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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Ship/Weapon Pack 1.10.4  (Read 313345 times)

Midnight Kitsune

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #465 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!
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Stop trying to balance the game around a few minmaxers...
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One mistake and you have to support it for the rest of your life.

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eidolad

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #466 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.
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Ronald Klein

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #467 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)
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #468 on: June 02, 2019, 11:24:50 PM »

Update Starsector...

Also, the Version Checker mod is your friend.
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Ronald Klein

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #469 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.
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #470 on: June 03, 2019, 09:59:31 AM »

Since 0.9.1a was released, there have been two hotfixes.  You need the lastest one.
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default

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #471 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....
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #472 on: June 03, 2019, 10:18:16 PM »

That's better brought up in the Shadowyards thread, since those ships and their variants are included by that mod, not SWP.
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Ronald Klein

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #473 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.
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #474 on: June 04, 2019, 06:24:59 PM »

Get Version Checker, and never miss an update again!
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Dark.Revenant

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[0.9.1a] Ship/Weapon Pack 1.10.2
« Reply #475 on: June 18, 2019, 01:51:50 AM »

Balance changes and fixes for you fine folks.

Download Ship/Weapon Pack 1.10.2
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.0)

- Supported by DynaSector 1.4.6 (Not yet compatible) -
- Supported by Nexerelin 0.9.1g (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 (Not yet compatible) 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 1.10.2
- 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
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tokmak333

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Re: [0.9.1a] Ship/Weapon Pack 1.10.2
« Reply #476 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?
« Last Edit: June 19, 2019, 02:45:03 AM by tokmak333 »
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Hrothgar

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Re: [0.9.1a] Ship/Weapon Pack 1.10.2
« Reply #477 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.
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Sarissofoi

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Re: [0.9.1a] Ship/Weapon Pack 1.10.2
« Reply #478 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?

Alphascrub

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Re: [0.9.1a] Ship/Weapon Pack 1.10.2
« Reply #479 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.
« Last Edit: June 19, 2019, 04:54:07 PM by Alphascrub »
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