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 ... 28 29 [30] 31 32 ... 85

Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108495 times)

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #435 on: April 16, 2019, 11:17:18 PM »

That's not even a ship from this mod...
Logged

Avanitia

  • Commander
  • ***
  • Posts: 123
  • Local Egg Demon
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #436 on: April 17, 2019, 02:17:01 AM »

Is the hectate shield still bugged while retreating?

Since the secondary shield is, in technical terms, another ship slapped on top of the actual hectate, when you retreat one of the ships sticks around and the battle goes on forever even though you don't have any ships in the battlespace.
Hecate looks like this (it's present as first ship which appears when you open the 'ships' spoiler in first post) and no, it doesn't have a secondary shield, it's pretty normal frigate with 2 energy and 2 synergy slots, if I remember correctly.
Spoiler
[close]

I think you mean the Flourish from Arsenal Expansion which does have a secondary shield - which is a module.
Spoiler
[close]

There's a vanilla bug related to modules - when ships with module retreats from battle, it's not properly removed from combat engine or something, which makes game think there's still an enemy ship deployed.
Logged
You haven't played Starsector unless your storage has one thousand Vulcans in it.

Singrana

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #437 on: May 06, 2019, 04:30:07 AM »

just making a post to whine about the removal of the lightning phase bomber, back when that thing existed i still preffered 6x kopesh astral (and thats what i use atm ofc), im assuming it was removed because it can be mounted in low amounts on smaller carriers and could sneak up on non omni sheild ships and plink them with the AM blaster, but tbh i thought this was very refreshing to fight against now and then, if you think its too good then mby raise the OP cost of it? (btw the falx super interceptor is rly good for 14 OP in terms of fighting other strikecraft and in terms of overloading destroyers and smaller, i tend to use the cackle disruptor from arsenal expansion (also 14 OP and is basically a tiny omen EMP fighter so yea its pretty crazy and should also be nerfed) but if not for that one i think i would just spam falx as they are right now)
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #438 on: May 06, 2019, 06:41:54 PM »

The Lightning phase bomber was removed due to the new fighter AI not using it properly.

planeswalker

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #439 on: May 14, 2019, 07:36:46 AM »

Is it safe to currently use this mod or I should wait for the proper up to date version to be released?
Logged

Nia Tahl

  • Admiral
  • *****
  • Posts: 790
  • AI in disguise
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #440 on: May 14, 2019, 07:39:23 AM »

safe to use
Logged
My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

planeswalker

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #441 on: May 14, 2019, 08:01:29 AM »

Alright thanks
Logged

Gotcha!

  • Admiral
  • *****
  • Posts: 1124
    • View Profile
    • Welcome to New Hiigara
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #442 on: May 14, 2019, 12:35:49 PM »

The Fourteenth Battlegroup skins are so fine. Well, they all are, but those especially.
If the two midline carriers are going to included at some point, I'm going to lose my mind.
Logged
  

Claireity

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #443 on: May 15, 2019, 01:43:24 PM »

safe to use
Mostly, Not quite. It does consistently crash with the blaize rex ibb. (The one with the medusa and falcon boss)

Everything else seems to function fine.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #444 on: May 17, 2019, 04:00:14 PM »

Nothing new; just a bunch of updates and fixes.  Enjoy!

Download Ship/Weapon Pack 1.10.1
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.0) (Updated!)

- Supported by DynaSector 1.4.6 (Not yet compatible) -
- Supported by Nexerelin 0.9.1e (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 1.10.1
- Updated for Starsector 0.9.1a
- Various minor updates to bring in line with the new Starsector version
- Updated ship prices
- IBB commanders have more commander skills
- IBB events that end are automatically un-pinned
- Fixed IBBs dying prematurely
- Fixed module malfunction-related flameouts not affecting parent ship
- Fighter-wielding modules now match the core ship's targeting (if applicable)
- Minor fix to Redeemer sub-missile tracking logic
- Fixed rare crash related to autogenerated factions
- Fixed small alignment issue for Conquest (XIV)
- Made Victory rarer in Persean League and Sindrian Diktat fleets/markets
- Sindrian Diktat no longer spams the Buffalo (LG) quite as much
- Fixed IBB spawns in retreat scenarios
- Increased rarity of Excelsior even further
- Vulture burn speed increased to 9 from 8
- Falx OP increased to 16 from 14
- Several heavy weapons now pierce through missiles (e.g. Gungnir, Heavy Ion Blaster)
- Revenant deployment cost reduced to 22 from 25
Logged

Jonlissla

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #445 on: May 17, 2019, 10:16:23 PM »

You know there's a mod mafia that exists when around 7 mods get updated in a day.
Logged

AxleMC131

  • Admiral
  • *****
  • Posts: 1722
  • Amateur World-Builder
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #446 on: May 18, 2019, 01:05:24 AM »

Or you could look at the fact the game just had a patch, so a bunch of mods are making an effort to catch up ASAP.

(Also, half the mods updated today are made by DR, so it's not that weird anyway.)
Logged

eidolad

  • Commander
  • ***
  • Posts: 227
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #447 on: May 18, 2019, 09:08:16 AM »

*** edit ****:  disregard!  no issue!  I forgot to add GraphicsLib to my mod set.


Hi,

Getting this game crash with Nexerelin 0.9.1e:

39483 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)

...I verified by unchecking all other mods but this one, so above occurs with these active mods:  Autosave, MagicLib, LazyLib, Nexerelin 0.9.1e, Ship/Weapon pack 1.10.1, Version Checker 2.0


*** edit ****:  disregard!  no issue!  I forgot to add GraphicsLib to my mod set.
« Last Edit: May 18, 2019, 09:34:57 AM by eidolad »
Logged

chytis

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #448 on: May 19, 2019, 03:03:44 PM »

Hi, I'm pretty new to this game and modding, is the update for this mod not save game compatible or is something going wrong? I was playing fine with 1.10.0 on .9.1a and when I updated it and loaded my save it gives me an error which I attached below with my enabled mods, thanks.


[attachment deleted by admin]
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« Reply #449 on: May 19, 2019, 06:00:37 PM »

I thought it might have been save compatible, but evidently not.  Sorry!
Logged
Pages: 1 ... 28 29 [30] 31 32 ... 85