Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on April 22, 2016, 08:58:30 PM

Title: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Dark.Revenant on April 22, 2016, 08:58:30 PM
Download Ship/Weapon Pack 1.15.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.15.1.7z)
Download Mirror (https://drive.google.com/file/d/1VHaSOg3yc29dM0wTmZj8qy-Ds1cGSHor/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.9.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)



Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!


Contents
The Ship/Weapon Pack seeks to flesh out the content of Starsector by adding ships, weapons, hull mods, and campaign missions.  Included are a couple dozen ships and fighters, new skins, new modular weapons, and a bevy of unique IBB boss ships.

(https://thumbs.gfycat.com/OilyRashFireant-size_restricted.gif) (https://gfycat.com/gifs/detail/OilyRashFireant) (https://thumbs.gfycat.com/PhysicalZestyGalapagosmockingbird-size_restricted.gif) (https://gfycat.com/gifs/detail/PhysicalZestyGalapagosmockingbird) (https://thumbs.gfycat.com/ChubbyThoroughLeafwing-size_restricted.gif) (https://gfycat.com/gifs/detail/ChubbyThoroughLeafwing)

(https://thumbs.gfycat.com/ExcellentAdolescentIsabellineshrike-size_restricted.gif) (https://gfycat.com/gifs/detail/ExcellentAdolescentIsabellineshrike) (https://thumbs.gfycat.com/WarmDizzyGnu-size_restricted.gif) (https://gfycat.com/gifs/detail/WarmDizzyGnu) (https://thumbs.gfycat.com/NecessaryImpishCoral-size_restricted.gif) (https://gfycat.com/gifs/detail/NecessaryImpishCoral)

Ships

Spoiler
Hecate-class Corvette
(http://www.sc2mafia.com/Starsector/ssp_hecate_ff.png)
Shellster


Nautilus-class Combat Freighter
(http://www.sc2mafia.com/Starsector/ssp_nautilus_ff.png)
Shellster


Alastor-class Frigate
(https://i.imgur.com/r1rvMYG.png) (https://i.imgur.com/cl6ykK4.png)
Tartiflette and HELMUT


Excelsior-class Superfrigate
(https://i.imgur.com/S2shfkf.png)
Tartiflette and HELMUT


Striker-class Destroyer
(https://i.imgur.com/IyyMYJS.png) (https://i.imgur.com/6hDcYHf.png)
HELMUT and Tartiflette


Albatross-class Destroyer
(https://i.imgur.com/3Wl58aN.png)
(http://www.sc2mafia.com/Starsector/Flakdrone.png) (http://www.sc2mafia.com/Starsector/Flakdrone.png)
Tartiflette and BigBeans


Caliber-class Destroyer
(https://i.imgur.com/KccPgns.png)
Tartiflette and HELMUT


Arachne-class Destroyer
(http://i.imgur.com/JeG8jaD.png)
Cycerin


Archer-class Destroyer
(http://i.imgur.com/xHf2kyv.png)
HELMUT


Beholder-class Destroyer
(https://i.imgur.com/ydicpMF.png)
(http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png) (http://www.sc2mafia.com/Starsector/drone_terminator.png)
SleepyFish/Foxer


Archon-class Destroyer
(http://i.imgur.com/f66P67A.png)
Cycerin


Vortex-class Light Carrier
(http://i.imgur.com/pBgF3ZI.png)
Shellster and MesoTroniK


Nightwalker-class Phase Destroyer
(https://i.imgur.com/vwF6Usj.png)
HELMUT and Gwyvern


Spoiler
Shimmer-class Droneship Carrier
(http://i.imgur.com/0CvDXIt.png)
Machine and MesoTroniK
[close]


Circe-class Combat Freighter
(https://i.imgur.com/hQEHyVr.png)
HELMUT and Gwyvern


Vulture-class Fast Cruiser
(https://i.imgur.com/exVST6Y.png) (https://i.imgur.com/vav6paR.png)
(http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png) (http://www.sc2mafia.com/Starsector/drone_pd.png)
Shellster and Gwyvern


Punisher-class Light Cruiser
(https://i.imgur.com/zMMz37K.png)
Cycerin, HELMUT, and Tartiflette


Vindicator-class Cruiser
(https://i.imgur.com/xyTnCP0.png)
Psiyon, HELMUT, Nia, and Gwyvern


Eos-class Carrier
(https://i.imgur.com/w3IMh9D.png)
Kemorory, Machine, Tartiflette, and MesoTroniK


Zenith-class Heavy Cruiser
(https://i.imgur.com/p1OPs5L.png)
Machine, MesoTroniK, and Tartiflette


Spoiler
Wall-class Drone
(http://i.imgur.com/fZySQP6.png)
HELMUT


Solar-class Droneship Battlecarrier
(https://i.imgur.com/GOxksKs.png)
Machine
[close]


Liberator-class Pocket Battleship
(https://i.imgur.com/RdDnfg0.png) (https://i.imgur.com/5LT2tYc.png)
Tartiflette and King Alfonzo


Chronos-class Battlecruiser
(https://i.imgur.com/EEH3pk3.png)
HELMUT and Gwyvern


Victory-class Battleship
(http://www.sc2mafia.com/Starsector/ssp_victory_bb.png)
Shellster, Tartiflette


Cathedral-class Hubship
(https://i.imgur.com/NR6vdMf.png)
HELMUT


Hexblade Heavy Fighter Wing
(https://i.imgur.com/WyTwFW9.png)
(https://i.imgur.com/WyTwFW9.png) (https://i.imgur.com/WyTwFW9.png)
Tartiflette


Drake Assault Interceptor Wing
(https://i.imgur.com/rZxA2Lx.png)
(https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png)
Tartiflette


Partisan Escort Wing
(https://i.imgur.com/iuqWDfM.png) (https://i.imgur.com/iuqWDfM.png)
Tartiflette


Falx Super Interceptor Wing
(https://i.imgur.com/u2CvtWH.png) (https://i.imgur.com/u2CvtWH.png)
Tartiflette
[close]


Skins

Spoiler
Luddic Path Variants
(http://i.imgur.com/dJPJmVZ.png) (http://i.imgur.com/TxANlqt.png) (http://i.imgur.com/1ARByXz.png) (http://i.imgur.com/8rm1zCg.png) (http://i.imgur.com/zNfEUO2.png)
HELMUT


Fourteenth Battlegroup Variants
(https://i.imgur.com/cl6ykK4.png) (http://i.imgur.com/10PjX4Z.png) (http://i.imgur.com/EasKCcu.png) (http://i.imgur.com/JkSqLjS.png) (https://i.imgur.com/q6jnGlC.png)
HELMUT and Tartiflette


Lion's Guard Variants
(https://i.imgur.com/eFlKUAZ.png) (https://i.imgur.com/ElkfwSh.png) (https://i.imgur.com/BvrvAQ7.png) (https://i.imgur.com/hCBXhtU.png) (https://i.imgur.com/vKcuaBZ.png) (https://i.imgur.com/vxh6Ylf.png)
King Alfonzo


Sunder Variants
(http://i.imgur.com/10PjX4Z.png) (http://i.imgur.com/Rqd1Ig2.png)
Tartiflette and Shellster
[close]


Weapons

Spoiler
Flare Gun [Small Missile]
(http://www.sc2mafia.com/Starsector/ssp_flaregun_turret_base.png)
Shellster


Hornet MRM [Small Missile]
(http://www.sc2mafia.com/Starsector/Hornet.png) (http://www.sc2mafia.com/Starsector/HornetProj.png)
Dark.Revenant


Ion Torpedo [Small Composite (Missile)]
(http://www.sc2mafia.com/Starsector/ssp_iontorpedo_together.png) (http://www.sc2mafia.com/Starsector/ssp_iontorpedo_missile.png)
HELMUT


Inferno MIRV Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/inferno_mirv_launcher_hardpoint_base.png) (http://www.sc2mafia.com/Starsector/missile_inferno.png)
Dark.Revenant


Tornado Hornet Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/Tornado.png) (http://www.sc2mafia.com/Starsector/HornetProj.png)
Dark.Revenant


Flare Burst Launcher [Medium Missile]
(http://www.sc2mafia.com/Starsector/ssp_flareburst2.png) (http://www.sc2mafia.com/Starsector/ssp_flareburst_mrm.png)
HELMUT


Trebuchet LRM Launcher [Large Missile]
(http://www.sc2mafia.com/Starsector/Trebuchet.png) (http://www.sc2mafia.com/Starsector/trebuchet_lrm.png)
Dark.Revenant


Mini-Blaster [Small Energy]
(https://i.imgur.com/fuvHLlJ.png)
Soren


Light Phase Lance [Small Energy]
(https://i.imgur.com/kmW68wn.png)
Demto


Mini-Blaster Array [Medium Energy]
(https://i.imgur.com/FGLJBxH.png)
Soren


Heavy Ion Blaster [Medium Energy]
(https://i.imgur.com/m2k1jZu.png)
Demto


Lightning Gun [Medium Energy]
(https://i.imgur.com/j7oyQnq.png)
HELMUT


Reliant HMG [Small Ballistic]
(http://www.sc2mafia.com/Starsector/ssp_reliant_turret_base.png)
Shellster


Contender Cannon [Small Ballistic]
(https://i.imgur.com/kbek6JW.png)
Shellster and Soren


Plasma Flamer [Medium Hybrid (Ballistic)]
(http://www.sc2mafia.com/Starsector/ssp_plasmaflame_hardpoint_base.png)
HELMUT


Aegis Flak Cannon [Large Ballistic]
(http://i.imgur.com/2jvPXPk.png)
HELMUT and MesoTroniK
[close]


Hull Mods
(http://i.imgur.com/Ms8U3DL.png)
Extreme Modifications
(https://i.imgur.com/0qZ747Q.png)
PD Assault Conversion


International Bounty Board
(http://i.imgur.com/x3Ds03y.png)

The International Bounty Board will post special bounties, featuring new and unique ships and extra-hard difficulty.  There are 15 boss bounty fleets (and 28 unique ships) in the Ship/Weapon Pack, plus more with the following faction mods:

Junk Pirates Compilation: 1 bounty fleet (4 unique skins)
Shadowyards: 2 bounty fleets (3 unique ships)
Interstellar Imperium: 2 bounty fleets (3 unique ships)
Knights Templar: 2 bounty fleets (2 unique ships)
Tiandong Heavy Industries: 1 bounty fleet (1 unique ship)
Diable Avionics: 1 bounty fleet (1 unique ship)
Underworld: 2 bounty fleets (10 unique ships)
ScalarTech: 1 bounty fleet (1 unique ship)
Borken: 1 bounty fleet (1 unique ship)
Idoneus Citadel Exiles: 1 bounty fleet (1 unique ship)
Legacy of Arkgneisis: 1 bounty fleet (1 unique ship)


Arcade
Requires DynaSector
This mission is actually a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are randomized from all DynaSector-supported factions.

Post your high scores!

Spoiler
(http://www.sc2mafia.com/Starsector/ssp_oberon.png) (http://www.sc2mafia.com/Starsector/ssp_ultron.png) (http://www.sc2mafia.com/Starsector/ssp_zeus.png) (http://www.sc2mafia.com/Starsector/ssp_ezekiel.png)
(http://www.sc2mafia.com/Starsector/ssp_cristarium.png) (http://www.sc2mafia.com/Starsector/ssp_SuperHyperion.png) (http://www.sc2mafia.com/Starsector/ssp_zero.png)

Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. 2x Points.
Green: Shielded. 2x Points.
Red: Powered. 2x Points.
Blue: Elite. 4x Points.

A hidden end awaits you if you only use one type of super until the final boss...
See if you can go until the final boss without using a single super...

Make sure floating messages are enabled.
[close]


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.15.1 (February 3, 2024)
- Updated for Starsector 0.97a
- Added 2 OP to the LG skins for Alastor and Vigilance
- Light Phase Lance flux cost reduced by 26.67% to align with standard Phase Lance
- Removed Overdriven variant of the Archon
- Wall DP increased to 40 from 30

Version 1.15.0 (January 7, 2024)
- Added a MagicBounty of questionable ship variants
  * Requires level 8+ and appears after 1 cycle
- New/updated artwork:
  * Alastor (LG), Vigilance (LG), Champion (LG), Vulture (LG), Conquest (LG), Pony (IBB Mule), Dawnstar (IBB Aurora), and Carpal (IBB Tarsus) by King Alfonzo
  * Fracture (IBB Sunder), Phillipshead (IBB Hammerhead), and Lightning Gun by Demto
  * Zeus (IBB Paragon) by Selkie
  * Albatross by BigBeans
- New Lion's Guard skins: Alastor (LG) and Vulture (LG)
- Carpal (IBB Tarsus) reworked, new layout and LIDAR Array + Damper Field systems
- Lightning Gun visual enhancement
- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement
- Ion Torpedo:
  * Increased AOE radius to 350 from 300
  * Fixed the damage to the target - the extra EMP arcs were doing Fragmentation damage, now it does Energy damage like it's supposed to
  * Visual enhancement
- Heavy Ion Blaster:
  * Now does fragmentation damage, rather than energy damage
  * Brightened the lights
- Drake armor increased to 50 from 40, top speed increased to 250 from 225, maneuverability slightly increased
  * Weapon reworked for more effectiveness: high spread, shorter cooldown, 50% more damage
  * Now has Decoy Flare Launcher (Single)
- Excelsior will not absorb projectiles/missiles from weapons with the "dummy_proj" tag, nor GAS_CLOUD projectiles
- Fixed issue where you could inadvertently install Extreme Modifications on a ship with more than the maximum number of s-mods (e.g., by capturing it), permanently worsening the ship for no benefit
- El Psi bounty no longer spawns Guardians
- Duel of the Century mission no longer ends prematurely via retreat order
  * Updated mod-added frigate replacements
- Minor description fix for Extreme Modifications
- Bug fix related to drone fighters/ships AI
- Slight performance optimization when SWP weapons/ships are not present in a battle

