clunky old tech feel. It felt like driving a really old pickup with a buncha cannons on it.
I understand though that aesthetics and styles change as time goes on so I would also understand if DR chose not to include it.
I figured there was no harm in asking.
Title: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on August 05, 2018, 05:51:24 PM
(https://i.imgur.com/r1rvMYG.png) (https://i.imgur.com/cl6ykK4.png)

Download Ship/Weapon Pack 1.7.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.7.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.7.2.7z)
(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 1.4.6 (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 1.7.2
- Updated Alastor sprite; increased HP to 2250 from 2000
- Added Alastor (XIV) skin
- Removed Alastor (D) skin
- Remade default Alastor variants to be much more effective
- Reduced Albatross price and increased peak time
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Spess Mahren on September 18, 2018, 10:52:50 AM
Would the skills that reduce malfunction chance effect extreme modifications?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on October 21, 2018, 02:56:54 PM
This reply is late, but yes, I believe it does.

On an unrelated note, with 0.9, most of the SWP hull modifications will be removed because essentially-equivalent hull mods are being added to vanilla Starsector.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Toxcity on October 23, 2018, 01:01:08 PM
What was the inspiration for the Alastor change? Not that it's bad, just curious.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: HELMUT on October 24, 2018, 04:34:26 AM
The sprite was just old, sometimes we try to rework some of the old stuff to bring it up to the current standard. Other ships sprites will also be reworked for a future release (Punisher, Excelsior, maybe Vanguard again).
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Reedyboyrampage on November 20, 2018, 12:52:10 PM
Hey guys, love the work you all have done, Starsector doesn't feel complete without this mod for me. Is there any news on when we might see an update? I'm sure there's plenty of work to be done but I just wanted to check in. Thanks in advance.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Mealstrom on November 20, 2018, 02:23:35 PM
my guess is it will be updated but not this year
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Evito on November 30, 2018, 01:11:19 AM
Same goes for me, or rather the ships and weapons i view as integral part. I don't much care for the other features but considering i can just toggle the IBB which i don't like off completely that is a nonissue.

The pack fixes the Major holes in the three tech lineup, carriers for high tech for example or the battleship for midline and a functional destroyer for low tech.
Guess i'll have to learn how to rip these particulars out of the packs myself and hope they work without other work.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on December 03, 2018, 12:43:00 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Ranik on December 03, 2018, 11:30:49 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.

I'd say go for it. It's always easier to get a stop-gap release out with the ship/weapon content out and that way you can relieve pressure for the more difficult to redesign components. That way you have less people asking when it'll be ready and you can  think to yourself. It's partially out, that'll do for the time being...... not like I have an ulterior motive.......  ;D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Mealstrom on December 03, 2018, 12:34:28 PM
why would IBB be dropped?!?! Thats my favorite part about this mod since these ships are so unique! Cmon don't drop IBB :(

I would rather have this mod release later with IBB than sooner without it!

Now what could be done is make those ships spawn randomly and rarely in pirate fleets. I would honestly prefer that over IBB because the pirate fleets should have warlords that own some rare exotic ships and not just tin cans that get blown up because of how bad they are. The fact that most pirate ships are either red and brown would make the crazy colorful modded ships stand out and actually attract attention in fights. Some ships like the luddic onslaughts and other variants of ships should spawn in respective fleets since it would make more sense :3
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Torch on December 03, 2018, 12:48:17 PM
I had forgotten that most of these ships and weapons weren't vanilla until it came time to update my mod list for 0.9, the Hecate was my favorite frigate to use

The bounties were one of the best things about this mod, collecting a unique beholder was my #1 goal that seemed so incredibly tough to attain
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bastion.Systems on December 03, 2018, 06:08:36 PM
As a counterpoint, I don't care about IBB. I usually disable it through config. Just the SWP ships would be more than fine with me.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Cyan Leader on December 04, 2018, 06:37:17 AM
Some of the images in the OP aren't working.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: joppe_k on December 04, 2018, 08:32:11 AM
Like Bastion above, I'm not bothered if the IBBs were to be excluded in a first 0.9 compatible release. I mean, the IBBs are nice, but I use SWP primarily for the great variety (and quality!) of ships and weapons that it provides. Personal favorite is probably the Vindicator. Slow and ponderous, but the double Gungnir on the Vindicator (S) is just delicious! :D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: frozentoes on December 04, 2018, 09:08:47 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.

I mean, you'd start getting feedback on the non IBB stuff this way. And it would give you a nice intermediate goal.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Sy on December 04, 2018, 10:02:01 AM
Like Bastion above, I'm not bothered if the IBBs were to be excluded in a first 0.9 compatible release. I mean, the IBBs are nice, but I use SWP primarily for the great variety (and quality!) of ships and weapons that it provides.
same for me. i appreciate the IBBs, but the main thing of this mod for me are the common ships and weapons that fill gaps in the vanilla lineup, like Vindicator, Archer, Eos, Heavy Ion Blaster, Aegis, etc.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on December 04, 2018, 11:19:58 AM
https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bastion.Systems on December 04, 2018, 11:46:08 AM
Oh wow.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: SmugSkeletor on December 04, 2018, 11:49:24 AM
A true hero.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: KailaRaZhu on December 05, 2018, 08:04:15 AM
https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
A true hero.

"Great heroes can be found even here, in mud and rain."

The volume of commits required in order to bring the mod up to speed that you've already mowed through is quite intimidating to the uninitiated, don't lose faith brave knight of the digital code.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bunshichi Tawara on December 06, 2018, 05:29:43 AM
Well I'll be sad to see IBB go, hunting down those powerhouse of ships and adding them to my fleet was very fun for me.

But as some have stated you could potentially just make IBB a separate mod project to continue updating when you have time.  :)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: SmugSkeletor on December 06, 2018, 07:52:04 AM
Personally I couldn't give much of a damn about IBB. I love this mod for what it's supposed to add: ships and weapons. As long as the unique ship variants from IBB are obtainable in one way or another I'm perfectly satisfied. IBB is just a cherry on top.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: cjusa on December 06, 2018, 04:16:22 PM
As much as I love IBB, the amount of work required to re-integrate seems quite daunting. While the choice is ultimately yours, I would suggest dropping the non-IBB patch when ready. IBB can wait.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: AeusDeif on December 07, 2018, 06:45:32 AM
I would also be happy to see these ships in game again, I don't mind having them without the IBB aspect until that's ready too.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Captain Draco on December 11, 2018, 11:00:13 PM
IBB ships are nice addition but they  are well...  just extra addition one can play without now given that colony management and exploration came onto the fore with 0.9 update.  But without extra ships all factions aside from Hegemony with its XIVs and Evil Corp with its modern ships (which i don't much care of) feel and play so... generic now. You pick League you got generic ships, you pick Dictate you don't even see Lion Guard ships, you pick Church you get again end up with vanilla Dominators and such independents and Pirates use too.   
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: arwan on December 13, 2018, 03:18:15 AM
i just checked out the amount of work that is needed to get the mod up to a working condition... my lord. i for one will do my part when it gets there. your work will not go un appreciated and it will be part of my mod list.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Baxter on December 14, 2018, 07:59:11 PM
IBB's nice because getting special ships is cool but tbh I need stuff like the Victory class more in my game currently. IBB will have to wait.

Is adding blueprints for all the ships in your mod something the game automates or is it manual only?
Title: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 16, 2018, 03:43:25 PM
Updated!  New sprites, new balance, new descriptions, new IDs for almost everything, took out some unnecessary hullmods, etc.

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.

Thanks to HELMUT and special thanks to Tartiflette for the updated sprites!!

(https://i.imgur.com/zMMz37K.png) (https://i.imgur.com/KccPgns.png) (https://i.imgur.com/S2shfkf.png) (https://i.imgur.com/kbek6JW.png)

Download Ship/Weapon Pack 1.8.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.8.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.8.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -

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) (Not yet compatible) 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 1.8.0
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: peperoni_playboy on December 16, 2018, 03:57:05 PM
Glad to see SWP is back, the new sprites look great.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Shodan13 on December 16, 2018, 06:17:09 PM
Woo!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Hussar on December 16, 2018, 07:20:56 PM
EEEEEEEEK~ Now I can start the new "vanilla friendly" playthrough I've wanted! A huge thanks for your work Dark.Revenant!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: dis astranagant on December 16, 2018, 08:14:20 PM
Enforcer (LP) now has Accelerated Ammo Feeder

My body is ready
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Bunshichi Tawara on December 16, 2018, 09:29:14 PM
out of curiosity, with the IBB now disabled is it still possible to spawn boss ships into my fleet ?  

Edit: Nvm seems its still possible. now to continue my adventures as the Dreaded Pirate Captain of the ISS Banana.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: joppe_k on December 17, 2018, 01:35:00 AM
Wow! These new sprites look amazing. I can't wait to start a new run with this installed. A big Thank You to everyone involved!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Baxter on December 17, 2018, 04:37:47 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Alphascrub on December 17, 2018, 12:34:50 PM
Halfway through exploring how op the new colony system can be.... Sees DR has an update....Can't start new game fast enough.

Upgraded sprites look great btw.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Bastion.Systems on December 17, 2018, 04:42:02 PM
The new sprites look extremely clean :o
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 18, 2018, 12:46:37 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.

All of them, but some are harder to get.  The Cathedral and all the XIV ships can only be retrieved by raiding.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 18, 2018, 06:52:17 PM
I was very impatient to see this mod back in Starsector. I love the design of the "bounty" ships.
A great job as always.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: bamzooki2 on December 19, 2018, 05:53:32 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.

All of them, but some are harder to get.  The Cathedral and all the XIV ships can only be retrieved by raiding.

