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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1121015 times)

Black Crag

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #60 on: September 17, 2016, 04:48:31 AM »

I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"
Are you using WinRar to unzip the files?
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DownTheDrain

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #61 on: September 17, 2016, 06:16:50 AM »

I can't seem to extract the archive. I get the message that a bunch of the sound files are corrupted. I'm using the latest version of "The Unarchiver"
Are you using WinRar to unzip the files?

He clearly states that he's using The Unarchiver.
Truth to be told, I had to google that as well, apparently it's a Mac-specific archive unpacker.
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Dark.Revenant

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #62 on: September 17, 2016, 11:48:49 AM »

They are compressed with LZMA2 using 7zip.
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Obsidian Actual

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #63 on: September 17, 2016, 02:21:11 PM »

Hey Dark.Revenant, love your work man.

I gotta ask, is the Excelsior-class Phase Corvette in the current version meant to have -1250 for its cloak upkeep cost?

With the "Duel of the Century" mission, I get that using the Phase Shunt on asteroids and incoming munitions is a viable way of building up flux to charge the cannons, but as it stands, the limited number of charges for the shunt, coupled with the negative cloak upkeep cost, makes it near-impossible to accumulate flux fast enough to maintain survivability (let alone lethality), especially against nimble opponents with weapons that can one-shot you the instant they manage to phase-skim or teleport behind you.

I can understand if Fabrique Orbitale's poor attempts at reproducing an unorthodox phase/flux system is your way of balancing an otherwise overpowered ship, but together with the poor peak performance time and deployment/maintenance costs, I doubt the Excelsior would find a place in anyone's fleet outside of the mission.
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Kissa-mies

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #64 on: September 17, 2016, 02:47:00 PM »

Quote
Hey Dark.Revenant, love your work man.

I gotta ask, is the Excelsior-class Phase Corvette in the current version meant to have -1250 for its cloak upkeep cost?

With the "Duel of the Century" mission, I get that using the Phase Shunt on asteroids and incoming munitions is a viable way of building up flux to charge the cannons, but as it stands, the limited number of charges for the shunt, coupled with the negative cloak upkeep cost, makes it near-impossible to accumulate flux fast enough to maintain survivability (let alone lethality), especially against nimble opponents with weapons that can one-shot you the instant they manage to phase-skim or teleport behind you.

I can understand if Fabrique Orbitale's poor attempts at reproducing an unorthodox phase/flux system is your way of balancing an otherwise overpowered ship, but together with the poor peak performance time and deployment/maintenance costs, I doubt the Excelsior would find a place in anyone's fleet outside of the mission.

I just changed the two missile slots to hybrids to balance it for campaign use. Its pretty damn strong but i think its still pretty balanced by ridiculous supply use & its still REALLY flimsy.
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Raethen4e

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Re: [0.7.2a] Ship/Weapon Pack 1.1.0
« Reply #65 on: September 17, 2016, 06:39:07 PM »

Out of curiosity, why did a bunch of the old IBB ships get removed?

I miss the Stheno, was my flagship for the longest time in the old version.
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Dark.Revenant

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[0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #66 on: September 17, 2016, 07:15:34 PM »

Minor update with minor changes.

Download Ship/Weapon Pack 1.1.1
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2)

- Supported by DynaSector 1.0.4 (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 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes
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Raethen4e

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #67 on: September 23, 2016, 08:43:08 PM »

Another quick question about the IBB quests, if you either miss an IBB quest or accept it, take too long, and the quest expires, will it be offered again? Or will you only ever get one chance?
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Dark.Revenant

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #68 on: September 24, 2016, 03:45:41 AM »

IBBs don't expire unless you accept the mission.  At that point, you either do it in the 6 month allotment or it's gone forever.  If you don't take the mission, it stays in the rotation forever.
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Kaucukovnik

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #69 on: November 19, 2016, 11:03:58 AM »

I'm having a weird problem, and it only seems to affect IBB battles. After enemy ships retreat, instead of "Pursue..." I can "Move in to engage" again, resulting in normal battle with the remaining forces. Then again, and again, and again. No enemy ships remain, the battle ends immediately after unpausing, but I can not reap my reward - the only way to leave the loop is to let the enemy "fleet" go, leaving all salvage behind.
Currently facing Marjatta Nemo, happened 3rd time in a row so far. I think reloading worked in all previous cases.

Playing a random Nexerelin game, quite a bunch of faction mods and no SS+.

Might have something to do with having my save transferred while resetting bounties so that I can get the ones I botched the first time around.
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Dark.Revenant

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #70 on: November 19, 2016, 01:47:47 PM »

I have no idea, and I suspect it's a vanilla-related bug with the fleet encounter AI with regards to aggressive engagement behavior.  I don't think it happens with SS+ enabled.
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Bastion.Systems

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #71 on: November 28, 2016, 02:40:17 AM »

Is it possible to make the Famous Bounties portraits not show up in the portrait select screen when you start the game?

These portraits are very far from the dgbaumgart's artstyle. (and speaking honestly are downright ugly).

Right now I crudely replaced all the portraits with base game ones that suit the best for the particular bounty

The bounties themselves are really fun though!
« Last Edit: December 08, 2016, 01:23:13 AM by Bastion.Systems »
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MesoTroniK

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #72 on: November 28, 2016, 03:48:17 PM »

Look at the player.faction file.

Bastion.Systems

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #73 on: November 28, 2016, 04:06:08 PM »

Look at the player.faction file.
Thank you, solved it.
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martinw

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Re: [0.7.2a] Ship/Weapon Pack 1.1.1
« Reply #74 on: December 12, 2016, 10:41:35 AM »

Hey man, im getting the following error

Error Compliling [data.scripts.world.SectorGen]

"Cannot determine simple type name "Askonia"

Any insight?  tx
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