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Author Topic: [0.9.1a] Underworld 1.4.7  (Read 283229 times)

Retry

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Re: [0.9.1a] Underworld 1.4.5
« Reply #225 on: November 14, 2020, 10:41:10 AM »

Double check your codex.  The Infernus is significantly larger than the Starlifter with 4x the fuel capacity, 5x the maximum crew capacity, 2x the fuel consumption, and dramatically better flux stats and weapon slot emplacements.  Burn level will obviously be similar as they're both slow Capital-class ships, and neither ship has a monopoly on the "vaguely rectangular" form factor.

The Starlifter is a mining & exploration ship from DaRa that's converted from the Atlas superfreighter.  The Infernus is a warship that's converted from a refinery ship of a currently-unknown class.
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hollow

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Re: [0.9.1a] Underworld 1.4.5
« Reply #226 on: November 26, 2020, 01:40:57 AM »

Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships
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Chairman Suryasari

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Re: [0.9.1a] Underworld 1.4.5
« Reply #227 on: November 26, 2020, 05:50:25 AM »

Hi there!
is there a way I could possibly put a cabal market to another tritach market??
the one in my game decivilized while I was out exploring and I dont want to have use console commands to get there ships

There is atleast 2 Cabal market if i'm not mistaken, did both of them get scuffed? check Port Tse Franchise Station. Wait? Tri-tachyon only have 5 market in the vanilla game, that's rough.

I think Tri-tachyon cannot built another Cabal Market, it's hard coded (i think), same reason why ED Shipsyard Market and Kassadari Market cannot be built on other Independent market.
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"Do what the entire universe does, submit to the laws of nature."

King Alfonzo

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Re: [0.9.1a] Underworld 1.4.5
« Reply #228 on: November 26, 2020, 06:05:17 PM »

There's two markets that can have Cabal submarkets in Corvus Mode Nexerellin/Vanilla. This is hardcoded; the code looks for the specific names of these markets, and puts the submarket in. There used to be three Cabal submarkets, but the 'main' one has been removed. In previous versions, the number of Cabal sub-markets was dependent on how many Tri-Tachyon markets there were; this is no longer the case. There should technically be a third if you have Interstellar Imperium installed, but DR deleted the market.

Cabal fleets however will still spawn from Cabal markets and in hyperspace around Tri-Tachyon markets, so you should still run into them that way.

Hope this clears things up a bit

Chairman Suryasari

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Re: [0.9.1a] Underworld 1.4.5
« Reply #229 on: November 26, 2020, 10:05:16 PM »

Oh yeah, i almost forget, you probably can use Agent from Nexerelin to steal their ship in Tri-tachyon colonies, maybe, i mean, i steal all Kassadari Ship using agent after all.
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"Do what the entire universe does, submit to the laws of nature."

Dark.Revenant

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[0.9.1a] Underworld 1.4.6
« Reply #230 on: December 24, 2020, 09:56:12 PM »

Just updating this while I update everything else...

Download Underworld 1.4.6
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.4) (Updated!)

- Supported by Nexerelin 0.9.7c - (Updated!)

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.6:
- Cabal extortion/contribution: Force open comm link on fleet interaction (fixes the "skip contribution by closing dialog" exploit)
- Dragon now has a large composite mount on the left side
- Fixed version file HTTPS redirect
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Rain

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Re: [0.9.1a] Underworld 1.4.6
« Reply #231 on: December 28, 2020, 02:04:33 AM »

I once mistook a partly shot-up Barbarian for a disabled burning wreck in the heat of battle, 10/10. I love the pirate "junk" ships occasionally just... Looking like junk. :D
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n3xuiz

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Re: [0.9.1a] Underworld 1.4.6
« Reply #232 on: January 06, 2021, 02:19:17 AM »

the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?
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Dark.Revenant

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Re: [0.9.1a] Underworld 1.4.6
« Reply #233 on: January 06, 2021, 02:33:14 AM »

the station in styx from where the Dickerson Fleet spawns got destroyed and now there is no fleet. any way i can fix this in a running savegame? i'm not running nexerelin so i can't re-populate and then transfer the station back to pirates.


any way to fix this without restarting?

If you can somehow resurrect the market, they'll respawn.  I'm not sure if that's possible.
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n3xuiz

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Re: [0.9.1a] Underworld 1.4.6
« Reply #234 on: January 06, 2021, 05:56:07 AM »

with nexerelin there are console commands to give market to another faction but without it i think i'm screwed. for now i just took the station for myself.
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Dark.Revenant

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[0.9.1a] Underworld 1.4.7
« Reply #235 on: January 10, 2021, 08:18:54 PM »

It's finally here: The Infernal Machine (custom start)

Start with a bucket of bolts lifted off the surface of Maxios:


End a galactic pirate lord in your customized, fully-upgraded Doomwagon:

Download Underworld 1.4.7
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.4)

- Supported by Nexerelin 0.9.7c -

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.4.7:
- Made the Infernus less likely to be available to purchase in markets
- Added custom Nexerelin start "The Infernal Machine"
  * Start with a salvaged unique Infernus (Augmented Drive Field built-in) and a mid-size scavenged fleet (all with starting d-mods)
  * Start inhospitable with most factions (and vengeful with pirates)
  * Restore the ship, one upgrade at a time, to its former glory and beyond
  * Branching and mutually-exclusive upgrade paths
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IonDragonX

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Re: [0.9.1a] Underworld 1.4.7
« Reply #236 on: January 10, 2021, 08:38:57 PM »

* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?
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Funny how much stuff you can get done while waiting for the update...
http://i.imgur.com/Ucj922u.gif

Agalyon

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Re: [0.9.1a] Underworld 1.4.7
« Reply #237 on: January 10, 2021, 08:49:29 PM »

Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.
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Chairman Suryasari

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Re: [0.9.1a] Underworld 1.4.7
« Reply #238 on: January 10, 2021, 08:54:53 PM »

I like the new start, first the Cathedral and now Infernus, thanks for the amazing work!
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Dark.Revenant

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Re: [0.9.1a] Underworld 1.4.7
« Reply #239 on: January 11, 2021, 12:36:22 AM »

* Restore the ship, one upgrade at a time, to its former glory and beyond
Is it quest based or random events? Is it bad to restore the ship the regular way?

Just dock at a station you have authority to repair at, and you can restore/upgrade the ship.

Yo that is absolutely wild. Can you give some more technical details on how the upgrades work? I assume theres no way to get this thing without that custom start and I really dont want to restart right now.

See above; also, there are a total of twelve different upgrades, which you can install eight of.  The first four are basic improvements to refurbish your ship.  After that, you make a series of choices between two different upgrades, creating a specific build for your ship.
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