Does that include the IBB ships? Because if there are those blueprints it would be *** amazing.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 19, 2018, 10:44:29 AM
Oh, in that case, no, none of the IBB blueprints are obtainable.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Mr. Nobody on December 19, 2018, 11:54:59 AM
Oh, in that case, no, none of the IBB blueprints are obtainable.
I propose in that case an optional "crazy mode".
IBB as standard ship blueprints, for everyone in the sector. Would need more IBB stuff, enough for a full roster for every faction, would it be worth the hassle? Don't know, sounds fun though.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Wyvern on December 19, 2018, 02:46:18 PM
Personally, I'd think having the blueprints obtainable would really decrease the interest and value of the otherwise-unique IBB ships.

I am, however, definitely looking forward to having some of the IBB ships again.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Sy on December 20, 2018, 03:46:55 AM
Personally, I'd think having the blueprints obtainable would really decrease the interest and value of the otherwise-unique IBB ships.
i think so too. it's not like the IBB ships are inherently more fancy or interesting than a lot of the great common(ish) ships from the various faction and vanilla-like content mods. what makes them special is that they are so rare, and that you're never guaranteed to be even able to obtain one at all.

so the moment there is an option to turn them into common(ish) ships that are obtained just as easily as any of the more rare vanilla ships, they will cease to be interesting enough to warrant using that option, imo. ^^
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Drone_Fragger on December 20, 2018, 10:59:31 AM
The issue seems to be more than the ships need updating to work correctly and look correct in the new version and theres a lot of work to be done, rather than just missing blueprints.

Ps, good work on the update! Honestly most of these should be in the base game, they all fill niches that are missing in the standard lineups and all look the part.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 21, 2018, 08:52:00 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Hazard on December 21, 2018, 09:04:33 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

They're not included:

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 21, 2018, 09:36:53 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

They're not included:

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.


Thanks for solving my doubt.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Baxter on December 22, 2018, 04:48:33 AM
Is there a reason that the Vindicator (S) is so rare? I come across the regular version fairly frequently in markets but I've only ever seen an S variant for sale once, the one I have in my fleet was salvaged from a bounty mission even (Made a lot easier by the AI putting safety overrides on it for some reason). It's not included in the low-tech blueprint pack like the regular version is either.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: AxleMC131 on December 22, 2018, 01:31:41 PM
Is there a reason that the Vindicator (S) is so rare? I come across the regular version fairly frequently in markets but I've only ever seen an S variant for sale once, the one I have in my fleet was salvaged from a bounty mission even (Made a lot easier by the AI putting safety overrides on it for some reason). It's not included in the low-tech blueprint pack like the regular version is either.

Lore. The Vindicator (S) - "S" meaning "Stock" - is an older model of the ship with some fairly key differences. In the description, if I recall correctly, the Vindicator (S) was the original production model, but was overhauled into what we now know as the Vindicator later on. The later version is now the standard version, and the original (S) version is a rarity.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 24, 2018, 07:33:22 AM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Histidine on December 24, 2018, 07:42:38 AM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

Excelsior abilities have negative flux cost. Shooting reduces flux (higher flux gives higher-damage shots), cloaking reduces flux and regens armor/hull while active. Venting damages nearby enemies.
Use the ship system to absorb nearby projectiles as flux (be careful not to overload while doing it).

It's really finicky to use, but handled correctly it can do things like HELMUT soloing a Remnant battlestation here:

https://www.youtube.com/watch?v=IPJK5AyVdPU
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 24, 2018, 07:47:27 AM
That's... Impressive.
The problem I'm having with it is that I just can't get it to stay cloaked. As soon as I activate the cloak, it instantly deactivates and goes into cooldown.
And I'm a bit confused if it's broken or I'm not doing something I need to etc.

[e]
Quote
negative flux cost
Ugh. This is it. It won't stay cloaked because it needs flux to cloak, and it doesn't have any.
This is going to be an interesting experience.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: AxleMC131 on December 24, 2018, 01:10:57 PM
Yeah, you have to generate flux in a different way. The Flux Shunt ship system absorbs nearby projectiles and converts them into flux - this works on both friendly and enemy bullets or missiles, and even asteroids. A lot of the Excelsior's default variants (at least, its 0.8 ones) I believe were based around using its own missiles as "fuel" for that system.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: ANGRYABOUTELVES on December 24, 2018, 04:53:19 PM
Putting Plasma Burn on the Zenith was a good idea. It fits the Zenith really well. A bit too well, actually. The combination of Plasma Burn and the 0.9 large energy weapon changes have turned it into an alpha strike monster. It could stand to have less capacity so that when it jumps on and horribly murders something, other ships have a chance to punish possible overextension.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Sy on December 25, 2018, 06:44:15 AM
Putting Plasma Burn on the Zenith was a good idea. It fits the Zenith really well. A bit too well, actually. The combination of Plasma Burn and the 0.9 large energy weapon changes have turned it into an alpha strike monster. It could stand to have less capacity so that when it jumps on and horribly murders something, other ships have a chance to punish possible overextension.
i haven't played with it myself yet, but that was my feeling as well. i didn't like the Zenith before, because it was just so lacking in mobility, so i'm really happy with the change. but it might need to get a bit less firepower in return, either through flux stats or through some of its forward-facing weapons having their arcs changed to the side, or something like that.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Drone_Fragger on December 27, 2018, 12:35:10 PM
The Zenith is pretty nice but I feel it just has too much armour, the shield is good enough (particularly if you take hardened shields) and it's flux pool is deep enough that it seems almost... too much.

Also, I don't know if it's possible but it might be worth adding some of the low tech ships to the pirate blueprint pool? Seems odd that the luddic path will use them, but not pirates.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: fatrat on December 27, 2018, 01:01:46 PM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

Excelsior abilities have negative flux cost. Shooting reduces flux (higher flux gives higher-damage shots), cloaking reduces flux and regens armor/hull while active. Venting damages nearby enemies.
Use the ship system to absorb nearby projectiles as flux (be careful not to overload while doing it).

It's really finicky to use, but handled correctly it can do things like HELMUT soloing a Remnant battlestation here:

https://www.youtube.com/watch?v=IPJK5AyVdPU


I am going to go on record and say that's probably one of the most ridiculous things I've seen gaming-wise this year.

Now, i want to see how it does vs a fleet.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: cybersol on December 27, 2018, 01:03:46 PM
Personally I think the Zenith is fine, as it currently costs a whopping 35 DP to recover. A conquest or onslaught at 40 DP will eat it for lunch even now.  
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: ANGRYABOUTELVES on December 29, 2018, 01:49:05 AM
In the hands of a skilled pilot, the Excelsior is a screaming invincible war-demon for as long as its CR lasts. It does best in the middle of a crowded battlespace with lots of ordnance flying around; pirate and luddic path stations are perfect environments to practice with it, as there's lots of slow high-damage stuff like pilums, piranhas, and hellbores in those fights. I highly recommend giving it Heavy Armor and Reinforced Bulkheads so you've got more of a cushion for mistakes, as one bad overload can turn you into scrap. Expect to explode a lot while learning how to pilot it.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Spess Mahren on December 29, 2018, 04:13:49 AM
Wanted to ask if having Wall class drones guarding sleepers is intended, I find the guardian far harder to fight making it a better "boss ship" while the Wall can just be flanked and murdered with impunity from the rear with one/two ships to distract.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 29, 2018, 06:18:33 AM
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?
https://www.youtube.com/watch?v=Thf7NbmMzc8

Spoiler
(https://i.imgur.com/lhc0Lcx.gif)
[close]
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Ravenholme on December 29, 2018, 07:12:05 AM
Wanted to ask if having Wall class drones guarding sleepers is intended, I find the guardian far harder to fight making it a better "boss ship" while the Wall can just be flanked and murdered with impunity from the rear with one/two ships to distract.

I think it is a quirk of how the Cryosleeper is handled, unfortunately. It doesn't have a scripted fleet as such, it just calls upon a Derelict Explorarium Capital - in the base game, this isn't an issue since the Explorarium only have the one Capital, the Guardian. Since SWP adds another, you end up with a coin flip of getting the Guardian or the Wall.

I am not sure that DR can do much about it, unfortunately, but I could be wrong.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 31, 2018, 12:45:44 AM
I can do something about it, actually, but it's a bit janky. Basically, I just need to define the Wall as a cruiser in the role tables...
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: fatrat on January 06, 2019, 12:30:15 AM
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?
https://www.youtube.com/watch?v=Thf7NbmMzc8

Spoiler
(https://i.imgur.com/lhc0Lcx.gif)
[close]


Okay, now the's *** nuts. O_O
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: mkire on January 10, 2019, 09:07:37 PM
I can do something about it, actually, but it's a bit janky. Basically, I just need to define the Wall as a cruiser in the role tables...
i am okay with that. I've killed several walls before with three destroyers, so them getting a downgrade in class and appearing more isn't a problem
Title: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Dark.Revenant on January 12, 2019, 03:08:43 PM
Hello.

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

Thanks to Machine, MesoTroniK, and Tartiflette for the new Zenith!

(https://i.imgur.com/p1OPs5L.png)

Download Ship/Weapon Pack 1.9.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.9.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.9.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (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) (Not yet compatible) 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 1.9.0
- IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them
- Fixed Punisher spawn rate in Luddic Church fleets/markets
- Fixed Excelsior and Hecate spawn rate in Tri-Tachyon fleets/markets
- Fixed Persean League spawning rates
- Vindicator (S) now has Rapid Ammo Loader (works like Fast Missile Racks for ballistic weapons)
- Completely remade Zenith-class Heavy Cruiser
- Fixed Guardian spawn - won't conflict with the Wall anymore - and Wall can appear in normal Explorarium fleets
- Vortex and Solar shield efficiency nerfed to 0.7 from 0.6
- Circe shield efficiency nerfed to 0.8 from 0.6
- Alastor shield efficiency nerfed to 0.9 from 0.8, but deployment cost reduced to 5 from 6
- Vanguard shield efficiency nerfed to 1.1 from 1, and deployment cost increased to 9 from 8, and OP increased to 85 from 80
- Chronos flux capacity reduced to 15,000 from 17,500
- Balance pass on Drake (half shot damage/flux, double shot rate, reduced speed)
- Various additional small balance tweaks
- Tweaked trails a bit
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Obsidian Actual on January 12, 2019, 05:11:19 PM
Hooray for International Bounty Board missions!