Version 1.14.0 (May 26, 2023)
- Updated for Starsector 0.96a
- Ships:
  * New Zeus, Boxer, Apex, and Gorgon IBB sprites (thanks Alfonzo, Selkie, and MesoTroniK!)
  * New Beholder sprite (thanks SleepyFish/Foxer!)
  * Would have added a Falcon (LG) (thanks BigBeans!), but vanilla already added it... :(
  * Removed Brawler (LG), Eagle (LG), and Hammerhead (LG) because they're in vanilla now
  * Removed Heron (LG) because it is effectively useless in the Sindrian Diktat / Lion's Guard fleet doctrine
  * Buffalo (LG) is now the Buffalo (SD): a generic Sindrian Diktat skin, which replaces the Buffalo for the Diktat
  * Various stats changes for all skins to keep in-line with vanilla expectations
  * Nightwalker CR/deploy increased to 40% from 20%
  * Liberator:
    - OP increased to 270 from 265
    - Flux dissipation increased to 600 from 500 (shield upkeep is now 180)
    - Flux capacity increased to 18000 from 14000
    - Top speed increased to 45 from 35, maneuverability improved
  * Zenith shield efficiency improved to 0.6 from 0.7
  * Cathedral minimum and maximum crew doubled
  * Hold Fire now works properly for the Cathedral and Wall
  * Nautilus no longer has Civilian-grade Hull
  * Reduced Nebula (LP) DP (supplies/deploy) to 6 from 7
  * Circe speed reduced to 80 from 90; turn rate slightly reduced (still very fast due to Plasma Jets)
  * Excelsior:
    - Improved behavior when sucking up missiles (should fix Termination Sequence bug)
    - A single Excelsior wreck will spawn somewhere in the Persean Sector...  Good luck finding it!
  * Alastor hull reduced to 2000 from 2250, armor increased to 250 from 225, OP increased to 60 from 55
    - XIV skin has 63 OP
  * Shimmer is now tagged as a carrier for AI and fleet sorting purposes
  * Albatross DP (supplies/deploy) reduced to 7 from 8, OP reduced to 65 from 70
  * Archon Heavy Destroyer:
    - Ship system is now Fortress Shield instead of Plasma Jets
    - Now has built-in Flux Shunt
    - Shield upkeep increased to 240 flux/sec from 135 flux/sec
    - Flux dissipation decreased to 400/sec from 450/sec
    - Flux capacity increased to 9000 from 7000
    - Top speed reduced to 80 from 100; acceleration, deceleration, and turn acceleration reduced
  * Striker:
    - OP reduced to 80 from 85
    - Center small ballistic turret is now a small missile turret
    - Inner small composite hardpoints are now small ballistic hardpoints
    - Now has built-in Missile Autoloader (benefits the small missile turret only; gives it 9 reload-points)
    - Flux dissipation increased to 250 from 200
  * Victory's rear large ballistic slots are now composite slots
  * Rebalanced all of the IBB ships, various IBB names changed
  * Reworked or recreated nearly every ship variant, tailoring them to their expected vanilla factions
- Weapons:
  * Lightning Gun:
    - Damage reduced to 150 from 250, EMP increased to 400 from 250, flux cost reduced to 225 from 350
    - No longer incorrectly impacts other modules when it shouldn't
    - Should have more accurate (lack of) target leading when fired by the AI
    - Won't fire on shields as vigorously
  * Light Phase Lance:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 500
    - Burst damage is now 650, DPS is now 144
    - Flux cost is now 750 burst, 167/sec overall
    - Beam speed increased to 4200 from 3200 to help avoid wasting some damage in transit
  * Reduced Plasma Flamer OP to 8 from 9
  * Heavy Ion Blaster:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 550
    - Energy damage doubled, EMP arcing tripled
    - Flux cost increased to 1200 from 900
  * Mini-Blaster / Mini-Blaster Array turn speed increased to 90 (from 40-45), flux cost reduced to 5 (from 20)
    - Mini-Blaster Array range increased to 500 from 450
  * Trebuchet LRM hitpoints increased to 400 from 300
    - Better AOE spread
  * Inferno MIRV:
    - Submunition damage increased to 100 from 75
    - Submunition hitpoints increased to 50 from 25
    - Cooldown reduced to 10 from 15 seconds
    - Now has 15 ammo and regenerates 1 per 20 seconds
  * Ion Torpedo:
    - No longer pierces through shields
    - Now does large AOE damage (1000 energy / 4500 EMP spread over 4x arcs) regardless of target flux level
    - Still raises the target's flux directly (not part of the AOE effect)
    - Slightly better AI targeting behavior
    - Hitpoints increased to 400 from 300
  * Flare Burst Launcher:
    - No longer uses ammo; instead costs 800 flux
    - Cooldown increased to 13 seconds from 10 seconds
    - OP increased to 13 from 12
  * Certain weapons now pass through missiles/fighters
- Fighters:
  * Hexblade Heavy Fighter
    - Flux capacity increased to 600 from 400
    - OP reduced to 12 from 14
    - Invocation system no longer disables shields
    - Accelerated Shields removed in favor of Hex Shields
      * Shield unfolds instantly
      * Instead of overloading at max hard flux, the shield is disabled for 10 seconds
      * Shield stays on as long as possible; fighter doesn't feather it
  * Partisan Escort
    - Now a Support-type wing with 0 range; stays in front of the host ship
    - Armor increased to 150 from 125
    - Now has built-in ECCM Package and Automated Repair Unit
    - Refit time reduced to 10 from 12
    - Swarmers no longer use ammo; fixed 10-second cooldown instead of starting at 5 seconds and ending at 20 seconds
- Hullmods:
  * PD Assault Conversion has an S-Mod bonus: +5% weapon damage across the board
    - New icon; thanks SleepyFish/Foxer!
  * Extreme Modifications no longer causes engine malfunctions until CR is below 40%; afterwards, the chance is 3% (up from 1.5%)
- Doctrines:
  * Lion's Guard has access to:
    - Champion (LG) (rare), Conquest (LG) (rare), and Vigilance (LG) (rare)
    - Aegis Flak Cannon, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Sindrian Diktat has access to:
    - Alastor (uncommon) and Vulture (uncommon)
    - Aegis Flak Cannon, Hornet MRM, Inferno MIRV Launcher, Light Phase Lance, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Hegemony has access to:
    - Alastor (XIV) (rare), Brawler (H) (uncommon), Caliber, Conquest (XIV) (very rare), Gryphon (XIV) (very rare), Hammerhead (XIV) (rare), Lasher (XIV) (rare), Liberator (uncommon), Sunder (XIV) (very rare), Vindicator, and Vindicator (S) (very rare)
    - Drake Assault Interceptor Wing
    - Aegis Flak Cannon, Ion Torpedo Rack, and Light Phase Lance
  * Tri-Tachyon doctrine is dynamically modified such that non-capital carriers can spawn for capital-sized fleets
  * Tri-Tachyon doctrine is statically modified to allow combat freighters in place of standard freighters (25% rate)
  * Tri-Tachyon has access to:
    - Arachne (uncommon), Archon (uncommon), Beholder (uncommon), Chronos, Circe (effectively rare), Eos (effectively rare), Hecate (uncommon), Nautilus (effectively rare), Nightwalker (rare), Sunder (U) (rare), Vortex (effectively rare), and Zenith
    - Falx Interceptor Wing and Hexblade Heavy Fighter Wing
    - Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Luddic Church has access to:
    - Cathedral (rare), Liberator (LC), Punisher, and Striker (LC)
    - Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Plasma Flamer, and Tornado Hornet Launcher
  * Luddic Path has access to:
    - Buffalo (LP) (uncommon), Caliber (uncommon), Condor (LP), Dram (LP), Enforcer (LP) (split rarity with non-LP Enforcer), Nebula (LP), Punisher (uncommon), Striker (uncommon), and Wolf (LP)
    - Drake Assault Interceptor Wing
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Persean League has access to:
    - Alastor, Albatross (uncommon), Archer (uncommon), Victory, and Vulture
    - Partisan Escort Interceptor Wing
    - Contender Cannon, Light Phase Lance, and Lightning Gun
  * Independents/Scavengers have access to:
    - Alastor, Albatross, Arachne, Archer, Archon (uncommon), Beholder, Caliber, Circe, Eos, Hecate, Nautilus, Punisher, Striker, Sunder (U) (rare), Vindicator, Vulture, and Zenith (uncommon)
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Mercenaries have access to:
    - Alastor, Albatross, Arachne, Archer, Archon, Beholder, Caliber, Chronos, Eos, Liberator, Nightwalker, Punisher, Striker, Sunder (U), Victory, Vindicator, Vindicator (S) (rare), Vortex, Vulture, and Zenith
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Plasma Flamer, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Pirates have access to:
    - Vulture (P)
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Derelicts have access to:
    - Wall
    - Aegis Flak Cannon, Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, and Tornado Hornet Launcher
  * Remnants have access to:
    - Shimmer and Solar
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
- Updated Duel of the Century mission
  * HARD MODE if you already got 100%
  * Fixed crash on non-Nex games
- Updated numerous descriptions
- Rearranged and rebalanced IBB fights
- LunaLib support

Spoiler
Version 1.13.0 (January 5, 2022)
- Updated for Starsector 0.95.1a
- Added Champion (LG)
  * Thanks to King Alfonzo for the sprite!
- Excelsior
  * Excelsior no longer spawns naturally
  * Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
    - Not recoverable
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Made IBB bar events more common
  * Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again
  * Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills
    - Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc.
  * Defeating an IBB fleet awards a Story Point
  * Iron Shell, Star Federation, and Roider Union have joined the IBB
  * IBB ships are generally always recoverable
  * Removed Helios
- Hullmods
  * Removed Shield Bypass
  * Removed Gunnery Core AI hullmod
  * Extreme Modifications
    - Extreme Modifications no longer grants an OP bonus; instead, it allows you to install an additional built-in hullmod
    - Extreme Modifications becomes permanent if you install that additional built-in hullmod
    - Extreme Modifications' chance for weapon malfunctions is increased to 3%; engine malfunctions are reduced to 1.5% (from 2/2)
    - Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less
    - Extreme Modifications' fighter refit time penalty is reduced to 20% from 30%
    - Extreme Modifications (obviously) cannot be built-in
  * Added new hullmod: PD Assault Conversion
    - Costs 4/8/12/20
    - Causes all point-defense weapons to behave like standard anti-ship weapons
    - Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size
    - Boosts PD range by 25%, damage by 25%, hit strength by 50%
- Vanguard renamed to Caliber
  * Caliber now has Damper Field instead of shields, Rugged Construction built in
  * Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly
  * Caliber supply cost reduced to 8 from 9
- Miscellaneous
  * Integrated various new campaign features into existing content
  * Fixed the calculation/obscurement of some area-of-effect damage
  * Added fighter weapon descriptions
  * Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile)
  * Various minor-to-moderate optimizations using the new Starsector API changes
  * Fixed a crash when Prism's High-End Seller tried to sell Killer Bee
  * Updated Striker sprite
  * Added Rugged Construction to shieldless ships
  * Adjusted various weapon AI values
- Balance
  * Nautilus cargo increased to 75 from 70
  * Cathedral fuel per light year reduced to 20 from 30
  * Falx engagement range reduced to 6000 from 8000
  * Aegis Flak Cannon damage increased to 400 from 300
  * Shimmer DP reduced to 22 from 25
  * Solar DP reduced to 55 from 60
  * Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500
  * Flare Gun type changed to Composite (Missile stats)
  * Plasma Flamer type changed to Hybrid (Ballistic stats)
  * Klutotekhnes flux per shot reduced to 80 from 120
  * Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30
    - Victory Jets can now be toggled off (like with Burn Drive)
  * Liberator's shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased
  * Punisher hull increased to 8000 from 6000
  * Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750
  * Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325
  * Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field
    - Increased Flak Drone weapon range to 600 from 500
  * Reduced Circe peak performance time to 360 from 420
  * Increased Eos speed to 60 from 40, increased accel/decel accordingly
  * Vindicator flux dissipation increased to 400 from 350; (S) variant increased to 450
  * Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000
  * Improved Archon maneuverability

Version 1.12.4 (March 10, 2021)
- Support special new Underworld IBB
- Reduced Vindicator and Vindicator (S) OP by 5 each

Version 1.12.3b (January 14, 2021)
- Possible fix for yet another Cathedral bug

Version 1.12.3 (January 12, 2021)
- 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...

Version 1.12.2 (January 4, 2021)
- 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

Version 1.12.1 (December 25, 2020)
- Renamed Revenant to Nightwalker
- Chronos DP decreased to 35 from 40
- Tweaked Time Accelerator; is now a shorter charge-based system
- Beholder DP increased to 11 from 10
- Beholder Ray Drones now have a hullmod called Ray Core instead of Terminator Core and IPDAI
  * 3x damage to missiles, up from 2.5x
  * 2x damage to fighters, same as before
  * Tactical Laser can target missiles, ignores flares, and perfectly tracks the target, same as before
  * Tactical Laser turns 2x faster, same as before
  * Takes no engine damage, same as before
  * 2/3x damage to shields, down from 1x
  * Range now matches the mothership, up/down from a flat +300
- Increased delay between Hornet MRM shots in a burst to 0.5 from 0.3 (but not the total time between bursts)
- Increased Hornet MRM damage to 400 from 375
- Updated missile AI to permit Scutum's Attraction Array
- Partisan replace time increased to 12 from 10 seconds
- Fixed version file HTTPS redirect
- Fixed a bizarre edge-case bug relating to Sabot SRMs
- The Cathedral's modules' hull sizes are changed to frigate-tier after the battle starts
  * This is a dirty hack to improve macro-level AI behavior around the Cathedral
  * This will not affect the behavior of most hullmods, but anything with an every-frame calculation might behave strangely if it depends on the module's hull size
- The Cathedral's shield and collision radius now dynamically shrinks to account for modules that are blown off

Version 1.12.0 (September 28, 2020)
- Added Vulture (P)
- Added Liberator and Liberator (LC)
- Updated Burst Jets AI (the Liberator uses it)
- IBBs can no longer spawn in systems containing markets
- Light Phase Lance no longer fires on full charge (it's a normal burst beam, like the regular Phase Lance)
  * This improves the stats considerably; 487 damage -> 541 damage; 108 DPS -> 120 DPS; 1.31 flux ratio -> 1.18 flux ratio
- Aegis Flak Cannon damage increased to 300 from 250
- Added IBB bounty (appears after the Framebreaker bounty) requiring the ARS faction
- Added IBB bounty (appears after the Emperor bounty) requiring the ScalarTech faction
- Added IBB bounty (appears after the Euphoria bounty) requiring the Borken faction
- Minor rebalance of IBB stages
- Remove one enemy from Duel of the Century (will return with Exigency)
- Some configuration for compatibility with various other mods
- Lucifer DP increased to 60 from 45
- Beholder DP decreased to 10 from 11, now has an omni shield
- Migrated version file to custom host (sigh)

Version 1.11.0 (July 11, 2020)
- New Vindicator and Gungnir sprites
- New Chronos sprite
- New Circe sprite
- New Revenant sprite
- New Vulture sprite
- Circe weapon layout rework
- Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
- Lucifer now uses station version of Mine Strike
- Increased Dawnstar speed to 85 from 70
- Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
- Conquest (XIV) is now 4x rarer
- Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
- Added Custom Battle and Random Battle missions
- Some configuration for Vayra's Sector and Starship Legends
- Migrated version file to BitBucket

Version 1.10.5 (December 23, 2019)
- Sporeship IBB now drops AI cores (guaranteed at least 2 Alphas)
- Gunnery Control AI recoil / shot speed bonus reduced to 35% from 50%, no longer double-improves decay time
- Extreme Modifications now increases fighter refit time by 30%
- IBBs that are forced to recover now have up to 10 D-mods rather than 20
- Fixed Ray Drone description

Version 1.10.4 (September 8, 2019)
- Decreased Cathedral deployment cost to 85 from 100 and auto-resolve strength to 40 from 50
- Bumped Cathedral hull values
  * 4000 -> 6000 for hangar
  * 6000 -> 8000 for gunnery
  * 12000 -> 15000 for engine
  * 12000 -> 20000 for bastion
- Cathedral no longer loses zero flux boost if the engine section isn't at zero flux - only the core matters
- Bumped Redeemer Sub-munition HP to 200 from 75
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- Updated Euphoria IBB
- Reduced Zenith deployment cost to 30 from 35 and auto-resolve strength to 17 from 18

Version 1.10.3 (July 12, 2019)
- Fixed Extreme Modifications UI issue
- Fixed bizarre Arcade crash.  WTF Alex?
- Updated Yamato IBB
- Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
- Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT

Version 1.10.2 (June 18, 2019)
- Increased Vindicator deployment cost to 28 from 25
- Decreased Vindicator turn rate
- Increased Cathedral deployment cost to 100 from 80
- No longer shows IBB person in bar if IBBs are disabled in config
- Extreme Modifications can now go on civilian ships with Militarized Subsystems
- Fixed IBBs belonging to incorrect faction

Version 1.10.1 (May 17, 2019)
- 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

Version 1.10.0 (February 15, 2019)
- Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
- The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
- Removed Lightning-class Phase Bomber
- Cleaned up missions, added Stained Glass mission
- Circe shield efficiency buffed to 0.7 from 0.8
- Tweaked the Burst Jets AI
- Vesperon Combine whitelist

