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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Ship/Weapon Pack 1.10.5  (Read 411789 times)

PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #675 on: May 09, 2020, 06:55:01 PM »

Yes! I knew it. Go to the save file, open it with any text redactor, then find there your ship (give it unique name ingame, press ctrl+f in text redactor and write it there) and go to the part with hullmods. I find this:

<hM z="111634">
<st>phasefield</st>
<st>delicate</st>
<st>safetyremoval</st>
<st>rcsw_secondwave</st>
<st>efficiency_overhaul</st>
<st>solar_shielding</st>
<st>fluxdistributor</st>
<st>hardened_subsystems</st>
</hM>
<pM z="111635">
<st>rcsw_secondwave</st>
</pM>

So here is a safety removal, what didn't showup ingame
Spoiler
[close]
.

I bet you will find Ill-modifications there. You might even delete this string if you don't like it, but check description of lucifer it says - "somehow work". I think thats was intentionaly made unremovable by restoration in docks, because this is an extremely modded prototype after all.

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Üstad

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #676 on: May 10, 2020, 02:53:55 AM »

Yes! I knew it. Go to the save file, open it with any text redactor, then find there your ship (give it unique name ingame, press ctrl+f in text redactor and write it there) and go to the part with hullmods. I find this:

<hM z="111634">
<st>phasefield</st>
<st>delicate</st>
<st>safetyremoval</st>
<st>rcsw_secondwave</st>
<st>efficiency_overhaul</st>
<st>solar_shielding</st>
<st>fluxdistributor</st>
<st>hardened_subsystems</st>
</hM>
<pM z="111635">
<st>rcsw_secondwave</st>
</pM>

So here is a safety removal, what didn't showup ingame
Spoiler
[close]
.

I bet you will find Ill-modifications there. You might even delete this string if you don't like it, but check description of lucifer it says - "somehow work". I think thats was intentionaly made unremovable by restoration in docks, because this is an extremely modded prototype after all.


Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.
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PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #677 on: May 10, 2020, 04:34:43 AM »

Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.

ugh... search for the name of your ship, not the freaking hullmod dude, don't forget to give it unique name, since default ones have tendency to appear on multiple ships.
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Hyperversum

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #678 on: May 10, 2020, 05:34:21 AM »

Hi everyone! I am coming back to Starsector after "ending" my previous one and I was checking out if my pc, which is far from suitable for gaming in general, could handle most mods.

After a couple of hours I noticed that I declined the first IBB mission you can get after the tutorial and that it never came up again. I declined because, well, I was just trying around things and had to restart the game a couple of times to deal with FPS drops and such.
Declining the offer stops the mods from spawning the IBB bounties completely and I have to restart the entire campaign to have it working again?

Sorry for the absolutely noob question, but I didn't see anything about it in the first pages and the last ones.
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Üstad

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #679 on: May 10, 2020, 07:07:56 AM »

Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.

ugh... search for the name of your ship, not the freaking hullmod dude, don't forget to give it unique name, since default ones have tendency to appear on multiple ships.
I found my ship, lucifer and pretty sure it's my ship, but there is no hullmod that we're speaking of.
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #680 on: May 11, 2020, 07:32:52 PM »

Hi everyone! I am coming back to Starsector after "ending" my previous one and I was checking out if my pc, which is far from suitable for gaming in general, could handle most mods.

After a couple of hours I noticed that I declined the first IBB mission you can get after the tutorial and that it never came up again. I declined because, well, I was just trying around things and had to restart the game a couple of times to deal with FPS drops and such.
Declining the offer stops the mods from spawning the IBB bounties completely and I have to restart the entire campaign to have it working again?

Sorry for the absolutely noob question, but I didn't see anything about it in the first pages and the last ones.

They can appear again on the IBB faction worlds (like Hegemony).
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PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #681 on: May 12, 2020, 06:08:59 AM »

Hey Revenant, can i point on 1 ship and 1 weapon from your mods what needs some nerfs? Are you open for suggestions or it would be waste of time?
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PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #682 on: May 12, 2020, 01:12:23 PM »

I found my ship, lucifer and pretty sure it's my ship, but there is no hullmod that we're speaking of.

Yeah, i got lucifer (boss Doom, from LaCROIX IBB right?) to my collection and was able to check it in my save file, you are right, there is no hidden hullmods. Well... i don't know what causes your malfunctions then. Just made a guess based on similar situation with different ship.
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eidolad

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #683 on: May 12, 2020, 05:50:19 PM »

Just gonna put it out there that my favorite capital is the Victory.
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Nextia

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #684 on: June 12, 2020, 04:50:16 PM »

Sorry if it's been asked before but where do you find a cathedral? I've yet to see one and haven't gotten lucky with nex's rare ship market in the 20 cycles of playtime so far if it's meant to spawn there  ???
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Algester

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #685 on: June 12, 2020, 09:47:29 PM »

cathedrals are luddic church capital hub ships use your agents to get them and hope you rolled for a good result
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Mondaymonkey

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #686 on: June 14, 2020, 10:55:38 AM »

Looks like Sindrian dictate have a Fourteenth Battlegroup conquest on their markets. I even steal that BP from them. Then I looked at files, and yes, it is there:

Spoiler
Code
"knownShips":{
        "tags":["swp_LG_bp"],
        "hulls":[
            "swp_archon",
            "swp_chronos",
            "swp_conquest_xiv",
            "swp_eagle_black",
            "swp_eagle_white",
            "swp_eos",
            "swp_sunder_u",
            "swp_victory",
            "swp_vindicator_o",
        ],

While Hegs does not have them:

Code
"hullFrequency":{
        "hulls":{
            "swp_conquest_xiv":0,
            "swp_nautilus":0,
        },
[close]

I assume it is intended. But why?
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Terethall

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #687 on: June 14, 2020, 02:13:15 PM »

I don't know why you assume it is intended, Mondaymonkey. :) Strikes me as unintentional.
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BigBeans

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #688 on: June 14, 2020, 03:58:48 PM »

I removed it so it stopped spawning. I assume it's a mistake.
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Histidine

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #689 on: June 14, 2020, 05:06:32 PM »

It could be explained as Andrada bringing them with him when he set up the Diktat. Looks confusing though.
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