Quote
"...seems my intuition was correct, Captain <Player LastName>; you are just the woman we needed..."

I think that's the first time I've seen any mod make use of the PC's gender variable. Did the vanilla game itself ever do anything like this?

Going off on a slight tangent: where in the base game would we even set our PC's gender (besides from savefile editing)?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Histidine on January 12, 2019, 05:19:58 PM
Going off on a slight tangent: where in the base game would we even set our PC's gender (besides from savefile editing)?
It's set based on your portrait choice at start. If the portrait is ambiguous (e.g. helmet with face covered, or a mod using a portrait for both genders), click the generate name button to find out which one it is.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: solardawning on January 13, 2019, 12:07:27 PM
IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them

I played through about 10 IBB's last night in a new game. In practice, the Mod-ships are only rarely recoverable.
I had to save-load-repeat the battles multiple times to get one of the ships, and in battles with multiple mod-ships it's unlikely to get them all without an extreme amount of loading and repeating.

The later bounties (this really started being an issue around the Ludd fleet and the Diable Avionics tie-in) have fleets that, combined with the player fleet & size cap of 30, are so large that most ships that may have been recovered will get truncated off the recovery list and cannot be obtained.
This can be worked around- for example, to get the Gulf-class Mod Cruiser, I went in with a fleet, destroyed 20 of their ships to get the size under control, then sacrificed my fleet to run away and come back with a second fleet to finish them off: with under 30 total ships in the battle.

It's not exactly 'broken', but the player needs some extreme in-depth knowledge of how the game works to have a good shot at getting many of the unique ships, and intuitive gameplay (they have a big fleet? you should bring a big fleet too) is contraindicated, because that will likely render the player unable to recover the mod-ship.

After those thoughts: THANK YOU! This content is awesome.
Title: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 13, 2019, 05:34:56 PM
Small update for your convenience.

(https://i.imgur.com/Cr3zEcS.png)

Download Ship/Weapon Pack 1.9.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.9.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.9.1.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

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) (Not yet compatible) 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 1.9.1
- IBBs are now *actually* always recoverable
  * This works by automatically making the IBB ship recoverable, even if it didn't make the "legitimate" recovery pass
  * This only occurs for one IBB ship of each type (so if you fight four Hades, only one is guaranteed to be recoverable)
  * Any ship that gets recovered in this manner has tons of D-mods
- Minor update to IBB spawn locations
- Renamed IBB ship Nebula to Dawnstar
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: solardawning on January 14, 2019, 01:37:45 PM
You are a good human and you should feel good about the things that you do.

Thanks for the quick patch!
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Wyvern on January 15, 2019, 11:51:53 AM
Just wanted to drop a note here: I like the Luddic Path converted Wolf; having SO built-in is a great way to offset the problems you'd otherwise get with HVDs or other extreme-range ballistic weaponry.

...Also, you were not kidding about those tons of d-mods.  Picked up the Pony last night and I think the only one it was missing was compromised storage.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: solardawning on January 16, 2019, 03:52:47 PM
Hey Dark.Revenant,

I wanted you to know that the IBB battles have been some of the most grueling and compelling exercises in strategy and determination I've played in the past several years.
Last night, I spent three hours on the Euphoria carrier battle- trying out different tactics, different fleet configurations to deal with the triple-Astral bomber rushes, etc. Twice, I beat their first full deploy, only to be wiped by their 2nd deploy of four Dooms and several other bruisers.

It was awesome. I hadn't had this much fun before in a thousand+ hours of playing Starsector. I felt like I could try every OP trick in the book I knew, and I had to in order to win, even while losing half my fleet, because they were doing those same tricks. Harbingers dropping my shields then point blank reapers & AM blasters? Yup, they do it. Lots of it. Carrier swarms? Yep, they do it.
Having to play against and beat those tactics was made all the better by the quality and polish of the unique ships and their systems.

This is the best challenging battle content I've played yet in a Starsector experience.
Thank you for the effort you've put into it, and for sharing your mod with all of us.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: FreedomFighter on January 16, 2019, 04:44:15 PM
...Also, you were not kidding about those tons of d-mods.  Picked up the Pony last night and I think the only one it was missing was compromised storage.

Poor Pony. Shoot it in the head and end this suffering  ;D
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 16, 2019, 07:28:58 PM
It was awesome. I hadn't had this much fun before in a thousand+ hours of playing Starsector. I felt like I could try every OP trick in the book I knew, and I had to in order to win, even while losing half my fleet, because they were doing those same tricks. Harbingers dropping my shields then point blank reapers & AM blasters? Yup, they do it. Lots of it. Carrier swarms? Yep, they do it.
Having to play against and beat those tactics was made all the better by the quality and polish of the unique ships and their systems.

This is the best challenging battle content I've played yet in a Starsector experience.
Thank you for the effort you've put into it, and for sharing your mod with all of us.

I'm humbled!  Thank you for playing!

Honestly, a lot of that is just Alex's magic at work.  The IBB fleets have a few elements that are tailored for a particular theme or challenge (faction, custom doctrine, officer count and level, OP bonus, etc.), and obviously the IBB ships themselves are predetermined.  However, the majority of what you're facing is just Starsector at its best.  That specific challenging fleet you faced was mostly randomly generated like any other fleet, it's just that the core gameplay is so good that it Just Works.

The Euphoria fight is definitely really difficult.  With the Imperium and Templar mods out of commission for now, Euphoria is the 3rd hardest available stage on paper, but subjectively it might be the toughest one.  Good work!
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 17, 2019, 12:48:59 PM
 This mod feels like a nessesity for the base game, if I try to play without it the pool of available vanilla weapons feels realy lacking. Thanks for the amaising mod!
 I happened to stumble upon a crash that happens when Inferno MIRV missile tries to split, I tested it several times and the moment its missiles enter the range where they try to split the game crashes.
 I realy love this launcher. Please test it, I got multitude of mods but I dont think that is the case due to game crash happening spesificly when it reaches the range at which it separates and most of my mods are faction ones. ( I also use nexelerin for mining feature and several mods that have nothing to do with combat)
 Not shure if there are other issues with missile AI's, Harpoons trebusheys and several others work well, its just the inferno's.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 17, 2019, 05:37:40 PM
That’s definitely not what I observed during testing.  Can you post the end of your starsector.log after a crash?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 17, 2019, 05:53:43 PM
135987 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
137225 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.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)


Here, entered my save where I avoided inferno, got one and run a simulation with it. The moment it was supposed to spread game crashed.
 LazyLib/MagicLib/GraficsLib are all latest versions
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Killjoymcpuppykicker on January 17, 2019, 06:35:12 PM
I was getting that same error earlier this month iirc. I hadn't been running the newest version of the base game.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 17, 2019, 07:56:34 PM
I concur; that looks like a game version issue.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: MesoTroniK on January 17, 2019, 08:07:15 PM
Version Checker (http://bit.ly/1wSPmKE) is your friend :)
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Morathar on January 17, 2019, 08:27:38 PM
For what it's worth, this problem sounds an awful lot like one that was reported last month with Disassemble/Reassemble's Swift Burst Launcher (http://fractalsoftworks.com/forum/index.php?topic=12360.msg239946#msg239946 (http://fractalsoftworks.com/forum/index.php?topic=12360.msg239946#msg239946)). It apparently only happens on some computers, but after some trial and error the problem was supposedly fixed by adding:

Code
"splitSound":"hurricane_mirv_fire",

to the "behaviorSpec" section of the weapon's .proj file. Given the similarities between that bug report and this one, it might be worth trying the same approach here. (Assuming the game version is found to be up-to-date and the exception still occurs, of course...)
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 18, 2019, 02:13:01 AM
 Yes it worked! Thanks alot!
 My game client and all mods are latest versions and nexelerin got version checker built in so it had to be what you said with some PC's
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: NukesRfun21 on January 22, 2019, 04:00:44 PM
100% Crash everytime when i try to trade in Prism Freeport with Nexerelin war mod. I normally play with a ton of mods but i deactivated all but Magic/Graphics/Lazy and Nexerelin which are up to date.
Log error:

455747 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
456028 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
   at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
   at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
   at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.g.<init>(Unknown Source)
   at com.fs.starfarer.coreui.g.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.if$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 22 more

Help?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Histidine on January 22, 2019, 04:39:39 PM
Update your SWP.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Spess Mahren on January 22, 2019, 05:50:50 PM
Could the ship system the striker and punisher use get a custom AI script to stop ships with that system from suicide headbutting everything? I remember DME having the problem and it was fixed and essentially it involved the AI using the maneuvering jets ai and falsely thinking it could go in reverse.
Title: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 15, 2019, 10:43:02 PM
Hello there!  Not save compatible.

(https://i.imgur.com/bGV99yy.png)

Download Ship/Weapon Pack 1.10.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9f2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (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) (Not yet compatible) 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 1.10.0 (February 15, 2019)
- Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
- The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
- Removed Lightning-class Phase Bomber
- Cleaned up missions, added Stained Glass mission
- Circe shield efficiency buffed to 0.7 from 0.8
- Tweaked the Burst Jets AI
- Vesperon Combine whitelist
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Thaago on February 15, 2019, 11:20:02 PM
Very cool! I look forward to this thing murdering me serenely drifting through space.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: joppe_k on February 16, 2019, 02:32:37 AM
Wow! That looks awesome.

