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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Star Wars 2020 v1.0.2  (Read 106280 times)

pgamesfood

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #375 on: January 29, 2024, 07:51:13 PM »

ah ok thanks,
in case it helps, i think in that particular battle i had too many ship to deploy with deployment points, and had sent in some carriers (which i was commanding a different ship for my character which was from Imperium of man 40k mod in that battle as needed the fighters and didnt have any from starwars yet) :)

"Battlefleets of the Gothic Sector" sorry
https://fractalsoftworks.com/forum/index.php?topic=18104.75
« Last Edit: January 29, 2024, 07:55:11 PM by pgamesfood »
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my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #376 on: February 11, 2024, 11:04:10 PM »

Cool mod
Will Hutts or Hapes be added?
Hutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.
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Loltom

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #377 on: February 12, 2024, 09:45:52 AM »

Cool mod
Will Hutts or Hapes be added?
Hutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.
Hapes ships can be added to the new republic roster. Hutts have a lot ships
https://i.redd.it/7jcjbueoax6a1.jpg
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NoodoSoup

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #378 on: February 16, 2024, 02:40:52 PM »

Love the mod! Is there any idea when the mod will be updated for Version 0.97?
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #379 on: February 19, 2024, 04:49:35 AM »

Love the mod! Is there any idea when the mod will be updated for Version 0.97?
At most 3 weeks, together with other feature updates.
« Last Edit: February 19, 2024, 04:51:18 AM by BeyondTheHorizon »
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Faptor

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #380 on: February 24, 2024, 06:24:45 AM »

Awesome mod! Thank you so much :D

Im playing on v0.97 with about 130 other mods and haven't ran into a problem yet after 14 hours.

I was trolling through this thread to try see how a guy can get his hands on that tasty Death Star without cheating and noticed a lot of people talking about balance :o
I think the balance is just fine vs vanilla and other mods ships. Sure, if you attack a pirate raiding fleet with Snokes ship you are going to rolfstomp them but even with that monster ive gotten myself eaten alive by fighter swarms and even bounty fleets that are nothing more than frigates and destroyers.

Let me tell ya, You go from Hero to Zero really quick when 50 low tech piles of junk surround you and blast you with endless streams of missiles and minigun fire haha

I keep Star Wars themed guns on the Star Wars ships so maybe things go lopsided when you mix and match? Like I was saying though, I think you've brought balance to the force fairly well.

Idk, anywho, really great job bringing the SW universe into SS! :D I always wanted to see the Imperium of Man tee-off on the Republic and you've made that dream a reality hahahah
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #381 on: February 27, 2024, 03:08:13 AM »

Awesome mod! Thank you so much :D

Im playing on v0.97 with about 130 other mods and haven't ran into a problem yet after 14 hours.

I was trolling through this thread to try see how a guy can get his hands on that tasty Death Star without cheating and noticed a lot of people talking about balance :o
I think the balance is just fine vs vanilla and other mods ships. Sure, if you attack a pirate raiding fleet with Snokes ship you are going to rolfstomp them but even with that monster ive gotten myself eaten alive by fighter swarms and even bounty fleets that are nothing more than frigates and destroyers.

Let me tell ya, You go from Hero to Zero really quick when 50 low tech piles of junk surround you and blast you with endless streams of missiles and minigun fire haha

I keep Star Wars themed guns on the Star Wars ships so maybe things go lopsided when you mix and match? Like I was saying though, I think you've brought balance to the force fairly well.

Idk, anywho, really great job bringing the SW universe into SS! :D I always wanted to see the Imperium of Man tee-off on the Republic and you've made that dream a reality hahahah
I'm glad that you like it. I'll admit it is a bit OP tho. After I saw some streamers playing the mod I realised that fitting the ship with all high-tier turbolaser and ion cannons would make the ships quite OP. In my own playthrough, I always fit the ship with weapons according to the lore so the balance issue is not that obvious.

