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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.9.1a] Ship/Weapon Pack 1.10.5  (Read 371228 times)

Midnight Kitsune

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #30 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
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Stop trying to balance the game around a few minmaxers...
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King Alfonzo

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #31 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.

NightKev

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #32 on: May 18, 2016, 04:41:47 AM »

Doesn't the updated SS+ still have the hullmods/skills in it?
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Diamondgolem16

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #33 on: May 18, 2016, 04:07:33 PM »

Thank you king! I will see if this works now!  :D
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King Alfonzo

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #34 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.

Midnight Kitsune

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #35 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
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

braven25

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #36 on: May 20, 2016, 12:38:27 AM »

Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?
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CaptainWinky

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #37 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.
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Thaago

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #38 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.
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CaptainWinky

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Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« Reply #39 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.
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Dark.Revenant

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[0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #40 on: May 21, 2016, 02:14:50 PM »

New Fourteenth Battlegroup ships!



Download Ship/Weapon Pack 1.1.0
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2) (Updated!)

- Supported by DynaSector 1.0.3 (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 1.1.0
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update
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Kevin Flemming

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #41 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.
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Kitfox88

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #42 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
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Kevin Flemming

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #43 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
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Kevin Flemming

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #44 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. ;)
« Last Edit: May 26, 2016, 08:15:19 AM by Kevin Flemming »
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