While looking through the ships on the first page, it also appears that the Vindicator, the Victory (and possibly a few other?) have gotten some sprite improvements. Is that correct?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 03:14:20 AM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MedwedxXx on February 16, 2019, 04:19:28 AM
8793 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   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)


Anyone else got this error? With version 1.9.1 everything working fine.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on February 16, 2019, 05:18:18 AM
Wow! That looks awesome.

While looking through the ships on the first page, it also appears that the Vindicator, the Victory (and possibly a few other?) have gotten some sprite improvements. Is that correct?

Seem like it. Modder like to improve and clean up their sprite over time when they're getting better at it. I'm wondering if Victory's built-in cannon got some sound change? It feels more oomph before back when I using it in SS 0.8.1.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Seifer on February 16, 2019, 10:36:34 AM
Gosh Dark Revenant this is beautiful :) Does it still have its lightning skill though which raises flux ? xD I can't test because my pc is pretty unstable right now :P
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 16, 2019, 12:10:49 PM
8793 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   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)


Anyone else got this error? With version 1.9.1 everything working fine.

When updating mods, you should delete the old mod folder first before you put the new one in.

Gosh Dark Revenant this is beautiful :) Does it still have its lightning skill though which raises flux ? xD I can't test because my pc is pretty unstable right now :P

Long-ranged low tech Mine Strike.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Seifer on February 16, 2019, 12:23:21 PM
Nice :D I'm excited to fight this beast !
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Drone_Fragger on February 16, 2019, 05:52:31 PM
Rip Lightning bomber, legitimately too OP for this world. Also kinda buggy.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on February 16, 2019, 07:25:25 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 09:11:20 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 16, 2019, 09:31:44 PM
(https://i.imgur.com/gP0yiPP.png)

Pictured: a poor, hapless onslaught.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 09:48:29 PM
Onslaught in simulator not a enemy, he cant do anything.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: NightfallGemini on February 16, 2019, 09:50:12 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 10:08:48 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?
At first give me Cathedral on simulator as opponent and i can blow up this.

On current moment very hard to testing this flying HP box because AI just running from this ship. But Victory or Paragon just annihilate basic variants.

But i definitely know that in comparison with the fire power of the previous Cathedral version new the pettiness is useless. New ship cant kill billions of Remnant frigates, destroyers and cruisers.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Midnight Kitsune on February 16, 2019, 10:58:22 PM
Onslaught in simulator not a enemy, he cant do anything.
Try playing the game legit for once instead of "god modded" and maybe you will see that the ship is actually decent. Not all capital ships need to be OP as hell 
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 11:02:39 PM
Onslaught in simulator not a enemy, he cant do anything.
Try playing the game legit for once instead of "god modded" and maybe you will see that the ship is actually decent. Not all capital ships need to be OP as hell  
I mean Onslaught variant on simulator a useless. This ship capable to do much more.

And on my game still no any changes. It full vanilla, except some mods.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Drone_Fragger on February 17, 2019, 05:04:33 AM
Also, I'm not entirely convinced that the luddic path is using their [LP] ships that the pack adds. Not sure it's just that they're not selecting them or if they just don't have access to the blueprint or similar.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 17, 2019, 01:12:28 PM
They spawn in my game.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: sqrt(-1) on February 18, 2019, 02:04:36 AM
It could be an extremely unlikely case of luck, but this mod seems to vastly increase the rare item drop rate.
The game has become way too easy because of this.

Did anyone else observe this?

PS.: Normal difficulty and no other content mods installed.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 01:21:58 PM
This mod doesn’t change any drop rates.  They’re really just based on luck; one run might see hardly any and another can see a vast wealth of good resources.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 03:53:17 PM
The Cathedral Hubship isn't able to appear in the game by any means in normal gameplay.
This is because the Luddic Church has no planets with Heavy Industry, so they only get access to the generic cross-faction import ships. Thus... their biggest raid fleets are just jammed with d-mod Dominators.

This would only not be the case when you have another mod active giving the Luddic Church a world with Heavy Industry.

Would you consider making an IBB mission with a salvageable Cathedral, so that non-Nexerelin players can see the Cathedral, too?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 05:00:25 PM
The Cathedral actually is on the import list.  Gilead can spawn it occasionally, and it's certainly for sale.  It is, however, still quite a rare ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 05:22:20 PM
You sure about that? I was under the impression that they can't import it unless a faction with Heavy Industry knows the blueprint to import from.

I've put a few hundred hours of play in with your mod enabled and have never seen a Cathedral appear, whether in bounty fleets, raid fleets, system defense fleets, or shop on any Luddic Church world.
Are you absolutely certain you're not only seeing it with a mod enabled like Nex that could give them or another faction with the blueprint access to a Heavy Industry world?

I'll try upping the rarity to make it common, make sure it's in their preferred ship list, and get back to you.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 06:17:25 PM
Test complete:

I was able to get a Cathedral to spawn in defense fleets around Gilead... by editing my save to add the blueprint to the Hegemony's known ships list, and then flying around the core world for a few game months so that traders had time to export Cathedral ship hulls from the Hegemony to the Luddic Church.

Now they appear in every Luddic Church fleet large enough to have a capital.
This is easy to test, because otherwise the church had no available capital size battleships whatsoever- which is why their fleets were always jammed with Dominators. It was the largest ship they could import.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 09:29:10 PM
The cathedral, prior to 1.10.0, couldn't spawn.  This was intentional.

In 1.10.0, I added it to the list of ships that spawn when the faction is importing ships.  There is no "exporting hulls" mechanic regarding blueprints and the like; adding it to the Hegemony lists won't affect how the Luddic Church spawns ships.  I tested myself - it will spawn, just infrequently, because LC fleets large enough to have capital ships are quite rare.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 09:33:37 PM
OK, thanks for the clarification. In that case; thanks for adding it. It's a very fun ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Julzjuice on February 19, 2019, 05:37:48 PM
Hey Dark!

Thanks for your awesome ship packs as always but I think that the new version of the mod breaks the game? Can anybody else confirms they are having a crash at the loading screen since updating to the latest version?

This is what the crash log reports:

14452 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [swp_fluxdisturber] not found in ship_systems.csv
14467 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.shipsystems.SWP_FluxDisturberStats]
14564 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   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)

Correct me if I'm wrong but the swp_xxxxx files are from your mod, correct?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Julzjuice on February 19, 2019, 05:41:56 PM
Hey Dark!

Thanks for your awesome ship packs as always but I think that the new version of the mod breaks the game? Can anybody else confirms they are having a crash at the loading screen since updating to the latest version?

This is what the crash log reports:

14452 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [swp_fluxdisturber] not found in ship_systems.csv
14467 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.shipsystems.SWP_FluxDisturberStats]
14564 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(Unknown Source)
   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)

Correct me if I'm wrong but the swp_xxxxx files are from your mod, correct?

Disregard my post.

Completely deleting the mod is needed with this new version. You cant just copy and replace the files if this can help anyone having the same issue!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on February 19, 2019, 09:13:56 PM

Completely deleting the mod is needed with this new version. You cant just copy and replace the files...

Hint: This should be standard procedure for every time you update a mod. ;) Not just specific versions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: StahnAileron on February 28, 2019, 09:23:22 PM
Are there any prerequisites to triggering IBB missions other than fleet size and completing IBB missions in general? I hit up the first few missions, but have yet to see anything pop up past the unique combat freighters. My fleet is sizeable (several capitals); I have colonies established. I've been itching to nab the late mission unique capitals.

My game install is also heavily modded. If you could tell me what the specific conditions IBB looks for are, I should (hopefully) be able to figure out why I haven't seen an IBB mission in ages. (The first two showed up easy enough. The third one showed up once I expanded my fleet. And I think it stopped around there.)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shad on March 01, 2019, 01:04:08 AM
IBB misions are more or less sequential. You get easy ones first, then harder ones. Just keep coming back Prism Freeport for new ones.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 01, 2019, 02:41:54 AM
They appear on specific factions’ markets, for lore reasons.  They actually tell you the list when you take the first mission.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Hrothgar on March 01, 2019, 08:19:59 AM
Can someone put this list of markets here?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shad on March 01, 2019, 09:42:53 AM
I will once again repeat that if you have Prism Freeport on the map, you should be able to get every single IBB mission avaliable there (one at a time).
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: StahnAileron on March 01, 2019, 01:07:40 PM
Huh... I hit up Prism several times recently and didn't see anything... Will have to check again.

As for being faction-specific otherwise: That sounds familiar now that you mention it. I do recall it seeming like that back in the mid-0.8.x era when I first started playing SS with mods.

Thanks for the replies!

EDIT: Okay, I see it now. Dunno why the Independent colonies aren't as forthcoming with the IBB missions, but apparently I need to hit up Hegemony and Persean League colonies as well to have a chance at the IBB mission posts. Both of them have been a tad pissy with me as of late (gotta love the diplomacy RNG), so I've been avoiding them. (AI Inspection fleets haven't been helping either...)

That explains everything now.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: LuckViValhalla on March 02, 2019, 09:15:45 AM
Hello there, awesome mod!

But I think I have a problem.
The battle with TTx LaCROIX seems bugged. She is spawning WAY over 200 points in battle.
This is just a impossible battle to beat, she have like 30 extremely fast phase ships, they seem to make time move slower 6x or so times (the player can achieve 4x with a skill) and when they come out of their phase it only takes half a second to be able to phase again.
I just can't destroy them as they swarm me and my ships and just obliterate everyone.
I tried a lot of tactics, using 2 Chronos, using a lot of escort ships, using carriers, but nothing works because their Lucifer Class have TONS of Armor and Capacitor, enough to destroy my shields with mines while phased.
It's kinda unfair when I have 90 points to deploy and they have like 200-300.
Is this intentional or am I acctualy facing a bug?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 03, 2019, 03:02:05 AM
For that one, for now you’ll need to increase your Battle Size in settings so you can deploy more ships.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 03, 2019, 06:59:53 AM
If the enemy has a bigger fleet, they'll get more deployment point in the pool. This is vanilla behavior.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 03, 2019, 12:18:08 PM
IBBs cheat by force-deploying all the IBB ships.  The phase-based IBB is meant to be played at 500 (max) size.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 05, 2019, 06:28:13 PM
Encountered a crash when trying to accept the contract for Lisa Nanao (which is why I'm posting this problem here in the first place because this relates to the Ship/Weapon Pack...I think lol).