Version 1.9.1 (January 13, 2019)
- IBBs are now *actually* always recoverable
  * This works by automatically making the IBB ship recoverable, even if it didn't make the "legitimate" recovery pass
  * This only occurs for one IBB ship of each type (so if you fight four Hades, only one is guaranteed to be recoverable)
  * Any ship that gets recovered in this manner has tons of D-mods
- Minor update to IBB spawn locations
- Renamed IBB ship Nebula to Dawnstar

Version 1.9.0 (January 12, 2019)
- IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them
- Fixed Punisher spawn rate in Luddic Church fleets/markets
- Fixed Excelsior and Hecate spawn rate in Tri-Tachyon fleets/markets
- Fixed Persean League spawning rates
- Vindicator (S) now has Rapid Ammo Loader (works like Fast Missile Racks for ballistic weapons)
- Completely remade Zenith-class Heavy Cruiser
- Fixed Guardian spawn - won't conflict with the Wall anymore - and Wall can appear in normal Explorarium fleets
- Vortex and Solar shield efficiency nerfed to 0.7 from 0.6
- Circe shield efficiency nerfed to 0.8 from 0.6
- Alastor shield efficiency nerfed to 0.9 from 0.8, but deployment cost reduced to 5 from 6
- Vanguard shield efficiency nerfed to 1.1 from 1, and deployment cost increased to 9 from 8, and OP increased to 85 from 80
- Chronos flux capacity reduced to 15,000 from 17,500
- Balance pass on Drake (half shot damage/flux, double shot rate, reduced speed)
- Various additional small balance tweaks
- Tweaked trails a bit

Version 1.8.0 (December 16, 2018)
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a

Version 1.7.2 (August 5, 2018)
- Updated Alastor sprite; increased HP to 2250 from 2000
- Added Alastor (XIV) skin
- Removed Alastor (D) skin
- Remade default Alastor variants to be much more effective
- Reduced Albatross price and increased peak time

Version 1.7.1 (April 24, 2018)
- Removed vanilla balance changes
- No longer makes any changes to vanilla content (gameplay, scripts, art, sounds, etc)

Version 1.7.0 (April 23, 2018)
- Added Falx Super Interceptor
- Added Drake Assault Interceptor
- Added Partisan Escort Interceptor
- Added Mini-Blaster Array
- Added Lasher (XIV)
- Rebalanced Albatross
- New Albatross sprite
- New Hexblade sprite
- New Conquest (XIV) sprite

Version 1.6.0 (January 26, 2018)
- Added Eos-class carrier
- New Lightning sprite
- Rebalanced Lightning-class phase bomber
- Improved Mini-Blaster sounds
- Adjusted Magnificent Seven
- Various minor bugs fixed

Version 1.5.0 (December 1, 2017)
- Added Radiant-class Droneship Battlecarrier
- Added Hexblade Heavy Fighter
- Added Mini-Blaster
- Added mission "No Witness"
- Updated Gungnir sound

Version 1.4.1 (October 3, 2017)
- Increased Striker OP to 85 from 75
- AI improvements

Version 1.4.0 (October 1, 2017)
- Added Striker-class Light Destroyer
  * And Luddic Church skin
- Added Lion's Guard (LG) skins for Brawler, Buffalo, Conquest, Eagle, Hammerhead, Heron, and Vigilance
  * Built-in Solar Shielding
- Implemented Tyrador and Dassault-Mikoyan support for the Arcade
- Added Magnificent Seven mission
- Made Pope IBB 3rd-to-last rather than 2nd-to-last
- Made IBBs appear in mission offerings more often
- Minor fixes
- Heavy Ion Blaster now does 500 energy and 3000 EMP on impact with 4x 1000 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now does 1000 fragmentation and 4500 EMP on impact with 4x 1500 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now only does extra hard flux damage on a shield hit, not a hull hit
- IBB no longer requires faction reputation in Nexerelin
- Increased Lightning speed to 200 from 150
- Updated for II hull mods
- Updated for Diable hull mods
- Replaced Citadel enemy in Duel of the Century with Shadowyards' Shamash

Version 1.3.0 (June 19, 2017)
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters

Version 1.2.2 (June 12, 2017)
- Vortex system changed to Time Acceleration Field
- Arcade compatibility with DynaSector 1.3.0

Version 1.2.1 (June 11, 2017)
- Overhauled IBB staging system under the hood; should resolve all bugs
- Fixed IBB retreating behavior and other bugs
- Miscellaneous IBB improvements
- Reverted changes to Reserve Deployment
- Improved various odds and ends
- Buffed Flux Disturber

Version 1.2.0 (June 4, 2017)
- Updated to support Starsector 0.8.1a
- Adjusted various ship stats to meet new standards
- Reverted various Sunder changes
- Removed Sunder S
- Reverted tri-tachyon Brawler skin
- Removed Claw, Claymore, and Halberd wings (Lightning stays)
- Converted Assault Drone and Flak Drone to built-in fighter wings
- Albatross now has the Damper Field system
- Vortex flight deck count increased to 2 from 1
- Vortex built-in High Resolution Sensors swapped for Surveying Equipment
- Arachne now has Advanced Targeting Core built-in
- Arachne now has the Active Flare Launcher system
- Circe now has the Plasma Jets system
- Zenith now has the Fast Missile Racks system
- Zenith synergy mounts changed to missile mounts
- Zenith top speed increased to 50 from 40
- Nautilus now has the Phase Skimmer system
- Removed Expanded Flight Decks
- Renamed Logistical Conversation to Skeleton Crew, decreased OP cost significantly, halved minimum crew requirement
- Reworked Maximized Ordnance into Extreme Modifications; no effect on CR but makes the ship malfunction
- Chronos now has built-in ECM Package and Nav Relay
- Various balance tweaks transferred from Starsector+
- Significantly nerfed Recall Teleporter via cooldown and charge mechanic
- Nerfed Reserve Deployment via longer cooldown
- Updated sprites for Vanguard and Vindicator
- Archon is now high-tech style and has the Plasma Jets system (new sprite too)
- Added Luddic Path variants of the Nebula, Condor, and Wolf
- Added a couple Remnants portraits
- Added Shimmer-class Droneship Carrier
- Added Wall-class Drone

Version 1.1.5 (April 11, 2017)
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)

Version 1.1.4 (March 26, 2017)
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3 (February 6, 2017)
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements

Version 1.1.2 (January 8, 2017)
- Lightning Gun nerfed (slightly less damage, now has charges that regenerate)
- Updated Light Phase Lance sound
- Updated ship and weapon prices

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes

Version 1.1.0 (May 21, 2016)
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update

Version 1.0.2 (April 23, 2016)
- Fixed crash bugs

Version 1.0.1 (April 23, 2016)
- Fixed crash bugs

Version 1.0.0 (April 22, 2016)
- Initial release (split from Starsector+)
- Removed Castle, Rook, Vista, Sloop, Avalon, Summit, Tundra, Tick, Camel, Kestrel, Locomotive, Phalanx, and Sentinel Wing
- Removed Mobile HQ hull mod (and all variants thereof)
- Arachne, Archer, Circe, Vindicator, Zenith, Cathedral, and Albatross reworked
- Removed IBBs: Stheno, Thunderstorm, Lancehead, Cortex/Pinscher, and Psychadelia
- Reworked IBB stages
- IBB capture chance is now an option in SWP_OPTIONS.ini
- Added SWP_OPTIONS.ini option for an early-level IBB capture chance bonus
- Inferno MIRV rebalanced as a bottomless MRM MIRV
- Hornet ammo buffed
- Plasma Flamer range and efficiency buffed
- Rebalanced Logistical Conservation
- Onslaught (D) sprite improved
- New Archer sprite and layout
- New Arachne sprite and layout
- Cronus renamed to Chronos
[close]


Credits
Dark.Revenant for general development
HELMUT for art assets
Shellster for art assets
Machine for art assets
Psiyon for additional sprites, backgrounds, and sounds
Cycerin for sound and art assets
MesoTroniK for numerous art and sound assets
SleepyFish/Foxer for art assets
Xalendi for hullmod icons
Tartiflette for backgrounds and some misc. icons/splashes, and many ship art contributions
SniZupGun for some weapon sounds
Ryxsen, Etfaks, and Bloodtrailkiller for some portraits
King Alfonzo for Lion's Guard skins and others
BigBeans for additional skins
Soren for minor art asset updates
Nia for various weapon trail patterns
Gwyvern for additional art assets
KailaRaZhu and Coherent Watermelon for story portraits
Some of these may be modifications of the original work.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: CrashToDesktop on April 22, 2016, 09:08:53 PM
What's with you and all these micro mods? :P It just seems like you're chopping up SS+ into a whole bunch of smaller mods (which I'm pretty sure you're doing exactly that for some reason).
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Dark.Revenant on April 22, 2016, 09:45:38 PM
This is the last one, by the way.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: CrashToDesktop on April 22, 2016, 10:18:00 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Dark.Revenant on April 22, 2016, 10:54:10 PM
(http://i.imgur.com/6oC7Wjb.gif)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Tartiflette on April 22, 2016, 11:25:28 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Orikson on April 22, 2016, 11:40:25 PM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-
Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.

In the coming month I'll be splitting IBB, Cabal, and the SS+ ship/weapon pack (incl. randomizer) into their own mods.
SS+ grew too big. A good chunk of under-the-hood fixes and stuff are getting removed to make things a bit easier to maintain.

Agreed. It's easier to fox things if we can pinpoint it to specific files via the logs if an error occurs.

And looks like Combat Readiness replenishing from that hull mod that was buggy is gone, and the Rook and Castle-class ships along with them too. Looks like Naemo will have to redo stuff once all the mods he wants is updated.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Ryu116 on April 22, 2016, 11:55:21 PM
Dark.Revenant,

I truly AGREE with what you are doing and it is very wise steps you are taking.  By dividing your big modpack into module style mods where you have multi mods working together, it will make it much easier to maintain them.  By doing this ways, it also allow you to be able to even add any more different mods that would work together with your different mods for any purposes, if you ever have any plans for it.

I am looking forward to where this modding path will take you to.

 :)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Alphascrub on April 23, 2016, 01:22:10 AM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-

You should come out form under your rock every once in a while. I mean you could read and find out why this is happening... or you can just keep living under your rock and yelling at your next door neighbors when they mow their lawn.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: sirboomalot on April 23, 2016, 02:13:43 AM
Is there any chance that the less buggy ships and IBBs getting removed might make a comeback now that things are hopefully going to be slightly easier to maintain? I for one found the avalon, for example, to be quite useful in my frigate-only runs, which also happen to include the pincher and thunderstorm when available, and have always been a fan of having, in general, more.

What some call clutter, I call variety...
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Kitfox88 on April 23, 2016, 02:15:23 AM
Hey, I think there's something missing with the triple flak? My game crashed with an error message talking about how there was a missing triple flak explosion, and I'm pretty certain it was because I had mounted an Aegis Flak Cannon in one of my large slots. If I had thought to screenshot the message I would have, sorry. :(
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Cycerin on April 23, 2016, 05:46:04 AM
Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-

Huh?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: CrashToDesktop on April 23, 2016, 07:11:21 AM
Huh?
More of a joke than anything else.  Seems like no one here plays EU4. :P

Awesome gif though Dark. :)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Megas on April 23, 2016, 08:59:28 AM
At a glance, this looks like the early SS+ I remember seeing (minus the bonus enemies, maybe) before it grew too big.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: SpacePoliticianAndaZealot on April 23, 2016, 11:58:15 AM
This is great! Everything is great! I'm so glad Pirates can have Onslaughts and Gryphons now! I'm very excited to be able to enjoy SS+ content w/o the fleet randomizer!  :)
Title: [0.7.2a] Ship/Weapon Pack 1.0.1
Post by: Dark.Revenant on April 23, 2016, 01:36:08 PM
Download Ship/Weapon Pack 1.0.1 (https://www.mediafire.com/?4ngauroujcdcp3y)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.1
- Fixed crash bugs
Title: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 23, 2016, 05:03:41 PM
Download Ship/Weapon Pack 1.0.2 (https://www.mediafire.com/?4hzjdkezg9bygm0)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) -

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.0.2
- Fixed crash bugs
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: OOZ662 on April 24, 2016, 10:11:25 AM
I was really excited when I heard SS+ was going modular because of my low RAM capacity. While I absolutely love the IBB system, it's a whole lot of sprites for a kinda "sideshow" in the game, and so I was begrudgingly looking forward to getting rid of it to stave off the crashmonster. With it combined in with the rest of the SS+ ships and weapons, though, that only leaves either really nerfing down the pirates (by not using Underworld) or leaving the problem intact, as getting rid of such a core to the gameplay isn't an option.

Not that I expect anything special to be done just for the snowflake peasants(and there's no sarcasm in that), just felt like saying.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 24, 2016, 12:05:37 PM
You could potentially overwrite all the IBB ship sprites with blank pngs.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: sycspysycspy on April 24, 2016, 06:41:54 PM
Sadly you removed tons of old ships, but reworked a few as well... ;D
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Cyan Leader on April 24, 2016, 07:20:39 PM
Is the Legacy option still in for IBB?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on April 24, 2016, 08:04:43 PM
Yes
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 13, 2016, 09:08:45 PM
First Thx for what you have been doing Dark ;D
But the Ship/Weapon Pack 7z file you uploaded seems Corrupted, i have tried to re-download it for several times but still end as Corrupted file.
Can you pls re-upload it. The file i download form Git Repository seems okay but i cant really just put it under the mod file and use it, right?
For now i cant play the game, since missing of the Hull Mods or at least thats what the log told me :'(.
Btw, i have the same issue with downloading the Audio Plus 7z file too but thats what just replace the Audio files in the game so it does not really matter or am i wrong?
Thx again and sorry for my bad english :P.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Dark.Revenant on May 13, 2016, 11:43:34 PM
I assure you that it is not corrupt.  It's a 7z file compressed with LZMA2.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 03:56:32 AM
I need some help :'(
And if i use winrar to unpacking it, it said"The file is corrupt" almost all of the files inside.

[attachment deleted by admin]
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Kevin Flemming on May 14, 2016, 04:36:41 AM
Perhaps trying using 7-Zip instead?

http://www.7-zip.org/

I find it's much better than WinRAR anyhow.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 04:42:52 AM
i tried both 7-zip and winrar, that pic i uploaded is from 7-zip.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Schwartz on May 14, 2016, 04:48:57 AM
The backslash symbol in that screenshot has been replaced. Maybe this is an issue with Chinese character encoding breaking those archives. Maybe try switching your Windows to English (US) and see what happens?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: littlemyworld on May 14, 2016, 07:54:45 AM
yeah you did it, i mean i did it :P. I switched to English (US) and tried re-download it several times, finally one good 7z file. Thx bro you save the day. ;)
btw i was using japanese character.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Diamondgolem16 on May 17, 2016, 07:25:34 PM
I got some BAAADDDD news Dark.revenant, the crash monster is still affecting my sector generation. It looks like it's crashing cause it's trying to find the mod hull for what used to be the HQ ship hull. Gonna need to find the .log file before confirming this however...
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Midnight Kitsune on May 17, 2016, 08:16:02 PM
I got some BAAADDDD news Dark.revenant, the crash monster is still affecting my sector generation. It looks like it's crashing cause it's trying to find the mod hull for what used to be the HQ ship hull. Gonna need to find the .log file before confirming this however...
Disable the Nazi mod and maybe you won't get the error again
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: King Alfonzo on May 17, 2016, 08:52:22 PM
If you want to keep NGO, then run BOTH Dynasector and SS+ 3.5 with this mod. Then, you'll hve to do some alterations to the NGO mod folder:

-Go to New galactic Order 1.04 -> data -> hulls
-Open ngo_battlefreighter.ship with notepad
-Find the 'built in hullmods' bit, and delete "mobile_headquarters".
-Save
-Run the game again

This, combined with running the new (emphasis, new) 3.5 along with dynasector enables NGO playability.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: NightKev on May 18, 2016, 04:41:47 AM
Doesn't the updated SS+ still have the hullmods/skills in it?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Diamondgolem16 on May 18, 2016, 04:07:33 PM
Thank you king! I will see if this works now!  :D
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: King Alfonzo on May 18, 2016, 04:51:26 PM
Doesn't the updated SS+ still have the hullmods/skills in it?