I'll nerf the weapon range and nerf the shield efficiency of all ships to 1 except the Mon Cala ships to be 0.9. I'm also considering increasing the OP cost of the weapons with a power level above tri turbolaser to 20.
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Angel963

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #382 on: March 09, 2024, 04:07:15 AM »

Hey there, hope you've been doing well, I had a question regarding the pilotable starfighters, is there a plan to add in clone wars fighters like the BTL-B and ARC-170 cause I'm trying to build a clone wars fleet and noticed there are no clone wars starfighters for the pilotable ones
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Gabrielbsb

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #383 on: March 11, 2024, 08:20:20 PM »

After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.
I see, there're players requesting buffs to weapons and in the meantime there're players who think the faction is too op. Maybe I should put two stats for players to choose?

I agree with two stats to choose, especially with trying to keep the mod in the vanilla map + vanilla facs, maintain the game alive in the sense that half of factions aren't useless or just cannon fodder. Of course things like Executor is hard to balance, while trying to keep SW lore, so i dont know xD the vanilla simple doesnt have super dreadnoughts yet, maybe Invictus are scracthing it, but have way obvious and serious drowbacks, like missiles spam, flanking and no shields.
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #384 on: March 12, 2024, 04:22:16 AM »

Hey there, hope you've been doing well, I had a question regarding the pilotable starfighters, is there a plan to add in clone wars fighters like the BTL-B and ARC-170 cause I'm trying to build a clone wars fleet and noticed there are no clone wars starfighters for the pilotable ones
Sure, I can arrange that.
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #385 on: March 12, 2024, 04:25:26 AM »

I agree with two stats to choose, especially with trying to keep the mod in the vanilla map + vanilla facs, maintain the game alive in the sense that half of factions aren't useless or just cannon fodder. Of course things like Executor is hard to balance, while trying to keep SW lore, so i dont know xD the vanilla simple doesnt have super dreadnoughts yet, maybe Invictus are scracthing it, but have way obvious and serious drowbacks, like missiles spam, flanking and no shields.
Yea, there is a buffed stats file in the mod for user to swap now, I'll nerf the range of the weapon in the next update too. On the other hand, I don't think the dreadnought ship is a problem, players can simply choose not to use it.
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MagnaSonic3000

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #386 on: March 16, 2024, 12:55:18 PM »

I'm very curious what things like TIE Brutes do. Some TIEs are now support ships, but I noticed TIE Brutes kinda just hang out and don't leave the ship while the others fight. I'm not entirely sure what they're doing. Also, I never experienced this with the old versions, but TIE Interdictors are supposed to be like TIE Punishers but better (heavy bombers but they're shielded), however they seem to get suck after their initial attack. After doing a bombing run, they redock with the ship, and then never leave the ship. If they're rearming, I expect that from all the other bomber type ships, but they don't even dock, they just get stuck. I've had to replace them with a different shielded bomber because they won't leave after the first wave. I noticed they're one of the few who carry proton bombs, and I wonder if they just can't rearm the bombs for some reason.
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.1
« Reply #387 on: March 17, 2024, 07:11:31 AM »

I'm very curious what things like TIE Brutes do. Some TIEs are now support ships, but I noticed TIE Brutes kinda just hang out and don't leave the ship while the others fight. I'm not entirely sure what they're doing. Also, I never experienced this with the old versions, but TIE Interdictors are supposed to be like TIE Punishers but better (heavy bombers but they're shielded), however they seem to get suck after their initial attack. After doing a bombing run, they redock with the ship, and then never leave the ship. If they're rearming, I expect that from all the other bomber type ships, but they don't even dock, they just get stuck. I've had to replace them with a different shielded bomber because they won't leave after the first wave. I noticed they're one of the few who carry proton bombs, and I wonder if they just can't rearm the bombs for some reason.
Oh, it's my fault, I add the no-landing hullmod to the interdictor for testing when helping Bloodbath&Slavodan make his no-landing bomber, I've removed it in v1.0.2, it should work normally now.

The TIE Brutes is support role fighter, it will not move out to attack enemy ships instead it will keep escorting its mother ship.
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DecimaMASAdmiral

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Re: [0.97a] Star Wars 2020 v1.0.2
« Reply #388 on: Today at 08:13:03 AM »

Hey friend, Great work as always, however I seem to be having a problem with the fighter submod, since when I mouse over ARC 170 I get a NullPointerExeption because "Local15" is null, everything else seems to be working fine so far.
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Sallymoronic

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Re: [0.97a] Star Wars 2020 v1.0.2
« Reply #389 on: Today at 02:45:36 PM »

"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.
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