Here are my specs, my mod setup, the log to make things a little more clear:

"Fatal: null"
"Check starsector.log for more info."


168890 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at data.scripts.campaign.intel.SWP_IBBIntel.spawnFleet(SWP_IBBIntel.java:1443)
   at data.scripts.campaign.intel.SWP_IBBIntel.start(SWP_IBBIntel.java:572)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.doConfirmActionsPreAccep tText(SWP_IBBBarEvent.java:89)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BaseGetCommodityBarEvent.op tionSelected(BaseGetCommodityBarEvent.java:309)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.optionSelected(SWP_IBBBarEvent.java:390)
   at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)
169120 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
169120 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]


Config:
Java 8.x update 201 (64-bit)
Starsector 0.9a RC10 with vmparams @ 6400mb
Windowed mode at 1768 x 992 resolution

My mods (installed and activated):
-Lightshow 1.40
-Arsenal Expansion 1.5.3d
-Artefact 1.9b_b
-Celestial Mount Circle 1.0
-Combat Chatter 1.9.2c
-Common Radar 2.5
-Console Commands 3.0
-Dassault-Mikoyan Engineering 0.9.9e
-Diable Avionics 2.03
-Extratential Lanestate Union 0.5.1a (aka "Blue")
-Fix All Empty Planets v1.0
-Foundation of Borken 0.2.4-RC3
-High Tech Armada 0.6e
-Junk pirates / ASP / PACK (release) 3.02
-LazyLib 2.4d
-MagicLib 0.23
-Mayasuran Navy 8.1.8
-Neutrino Corporation 1.85-RC4
-New Galactic Order 1.07a
-Nexerelin 0.9.1b
-Outer Rim Alliance 0.84
-Practice Targets 1.3
-Rebalanced Pilums 1.3
-Sanguinary Anarchistic Defectors 0.9f
-Scy Nation 1.53
-Shadowyards 0.8.1
-Ship/Weapons Pack 1.10.0
-SkilledUp 1.0
-Sylphon RnD 0.9.4c
-Underworld 1.3.0b
-Upgraded Rotary Weapons 1.40
-Version Checker 1.8b
-GraphicsLib 1.3.1

Here is also a picture of the problem dialogue in question (with the option circled in red that crashes the game whenever I select it):
(https://i.imgur.com/8kZ4rU9.jpg)

I only have one idea as to what I'm actually looking at here:  The selection is asking the game to make Lisa's fleet bigger, and the game is trying to, but has no reference (and thus no method) to actually do that.  Either that, or the reference is bad/corrupted and the call for making her fleet bigger from the selection can't translate it.

Other then that, I have no clue.  I could be completely wrong.  lol
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 05, 2019, 11:25:54 PM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Ravenholme on March 06, 2019, 02:23:01 AM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 06, 2019, 08:31:52 AM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.

I asked Knight Chase if this could be related to his mod's update.  Hopefully, he'll be able to offer some insight (or a possible fix).
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 09, 2019, 03:22:51 PM
No word from Knight Chase about the bug I encountered.

What I'll probably do is roll back the mod to version 8.1.7 until whatever is wrong with 8.1.8 is fixed.

...assuming knight chase even has the link for that version, of course.  lol
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shuka on March 10, 2019, 01:51:38 PM
Thanks for the info about IBB force spawning, I figured I would just never beat LaCroix because I came back once I had a capital and still couldn't do it.

What an awesome game
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Grizzlyadamz on March 12, 2019, 11:36:27 AM
- Extreme Modifications is now considered a logistics hullmod
Oof it would have been perfect for squeezing out the second logistics mod on small-fleet non-combat SO frigs.
Since it's more or less a risky combat-only mod, how significant of a chance is 'significant'?
And does the OP bonus scale with hull size?
The tooltip is kinda vague.

-edit
Just had the bright idea of poking around in the files. Looks like it does scale: -6,-12,-18,-30. But I'm not sure what the penalty is- closest I saw in the java script is both WEAPON & ENGINE_MALFUNCTION_PROB = 0.02f, not sure what to make of that.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on March 12, 2019, 10:32:43 PM
@Grizzlyadamz

Suggestion: Equip a ship with the hullmod and see what happens.  ;)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 12, 2019, 10:59:27 PM
What should I have noticed?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 13, 2019, 04:58:47 AM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: sqrt(-1) on March 13, 2019, 05:42:27 AM
You have done a fantastic job with this mod. Congrats!

The mod is also well balanced and not over the top, without cheesy stuff.

- with one exception though -

The Excelsior Corvette. It has completely immersion breaking capabilities in my opinion because they are implausible and overpowered.
I would only continue to play and consider to recommend the mod if this ship was disabled by default. Making it only possible to disable it via config would make a recommendation appear too cumbersome.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Hrothgar on March 13, 2019, 06:00:24 AM
Excelsior can be something similar to obtain like Blade Breakers ships. There are (very few) ships like their Stealth carrier or cruiser scattered in Blade Breaker systems. Basically one ship per game of each kind. Mayby make it  like this, hidden in some high-lvl danger remnant system.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Wyvern on March 13, 2019, 09:09:29 AM
...Have you actually tried to fly the Excelsior yourself, or are you judging it based on watching HELMUT's videos?

I ask, because I have tried flying it myself, and I find that it's just not worth it; the ship is incredibly unforgiving of even small mistakes, and accomplishing things like HELMUT's solo battlestation kills requires many, many attempts - and that's once you've gotten skilled enough to even give it a serious go.

So that's my advice: if you think the Excelsior is implausibly overpowered, give it a try.  Personally, I'd rather be flying just about any other premium-quality ship: Tempest.  Hyperion.  Aurora.  All of them are better for me than the unwieldy Excelsior.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 13, 2019, 10:47:16 AM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Yes but my question was
how significant of a chance is 'significant'?
Is it the same exact chance as being low-CR or is it some other value like 10%/10s?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Vayra on March 13, 2019, 04:01:02 PM
You have done a fantastic job with this mod. Congrats!

The mod is also well balanced and not over the top, without cheesy stuff.

- with one exception though -

The Excelsior Corvette. It has completely immersion breaking capabilities in my opinion because they are implausible and overpowered.
I would only continue to play and consider to recommend the mod if this ship was disabled by default. Making it only possible to disable it via config would make a recommendation appear too cumbersome.

if you wanna talk *** about the Excelsior you have to post a video of you killing something impressive with it them's the rules
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Surge on March 13, 2019, 04:05:45 PM
The thing about the excelsior is that it's functionally an easter egg. Never in a million godamn years will the AI push an Excelsior to its fullest potential, hell it's up for debate if even HELMUT pushes the thing as far as it can go. In the hands of the AI the Excelsior is a threatening but far from game breaking super frigate, when in the hands of a player it's a challenge to see how far you can take a ship with no limits but CR. If you think it makes the game too easy well congratulations on being the best Starsector player in the world, fly something else. Let the Excelsior waste its potential and its life against your fleet and leave the husk behind.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on March 13, 2019, 08:16:04 PM
The Excelsior has a higher skill floor *and* ceiling than anything else in the entire game including all of the Modiverse.

Talk is cheap, very few players can do with it what Helmut shows and even the things you see him do? He has died many times and in essence cherry picks what videos he actually shows :)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on March 13, 2019, 10:14:54 PM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Yes but my question was
how significant of a chance is 'significant'?
Is it the same exact chance as being low-CR or is it some other value like 10%/10s?

Heh, sorry I was suggesting you equip it and find out for yourself via first-hand experience. XD

Regardless, the game takes malfunction chances as a float (decimal) from 0 to 1, representing a percentage chance for a malfunction to occur between 0% and 100%. Apparently these checks are made, on average, once per second, so a value of "0.02" as in Extreme Modifications means a chance of 2% every second (for each of weapons and engines, not both together). That means on average, every 50 seconds you'll receive a weapon and engine malfunction.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 14, 2019, 10:40:26 AM
[...]
Thank you!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 15, 2019, 06:29:23 AM
Just beware about using EM on any ship with a single engine. If it roll on the engine then your ship just flameout helplessly. It is pretty dangerous to use with Scy ship since a lot of them are single engine. Also, the EM malfunction follows the same rule as vanilla malfunction. iirc, if you have only 1 operational weapon on your ship, it will never roll malfunction on it (or skip it, am not sure). You can exploit the EM for one thing, malfunction will reset weapon cooldown the moment it repaired.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Cruis.In on April 07, 2019, 01:01:21 PM
where can I get an old version? I forgot to do a save transfer before updating starsector to 0.9. Now I need to find old versions of the mods to reinstall on the 0.8.1.a version of starsector I was using so I can load my save game, copy it, then create a new saved game compatible with 0.9.

I didn't have the original mod files. So I need this, I got nexorilin, and the others are not updated to 0.9 anyway, graphicslib and those were updated but I don't think those will matter in loading the saved games, since they are compatible going forward
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Nia Tahl on April 07, 2019, 01:26:26 PM
You can't transfer a save from 0.8 to 0.9 due to all the massive changes between versions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Cruis.In on April 07, 2019, 06:42:51 PM
ok, but where can I get a previous version of this from?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on April 07, 2019, 08:33:19 PM
Look at the download URL & compare it against the previous versions in the OP's change log.
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z
If you sub out the last part of that url (you'll notice the file is named after the version number) for the # of the specific version you're looking for, it might work.