The mobile headquarters one was removed by Rev because it was too OP.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Midnight Kitsune on May 18, 2016, 08:05:06 PM
Doesn't the updated SS+ still have the hullmods/skills in it?

The mobile headquarters one was removed by Rev because it was too OP.
Actually it was broken. Not OP broken but buggy and broken
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: braven25 on May 20, 2016, 12:38:27 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: CaptainWinky on May 20, 2016, 04:29:18 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?

This mod fits very well with vanilla ships and weapons IMO.  I sometimes forget that some of this stuff isn't from vanilla.  Probably the most "OP" thing you will come up against is a Luddic Church Cathedral ship, but even those aren't much more dangerous than existing capital ships and will go down fast once you rally your fleet to concentrate fire on them.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: Thaago on May 20, 2016, 09:18:10 AM
Quick Question, is this well balanced or is they a lot of Overpowerd stuff in here?

Yup! Although one thing to consider is that, as the mod fills some niches missing in the base game, it can feel like things are more powerful because you can often find 'the right tool for the job'.

In my recent game with them, I needed something that was a) Cheap b) Decent cargo capacity c) Fast and d) A flanking buddy/distraction ship. In the base game I could use a Hound but... they tend to die quickly in pitched fights. In comes the Nautilus! Certainly not OP in that it has quite low killing power, but equip it with 2 Tac lasers and a Salamander and they fulfill all of my buddy requirements perfectly.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.2
Post by: CaptainWinky on May 20, 2016, 09:48:07 AM
Yup! Although one thing to consider is that, as the mod fills some niches missing in the base game, it can feel like things are more powerful because you can often find 'the right tool for the job'.

In my recent game with them, I needed something that was a) Cheap b) Decent cargo capacity c) Fast and d) A flanking buddy/distraction ship. In the base game I could use a Hound but... they tend to die quickly in pitched fights. In comes the Nautilus! Certainly not OP in that it has quite low killing power, but equip it with 2 Tac lasers and a Salamander and they fulfill all of my buddy requirements perfectly.

There are some very good niche ships in this mod.  I particularly like the Archer as a cheaper alternative to the Gryphon and I often have an Archer hang back with a carrier to provide fire support from afar.  The Nautilus is a nice little support ship and I make sure to have one or two in a fleet.

Ship/Weapon Pack also adds a bunch of (D) variants to vanilla ships.  I particularly like the Onslaught(D) as a budget battleship.
Title: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on May 21, 2016, 02:14:50 PM
New Fourteenth Battlegroup ships!

(http://i.imgur.com/EasKCcu.png) (http://i.imgur.com/JkSqLjS.png)


Download Ship/Weapon Pack 1.1.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.0
- Added Gryphon (XIV)
- Added Hammerhead (XIV)
- General compatibility update
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 25, 2016, 11:36:38 AM
Kind of minor, but I noticed a spelling mistake on the XIV variant of the Hammerhead. It reads "Hamemrhead" instead.

Can I change that myself by editing a file? It burns my eyes lol.

Loving the XIV variants, by the way. The Conquest, my GOD THE CONQUEST. It looks so sexy. I want to make sweet love to it.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on May 25, 2016, 12:31:06 PM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 25, 2016, 12:54:29 PM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

Type "addship NAME_xiv" (without the quotation marks, of course).

For instance, to gain the Conquest XIV, type "addship conquest_xiv" into the console. For a Hammerhead XIV, replace "conquest" with "hammerhead" and so on. ;D
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 08:12:26 AM
I was just looking through the XIV variants and I'm not sure if you see it but to me, the Sunder looks a little out-of-place aesthetically when next to the other XIVs. I think it's the lack of lighter tone on the hull, as with the others. They retain some of the original colour and have definitive striping whereas the Sunder is practically all orange. The orange on the Sunder could also be a shade darker, it looks a little too bright.

If I was any good with GIMP, I'd happily do this myself but I'm terrible with such things. :-X

Obviously, it's just personal preference in terms of design but the "ex-pen and colour artist" in me can't help but notice these things.

EDIT: In fact, the original XIVs (Enforcer, etc) could do with a face-lift to match the new striped ships perhaps? They look much better than the old ones. ;)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on May 26, 2016, 08:51:16 AM
Adjust your monitor's color calibration; the XIV sunder definitely has a pair of orange stripes while the rest is a darker off-gray.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 09:39:30 AM
Adjust your monitor's color calibration; the XIV sunder definitely has a pair of orange stripes while the rest is a darker off-gray.

Huh? I didn't say it had no stripes. ???

Perhaps it's just that particular layout. As you probably already know, colours can "change" depending on what shades they are used against. Red amongst white looks different than red amongst black, for instance. It's your... well, my... eyes playing tricks.

The newer striped design is definitely an improvement though. When you put the Hammerhead next to the Sunder, you can see the difference greatly (someone else try this, so I don't look mad or like I'm being an arse lol). It's the more-defined lines and the original ship colour that "pokes" through and makes the striping "pop". Get what I mean?

Just thought I'd offer my opinion is all. ;)

EDIT: Okay, this kind of explains it a little better. The two red circles show the difference in lines and seeing both side by side, you can see how much "darker" the Sunder looks in comparison due to the lack of lighter hull colour. And the orange striping is definitely a shade darker than on the Hammerhead.

Spoiler
(http://img07.deviantart.net/f889/i/2016/147/1/b/xiv_comparison_by_kevinflemming1982-da3z4zo.jpg)
[close]

Yeah, it's minor. I know that and it might not ever change. But as I said, I can't help but notice these things. I mean no disrespect or anything, so don't feel like I'm being overly critical. I love the ship sprites lol. I see some "cleaning-up" potential, is all. ;D
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on May 26, 2016, 10:23:57 AM
How do you actually spawn in the XIV mod ships using the command line? I know it's a hullmod and not an actual hull itself but I can't quite figure it out. Sorry for the trouble orz

Type "addship NAME_xiv" (without the quotation marks, of course).

For instance, to gain the Conquest XIV, type "addship conquest_xiv" into the console. For a Hammerhead XIV, replace "conquest" with "hammerhead" and so on. ;D

Thanks a ton!
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kevin Flemming on May 26, 2016, 02:12:10 PM
Thanks a ton!

You're welcome, mate. ;)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Thaago on May 26, 2016, 02:27:08 PM
I've been playing quite a bit lately, and I have to say I really love the balance on the Vanguard. Not too strong, not too weak, but a nice light destroyer that can pack a punch. Well done!

(I know this is very late to the party: I finally upgraded my computer a few weeks ago, so have been playing with all of these mods that I couldn't before.)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kitfox88 on June 17, 2016, 09:48:22 AM
I hope someday we get an XIV Victory. pew pew.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: GNGSTRpenguin on July 03, 2016, 10:56:46 PM
Turret cover crash!  (NullPointerException)
This problem is caused by a mod that has incorrectly-configured turret cover sprites interfacing with GraphicsLib's lighting engine.  You can fix this by updating Starsector to the latest version: 0.7.2_RC3.  Make sure that your version is exactly 0.7.2_RC3.  RC2 will not work.


So i read that in the mod trouble shooting guid, the only problem is that i am on RC3 but as soon as i enable this mod with all the other supported mods it gives me the fatal null crash. Is the ship/weapon pack working for others?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on July 03, 2016, 11:08:35 PM
It's impossible for SWP to cause that crash because the only hull style it adds has turret covers defined:

Code
        "slotCoverSmallTurret":"graphics/weapons/covers/cover_turret_hightech_small.png",
        "slotCoverSmallHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_small.png",
        "slotCoverMediumTurret":"graphics/weapons/covers/cover_turret_hightech_medium.png",
        "slotCoverMediumHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_medium.png",
        "slotCoverLargeTurret":"graphics/weapons/covers/cover_turret_hightech_large.png",
        "slotCoverLargeHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_large.png"

Are you sure that it's actually a turret cover crash?  When does it happen?  What is the stack trace in starsector.log? (It's impossible to tell what a nullpointerexception is unless you check the stack trace.)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: GNGSTRpenguin on July 03, 2016, 11:47:02 PM
It's impossible for SWP to cause that crash because the only hull style it adds has turret covers defined:

Code
        "slotCoverSmallTurret":"graphics/weapons/covers/cover_turret_hightech_small.png",
        "slotCoverSmallHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_small.png",
        "slotCoverMediumTurret":"graphics/weapons/covers/cover_turret_hightech_medium.png",
        "slotCoverMediumHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_medium.png",
        "slotCoverLargeTurret":"graphics/weapons/covers/cover_turret_hightech_large.png",
        "slotCoverLargeHardpoint":"graphics/weapons/covers/cover_hardpoint_hightech_large.png"


the crash happens even before i see the menu screen right after its done loading, and im not sure where to go to find this starsector.log im looking in the folder but im not finding something log related
Are you sure that it's actually a turret cover crash?  When does it happen?  What is the stack trace in starsector.log? (It's impossible to tell what a nullpointerexception is unless you check the stack trace.)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on July 04, 2016, 01:47:47 AM
Fractal Softworks\Starsector\starsector-core\starsector.log
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Thaago on September 03, 2016, 07:12:36 PM
Quick question for people: What is your preferred Alastor loadout?

I ask because I'm attempting to use one and... well... it seems like its utter trash. But other people seem to like it? Whenever I play against them I feel that they are just quick kill cannon fodder, and now that I'm using one my mind hasn't really changed.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: borgrel on September 04, 2016, 07:16:22 AM
i choose an alastor over a lasher .......
2 needlers, 1 harpoon mrm (or thunderbolts or rage if u want more shots) and either 3 PD or 2PD and an IR pulse laser (or tactical laser)

but wolf, manta and undine are prefered

and of course scarab is king frigate


at least alaster can catch a frigate thats disengaging to vent, a big plus over a lasher!
(also its a hell decent frigate for an AI ..... I lose fewer AI frigates that are alasters than anything other than undines!)
(AI's live in them through battle after battle even better than in the templar's frigate ..... and u always need to deploy 1 or 2 frigates as point capturers .....)
(for AI's change the harpoons to something longer lasting like salamander, darts, scalaron, swarmers or annihilators)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Histidine on September 06, 2016, 05:16:48 PM
I find 2x Railgun, one suitably general purpose missile rack (Harpoon, Javelin, Hornet, maybe Atropos) and filling the energy mounts with (Burst) PD Lasers or Tac Lasers works well as a frigate duelist and support ship that the AI can be trusted with. For human piloting, an AM Blaster on the front might be good for some added punch against armored targets.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Phearlock on September 06, 2016, 06:22:30 PM
I feel the Alastors are bit overpriced, but good frigates. Some Kinetics with a bit of range (railgun, needler, shard gun etc) in the ballistics with a tac laser or two makes the AI stay alive in them pretty well. I don't like flying them that much myself as I feel I can do more in an UI-SO Lasher even with the super-short peak performance time.

For its price I think it could have a tiny bit more OP or armor, but overall it's a very balanced frigate.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: momerathe on September 17, 2016, 03:34:11 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"
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Black Crag 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?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: DownTheDrain 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Dark.Revenant on September 17, 2016, 11:48:49 AM
They are compressed with LZMA2 using 7zip.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Obsidian Actual 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Kissa-mies 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.0
Post by: Raethen4e 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.
Title: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant on September 17, 2016, 07:15:34 PM
Minor update with minor changes.

Download Ship/Weapon Pack 1.1.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.1 (September 17, 2016)
- Fixed Hammerhead (XIV) name
- Made Alastor cheaper
- Small bugfixes
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Raethen4e 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?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Kaucukovnik 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Dark.Revenant 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.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Bastion.Systems 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!
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: MesoTroniK on November 28, 2016, 03:48:17 PM
Look at the player.faction file.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Bastion.Systems on November 28, 2016, 04:06:08 PM
Look at the player.faction file.
Thank you, solved it.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: martinw 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
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on December 12, 2016, 03:03:26 PM
Hey man, im getting the following error

Error Compliling [data.scripts.world.SectorGen]

"Cannot determine simple type name "Askonia"

Any insight?  tx

What's your list of mods?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: martinw on December 13, 2016, 06:59:50 AM
Managed to fix it, uninstalled and re-installed the game.

Even with all mods deactivated the error would still pop up.

Strange thing, now I run the exact same mods again and its all fine.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on December 13, 2016, 07:24:17 AM
Managed to fix it, uninstalled and re-installed the game.

Even with all mods deactivated the error would still pop up.

Strange thing, now I run the exact same mods again and its all fine.


Might have been a one time thing.

Should you have any problem and can't get a quick response, try reading this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0

It contains stuff that can help you when it comes to mods.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: RyokenMK on December 19, 2016, 03:59:18 PM
So I definitely have the Ships/Weapons Pack installed, all of the ships and weapons are available. But in Nexerlin I'm not having IBB bounties spawn. Why is this?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Mini S on January 05, 2017, 10:11:44 AM
Hi i have a bit off an issue here when i try to run this mod the game crashes even when i only select Ship/Weapon Pack 1.1.1, LazyLib 2.1 and ZZ GraphicsLib 1.0.2 (the mods names from the launcher).
Is there any other requirement?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: MesoTroniK on January 05, 2017, 02:05:36 PM
What is the crash error specifically?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Mini S on January 06, 2017, 10:00:20 AM
The game starts to load then when it is time to go to the Main Menu ti crashes and a pop up says:

Starsector 0.7.2a-RC3
Fatal: null
Check starsector.log for more info

The log file is to big to up load 33979 KB(give me your mail if you want the full log) so here is what i think you want:

java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.null.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:102)
   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)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.1
Post by: Orikson on January 06, 2017, 10:11:08 AM
The game starts to load then when it is time to go to the Main Menu ti crashes and a pop up says:

Starsector 0.7.2a-RC3
Fatal: null
Check starsector.log for more info

On the Log i think what you want is:

java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.null.super(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadTexture(Unknown Source)
   at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:102)
   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)

It's not a problem with the mod as far as I can tell.

The problem here I think is that you're out of memory to run Starsector with mods.

Read and watch the video in this thread: http://fractalsoftworks.com/forum/index.php?topic=8726

It should help. If not, list your mods or counter check them against this thread: http://fractalsoftworks.com/forum/index.php?topic=11462.0

See whether there's any conflicting mods or not.
Title: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Dark.Revenant on January 08, 2017, 01:43:48 AM
Minor update with minor changes.

