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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Starship Legends 1.4.2 - Extra flavor for ships, crew, and NPCs  (Read 221931 times)

Remus

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Re: [0.9.1a] Starship Legends 1.3.1 - See original post for new features!
« Reply #330 on: October 11, 2019, 08:29:34 PM »

First time posting here! Love this mod; can't play without it.

Something seems wrong with the new missile traits though. Specifically, "Fast Missile Loaders" and "Slow Missile Loaders". The tooltip indicates that these traits affect missile reload rate, which I originally assumed meant the speed at which extra ammo is regenerated for autoloader missiles like the Javelin LRM. However, they seem to leave this stat unchanged, and instead affect refire delay. Not only that, but the effect it has on refire delay is way too powerful, and is obviously not intended.

I used the console to do a little testing, and a ship at only Notable and with loyalty at Indifferent with the single trait "Fast Missile Loaders" can now effectively unload its entire magazine in one uninterrupted salvo, seemingly regardless of how long the listed default refire delay is for a particular weapon, and this seems to work for any missile-slot weapon. It's basically the nocooldown cheat but for missiles only. Similarly, for the negative trait with these same conditions, missiles now don't fire at all! I only discovered this because my missile cruiser obliterated half the enemy fleet in a matter of seconds in its first battle after gaining the trait. ;D Would like to know if it's just me or if anyone else is having this happen.  :)

EDIT: Didn't notice the update to 1.3.1, so just to be sure I want to also say that I'm still using 1.3.0 at the moment.
« Last Edit: October 11, 2019, 08:56:17 PM by Remus »
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Sundog

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Re: [0.9.1a] Starship Legends 1.3.1 - See original post for new features!
« Reply #331 on: October 11, 2019, 09:18:07 PM »

@exelsiar: Glad you like it! I'll add that setting soon!

@Remus: Thanks, and welcome to the forum! Someone else just told me about a similar issue and I just fixed it. I should be able to get a patch out tonight.

exelsiar

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Re: [0.9.1a] Starship Legends 1.3.1 - See original post for new features!
« Reply #332 on: October 11, 2019, 09:23:12 PM »

@Sundog Thank you sir, look forward to when it's ready ^_^
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Sundog

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Re: [0.9.1a] Starship Legends 1.3.2 - Personality for Your Ships and Crew
« Reply #333 on: October 11, 2019, 09:28:55 PM »

Starship Legends 1.3.2

Fixed an error that would cause famous flagship bar events to sometimes fail
Fixed traits that modify missile rate of fire not being applied correctly, sometimes resulting in rediculous rapid-fire torpedoes
Added a setting to disable notifications about traits earned from peaceful xp: "showNewTraitNotifications"

exelsiar

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #334 on: October 11, 2019, 10:24:18 PM »

@Sundog damn that was a quick addition, thank yee kindly. The new setting has definitely helped (that or I'm miss judging it), but I still get some pop up for random ships. The xp gains for them seem to be from when they repair themselves, as their all freshly captured ships.
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Embolism

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #335 on: October 11, 2019, 10:25:06 PM »

Minor nitpick. In the bar events there's one for derelict ships that mentions 'years', AFAIK all references in vanilla are to 'cycles'.
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Sundog

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #336 on: October 11, 2019, 11:18:13 PM »

@Sundog damn that was a quick addition, thank yee kindly.
No problem. It was a good suggestion  :)

The new setting has definitely helped (that or I'm miss judging it), but I still get some pop up for random ships. The xp gains for them seem to be from when they repair themselves, as their all freshly captured ships.
Yeah, the setting wasn't being applied at all because I was rushing and messed it up. Sorry about that. Fixed in the dev version: https://bitbucket.org/Nate_NBJ/starship-legends/downloads/Starship_Legends_dev.zip

Minor nitpick. In the bar events there's one for derelict ships that mentions 'years', AFAIK all references in vanilla are to 'cycles'.
That's a good point. I think you're right. I'll fix that for the next version. Thanks!

Piranhabunny

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #337 on: October 11, 2019, 11:29:32 PM »

Hiya :)

First off thanks for the mod. Love it :D

Question: if a kite has militarized subsystems, will it still be counted as a civilian ship for purposes of what kind of traits it will get?

PB
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SarenSoran

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #338 on: October 12, 2019, 02:08:27 AM »

i think i found a way to exploit this mod, sry, but if i send in a few well armed cargo freighters it doesn't count them as combat capable ships and i can theoretically send in thirty of them and still it would show them as one point in fleet strength, this makes me able to just spam them with no problem regarding your mod and gain mad experience
i have no clue on how to fix this but i just wanted to tell you about this

[attachment deleted by admin]
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Metadane

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #339 on: October 12, 2019, 02:41:59 AM »

Thank you for the mod Mr. Sundog sir.
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exelsiar

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #340 on: October 12, 2019, 03:41:37 AM »

Ahah, thanks for the quick hotfix :D All is working fine now.
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Deko

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #341 on: October 12, 2019, 03:42:28 AM »

I turned the peacefulxp reputation gain off and I'm now getting an error in the background (red text telling me to contact modder) for Starship Legends everytime I run into a hostile remnant fleet to start combat.
I'm having a hard time reproducing this one. Could you send me the last hundred or so lines of the log file (starsector-core/starsector.log) after this error happens?

Edit: Hmm... so it looks like an error will occur at that point if the options file could not be read. Are you certain you didn't make any formatting mistakes when editing the peaceful xp gain rate? If that's the case, you should be getting an error when your save loads as well.

I've updated to the latest version and I am still getting the red error text notifications on the left side of the screen ( https://cdn.discordapp.com/attachments/362237146469236738/632530211279208449/unknown.png ) without crashing when running into remnant fleets to start combat.
I have no issues when loading into a save file.
This is the last few lines of the error log.
https://pastebin.com/c7bZDZrG
This is my current settings for the mod
https://pastebin.com/f39ZYkAv
« Last Edit: October 12, 2019, 03:49:45 AM by Deko »
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Buff Skeleton

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #342 on: October 12, 2019, 08:34:30 AM »

lol, I thought something was amiss after I updated to 1.3.1...



Firing Hurricanes faster than the Gungnir, lmao

Thanks for the fix!
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prav

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #343 on: October 12, 2019, 09:43:02 AM »

i think i liked it best with Annihilator pods.



how's that for a beam weapon?
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Shad

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Re: [0.9.1a] Starship Legends 1.3.2 - See original post for new features!
« Reply #344 on: October 12, 2019, 10:24:51 AM »

i think i liked it best with Annihilator pods.



how's that for a beam weapon?

Now, is there a mod which has weapons like this? This looks... gorgeous.
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