So instead of 201.10.0.7z it would be 201.9.1.7z or what have you.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Embercloud on April 16, 2019, 03:09:47 AM
Is the hectate shield still bugged while retreating?

Since the secondary shield is, in technical terms, another ship slapped on top of the actual hectate, when you retreat one of the ships sticks around and the battle goes on forever even though you don't have any ships in the battlespace.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: SCC on April 16, 2019, 11:18:03 AM
This is a vanilla bug with how modules work, which will be fixed whenever 0.9.1 drops.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on April 16, 2019, 11:17:18 PM
That's not even a ship from this mod...
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Avanitia on April 17, 2019, 02:17:01 AM
Is the hectate shield still bugged while retreating?

Since the secondary shield is, in technical terms, another ship slapped on top of the actual hectate, when you retreat one of the ships sticks around and the battle goes on forever even though you don't have any ships in the battlespace.
Hecate looks like this (it's present as first ship which appears when you open the 'ships' spoiler in first post) and no, it doesn't have a secondary shield, it's pretty normal frigate with 2 energy and 2 synergy slots, if I remember correctly.
Spoiler
(http://www.sc2mafia.com/Starsector/ssp_hecate_ff.png)
[close]

I think you mean the Flourish from Arsenal Expansion which does have a secondary shield - which is a module.
Spoiler
(https://i.imgur.com/K6MXX0m.png)
[close]

There's a vanilla bug related to modules - when ships with module retreats from battle, it's not properly removed from combat engine or something, which makes game think there's still an enemy ship deployed.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Singrana on May 06, 2019, 04:30:07 AM
just making a post to whine about the removal of the lightning phase bomber, back when that thing existed i still preffered 6x kopesh astral (and thats what i use atm ofc), im assuming it was removed because it can be mounted in low amounts on smaller carriers and could sneak up on non omni sheild ships and plink them with the AM blaster, but tbh i thought this was very refreshing to fight against now and then, if you think its too good then mby raise the OP cost of it? (btw the falx super interceptor is rly good for 14 OP in terms of fighting other strikecraft and in terms of overloading destroyers and smaller, i tend to use the cackle disruptor from arsenal expansion (also 14 OP and is basically a tiny omen EMP fighter so yea its pretty crazy and should also be nerfed) but if not for that one i think i would just spam falx as they are right now)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on May 06, 2019, 06:41:54 PM
The Lightning phase bomber was removed due to the new fighter AI not using it properly.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: planeswalker on May 14, 2019, 07:36:46 AM
Is it safe to currently use this mod or I should wait for the proper up to date version to be released?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Nia Tahl on May 14, 2019, 07:39:23 AM
safe to use
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: planeswalker on May 14, 2019, 08:01:29 AM
Alright thanks
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Gotcha! on May 14, 2019, 12:35:49 PM
The Fourteenth Battlegroup skins are so fine. Well, they all are, but those especially.
If the two midline carriers are going to included at some point, I'm going to lose my mind.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Claireity on May 15, 2019, 01:43:24 PM
safe to use
Mostly, Not quite. It does consistently crash with the blaize rex ibb. (The one with the medusa and falcon boss)

Everything else seems to function fine.
Title: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 17, 2019, 04:00:14 PM
Nothing new; just a bunch of updates and fixes.  Enjoy!

Download Ship/Weapon Pack 1.10.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (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) (Not yet compatible) 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 1.10.1
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- IBB commanders have more commander skills
- IBB events that end are automatically un-pinned
- Fixed IBBs dying prematurely
- Fixed module malfunction-related flameouts not affecting parent ship
- Fighter-wielding modules now match the core ship's targeting (if applicable)
- Minor fix to Redeemer sub-missile tracking logic
- Fixed rare crash related to autogenerated factions
- Fixed small alignment issue for Conquest (XIV)
- Made Victory rarer in Persean League and Sindrian Diktat fleets/markets
- Sindrian Diktat no longer spams the Buffalo (LG) quite as much
- Fixed IBB spawns in retreat scenarios
- Increased rarity of Excelsior even further
- Vulture burn speed increased to 9 from 8
- Falx OP increased to 16 from 14
- Several heavy weapons now pierce through missiles (e.g. Gungnir, Heavy Ion Blaster)
- Revenant deployment cost reduced to 22 from 25
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Jonlissla on May 17, 2019, 10:16:23 PM
You know there's a mod mafia that exists when around 7 mods get updated in a day.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: AxleMC131 on May 18, 2019, 01:05:24 AM
Or you could look at the fact the game just had a patch, so a bunch of mods are making an effort to catch up ASAP.

(Also, half the mods updated today are made by DR, so it's not that weird anyway.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 18, 2019, 09:08:16 AM
*** edit ****:  disregard!  no issue!  I forgot to add GraphicsLib to my mod set.


Hi,

Getting this game crash with Nexerelin 0.9.1e:

39483 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   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)

...I verified by unchecking all other mods but this one, so above occurs with these active mods:  Autosave, MagicLib, LazyLib, Nexerelin 0.9.1e, Ship/Weapon pack 1.10.1, Version Checker 2.0


*** edit ****:  disregard!  no issue!  I forgot to add GraphicsLib to my mod set.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: chytis on May 19, 2019, 03:03:44 PM
Hi, I'm pretty new to this game and modding, is the update for this mod not save game compatible or is something going wrong? I was playing fine with 1.10.0 on .9.1a and when I updated it and loaded my save it gives me an error which I attached below with my enabled mods, thanks.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 19, 2019, 06:00:37 PM
I thought it might have been save compatible, but evidently not.  Sorry!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: chytis on May 19, 2019, 06:35:57 PM
Oh ok np, thanks for the quick answer love all your mods :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 20, 2019, 05:16:45 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Just had the dubious pleasure of seeing how long it takes to fully blow one up with a decent sized cruiser fleet with carrier support.  That thing...just...wouldn't...die.

2.  Am I assuming correctly that the only folks who field a Cathedral are the Luddic Path?  (assuming from what I read in the ship description that "militants of the Church of Galactic Redemption" seized the early "Explorer-class" ships).

I'm not saying that one of these could replace a Paragon with all the mods as the ultimate tanky ship...but still...the Cathedral is this big, green, Ogre of a mobile base ship.  Perhaps me wants to build an endgame fleet around it...that is, if a speed 20 mobile base would really be a fun thing on the StarSector battle map, say, after like the 10th time seeing enemies just fight around/away from it.

3.  A Nexerelin faction start...with the promise of a chance to buy/build one of these...is tempting despite the "the whole universe hates me and my faction" setup.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: AxleMC131 on May 20, 2019, 11:10:01 PM
...
2.  Am I assuming correctly that the only folks who field a Cathedral are the Luddic Path?  (assuming from what I read in the ship description that "militants of the Church of Galactic Redemption" seized the early "Explorer-class" ships).
...

Luddic Church*. The "Church of Galactic Redemption" is the full name of the Luddic Church. (Also holy cow I don't want to see a Pather Cathedral in my lifetime. :o )
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Jonlissla on May 21, 2019, 07:26:12 AM
Got a CTD from fighting a Luddic Church fleet attacking my station.

Quote
329305 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.isLocationClear(SWP_MineStrikeLTStats.java:234)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(SWP_MineStrikeLTStats.java:200)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(SWP_MineStrikeLTStats.java:69)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.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)

I presume it's related to this mod due to it saying SWP but not sure, so please correct me if I'm wrong.

EDIT: I noticed now that Alex has released a few hotfixes that I have yet to install, so I'll check them out and see if the problem persists. After downloading RC8 there was no CTD.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 22, 2019, 05:51:57 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Shoat on May 22, 2019, 09:01:26 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.

Oh, that cathedral can appear in the campaign?
That kinda scares me, seeing how it crashes the game every time I play the stained glass mission (is that bug already being worked on or should i boot up and crash the game again to take a look at the error message?).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Soren on May 22, 2019, 10:53:50 PM
Cathedrals show up pretty often for me in Prism Freeport's high-end seller (not uncommon to see two side-by-side). If that's not intentional, they should probably be blacklisted.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Avanitia on May 23, 2019, 12:45:12 AM
Cathedrals show up pretty often for me in Prism Freeport's high-end seller (not uncommon to see two side-by-side). If that's not intentional, they should probably be blacklisted.

RNG is funny sometimes.

I don't really see them in Prism, maybe seen them once or twice.
The Scrapyard on Arigato on the other hand... while they aren't exactly common there either, it's not a bad idea to go there for heavily d-modded Cathedral, even early.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: lethargie on May 23, 2019, 07:23:00 AM
I haven't been able to make the cathedral work for me. How do yo outfit it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: solardawning on May 23, 2019, 08:40:36 AM
Weapons: Missiles. Missiles everywhere.

Modules: Put Makeshift Shield Generator and Extended Shields on each. Now they will automatically raise a shell of shields that cover everything, under the player-controlled main shield.

Strip the center for maximum OP, put back ECCM Package (the built in missile is incredible), and use Hardened/Accelerated Shields and the mod that gives +25% vent rate. Then put remaining OP into vents.

In battle, you're invincible: You can tank shots on the shields until your flux is halfway or so, then quickly vent, and the 2nd layer of shields on your modules can take the hits long enough for you to finish venting and raise the main shield again.
Meanwhile they're wrecking everything close with massed fire, and everything at medium and long range has five cruisers' worth of missiles chasing it down.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Shad on May 23, 2019, 10:01:11 AM
I also fit makeshif shield generators in all modules. Even without extended shields, it covers the ship quite well. I put a few long-range kinetics (to start stripping shields early. I stick Vulcans/IBIS for PD purposes. For the rest of the slots I go either missiles, similar to post above, or go with tyrador drone pods (which is outright frightening, when you see a salvo of like 50 drones from a single ship).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: lethargie on May 23, 2019, 12:27:44 PM
don't you run out of missiles in longer engagement? Or even in short one, since the ai like to waste them a lot
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 23, 2019, 06:52:19 PM
Thanks for the info regarding Cathedrals as being available! 