Download Ship/Weapon Pack 1.1.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.1.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.2
- Lightning Gun nerfed (slightly less damage, now has charges that regenerate)
- Updated Light Phase Lance sound
- Updated ship and weapon prices
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Histidine on January 31, 2017, 09:47:32 PM
For those noticing the blank IBB portraits, replace Ship and Weapon Pack/data/world/factions/famous_bounty.faction with the following (relevant part highlighted):
Spoiler

{
    id:"famous_bounty",
    "color":[255,204,0,255],
    "displayName":"wanted",
    "displayNameWithArticle":"the wanted",
    "displayNameLong":"wanted",
    "displayNameLongWithArticle":"the wanted",
    "entityNamePrefix":"wanted",
    "logo":"graphics/factions/neutral.png",
   "crest":"graphics/factions/crest_neutral.png",
    "showInIntelTab":false,
    "shipNamePrefix":"ISS",
    "shipNameSources":{
        "BRITISH_NAVY":1,
        "ROMAN":1,
        "GREEK":1,
        "EGYPTIAN":1,
        "PERSIAN":1,
        "PIRATES":1,
        "AZTEC":1,
        "BEASTS":1,
        "NORSE":1,
        "CELTIC":1,
        "LUDDIC_PATH":1,
        "ABRAHAMIC":1,
        "CHURCH":1,
        "JAPANESE":1,
        "SPACE":1,
        "MERCANTILE":1,
        "GENERAL":1,
        "REVOLUTIONARY":1,
        "LUDDIC_CHURCH":1,
    },
    "names":{
        "modern":1,
        "old english":1,
        "fringe":1,
        "myth":1,
        "future":1,
        "world":1,
        "luddic":1,
    },
    "illegalCommodities":[
        "drugs",
        "organs",
    ],
    "portraits":{
        "standard_male":[
            "graphics/swp/portraits/ibb_butler.png",
            "graphics/swp/portraits/ibb_corbin.png",
            "graphics/swp/portraits/ibb_major.png",
            "graphics/swp/portraits/ibb_midnight.png",
            "graphics/swp/portraits/ibb_tipper.png"
        ],
        "standard_female":[
            "graphics/swp/portraits/ibb_gazer.png",
            "graphics/swp/portraits/ibb_lacroix.png",
            "graphics/swp/portraits/ibb_megas.png",
            "graphics/swp/portraits/ibb_meredith.png",
            "graphics/swp/portraits/ibb_nanao.png",
            "graphics/swp/portraits/ibb_rex.png",
            "graphics/swp/portraits/ibb_ryx.png",
            "graphics/swp/portraits/ibb_terror.png"
        ]
    },

    "custom":{
        "exemptFromFoodShortages":true,
        "noPatrols":true,
        "ignoreTradeWithEnemiesForReputation":true,
        "postsNoBounties":true,
        "engageWhenEvenStrength":true,
        "offersCommissions":false,
        "engagesInHostilities":false,
    },
    "doctrine":{
        # ship distribution
        "interceptors":5,
        "fighters":5,
        "bombers":5,
        "small":7,
        "fast":5,
        "medium":10,
        "large":5,
        "capital":1,

        # as fraction of combat ships of same size
        "escortSmallFraction":1,
        "escortMediumFraction":1,

        "combatFreighterProbability":0.5,

        "minPointsForCombatCapital":20,
        "minPointsForLargeCarrier":20,

        "smallCarrierProbability":0.25,
        "mediumCarrierProbability":0.25,
        "largeCarrierProbability":0.25,

        # officers
        "officersPerPoint":0.25,
        "officerLevelPerPoint":0.2,
        "officerLevelBase":5,
        "officerLevelVariance":0.25,
    },
    "traits":{
        "admiral":{
        },
        "captain":{
            "timid":0,
            "cautious":0,
            "steady":10,
            "aggressive":3,
        },
    },
},
[close]
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Takion Kasukedo on January 31, 2017, 10:44:24 PM
I see, thank you for the info, Histidine
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: aZmoDen on February 04, 2017, 08:22:13 PM
Hello, firstly id like to say thank you for your mod!
Secondly id like to ask how you change the cargoexpansion amounts?
I have tried editing the /data/scripts/hullmods/SWP_cargoexpansion.java and changing the bonus0-3 but that achieves nothing in game.
Am i missing anything?
Thanks for your time,
az.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: Midnight Kitsune on February 04, 2017, 11:23:30 PM
Hello, firstly id like to say thank you for your mod!
Secondly id like to ask how you change the cargoexpansion amounts?
I have tried editing the /data/scripts/hullmods/SWP_cargoexpansion.java and changing the bonus0-3 but that achieves nothing in game.
Am i missing anything?
Thanks for your time,
az.
You need an IDE like Netbeans to decomplie the mod before you can make changes. If you changed stuff in the "src" folder, that win't work. That is just the already uncompiled, but not used, scripts
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.2
Post by: aZmoDen on February 05, 2017, 12:18:27 AM
Ah right, thank you for your help! i shall get netbeaning!
Title: Re: rare or missing item?
Post by: Dark.Revenant on February 06, 2017, 12:47:38 AM
howdy! i'm a year (ingame) into my session and hornet missiles are rare as hell, likewise flamethrowers. But, i haven't spotted an inferno MIRV. is that normal to be so rare as to not even realize there's a medium swarmer style weapon ingame?

Are you using Dynasector?
Title: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Dark.Revenant on February 06, 2017, 01:01:48 AM
Now with more balance!

Download Ship/Weapon Pack 1.1.3 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Pegart on February 12, 2017, 10:08:35 AM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Takion Kasukedo on February 12, 2017, 02:39:51 PM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Midnight Kitsune on February 12, 2017, 03:21:01 PM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Takion Kasukedo on February 13, 2017, 06:57:20 AM
Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.

Funny how I didn't notice that I needed to do this but eh, I don't mind doing new saves for a different experience. Thanks anywho.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.3
Post by: Pegart on February 13, 2017, 10:41:18 AM
Thanks for the replies. Worked without a hitch with the save file transfer mod.
Title: [0.7.2a] Ship/Weapon Pack 1.1.4
Post by: Dark.Revenant on March 26, 2017, 04:49:09 PM
Wee!

Download Ship/Weapon Pack 1.1.4 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.0.7 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.4
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.4
Post by: SCC on April 01, 2017, 02:15:40 AM
I just wanted to say that when revenant phase destroyer activates chrono boost and then goes to phase space time effectively stops and this is super cool!
Title: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Dark.Revenant on April 11, 2017, 01:42:21 AM
Surprise update!  SAVES WILL BREAK HORRIBLY!

Download Ship/Weapon Pack 1.1.5 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.1.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.1.5.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.1.5
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Wyvern on April 11, 2017, 10:45:28 AM
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)
On the one hand, boo sunder nerf.  On the other hand, yay now there are actual tradeoffs between the XIV Sunder and the (U) Sunder, rather than the high tech one being just better.

Also, yay ORA support!
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Hussar on April 29, 2017, 10:30:23 AM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Dark.Revenant on April 29, 2017, 06:14:37 PM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: Shodan13 on May 02, 2017, 04:14:01 PM
Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
Why not though? Them's some excellent designs.
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: SpaceRiceBowl on May 02, 2017, 04:19:06 PM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: OutOfApplesauce on May 21, 2017, 06:14:26 AM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

I'm curious what the bug is and who else is having it.  This is the only time I've heard of said bug as the rest of the mods are slowly (but surely) updating.  Perhaps you should talk to the other mod devs and see what they're work around for it was?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.1.5
Post by: isaacssv552 on May 21, 2017, 11:41:42 AM
There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

I'm curious what the bug is and who else is having it.  This is the only time I've heard of said bug as the rest of the mods are slowly (but surely) updating.  Perhaps you should talk to the other mod devs and see what they're work around for it was?
I believe it only affects mods that use rulecmds and is already fixed in Alex's dev version, but don't quote me on that. IIRC there was some sort of classloader bug. I think Histidine was the one to discover it. Someone who makes mods using the relevant functionality could probably give more info.
Title: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 04, 2017, 04:27:45 AM
A trumped-up update.

(http://i.imgur.com/fZySQP6.png)
(http://i.imgur.com/0CvDXIt.png)
(http://i.imgur.com/f66P67A.png)
(http://i.imgur.com/dJPJmVZ.png) (http://i.imgur.com/1ARByXz.png) (http://i.imgur.com/8rm1zCg.png)

Download Ship/Weapon Pack 1.2.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))
(Requires GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.0
- Updated to support Starsector 0.8.1a
- Adjusted various ship stats to meet new standards
- Reverted various Sunder changes
- Removed Sunder S
- Reverted tri-tachyon Brawler skin
- Removed Claw, Claymore, and Halberd wings (Lightning stays)
- Converted Assault Drone and Flak Drone to built-in fighter wings
- Albatross now has the Damper Field system
- Vortex flight deck count increased to 2 from 1
- Vortex built-in High Resolution Sensors swapped for Surveying Equipment
- Arachne now has Advanced Targeting Core built-in
- Arachne now has the Active Flare Launcher system
- Circe now has the Plasma Jets system
- Zenith now has the Fast Missile Racks system
- Zenith synergy mounts changed to missile mounts
- Zenith top speed increased to 50 from 40
- Nautilus now has the Phase Skimmer system
- Removed Expanded Flight Decks
- Renamed Logistical Conversation to Skeleton Crew, decreased OP cost significantly, halved minimum crew requirement
- Reworked Maximized Ordnance into Extreme Modifications; no effect on CR but makes the ship malfunction
- Chronos now has built-in ECM Package and Nav Relay
- Various balance tweaks transferred from Starsector+
- Significantly nerfed Recall Teleporter via cooldown and charge mechanic
- Nerfed Reserve Deployment via longer cooldown
- Updated sprites for Vanguard and Vindicator
- Archon is now high-tech style and has the Plasma Jets system (new sprite too)
- Added Luddic Path variants of the Nebula, Condor, and Wolf
- Added a couple Remnants portraits
- Added Shimmer-class Droneship Carrier
- Added Wall-class Drone
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.
Post by: Inventor Raccoon on June 04, 2017, 05:33:19 AM
We're gonna build a wall, and make the independents pay for it. - Admiral R. Steward of the Domain Exploraria
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Hussar on June 04, 2017, 05:35:03 AM
I'm so glad to see this updated! Huge thanks for your work!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 04, 2017, 09:04:29 AM
new Archon looks amazing! O:

regarding the balance changes, is Reserve Deployment nerf necessary even after the 0.8.1a vanilla changes?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Shyguy on June 04, 2017, 09:31:31 AM
Rip Claymore and Halberd wings, you shall be missed.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 04, 2017, 09:51:39 AM
Rip Claymore and Halberd wings, you shall be missed.
it's okay, we got Khopesh now!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Bastion.Systems on June 04, 2017, 10:18:45 AM
THE WALL
https://www.youtube.com/watch?v=TPfa5VuTVN4 (https://www.youtube.com/watch?v=TPfa5VuTVN4)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Shyguy on June 04, 2017, 12:47:01 PM
it's okay, we got Khopesh now!

Khopesh feels like a lackluster version of the Claymore, at least those two made for good carrier escorts.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: 2_Wycked on June 04, 2017, 05:05:04 PM
Is there a specific reason this isn't compatible with SS+?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 04, 2017, 05:10:39 PM
Is there a specific reason this isn't compatible with SS+?

If I understood the discussions right, SS+ is being discontinued and its features adopted by other mods.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Sy on June 05, 2017, 01:18:53 AM
yeah, most features will be worked into other mods, and vanilla 0.8 fixed a lot of the things SS+ was meant to improve anyway:

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.
Nexerelin already has a vengeance mechanic of its own so I might take the SS+ one as well.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: PyroFuzz on June 05, 2017, 03:06:07 PM
Those fourteenth battlegroup variants makes me want to make a fleet of them!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Death_Silence_66 on June 05, 2017, 04:09:07 PM
What's with the banana ship?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Vigal on June 05, 2017, 05:06:29 PM
THAT WALL DRONE

I'm not going anywhere near that monster without some serious EMP weaponry.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: peperoni_playboy on June 05, 2017, 08:19:54 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Histidine on June 05, 2017, 08:40:20 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).
Hmm, is this with Nexerelin and/or DynaSector also running?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 05, 2017, 08:47:23 PM
I'm encountering an issue where battles with IBB bounty fleets can only be ended by me forcing a retreat. I think it has something to do with a part of the enemy fleet that wasn't deployed, yet for some reason is still counting towards the enemy's battle strength(which holds the battle in a limbo state until the player orders their forces to retreat).
Hmm, is this with Nexerelin and/or DynaSector also running?

That's SWP's fault, not Nex/DS.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: peperoni_playboy on June 05, 2017, 09:13:23 PM
It happened a day ago, so that was before Nex / DS had been updated so I wasn't using them. to be specific it was Ryx Barlow's bounty fleet, but the issue might be present in some of the other IBB fleets as well.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: SCC on June 06, 2017, 01:22:54 AM
If you destroy modular ship in Arcade, hulks of modules remain on the battlefield. (http://imgur.com/Rtojhw3)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: SCC on June 07, 2017, 12:25:20 PM
Did you change Zeus's teleporter? I think you did, because it's devilish now. Really short duration and most of the time it overloads my ship (because it jumps almost directly into mine). At least it's a challenge now.
And this time I actually got past Cristallium! I had to constantly dodge its big white spiky balls of death or lure them into other ships. Frigate trio, amusingly, is either the toughest boss (because you can't run away from them) or easiest (they overload one another, you can pick them one by one). And then there's... Bullet hell, where I died. Welp.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: CitizenJoe on June 07, 2017, 11:49:10 PM
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 08, 2017, 12:24:44 AM
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib

It's almost certainly deliberate. There's a tag you can put on stuff to make it invisible in the codex. The stock Remnant droneships for instance don't show up to avoid giving away spoilers.

Chances are IBB bounty ships are hidden for the same reason.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Dark.Revenant on June 08, 2017, 02:39:44 AM
It's to avoid bloat and avoid spoilers.  It's nice for new players if they're genuinely surprised by what they find.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Galwail on June 08, 2017, 02:47:17 AM
Is it intentional that IBB fleets join battles with remnant fleets? It happened to me yesterday. I was prepared for the modded falcon and the modded medusa, but the two cruiser sized remnant fleets that joined the fight made it more ... fun  ;D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: ANGRYABOUTELVES on June 08, 2017, 10:24:18 PM
The Wall-Class drone is showing up in Prism Freeport.
Spoiler
(http://i.imgur.com/AVOzNPn.jpg)
[close]
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: valefore on June 09, 2017, 01:39:51 AM
Sorry if this has already been explained somewhere, but are there further conditions on IBB bounties appearing on mission boards? Some planets have them and some don't and it's really hard to know which planets/factions will have them. Or do they appear completely randomly?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Captain Draco on June 09, 2017, 11:04:06 AM
Could you make Collossus in Hegemony colors and also skins for Luddic Church? I made mod for my private use with Knight of Ludd variants using Pather skins but its not the optimal solution. For now anyway Hegemony seems to be default faction to play with; I like them but having skins for other mayor factions (like Lion Guard ships) would be cool. 
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: c0nr4d1c4l on June 09, 2017, 12:04:32 PM
having skins for other major factions (like Lion Guard ships) would be cool. 

I believe KingAlfonzo is making (or has made) skins for the Lion's Guard, though it is currently outdated.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: Hussar on June 09, 2017, 12:42:24 PM
There is a hegemony collosus sprite made by PCCL - he could add it to his Hegemony Expeditionary Auxiliary Fleet mod. :o
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: TheWetFish on June 10, 2017, 01:54:55 AM
very minor

ssp_excelsior.ship
line 65
  "style": "EXCELSIOR",

should be
  "style": "HIGH_TECH",

Unless it's actually just that stylish
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.0
Post by: AxleMC131 on June 10, 2017, 02:16:56 AM
very minor

ssp_excelsior.ship
line 65
  "style": "EXCELSIOR",

should be
  "style": "HIGH_TECH",

Unless it's actually just that stylish

It's almost certainly a style (or else I believe it wouldn't work). Check by following:
Code
data > config > hull_styles.json
in the mod files, and chances are "EXCELSIOR" will be defined as a custom style.
Title: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 03:55:53 AM
Nothing flashy, but it fixes a lot of minor things that add up to a pretty important whole.

