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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108309 times)

Crazy Gringo

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #810 on: December 27, 2020, 06:32:08 PM »

Hello, I started a game with the previous version of the mod and updated it recently, however I can't continue my save since an error occurs. Basically it says that the revenant hull is missing since it's been renamed to nightwalker in this update. I tried renaming the hull in the mod files but that didn't work. Is there a way to fix this? I really want to continue/finish this game.
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IonDragonX

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #811 on: December 27, 2020, 08:58:33 PM »

Hello, I started a game with the previous version of the mod and updated it recently, however I can't continue my save since an error occurs.
Have you tried deleting the entire SWP and installing your old version?
Here's the link : https://bitbucket.org/modmafia/ship-weapon-pack/downloads/
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Crazy Gringo

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #812 on: December 27, 2020, 09:49:27 PM »

Hello, I started a game with the previous version of the mod and updated it recently, however I can't continue my save since an error occurs.
Have you tried deleting the entire SWP and installing your old version?
Here's the link : https://bitbucket.org/modmafia/ship-weapon-pack/downloads/

That's what I do normally but I deleted the old version's archive in this case since I assumed there would be no need to, since I've never had that problem with SWP and some other mods.

Thank you for this link.
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bombasticmori

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #813 on: December 30, 2020, 02:12:33 PM »

The issue is due to renaming the Revenant to the Mistwalker. I encountered this too when porting a save from my laptop to desktop. Your basically stuck using 1.12.0 if you want to continue an old save with this mod.
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Lover of moths
Nexus Profile: NovaCoru

Seleukus

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #814 on: December 30, 2020, 11:40:24 PM »

Hello, is it possible to make IBB missions appear again? I really want to fight them again in my current campaign!
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IonDragonX

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #815 on: December 31, 2020, 08:55:42 AM »

Hello, is it possible to make IBB missions appear again? I really want to fight them again in my current campaign!
Check the SWP_OPTIONS.INI file. Make sure the bounties aren't flagged as false.
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Bastion.Systems

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #816 on: January 01, 2021, 04:35:51 AM »

Have you tried deleting the entire SWP and installing your old version?
Here's the link : https://bitbucket.org/modmafia/ship-weapon-pack/downloads/

Thanks for the link, fell into the same trap myself.
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« Reply #817 on: January 01, 2021, 01:11:21 PM »

Hello, is it possible to make IBB missions appear again? I really want to fight them again in my current campaign!
Check the SWP_OPTIONS.INI file. Make sure the bounties aren't flagged as false.

The console command "famousbountystage 0" should reset the system.  You can insert other numbers as well to skip ahead to a particular fight.
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Dark.Revenant

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[0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #818 on: January 04, 2021, 04:24:09 AM »

Not much content here, except for a fun little custom start in Nex.

Download Ship/Weapon Pack 1.12.2
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.4)

- Supported by Nexerelin 0.9.7c -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.12.2
- Cathedral loses 0-flux speed boost efficiency when its modules have a flux level
  * If every module is above 0% but below 1% flux (shield on but no damage), the speed boost is halved
  * If every module is at or above 1% flux, the speed boost is eliminated
- Minor Wall fix
- Minor fix for knockback logic
- Applied various dirty hacks to get D-mods to work on Cathedral/Wall modules
- Added custom Nexerelin start "Reconstruction of Notre Dame"
  * Start with a heavily D-modded unique Cathedral under the Luddic Church faction
  * Slowly restore the ship to her former glory
- The Hexblade's mini-blasters now deal 10 EMP damage in addition to the 20 energy damage per shot
- Made the Cathedral less likely to be available to purchase in markets
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PainProjection

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Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #819 on: January 05, 2021, 11:29:31 PM »

- Cathedral loses 0-flux speed boost efficiency when its modules have a flux level
  * If every module is above 0% but below 1% flux (shield on but no damage), the speed boost is halved
  * If every module is at or above 1% flux, the speed boost is eliminated

To make this clear, i'm waiting for 095 for starting new playthrough, so it's for now just a speculation. But, i see in this rules a hole. What happen if i remove makeshift gens and even vulcans from hangar modules in my loadout? Word "every" in that sentence bothers me... Could they provide 0-flux while other modules still have their shields active? The thing is what hangars anyway the weakest part of cathedral, i even had to max capacitors on them instead of vents, just because they can't tank *** without them, so it's not gonna be a big problem just slightly tune them for new set of rules.
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Dark.Revenant

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Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #820 on: January 06, 2021, 02:29:45 AM »

The changelog is actually somewhat inaccurate.  First of all, it's incremental and, I believe, weighted; if the hangar modules are at 0% and the others are at 5%, you'll have very little flux boost left.  Second, module shield on doesn't count for losing the 0 flux boost, since the modules will turn shields on unpredictably (it was annoying to lose the boost for no reason).  You have to take actual shield damage or fire weapons to the extent that flux rises above 0 for it to count.
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Szasz

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Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #821 on: January 06, 2021, 08:49:05 AM »

Is there a way to reacquire IBB ships in case one lost them?
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JohnVicres

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Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #822 on: January 08, 2021, 04:30:36 AM »

Is there a way to reacquire IBB ships in case one lost them?
Console commands, otherwise I never saw again the ones I lost
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jlrperkins

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Re: [0.9.1a] Ship/Weapon Pack 1.12.2
« Reply #823 on: January 11, 2021, 01:32:53 PM »

Is there a way to reacquire IBB ships in case one lost them?

Prism Freeport. Once you defeat a bounty, its unique ships can randomly appear at the High End Seller.
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Dark.Revenant

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[0.9.1a] Ship/Weapon Pack 1.12.3b
« Reply #824 on: January 12, 2021, 02:19:54 AM »

Fixed a problem.

Download Ship/Weapon Pack 1.12.3b
Download Mirror
(Requires LazyLib 2.4f)
(Requires GraphicsLib 1.4.4)

- Supported by Nexerelin 0.9.7c -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.12.3b
- Possible fix for yet another Cathedral bug

Version 1.12.3
- Added workaround for Luddic Path faction file to get the LP Enforcer to spawn
- Added support for more factions in Custom Battle
- Fixed a bizarre Starsector bug related to module-ships that would crash the game in certain situations
  * NPC Cathedrals will not respect the effect of D-mods on modules, as a result...
« Last Edit: January 16, 2021, 08:04:57 PM by Dark.Revenant »
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