Lo, and then there was a Luddic Church playthrough.  Cause I just want to take my base with me at burn 6 cause orbiting is so boring.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 23, 2019, 10:16:30 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.

Oh, that cathedral can appear in the campaign?
That kinda scares me, seeing how it crashes the game every time I play the stained glass mission (is that bug already being worked on or should i boot up and crash the game again to take a look at the error message?).

Update Starsector to the latest hotfix!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Midnight Kitsune on May 28, 2019, 10:02:06 PM
And get Nexe or version checker as they will tell you not only if a mod has updated, but even if SS itself updates!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 30, 2019, 07:39:40 PM
Ode to the Victory:

Diamonds are fine,
But you are mine.
Cut through the swine,
With salvo sublime.

Charge to the weak,
And deliver their fate.
Punish the fool...
Who defies your rule?


Editor's note:  The ancient term "swine" will be new to many of us.  Humans haven't eaten porcine animals for centuries since the heyday on ancient Earth where, in 2019 old calendar, there were over 1 billion "pigs" awaiting slaughter.   Even if we were insane enough to put up with them aboard ship as we head out to the new star sector colonies, they really are just too ugly to live.

Strangely, ancient humans really loved something called "apple-wood smoked bacon" even if foods like it contributed to the eventual death of them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 02, 2019, 06:55:27 AM
 Getting a crash with this error message every single time I use the Cathedral Mine Strike in SIM. Not sure if it works in regular combat.

63624 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.isLocationClear(SWP_MineStrikeLTStats.java:234)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(SWP_MineStrikeLTStats.java:200)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(SWP_MineStrikeLTStats.java:69)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.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)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: MesoTroniK on June 02, 2019, 11:24:50 PM
Update Starsector...

Also, the Version Checker mod is your friend.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 03, 2019, 07:20:37 AM

  I have the latest version. I did a clean install since I just got back into the game.The problem is with the Cathedral specifically. Doom works fine.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on June 03, 2019, 09:59:31 AM
Since 0.9.1a was released, there have been two hotfixes.  You need the lastest one.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: default on June 03, 2019, 10:10:16 PM
I have a bit of a gripe about this mod. Specifically the IBB part of it. For reference, I have the Shadowyards mod installed, because that's the example I'll be using.
So when I was going through the IBB missions, I noticed that the unique ships I got from these missions weren't able to fit everything that the autofit slot had on it. In the case of the Salamander, it only had 2 more points. I found that a bit odd, but oh well. 2 points don't matter too much. Especially not on a small ship. So I keep doing more to see what other unique ships there even are. Pretty neat ships, but I keep running into the same exact thing. They do not have sufficient OP to fit everything they had on it when I was fighting it. However, it was always by just a small amount, so I didn't care. They still did good for what they were. Do note, I did have the +10% OP skill at this point as well. However, when I got to one IBB mission for the Odin-class, I noticed that the ship had a large missile on it, but no large missile mount... After defeating it and restoring it, I looked at what the autofit had on it. Sure enough, it had no large missile slot, yet it had a Hurricane MIRV mounted on it when I had to fight it. When I salvaged this ship, it had 319 OP with the +10% skill. I calculated that in order to fit everything that it had on it when I was fighting it, it would need to have 435 OP. In order to even kill the fleet, I needed Blueprints of ships that were better than it. At that point, I might as well just keep using the better ships... If I had the version of it that I was fighting, it would likely be worth using, due to the high OP. I can understand giving them a few extra OP to fit a slightly better weapon to make it a bit more challenging for the player. Make it so the player has to sacrifice a bit if they want the better weapon, or make due with a different one, but putting a weapon that you can not possibly have on it just for the CPU. Why? And the huge gap in OP. I had really high expectations for that ship, and it turns out if I want even close to what the CPU had on it, I would have to put 0 vents and capacitors on it. At that point, it would have a harder time sustaining said weapons. So what would be the point? I don't particularly mind that it doesn't seem like a really great ship or even can really compete at all with the higher up capital ships, but don't make it seem like it may be able to when I'm fighting it just to have it shot down when I actually get the thing. I don't want totally OP ships that are better than the Paragon, but I just want to fight exactly what I can have. Not something with +100 OP to be difficult.

That aside, I do like the mod as a whole. More ships makes the game feel a bit better. Makes it so you don't end up finding the same ship Blueprints in a relatively short amount of time and playing the same way every time because you have the same stuff every time. Instead you have to raid factions to get what you want. The ships don't particularly feel out of place, either.
So yeah... Overall, good job on the mod. Just the one complaint about the IBB....
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on June 03, 2019, 10:18:16 PM
That's better brought up in the Shadowyards (http://fractalsoftworks.com/forum/index.php?topic=3491.0) thread, since those ships and their variants are included by that mod, not SWP.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 04, 2019, 04:12:29 PM

 Huh. Must have missed that hotfix somehow. Thanks. And banging good job on all your mods. Easily some of the best ones around.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: MesoTroniK on June 04, 2019, 06:24:59 PM
Get Version Checker, and never miss an update again!
Title: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Dark.Revenant on June 18, 2019, 01:51:50 AM
Balance changes and fixes for you fine folks.

Download Ship/Weapon Pack 1.10.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1g (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (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) (Not yet compatible) 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 1.10.2
- Increased Vindicator deployment cost to 28 from 25
- Decreased Vindicator turn rate
- Increased Cathedral deployment cost to 100 from 80
- No longer shows IBB person in bar if IBBs are disabled in config
- Extreme Modifications can now go on civilian ships with Militarized Subsystems
- Fixed IBBs belonging to incorrect faction
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: tokmak333 on June 19, 2019, 02:42:42 AM
don't you guys think ibb ships taking too much supply per month? I mean yeah they are strong(not that strong tho) and unique but they eating too much supply it forcing me to use small fleet. I don't really want to go above 6.0 - 6.5 supply per day. so I can't use them most of the time not going to talk about their restore prices (Iliad restore price is 6.5million lol). I killed many IBBs but i didnt use any of the ships yet becuase of their supply per month. I mean i need to grind money to restore IBBs but then there is supply per month which is too much for me to handle and if i keep them at one of the stations its dropping my salary lol

How do you guys handle that situation?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Hrothgar on June 19, 2019, 02:59:47 AM
I usually store IBB ships until i can basically override most of problem like money or supplies. I basically hoard them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Sarissofoi on June 19, 2019, 04:45:24 PM
What I should do if I wanted to make a mod for personal use that have only bonus paint-jobs/conversions of existing vanilla ships?
Without new ships/fighters/weapons?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Alphascrub on June 19, 2019, 04:52:06 PM
I usually store IBB ships until i can basically override most of problem like money or supplies. I basically hoard them.

I do the same. Once you get a a decently colony up and running keeping some supply hungry ships running isn't an issue. The general rule of thumb for me on restoring them is around 3-4 times as much money as it takes to restore. Meaning if restoring a ship or buying a ship that cost 100,000 I try to make sure I have 400,000. I break it sometimes but its served me pretty well. This is partly because I either don't install console commands or force myself not to use it when I'm in pinch. Once you start down that road its hard to stop and I enjoy the game much more without cheating the pants off it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: tokmak333 on July 03, 2019, 03:13:37 AM
dont you guys think victory is too strong?
I got this loadout on Victory battleship;
Large Slots;
x2 Mark IX Autocannon (front)
x2 Aegis Flak Cannon (back)
Medium Slots;
x2 Heavy Autocannon (front)
x2 Dual Flak Turret (front)
x2 Sunfire PDE (front) - Blackrock
x4 Gridfire MRM
Small Slots;
x2 Ion Cannon
x2 PD Laser
Rest are Micro Argus PD


https://ibb.co/9wrN0sY

Thats the stats i got on lv50 character ofc its max but i got this ship when i was lv 20-25. When i was around 35 Lv I even defeated an invasion fleet that is attacking single battlestation i just sent Victory Battleship to field against 6 Onslaughts  1 or 2 Legion battlecarriers and tons of cruisers/carriers,destroyers,frigates etc. It was literally 1 Battlestation and 1 Battleship against more than 50 ship

Victory have massive frontal firepower and also enough to defend itself from ships that is flanking. Torps rarely hit the ship since it allows you to get good PD cover. It can also tank and survive most of the time, not even talking about 0.43 shield efficiency i got there.

I think only problem this ship have is its the built in weapon called "Klutotekhnes". That weapon burns up even strongest armor super quickly and dont even require that much Flux. DPS is too much that can wipe out Cruisers within 10 seconds along with other weapons. I think "Klutotekhnes" needs to get nerfed, maybe it should become sniper weapon(firing slow less dps high alpha) like Imperium Caesar Battleship that have long range sniper weapon.  I think only ship that can counter Victory is the Blackrock Karkinos Battleship but only if Karkinos teleport behind the Victory and destroy its engines in 1V1.

Okay so ofc lv 50 player that is commanding battleship should able to take out any battleship 1v1 but it should take sometime to kill battleships, they dont even last 30-45 second. Like i said only problem is DPS. Victory have too much DPS. I think none of the battleships should take out a cruiser within 10 seconds at max range.

Junk pirates also have this issue on Bulldog battleships.
Victory can get 2.2K DPS with just x2 Mark IX Autocannons and x2 Klutotekhnes. If i add sunfire pde and heavy autocannons it will be a lot more.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 05:59:13 AM
Hmmm, I dont see anything quite out of the ordinary with what you've done. You are using mod, the availability of weapons boost a lot the possible power of any ship. Everything you've done can be done with a vanilla Paragon, especially if you use mod weapons. The set up you have given it should result in quite short practical range. Youve got like a 180 degree angle in the back who are only protected by 2 aegis flak. Ion weapon would easily leave the ship crippled, in fact thats what generally happen when i fight victories in AI Hand. They aren't very dangerous because if you attack from 2 different direction they are totally toast.