Download Ship/Weapon Pack 1.2.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!))

- Supported by DynaSector 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.1
- Overhauled IBB staging system under the hood; should resolve all bugs
- Fixed IBB retreating behavior and other bugs
- Miscellaneous IBB improvements
- Reverted changes to Reserve Deployment
- Improved various odds and ends
- Buffed Flux Disturber
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hazard on June 11, 2017, 05:03:13 AM
This breaks saves, although maybe that should be obvious and I'm just dumb.

Anyway, thanks a lot and keep up the awesome work.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 04:28:50 PM
Just added this to spice things up. Vortex carriers are a lot of fun as a player ship, but hilariously suicidal as an AI ship - they love to jump in front of Hammerheads, leaving all their fighters behind and dying instantly. I should find a Timid officer and try that.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 04:56:19 PM
Adding a Timid officer won't save it.

My options are either to add an absolutely perfect carrier teleport AI (which will take a whole week of playtesting and refining - yes, a week; rewriting the IBB system was significantly easier) or scrap the ship altogether, so I'm going to scrap the ship.

Sorry for anyone who liked the Vortex.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: ANGRYABOUTELVES on June 11, 2017, 05:02:01 PM
Aww. :( I liked the Vortex, and they didn't die on me that often.

Whining aside, it's the only carrier high-tech has that's not the Astral. Maybe you could just replace the ship system?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:10:28 PM
There isn't a ship system it could use that would differentiate it from existing destroyer/cruiser carriers, aside from teleportation.  A teleport system lets it do interesting tactics that aren't otherwise possible for carriers, but this is something that only a human player can make use of.

If I ignored those new tactics and just made a basic AI that kept the carrier alive, then yes I guess it would "work" and wouldn't take forever to create.  But it would just be an annoying piece of *** that nobody wants to fight, and a waste of resources if you use it as anything but your flagship.  That's way too small of a niche.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:12:27 PM
Mm, pity. I can see that it would be a lot of work though.

I suppose you could give it the astral's ship system, or would that be overpowered?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:16:22 PM
It wouldn't be overpowered, but it would be boring.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: isaacssv552 on June 11, 2017, 05:17:10 PM
Would giving it plasma boosters work? Is the issue specific to teleport systems or would another mobility system work?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 05:22:35 PM
Would you like to fight a fast, well-shielded carrier that has plasma boosters?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:26:11 PM
I think a mobility system would just make it annoying to fight - it would just be able to run away that much better. Lets see, what fighter ideas wouldn't take too much work that fits a high tech theme...

Would it be possible for it to have a ship system that increases it and its fighters time multiplier? And perhaps lower the Vortex's speed to compensate.

[Edit] Its shields aren't that strong, are they? The thing was folding pretty quick in the sim. Perhaps for a carrier
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hussar on June 11, 2017, 05:33:34 PM
I would keep the vortex EVEN without any system. Vortex was always unique to me not because of teleportation but that for a long time it was the only high-tech light carrier available. Now there's Seraph from D&R mod, but it's not that unique as that's a converted destroyer.

Also in many mods and factions there are ships that are suicidal. So that unattended vortex is, is not it's faul and not a reason to get rid of it. You either don't use it in the first part of the battle, or anchor it to other ship that's not going to let it suicide charge.

So I can't really understand the decision for scrapping the ship (especially without providing a replacement). There are suicidal ships in almost every mod and faction - and a lot of them are carriers. Like a lot of times I have problems with DME carriers rushing and rubbing their omnishields with enemies no matter the type of captain I put behind the helm of one of them. And neither have teleportation.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 05:37:22 PM
Its such a pretty sprite I hope it stays too, but at present its the only carrier that can outrun even interceptors on its way in front of enemy guns ;).
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: peperoni_playboy on June 11, 2017, 05:40:59 PM
I'd fight a vortex with plasma boosters before I'd fight a mora.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Hussar on June 11, 2017, 05:45:21 PM
Also, I can think of other ship systems that would make Vortex unique. Give it the Omen's EMP Arc's system for instance. With more power & range as it would befit a bigger ship.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Deshara on June 11, 2017, 06:02:35 PM
There isn't a ship system it could use that would differentiate it from existing destroyer/cruiser carriers, aside from teleportation.  A teleport system lets it do interesting tactics that aren't otherwise possible for carriers, but this is something that only a human player can make use of.

If I ignored those new tactics and just made a basic AI that kept the carrier alive, then yes I guess it would "work" and wouldn't take forever to create.  But it would just be an annoying piece of *** that nobody wants to fight, and a waste of resources if you use it as anything but your flagship.  That's way too small of a niche.

Combine the teleport with the astral's system
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Dark.Revenant on June 11, 2017, 06:12:17 PM
The Time Accelerator Field system seems promising.  I'll try that out for the next release... Hopefully it doesn't fail tremendously.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.1
Post by: Thaago on June 11, 2017, 06:25:06 PM
The Time Accelerator Field system seems promising.  I'll try that out for the next release... Hopefully it doesn't fail tremendously.

^_^ me too! It could be cool.
Title: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Dark.Revenant on June 12, 2017, 12:30:10 AM
Turns out I needed to make an update anyway...

Download Ship/Weapon Pack 1.2.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.2.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.2.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.2.2
- Vortex system changed to Time Acceleration Field
- Arcade compatibility with DynaSector 1.3.0
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Protonus on June 12, 2017, 06:03:00 AM
- Arcade compatibility with DynaSector 1.3.0

Been waiting for that arcade after a long while. ;D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: lili2000317 on June 13, 2017, 02:06:39 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Galwail on June 13, 2017, 02:24:09 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?

I have never seen mod ships on a market. But you can capture them.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 13, 2017, 03:29:44 PM
If I had defeated one of the IBB Fleet would those mod ships appear on the market or will the fleet appear again?
IBB bounty fleets appear only once, and their ships won't appear in markets at all outside of Scy's/Nexerelin's special Prism Freeport.

by default, they may only appear in that market once as well, and availability is tied to your IBB bounty progression, although both of these things can be changed in Nex's settings file.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Mr. Nobody on June 13, 2017, 04:07:43 PM
by default, they may only appear in that market once as well
Appear once as in "if you miss the market update is lost forever" or "will rarely reappear in the list until you buy it"?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Thaago on June 13, 2017, 06:01:18 PM
I had a chance to try out the Vortex: I like it. Interesting but not overpowered. And the visuals on the fighters look real good too. :)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 13, 2017, 06:26:08 PM
Appear once as in "if you miss the market update is lost forever" or "will rarely reappear in the list until you buy it"?
the latter. :]


I had a chance to try out the Vortex: I like it. Interesting but not overpowered. And the visuals on the fighters look real good too. :)
agreed! i'm having a lot of fun using one as my current flagship. haven't tested its behavior in AI hands since the change, but time acceleration seems much less risky than instant relocation followed by a long cooldown.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Grimandevil on June 14, 2017, 02:05:18 AM
somehow, when i load with SWP i get this:
Spoiler
(http://i.imgur.com/tFeBSzE.png)
[close]
without SWP it displays normal.

active mods list:
Spoiler
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)
[close]
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Dark.Revenant on June 14, 2017, 02:41:50 AM
I very much doubt it's related to SWP.
Spoiler
(http://i.imgur.com/WdL1zLO.png)
[close]
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Sy on June 14, 2017, 12:17:49 PM
active mods list:
Spoiler
(https://image.prntscr.com/image/AvncA4XHRuy5Bhms0c4Aag.png)
[close]
several of your mods are out-of-date, namely: Nexerelin, Ship/Weapon Pack, Audio Plus, and GraphicsLib. and Combat Chatter doesn't have an officially compatible version for vanilla 0.8.1 at all yet.

please always make sure you're using the correct versions of all your mods (and of vanilla, current version is 0.8.1a-RC8) before reporting any issues. Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) can help with that (although it does so only when starting or loading into a campaign game).
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: 00lewnor on June 14, 2017, 01:04:49 PM
Bug report: Trying to start the arcade when the player ship has the improvised fighter bay mod and a fighter wing installed crashes the game

Spoiler
5054207 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [steel_rain.ogg]
5054613 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Fusillade.ogg]
5054617 [Thread-10] INFO  sound.OooO  - Playing music with id [Fusillade.ogg]
5055588 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.D.B.E$o.<init>(Unknown Source)
   at com.fs.starfarer.D.B.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.D.B.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)
[close]

Mod list:
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: SCC on June 15, 2017, 01:44:02 AM
Spoiler
This one is funny, I caused a chain reaction somehow and 70-80 ships died very quickly... Because my PC isn't any kind of powerful it tanked my frame rate to less than 1 for several minutes. It was worth it, though!
(http://i.imgur.com/p6bHGoF.jpg)
This one, though, was in the same run, but didn't abuse that bug. It includes 3 bosses, though! 5, if you count frigates separately.
(http://i.imgur.com/xNZ7RKH.jpg)
[close]
I love Arcade.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.2.2
Post by: Thaago on June 16, 2017, 04:32:29 PM
With the changes in the Accelerated Ammo Feeder I think the Vanguard is slightly overpowered. Not enough to really warrant a change as it still has some weaknesses, but its on my list of very effective ships that might tip into bad territory on future game versions.
Title: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on June 19, 2017, 03:39:13 AM
Breaks saves.  Warthog nerf, various fixes and changes for consistency, and overall quality improvements.  Also, a new IBB that a lot of work went into.  Special thanks to HELMUT.

Download Ship/Weapon Pack 1.3.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.3.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.3.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.3.2 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.3.0
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: OzOnyx on June 19, 2017, 03:42:23 AM
Thank you for all your mods and all the work you put into keeping them updated  ;D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Thaago on June 19, 2017, 07:54:14 PM
Thank you for all your mods and all the work you put into keeping them updated  ;D

Seconded, thanks DR!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Absolutecero on June 19, 2017, 09:09:40 PM
With the nerfs to damper field could the emperor get the unnerf damper field called superior damper field or upgraded damper field.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: peperoni_playboy on June 20, 2017, 09:24:41 AM
nice to see that there will be a new IBB fleet, but I just have one question: is there any way I can change how common the IBB missions are? it seems like they're much rarer than they were in the older 0.7 SWP versions.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Raethen4e on June 28, 2017, 12:35:50 PM
Speaking of the IBB, i'm just getting back into the swing of things after the 0.8 update and i didn't find this info with a cursory search, and there don't appear to be any options in the .ini that give me a clue to how this will function. How do the IBB fleets interact with the new ship capture system?

For example:
Do i need points in industry or crew/machinery to capture an IBB ship?
Will a captured IBB ship have d-mods on it like any other captured ship?
Will i be able to purchase an IBB ship from the market if i defeat it but am unable to capture it?
Is there any other information related to the capture of IBB ships i should be aware of before diving in?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on June 28, 2017, 01:44:30 PM
IBB capture works like any other ship.  I boosted the chance for them so it's more likely that they are salvageable but it's not guaranteed.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: bananana on July 23, 2017, 12:25:34 AM
sup
is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
it is quite frustrating to look for those missions, especially in nexerelin.
i remember adding neutrino somehow to ibb list, but that was long ago, when it was SS+. and i forgot how.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 23, 2017, 05:53:20 AM
is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
that's not related to this mod afaik, but yes. i think it's enough to set "postsNoBounties": to false in \Starsector\starsector-core\data\world\factions\pirates.faction. there are a couple other options in that section that can make pirates more viable as a player faction as well, just check other factions' files and see if you wanna add/change anything else.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: etherealblade on July 23, 2017, 07:51:32 AM
IBB? Sorry for the new question. Whats that stand for?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: cjuicy on July 23, 2017, 12:23:35 PM
IBB? Sorry for the new question. Whats that stand for?
Interstellar Bounty Board.

They were designed as a late game challenge (Outside of just taking over the Templars or something.)

To sum it up it adds certain bounty fleets with mod-ships that are unique to that fleet. You take the bounty mission at one of several "major" factions and find them in a system. After making sure to defeat the personal ship that the bounty is posted on, you are usually given the ship in the form of salvage, along with lots of credits. If it doesn't drop, you can find it at the Prism Freeport (Or Frism Preeport if you are Nemonaemo.) for a premium price.

Examples include (Gerard?) Butler, who has two mod-Lashers with different stats and weapons. Or James Meridith with a mod-Hammerhead and mod-Sunder.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 23, 2017, 12:58:12 PM
^ minor correction: not just a late-game challenge in particular, but boss-like battles of increasing size and difficulty throughout the game.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: bananana on July 24, 2017, 01:53:07 AM
that's not related to this mod afaik, but yes. i think it's enough to set "postsNoBounties": to false in \Starsector\starsector-core\data\world\factions\pirates.faction.
that is not the case, since ibb bounties are not technically bounties, but missions instead. they have to be accepted first.

an answer from someone in the know would be greatly appreciated.

in nexerelin it becomes frustratingly difficult to find those missions, especially if you are not allied with any of ibb factions.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Sy on July 25, 2017, 02:18:07 PM
that is not the case, since ibb bounties are not technically bounties
ah, you didn't specify in your question that you were talking about IBBs. but i see now that i missed you stating IBB in regards to having added them to Neutrino in the past.

the independents do offer IBB mission though, iirc. just gotta find a large market, since not every market of every IBB faction has the missions.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on July 25, 2017, 07:32:29 PM
Independents don't offer IBBs; Persean League took their place.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Squish Cat on July 31, 2017, 10:53:25 PM
Independents don't offer IBBs; Persean League took their place.

Sometimes this makes things a bit difficult if you're playing with Nexerelin.  In one game I started and played as Tri-Tachyon and for some reason every other faction just wanted to gang up on them.  Unfortunately, Tri-Tachyon doesn't offer IBBs, so I was never given the opportunity to do them.  Either Tri-Tachyon should also offer them, or Independents should get them again, as I was completely locked out of them for that game.  And yes, I did try to raise faction with an IBB offering faction, but they just keep losing faction almost as fast as I raised it and remain hostile. :x
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Dark.Revenant on August 01, 2017, 01:54:44 AM
IBB isn't really intended for Nex.  I'll probably remove the rep mechanic in Nex...
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Kyuss11 on August 01, 2017, 01:09:38 PM
Yes,please make IBBs with out a faction rep and more of a random quest in any faction. I experienced the same thing where you get locked out of the quest. IBBs are some of my favorite quest because of the unique ships you can get. These features need to be implemented more honestly in my opinion,like the Cabal faction chasing you down because you have one of their ships and your not worthy enough. I hope you fix it soon or maybe give us the file to change our selves since I'm going to be starting a new play through soon. Thanks for all the hard work:)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: bananana on August 01, 2017, 06:46:05 PM
IBB isn't really intended for Nex.  I'll probably remove the rep mechanic in Nex...
maybe make them always appear on prism freeport? it's called freeport for a reason.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: etherealblade on August 02, 2017, 07:56:24 PM
I understand now, thanks for the reply!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Tommy on August 06, 2017, 10:21:44 AM
Hey Dark,

Just wanted to ask about the (800-900k) IBB fleet full of automated ships that I defeated, who's ships never ended up showing in the Prism market.

I tried to so many times to find them, that I'm certain that they are not meant to show up.

The unique ship in question was a behemoth of a ship. Probably took half the screen at normal zoom (I might be exagerarating but that's how I remember it). It had 50k cargo and 50k fuel capacity or in that area.

Is it meant to appear in the Prism market after you defeat it?

