Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 14 15 [16] 17 18 ... 85

Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108949 times)

atreg

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #225 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.
Logged

BYarchitect

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #226 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?
Logged

Vigal

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #227 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
Logged

Drokkath

  • Captain
  • ****
  • Posts: 281
  • Xenophilic Mutant Commando
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #228 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.
« Last Edit: April 24, 2018, 11:38:00 AM by Drokkath »
Logged
For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

A Random Jolteon

  • Commander
  • ***
  • Posts: 156
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #229 on: April 24, 2018, 11:44:03 AM »

What happened to the download link?  ???
Logged
Hi. I exist. Bye.

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #230 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.
Logged
 

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #231 on: April 24, 2018, 01:46:23 PM »

Document and move them to the correct mod, more specifically.
Logged

Drokkath

  • Captain
  • ****
  • Posts: 281
  • Xenophilic Mutant Commando
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #232 on: April 24, 2018, 02:14:05 PM »

Ahh, so that's what. Thanks for the clarifications.
Logged
For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #233 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.
« Last Edit: April 24, 2018, 03:03:47 PM by AxleMC131 »
Logged

Drokkath

  • Captain
  • ****
  • Posts: 281
  • Xenophilic Mutant Commando
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #234 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).
Logged
For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #235 on: April 24, 2018, 11:13:53 PM »

Use this version.

Download Ship/Weapon Pack 1.7.1
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.4.5 (Updated) -

Git Repository

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 to keep your progress.

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

Having problems?  Visit the Mod Troubleshooting Guide!



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

TaLaR

  • Admiral
  • *****
  • Posts: 2794
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.0
« Reply #236 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.
Logged

Kwbr

  • Commander
  • ***
  • Posts: 128
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #237 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]
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #238 on: April 25, 2018, 09:50:55 PM »

Lightshow needs to be updated.  Disable SWP or Lightshow until then.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #239 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.
Logged
Pages: 1 ... 14 15 [16] 17 18 ... 85