You do mention the klutotekhnes specifically as OP, but I dont remember it being so strong. Isnt it just a slightly more bursty Hephaestus Assault Gun? Same damage per bullet, on short burst with same overall dps? I might be wrong for that thought. 4 large gun converging is pretty strong, but thats pretty common in the modiverse when it comes to "forward only" capitals. Just from the top of my head Paragon got 4 large, blackrock got 3, diable got 4, scyan got 3, shadoyard get 3-4, mayasura get 3, sylphon get 3 etc... Its hard to evaluate properly the strength of a ship when controlled by the player, all of the named faction capital can destroy a chain of Onslaught if manned by a player, all of them can erase cruiser. If anything it might just be the paragon being so strong that kinda skew all mods big ship toward Op.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: tokmak333 on July 03, 2019, 09:40:52 AM
Yeah most modded ships have very good arcs it seems like they all created to fight paragon. However if you take look at any of them, they don't have a weapon similar to Klutotekhnes. Like i said that weapon burns up even strongest armor like its nothing. Victory itself is completely fine ship i agree that once you get behind it, its nothing but piece of debris. Afaik even Paragon can't destroy  lets say Eagle within 10 second.

Just saying Klutotekhnes have too much fire power for 900 range/explosive weapon, maybe it doesnt for most people but im just saying that i think none of the battleships should take out cruisers in 10 second especially High Tier(not tech) cruisers at Max Range.

If i compare TPC with Klutotekhnes, TPC will be like baby weapon because Unlike TPC you get 15 ammo every 5 second on both Klutotekhnes. Is there any modded built-in forward weapon similar to Klutotekhnes?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 12:53:55 PM
Just out of curiousity, could you post the specific stats of the klutotekhnes? I dont have  them close by, it might be OP even thought i dont remember it so.

As for destroying a eagle in 10 sec with paragon, you can definitely do it with weapons from mod. 4 Plasma cannon will do it. I know Dassault miyokan got some ridiculous Energy/fragmentation burst beam that would erase it too. Ultimately, its a bit beside the points.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: tokmak333 on July 03, 2019, 01:28:35 PM
How efficient is 4 plasma cannon though? Victory is super efficient with the loadout i have. A ship that can do everything better than any ship is big problem for balance

https://ibb.co/T1g6hv2
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: eidolad on July 03, 2019, 05:41:12 PM
To me the Victory special salvo is comparable to the Onslaught's...both are dangerous but I think the Victory is the substantially better ship of the two for my personal piloting.

It is the combination of that "Maximum Drive" dash forward and the Klutos...makes the ship a top tier cruiser killer.  I even wrote a poem about the ship :).  It's basically the perfect linebacker for an end-game fleet.

However even if we removed the Klutos and let the player replace them with comparably pointed weapons we'd have the same effect.

Like putting pairs of HVD/Heavy Maulers on a Diable Avionics cruisers that can "flicker drive" towards their enemies and pour fire.  Just completely OUCH.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 08:47:13 PM
Might be a problem with the victory, but the kluthotekhness aren't anything special. Its sustained damage capacity are less than the Hephaestus, a really common large ballistic. Its got a nice burst, but its got poor penetration , bad accuracy and mediocre sustained damage

Plasma cannon are actually quite efficient in the current version. And while I might agree that the victory is a bit overtuned I would never agree to say that it can do everything better. Its slow as molass for turning,  has a very narrow full damage angle, and has very very poor back and side defenses. It perform really poorly if your are in inferior number. Because of its shape (large weapon are far on the back) it does not have super great range either.

You might have gotten used to your officer/personal skills too. Your setup on a officer less victory is not exactly impressive in the simulator even if it works.

Edit: Rereading, i realize I might come out a little hard as defending a mod I don't even maintain. I think the mod creator will enjoy your feedback. But I have played  with SWP for at least 2 years, and the victory has remained pretty much unchanged for as long. It had a very long period to get balanced and I enjoy it very much right now.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: joppe_k on July 04, 2019, 04:50:42 AM
I mean, the Victory is strong if played to its strength, but what ship isn't? It shines in a 1v1 or with its flanks protected by a fleet, so that it is free to burn in and crush whatever is in front of it. It's like a battering ram in a siege. Its drawback is that it's easy to flank. All in all, I think it's a well balanced battleship.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: tokmak333 on July 04, 2019, 11:36:09 AM
Victory is fine ship but i still think Klutotekhnes is little too strong. 900 range, very fast fire rate, adds 15 ammo every 5 second, explosive ammo. Seems too much.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: ANGRYABOUTELVES on July 04, 2019, 12:30:31 PM
In a 1v1 straight up manfight, the Victory is nearly unbeatable. It has incredible forward firepower; 2 larges, 6 mediums, and 2 built-in heavy burst DPS weapons. That's its job, that's its name; it is victorious. The Victory falters when it can't do that. Unlike the Onslaught, the Victory's anti-flanking weaponry is also its forward weaponry; the Victory has to split its firepower to deal with the flanker, where the Onslaught has dedicated side weaponry independent of its forward battery. The Victory has a terrible shield arc, only capable of defending against threats directly in front of it; the Onslaught's shield is 180 degrees and can at least catch incoming threats from slightly to the left or right.

The Onslaught is built to take on unfair fights and win. The Victory falters in an unfair fight. The Victory is severely vulnerable to EMP or HE flankers, bomber strikes from the side, and 2v1s in general. And the Victory's high DP cost (55!) means that you will be outnumbered. As a player, you can reliably avoid putting yourself in situations where the Victory's weaknesses are crippling, build the rest of your fleet around the Victory's weaknesses and strengths, and engage in a series of 1v1s with lesser ships that the Victory can chew up and spit out. This is a very powerful strategy, but ultimately so are many other endgame fleet-level strategies.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Vayra on July 04, 2019, 12:37:22 PM
the most recent AI Fleet Building Tournament showcased the Victory quite well, I thought. Both its weaknesses (folding very quickly early on, when it was deployed without enough backup) and its strengths (doing a ton of work against enemy fleets later on, once its attendant fleet had been bulked up substantially enough to cover it properly)

in summary, ship is fine
Title: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Dark.Revenant on July 12, 2019, 01:59:39 PM
Maintenance update!

Download Ship/Weapon Pack 1.10.3 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.3.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

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

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



We 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 1.10.3
- Fixed Extreme Modifications UI issue
- Fixed bizarre Arcade crash.  WTF Alex?
- Updated Yamato IBB
- Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
- Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Asauski on July 14, 2019, 03:12:42 PM
Phase boss ships fires continuous lasers even in phase

Spoiler
(https://i.imgur.com/ef2Cyrj.png)
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: ANGRYABOUTELVES on July 14, 2019, 07:06:18 PM
That is correct, the IBB phase ships are intended to be able to fire continuous beams while in phase, as long as they started firing the beam while out of phase. The IBB Shade can also activate its EMP system, then activate phase and have the EMP system continue to work.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Murtagh21 on July 21, 2019, 11:11:17 AM
I updated to the latest version midgame and noticed all my IBB have stop spawning. Will it just take some time and they will come back or did I bork it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Sinigr on July 24, 2019, 09:09:55 AM
Titan-X (Hot Potato) is unrecoverable?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: MesoTroniK on July 24, 2019, 09:02:17 PM
Indeed.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Sinigr on July 25, 2019, 02:38:41 PM
Indeed.
thx
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SHAD0Wdump on July 28, 2019, 03:36:56 AM
This is probably the way it is for a very good technical reason, but is there any way to disable the removal of wrecks in the arcade? I want to make an abdolute mess with a buffed up version of Neutrino's hammer ship and it's such a shame there's no bodies to shatter and fling.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: WooksterRu on August 12, 2019, 05:36:13 AM
I love this mod, is there maybe any plans to add a Lion's guard version of the Victory class ship?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Alpharius on August 14, 2019, 09:32:19 AM
Is it possible to encounter the arcade ships in the campaign?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SCC on August 14, 2019, 09:47:12 AM
No. They are completely imbalanced and you would face no challenge at all.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SirBrodacious on August 15, 2019, 07:34:53 PM
So I can't seem to find anything really mentioning it, but is the arcade ship accessible by the console commands mod? Because it seems like a fun little mindless campaign idea, having one little OP ship against the world
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Kwbr on August 15, 2019, 07:38:01 PM
Should be swp_arcade_superhyperion I believe
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SirBrodacious on August 15, 2019, 07:50:30 PM
That'd be it! Should be an interesting playthrough with only one fighter, obviously not super difficult, but stuff like this is good mindless fun imo
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Omnikuken on August 15, 2019, 08:30:42 PM
Looks like my IBB is broken : I restarted like 5-6 times within the last week and most of them had 1+ bounties within the 1st 2-3 bars visited. Now my game is on cycle 210 and haven't seen 1 yet. Got some of the ship hulls in my fleet and the blueprints for the Lion's stuff so the mod works, it's just weird not seeing the bounties in this run yet
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: MrHoon on August 18, 2019, 06:22:19 PM
hey thanks for the mod, really enjoying it and is up there as one of my favorites

Question though, is there a reason why the Vortex is so overtuned? I have various mods installed and the vortex just straight up outclasses every other destroy level carriers (across other mods too). The Eos feels balanced and in line for a cruiser. It has its weaknesses which still lets the heron and other cruiser sized carriers (vanilla and other mods) a decent option. The vortex on the otherhand with its timeslow (which makes ai controlled bombers insanely accurate), 4 energy turrets that covers all directions, energy/missile medium slot with 360 degree angle, 75 OP, 80 topspeed and so much more. The drover and vortex almost cost the same, but the vortex makes the drover look like a condor!