I'm really asking because every other ship does. Just not any of the ships in that automated ships fleet.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Kissa-mies on August 06, 2017, 01:14:52 PM
That's the Sporeship i think. You're not meant to be able to ever get it
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Tommy on August 06, 2017, 01:17:15 PM
That's the one. Thanks for clearing that up :)

(it did look ungrabable tbh ;D)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: A Random Jolteon on August 06, 2017, 07:12:24 PM
That's the one. Thanks for clearing that up :)

(it did look ungrabable tbh ;D)
Sounds like a ship capable of destroying my potato just by existing.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Camael on September 05, 2017, 04:23:12 PM
Issue resolved, leaving this here in case it might point to something relevant.

Spoiler
Greetings,

I seem to have an issue with the IBB system (which is sad because I absolutely love it and it's part of why I keep playing ever new campaigns...) - when finding an IBB mission I found it takes some time for the game to "recognize" that it was accepted, the mission does not show up in the intel tab before and I get a message saying it was accepted. In my latest playthrough I accepted (I think...) number five, can't remember the name though, custom condor and tarsus I think, but it never showed the "accepted" message and the mission does not show up. Furthermore, no more IBB missions seem to show up in the usual markets.
I may have taken a neutrino commission after accepting the mission but before the message hit (do not remember if I did, sorry...) - could this have broken something? Otherwise, what could be the issue? Universe too stuffed for the bounty fleet to spawn (normal person bounties spawn just fine...)? Or did I miss that IBB missions are off if I get a commission in general?
(running just about every up-to-date faction mod available, so far it's stable... but I seem to remember that the IBB line vanished in heavily mod-laden games in the past... Also, I did not fiddle with the console so far, but it does have a command setting bounty stage - could this fix the issue without having to figure out the details of what's gone wrong?)

Sorry to bother You with this, probably a niche problem, but I would greatly appreciate an answer. Also, as always, awesome, awesome, awesome, way to make a great game awesome. Thanks.

edit: issue resolved itself a few minutes after posting this (now I feel like a dipshyte...). The same mission reappeared on Jangala and now shows up properly after accepting. Bit weird, and took some waiting, but I guess this is the fix already in place for whatever the problem was.


[close]
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: Snrasha on September 24, 2017, 02:46:56 AM

Nebula(LP) raider have not description:
Spoiler
(https://i.imgur.com/51MnABI.png)
[close]


Title: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Dark.Revenant on October 01, 2017, 10:57:29 PM
Breaks saves.  Adds a number of skins, thanks to King Alfonzo and MesoTroniK.  Also adds a new ship, the Striker and a skin for it (thanks, HELMUT and Tartiflette!)

(https://i.imgur.com/IyyMYJS.png) (https://i.imgur.com/6hDcYHf.png)

(https://i.imgur.com/iuT0TUK.png) (https://i.imgur.com/KHczxBE.png) (https://i.imgur.com/BvrvAQ7.png) (https://i.imgur.com/Wp4JClj.png) (https://i.imgur.com/E8iSCe2.png) (https://i.imgur.com/bPBsdye.png) (https://i.imgur.com/pVMdhGA.png)

(https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.0.7z)Download Ship/Weapon Pack 1.4.0
(http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.4.0.7z)Download Mirror
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.0
- Added Striker-class Light Destroyer
  * And Luddic Church skin
- Added Lion's Guard (LG) skins for Brawler, Buffalo, Conquest, Eagle, Hammerhead, Heron, and Vigilance
  * Built-in Solar Shielding
- Implemented Tyrador and Dassault-Mikoyan support for the Arcade
- Added Magnificent Seven mission
- Made Pope IBB 3rd-to-last rather than 2nd-to-last
- Made IBBs appear in mission offerings more often
- Minor fixes
- Heavy Ion Blaster now does 500 energy and 3000 EMP on impact with 4x 1000 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now does 1000 fragmentation and 4500 EMP on impact with 4x 1500 EMP arcs (arcing damage effectively removed)
- Ion Torpedo now only does extra hard flux damage on a shield hit, not a hull hit
- IBB no longer requires faction reputation in Nexerelin
- Increased Lightning speed to 200 from 150
- Updated for II hull mods
- Updated for Diable hull mods
- Replaced Citadel enemy in Duel of the Century with Shadowyards' Shamash
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Schwartz on October 02, 2017, 12:31:04 PM
I demand that the new lineup will be dubbed 'Cherry Cream Pop'.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: Dark.Revenant on October 03, 2017, 11:08:19 AM
FYI: Download links are pulled because the 7z archives are broken beyond repair unless you're using 7zip.exe, which is not an option for many of you.  Same goes for Templars/Imperium.

I'm at work so I can't offer an ETA for a fix beyond "within a day or two".
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: dk1332 on October 03, 2017, 03:59:02 PM
Is it just me or the Damaged and the LP condors aren't spawning?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: ThatSwoleGuy on October 03, 2017, 08:44:46 PM
The links work for some of us idk why you would pull them :c
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: yamadaeclipse on October 03, 2017, 08:48:03 PM
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.0.7z
thats the link  i got checking the pagecode
and then i got this
fatal: ship/weapon pack is incompatible with the linon's guard
dis the log

32555 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shadow_weapons/material/ms_trishula_hp_material.png (using cast)
32651 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship/Weapon Pack is incompatible with The Lion's Guard by King Alfonzo
java.lang.RuntimeException: Ship/Weapon Pack is incompatible with The Lion's Guard by King Alfonzo
   at data.scripts.SWPModPlugin.onApplicationLoad(SWPModPlugin.java:140)
   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)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: MesoTroniK on October 03, 2017, 08:56:02 PM
The recent update of Ship/Weapon Pack integrated the Lion's Guard ships into it. So it is now incompatible with the stand alone version of that mod, as stated in the error message.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.0
Post by: King Alfonzo on October 03, 2017, 09:20:06 PM
The recent update of Ship/Weapon Pack integrated the Lion's Guard ships into it. So it is now incompatible with the stand alone version of that mod, as stated in the error message.

Yeah, I took down my mod officially when it was integrated into this one. The original still exists, but that's more for new modders than actual use.
Title: [0.8.1a] Ship/Weapon Pack 1.4.1
Post by: Dark.Revenant on October 04, 2017, 12:19:50 AM
Fixed the archive, improved Burst Jets AI for retreat scenarios, and increased Striker OP significantly.

Download Ship/Weapon Pack 1.4.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.4.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.4.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.4.1
- Increased Striker OP to 85 from 75
- AI improvements
Title: Re: [0.8.1a] Ship/Weapon Pack 1.4.1
Post by: 00lewnor on October 04, 2017, 02:59:05 AM
Any plans for a Striker (P) and/or a Striker (LP) skin?
Title: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Dark.Revenant on December 01, 2017, 09:57:46 PM
Yay!  More content!

(https://thumbs.gfycat.com/OilyRashFireant-size_restricted.gif) (https://gfycat.com/gifs/detail/OilyRashFireant)

(https://thumbs.gfycat.com/PhysicalZestyGalapagosmockingbird-size_restricted.gif) (https://gfycat.com/gifs/detail/PhysicalZestyGalapagosmockingbird)

(https://thumbs.gfycat.com/ChubbyThoroughLeafwing-size_restricted.gif) (https://gfycat.com/gifs/detail/ChubbyThoroughLeafwing)

Download Ship/Weapon Pack 1.5.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.5.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.5.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.5.0 (December 1, 2017)
- Added Radiant-class Droneship Battlecarrier
- Added Hexblade Heavy Fighter
- Added Mini-Blaster
- Added mission "No Witness"
- Updated Gungnir sound
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Cyan Leader on December 02, 2017, 04:02:42 AM
Wow, that battle carrier is one of the best ships I've seen from the community in years, well done.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Inventor Raccoon on December 02, 2017, 06:22:46 AM
Oh yeah thanks DR this is just what I needed for round 3 of the tournament  :'(
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Bastion.Systems on December 05, 2017, 01:55:50 PM
I am in love with Lasher's big brother. Such a solid ship. Very nice looking also.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Althaea on January 01, 2018, 11:01:06 AM
Speaking of which... Minor bug report: I suspect the "player_npc.faction" file is supposed to be more-or-less a copy of the "independent.faction" file, but if so you've forgotten to update it in the last couple of releases. The only differences I'm seeing are four Striker variants and a different rarity for the Condor.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Dark.Revenant on January 01, 2018, 07:16:56 PM
Thanks.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Bunshichi Tawara on January 07, 2018, 03:50:10 AM
I absolutely love your mod Dark Revenant. Defeating and using a Boss ship in my fleet makes me feel proper baller xD. If at all possible can you make more Boss variant of vanilla ships like the Prometheus i think it would look beastly considering the work you have already done :D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: RandomnessInc on January 12, 2018, 06:26:53 AM
Could you make a patch that lets us capture the new-ish redacted ships?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: NightKev on January 12, 2018, 07:00:00 AM
Boss variant of vanilla ships like the Prometheus
Actually I think there's a boss variant of that one already, though it might be added by a different mod...
Title: Re: [0.8.1a] Ship/Weapon Pack 1.5.0
Post by: Midnight Kitsune on January 12, 2018, 10:12:31 AM
Could you make a patch that lets us capture the new-ish redacted ships?
No
Title: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Dark.Revenant on January 26, 2018, 10:09:39 PM
Yay!  More content!

(https://i.imgur.com/w3IMh9D.png)

(https://i.imgur.com/GQUT22Y.png) (https://i.imgur.com/GQUT22Y.png)

Download Ship/Weapon Pack 1.6.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.6.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.6.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.6.0
- Added Eos-class carrier
- New Lightning sprite
- Rebalanced Lightning-class phase bomber
- Improved Mini-Blaster sounds
- Adjusted Magnificent Seven
- Various minor bugs fixed
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Bastion.Systems on January 27, 2018, 06:05:57 AM
Aww, a baby Astral.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Takion Kasukedo on January 27, 2018, 12:09:37 PM
That...is a sexy carrier.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: A Random Jolteon on January 31, 2018, 08:23:38 AM
Did you look at the Astral for inspiration on the Eos? Looks like the Astrals little sister.  ;)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: 00lewnor on February 01, 2018, 12:42:16 PM
Something I’ve just noticed; the vanilla militarised hegemony auxiliary buffalo has had the civilian hull mod replaced by the auxiliary mod, ship/weapon pack’s lions guard buffalo however still has the civilian hull mod. Intentional?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: gun&drink on March 22, 2018, 11:04:58 AM
Oh boy do I love that Radiant battlecarrier that was added recently to [REDACTED]. I was so mad when it wouldn't appear in derelicts after destroying 5 from a fleet of 200 ships that I added it with Console to my fleet. apparently the mod that lets you get those ships doesn't affect ships added by other mods, which of course kind of makes sense

keep up the good work
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Bastion.Systems on March 22, 2018, 11:12:39 AM
Oh boy do I love that Radiant battlecarrier that was added recently to [REDACTED]. I was so mad when it wouldn't appear in derelicts after destroying 5 from a fleet of 200 ships that I added it with Console to my fleet. apparently the mod that lets you get those ships doesn't affect ships added by other mods, which of course kind of makes sense

You can make it recoverable by opening "Starsector\mods\Ship and Weapon Pack\data\hulls\ship_data.csv"
and deleting the "UNBOARDABLE" tag under the "hints" row.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Extraperlo on March 30, 2018, 08:23:53 PM
Did anyone beat all the IBB ships ? I could only won the yamato one...  :'(
Title: Re: [0.8.1a] Ship/Weapon Pack 1.6.0
Post by: Sy on March 31, 2018, 02:22:40 AM
Did anyone beat all the IBB ships ? I could only won the yamato one...  :'(
welcome to the forum!

many people have beaten all IBBs, but they are intended to be challenging even for experienced players.

their difficulty, as with all battles, also depends a lot on how powerful your own fleet is when you face them. you probably don't want to go after each IBB right away as soon as you see the mission posted somewhere.
Title: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Dark.Revenant on April 23, 2018, 05:45:26 AM
This update is the best kind of update: all content!

New sprites:
(https://i.imgur.com/q6jnGlC.png) (https://i.imgur.com/7PUshHy.png)
(https://i.imgur.com/WyTwFW9.png)
(https://i.imgur.com/WyTwFW9.png) (https://i.imgur.com/WyTwFW9.png)

The Albatross, in particular, has gone through some radical changes, and for most intents and purposes can be considered a new ship, replacing the old Albatross.

Lasher (XIV) is a spiffy elite frigate for the Hegemony to spam in climactic battles, since we all know everyone hates the Hegemony.
(https://i.imgur.com/87OCyDY.png)

Mini-Blaster Array is a very cheap medium point defense weapon, in case you don't want to splurge on a HBL.
(https://i.imgur.com/FGLJBxH.png)

Drake-class Assault Interceptor is basically a scaled-down mobile Devastator Cannon.  Closer to a Talon than anything, but it really chews up bombers with impunity.
(https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png) (https://i.imgur.com/rZxA2Lx.png)
(https://thumbs.gfycat.com/ExcellentAdolescentIsabellineshrike-size_restricted.gif) (https://gfycat.com/gifs/detail/ExcellentAdolescentIsabellineshrike)

Partisan-class Escort Interceptor works as an interceptor, but is mostly intended to stay relatively close by - a task that isn't terribly difficult for this slow fighter.  Unlike other interceptors, this one can take a lot of punishment.
(https://i.imgur.com/iuqWDfM.png) (https://i.imgur.com/iuqWDfM.png)
(https://thumbs.gfycat.com/WarmDizzyGnu-size_restricted.gif) (https://gfycat.com/gifs/detail/WarmDizzyGnu)

Falx-class Super Interceptor is for people who really hate fighters and want to overspend on something that works against everything.
(https://i.imgur.com/u2CvtWH.png) (https://i.imgur.com/u2CvtWH.png)
(https://thumbs.gfycat.com/NecessaryImpishCoral-size_restricted.gif) (https://gfycat.com/gifs/detail/NecessaryImpishCoral)

Download pulled for user-and-modder-unfriendly practices
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.7.0
- Added Falx Super Interceptor
- Added Drake Assault Interceptor
- Added Partisan Escort Interceptor
- Added Mini-Blaster Array
- Added Lasher (XIV)
- Rebalanced Albatross
- New Albatross sprite
- New Hexblade sprite
- New Conquest (XIV) sprite
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: atreg on April 23, 2018, 06:48:14 PM
I always thought the old Conquest XIV sprite looked more like a new paint job than added armor plating. Glad to see it changed.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: BYarchitect on April 24, 2018, 08:06:28 AM
Download pulled for user-and-modder-unfriendly practices
Hi! How can I get a link to download the mod?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Vigal on April 24, 2018, 08:36:39 AM
Download pulled for user-and-modder-unfriendly practices
Hi! How can I get a link to download the mod?

I've uploaded it here. http://www.filedropper.com/shipandweaponpack170
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 11:36:27 AM
Download pulled for user-and-modder-unfriendly practices
What!?? Okay, I admit it; I'm confused. ???

Other than that I've been enjoying having this mod installed and enabled for a couple of months now.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: A Random Jolteon on April 24, 2018, 11:44:03 AM
What happened to the download link?  ???
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Tartiflette on April 24, 2018, 12:35:46 PM
Someone complained that SWP made significant changes to vanilla (mostly QoL) but wasn't listing those in the thread since they were ported from the defunct SS+. So until such day that Dark.Revenant can spend the time to document them, the mod is taken down.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Dark.Revenant on April 24, 2018, 01:46:23 PM
Document and move them to the correct mod, more specifically.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 02:14:05 PM
Ahh, so that's what. Thanks for the clarifications.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: AxleMC131 on April 24, 2018, 02:39:20 PM
For the record, I wasn't aware that what I had pointed out was of such a massive concern, and I sincerely apologise to all who have been inconvenienced by my actions, especially DR himself.  :-[

The truth is that I recently encountered a few numerical values and mechanisms in the game which I thought were stock and gave advice as if they were so, but it turned out they were modified to be so by SWP (how could I know?) and therefore I was giving incorrect advice. To avoid such an instance happening again I have disabled SWP on my own install of the game and will keep it that way until I have learned the stock game better. I maintain that this is fully my own fault, and I understand now how big of an impact this has had on the mod and the wider community, and I request that no-one get annoyed at DR for pulling the download link. If you're going to be tetchy at anyone, then the cuplrit is right here.

<--

Also an apology to those on the Discord who had to go through my psuedo-rant on the subject, which looking back on it really did carry on far longer than it should have. It won't happen again.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: Drokkath on April 24, 2018, 10:58:29 PM
Personally I think I'm probably one of the few here that is on neutral grounds with that one so no hard feelings from me. Besides I find it harder to stay angry each passing year and something within me wants to enjoy SS with default and mod-default ships again (hence my decision to change avatar from a Gazer's face to a Gazer in a custom-fitted Tau Stealthsuit).
Title: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on April 24, 2018, 11:13:53 PM
Use this version.

Download Ship/Weapon Pack 1.7.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.7.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.7.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.5 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.7.1
- Removed vanilla balance changes
- No longer makes any changes to vanilla content (gameplay, scripts, art, sounds, etc)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.0
Post by: TaLaR on April 24, 2018, 11:17:41 PM
I'm not sure if it was still in (since I haven't played with SWP for a while), but there was one thing I totally did not enjoy that was changed in SS+ tweaks - longer cooldown on Hyperion's teleport. Made Hyperion fairly useless and just not fun to pilot.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Kwbr on April 25, 2018, 07:59:57 PM
Im getting an error after updating this upon loading the game

Spoiler
64513 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.SWP_IonBeamEffect]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.SWP_IonBeamEffect]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.weapons.SWP_IonBeamEffect
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on April 25, 2018, 09:50:55 PM
Lightshow needs to be updated.  Disable SWP or Lightshow until then.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Bastion.Systems on April 28, 2018, 12:03:01 PM
Every mod that contains more Lasher or Wolf variants is must have in good in my book.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 02:12:32 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on May 04, 2018, 02:33:12 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 04:28:43 PM
It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.

its so much fun using them firsthand dont you think.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on May 04, 2018, 07:15:17 PM
Ah, no, because A) I never have and B) they aren't meant to be used by the player.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: JamesBai03 on May 04, 2018, 10:15:26 PM
ah well. I personally like to have a try at them, honestly, it's quite interesting.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sy on May 05, 2018, 03:05:13 AM
its so much fun using them firsthand dont you think.
Ah, no, because A) I never have and B) they aren't meant to be used by the player.
are you two even talking about the same thing?

[REDACTED] refers to drone ships you fight during exploration, aka Derelicts and Remnants -- but that's a vanilla thing. SWP adds a couple new ones to those, but them not showing up in the codex is no different from the vanilla ships.

but SWP also adds lots of special IBB ships that have nothing to do with the drones, and that you can pilot yourself, assuming you manage to eliminate and recover them. those aren't shown in the codex either, because those ships are unique, not something that you can find flying around the sector outside of their exclusive bounty fleets. it also prevents spoilers for people who are new to this mod, and prefer seeing these ships for the first time during battle rather than during browsing through the codex.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 14, 2018, 02:10:47 PM
How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 14, 2018, 08:07:23 PM
How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?
Uhm...everywhere? I don't remember when it's sold, but I am pretty sure 90% of the markets sell them of (at least) the black market.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 14, 2018, 11:47:16 PM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 15, 2018, 07:13:46 AM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 15, 2018, 12:35:04 PM
That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.

Do you know what exactly influence chance to appear for weapons on the market?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Midnight Kitsune on May 15, 2018, 02:44:29 PM
Ships have to use them in order for them to be on the market
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Inventor Raccoon on May 15, 2018, 02:51:04 PM
Alternatively, weapons used by a faction's Dynasector variants will also appear (assuming Dynasector is installed)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 16, 2018, 03:05:54 AM
Ships have to use them in order for them to be on the market
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.

Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 16, 2018, 05:57:08 AM
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.


Hmm...maybe make the civilian ships use them? It's a bad PD weapon IMO, but it's cheap as heck. Civilians that don't get into any danger often would probably want this.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Sarissofoi on May 16, 2018, 09:14:35 AM
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.


Hmm...maybe make the civilian ships use them? It's a bad PD weapon IMO, but it's cheap as heck. Civilians that don't get into any danger often would probably want this.
Good advice. Thanks.
Also I just like to install them for more visual dakka.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on May 16, 2018, 12:15:36 PM
Good advice. Thanks.
Also I just like to install them for more visual dakka.

I can get wanting Dakka perfectly. However, this particular Dakka related weapon really only has accuracy going for it...But it is darn accurate...
Title: Re: [0.8.1a] Ship/Weapon Pack 1.3.0
Post by: WolfSkimmer on May 30, 2018, 04:53:39 PM
After making sure to defeat the personal ship that the bounty is posted on, you are usually given the ship in the form of salvage, along with lots of credits. If it doesn't drop, you can find it at the Prism Freeport (Or Frism Preeport if you are Nemonaemo.) for a premium price.

I have unfortunately received no salvageable ships in my bounty missions, and am playing without nexerelin, is there any way without the use of command console to get these unique ships into my fleet?

I want the Prism Freeport and mining from Nexerelin. I do not like factions being squished and one faction dominating the sector. Maybe there is code I could fiddle around with to make it more to my taste.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on May 31, 2018, 03:49:29 PM
Note: You receive less salvage if you have a fleet closer to the max size.  Weird vanilla quirk.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 08:26:18 AM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Mr. Nobody on June 04, 2018, 12:02:57 PM
2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

Or, my 2 cents, have the gun just paste fighters along the way with a little damage loss for each fighter that get splattered, if it hits enough fighters to get it's damage reduced to 0 it explodes, otherwise it keeps going until it hits a meatier target
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: MesoTroniK on June 04, 2018, 04:46:48 PM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

1: Use other ships to spot for it, making it able to spot for its own main gun is not needed. The ship is powerful enough already.

2: It doesn't need an accuracy boost, removing the 0.5 second chargeup would be silly as it is needed as a tell before it fires for player agency, faster projectile speed would make it too difficult to defend against, making it pass through fighters is a complex subject and doing it right is difficult (if this was done, and I wouldn't get your hopes up it should "bulldoze through them"), and it being less useful vs ships that spam fighters is not really an issue. The ship is powerful enough already.

3: It does not need a reduced crew complement, that is part of its cost to run, making it cheaper is silly. The ship is powerful enough already.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 06:43:00 PM
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

1: Use other ships to spot for it, making it able to spot for its own main gun is not needed. The ship is powerful enough already.

2: It doesn't need an accuracy boost, removing the 0.5 second chargeup would be silly as it is needed as a tell before it fires for player agency, faster projectile speed would make it too difficult to defend against, making it pass through fighters is a complex subject and doing it right is difficult (if this was done, and I wouldn't get your hopes up it should "bulldoze through them"), and it being less useful vs ships that spam fighters is not really an issue. The ship is powerful enough already.

3: It does not need a reduced crew complement, that is part of its cost to run, making it cheaper is silly. The ship is powerful enough already.


The first point isn't an issue of it being "too powerful". It was more an issue of "it's kind of annoying needing to mouse over and spam the target key until a ship finally enters targeting range so I can see its health". You can zoom out and see visually far beyond sensor range (there's no visual fog-of-war in tactical combat), so you can hit stuff regardless. It's more a quality-of-life thing. Or at least in my case, when I was manually operating the gun.

To the second point: The Redeemer's raw DPS is about 286 (Burst damage 2000, with a delay of: 1.5 charge up, 5.5 cooldown = 7 seconds). Now that's a theoretical, 100% accuracy value, and on its own can barely break through the shield tanks of many frigates. But factoring the 1.5 second charge up, plus let's say another 1-2 seconds of latency due to projectile travel time at long range, it's effective accuracy plummets -- along with it's practical DPS. In actual practice we'd be talking at 50-150 DPS in practice depending on the target size. In other words, the Redeemer can't actually kill ships except the weakest of frigates ... anything small enough to be endangered its shots has several seconds to dodge. And keep in mind this comes at a cost of a 1:2 damage-to-flux ratio, meaning it wastes far more flux than most conventional weapons. And does less real DPS than many medium-sized weapons.

So it doesn't bulldoze through anything except civilian-class shuttles or fighters. I've been playing several hours with it, and 95% of my kills with it were hitting fleeting ships on the verge of death (armorless, heavily damaged hull). The remaining kills were due to a large dose of luck, as I managed to overwhelm a weak frigate (score 2-4 consecutive hits, enough to overload their shields and keep them immobile long enough to score a further 2-3 hits to chew through the armor and hull). Now, I know you might think its massive range is a great asset... but I would argue the opposite. At <20 speed, the Cathedral is virtually immobile, so cannot chase down even the largest targets moving targets. The extreme range is more akin to a crutch or wheelchair to offset its crippling disadvantage of immobility, so in the end isn't really much of an advantage over other ships.

Now I won't argue the entire ship as a whole isn't itself powerful... but, at least, the Redeemer cannon itself is horrible as a weapon system. I end up disabling it in actual combat since all it does is suck away flux from far more efficient weapons and shields. I just wanted to bring it to your attention that maybe you might want to look at re-balancing it a bit. Or not. For all I know it could be intentionally bad so as to nerf the performance of Cathedrals by sucking up flux capacity, since you consider the ship as a whole pretty powerful.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on June 04, 2018, 07:09:39 PM
The Cathedral is deliberately intended to be weaker than its size would imply.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: mehgamer on June 04, 2018, 07:16:29 PM
High burst weapons aren't for killing, they're for stabbing through enemy lines and creating vulnerabilities.  You can insta-overload a cruiser at 60% flux, or instantly get a cruiser to that point in the beginning of its attack.  You're a support unit not raw DPS.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 04, 2018, 09:42:44 PM
Also, follow up after some testing: Making the Cathedral's sensor range equal or greater to its sensor range would not make it "too powerful" as you suggest, but quite the opposite. I ran some more tests with the Redeemer cannon and large turreted weapons on the Cathedral.

I've been exchanging fire with an enemy station beyond sensor range. I was hitting it with both the Redeemer cannon and some large turrets, and it was even hitting my shields back with some turrets of its own. But strangely enough, "Peak Active Performance Time Remaining" remained frozen, so I could sit there sniping forever. This timer only began ticking the exact moment I moved close enough for the station to show up on tactical sensors. If the two are related (i.e., the fact that sensor range and peak active performance detection range being identical isn't just a fluke), that means lower sensor range than gun range creates an exploit that gives you unlimited peak active performance when sniping.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: A Random Jolteon on June 05, 2018, 07:07:08 AM
Haven't played SS in a while, but I am all for the Redeemer shot not instantly detonating just because it hit one talon...Come on, this thing can punch a massive hole into the Onslaughts armor with just a few hits. How can a TALON of all things stop it? I would think the talon would vaporize on whatever holds the shot together!

Anyway, that's honestly my only gripe with the Cathedral. Suuuure I want it to be faster than 10, but that's just personal greed. Even with the Redeemers little annoying quality, it's over all very balanced. Although having the ability to give fleet repairs or something similar is a neat idea...maybe make a modified version that loses some turrets and/ir hangar bays to fit the equipment needed?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Tartiflette on June 05, 2018, 07:53:34 AM
Except there is no easy way to do that with the way game engine works.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 05, 2018, 08:39:15 AM
Haven't played SS in a while, but I am all for the Redeemer shot not instantly detonating just because it hit one talon...Come on, this thing can punch a massive hole into the Onslaughts armor with just a few hits. How can a TALON of all things stop it? I would think the talon would vaporize on whatever holds the shot together!

And missiles too, apparently. It's annoying spending the 7 second firing cycle going for a killing shot, when some frigate's stray SRM barrage intercepts the shot.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Mr. Nobody on June 05, 2018, 10:00:23 AM
Except there is no easy way to do that with the way game engine works.
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Dark.Revenant on June 05, 2018, 12:14:46 PM
It's possible, but I just don't want to deal with the heavy scripting for a weapon barely anyone ever sees, let alone uses.  The Cathedral will eventually be replaced with something else anyway.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Tartiflette on June 05, 2018, 02:27:54 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?
And then you get as much extra range as the distance from the gun to the faked hit since the spawned proj get the full weapon range.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Regularity on June 05, 2018, 03:01:55 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Snrasha on June 05, 2018, 03:08:17 PM
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.
Or you get just big flak who destroy every wings on the path of the redeemer ^^.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Delta7 on July 26, 2018, 01:38:23 PM
I changed Ion torpedoes to deal energy damage, and left all other values the same. While a flux torpedo is useful, 6 OP is a lot to ask of a scarce ammunition strike weapon that can't deal any damage.

Any plans on adding a medium mount version of the ion torpedo with extra ammunition? Or perhaps a medium mount atropos homing torpedo?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Delta7 on July 29, 2018, 12:39:50 AM
The Cathedral will eventually be replaced with something else anyway.

What is this heresy? The Emp- er... Greater Ludd will not stand for this! Purge the heretic with holy fire!
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: Inventor Raccoon on July 29, 2018, 03:55:45 PM
Ion Torpedo is really strong considering that when it hits a target, it either adds a lot of flux and disables a few systems (if shields are up) or deals significant frag damage and disables everything (if shields are down). If you can't shoot it down, you have to decide in what way you want to suffer.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: EvilWaffleThing on August 02, 2018, 04:04:02 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: AxleMC131 on August 02, 2018, 10:55:25 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.1
Post by: EvilWaffleThing on August 03, 2018, 07:03:25 PM
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
That IS the old parrot! Second ship in the capitals section.
I quite liked its clunky old tech feel. It felt like driving a really old pickup with a buncha cannons on it.
I understand though that aesthetics and styles change as time goes on so I would also understand if DR chose not to include it.
I figured there was no harm in asking.
Title: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on August 05, 2018, 05:51:24 PM
(https://i.imgur.com/r1rvMYG.png) (https://i.imgur.com/cl6ykK4.png)

Download Ship/Weapon Pack 1.7.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.7.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.7.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Updated) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.7.2
- Updated Alastor sprite; increased HP to 2250 from 2000
- Added Alastor (XIV) skin
- Removed Alastor (D) skin
- Remade default Alastor variants to be much more effective
- Reduced Albatross price and increased peak time
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Spess Mahren on September 18, 2018, 10:52:50 AM
Would the skills that reduce malfunction chance effect extreme modifications?
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on October 21, 2018, 02:56:54 PM
This reply is late, but yes, I believe it does.

On an unrelated note, with 0.9, most of the SWP hull modifications will be removed because essentially-equivalent hull mods are being added to vanilla Starsector.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Toxcity on October 23, 2018, 01:01:08 PM
What was the inspiration for the Alastor change? Not that it's bad, just curious.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: HELMUT on October 24, 2018, 04:34:26 AM
The sprite was just old, sometimes we try to rework some of the old stuff to bring it up to the current standard. Other ships sprites will also be reworked for a future release (Punisher, Excelsior, maybe Vanguard again).
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Reedyboyrampage on November 20, 2018, 12:52:10 PM
Hey guys, love the work you all have done, Starsector doesn't feel complete without this mod for me. Is there any news on when we might see an update? I'm sure there's plenty of work to be done but I just wanted to check in. Thanks in advance.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Maelstrom on November 20, 2018, 02:23:35 PM
my guess is it will be updated but not this year
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: jRivers on November 30, 2018, 01:11:19 AM
Same goes for me, or rather the ships and weapons i view as integral part. I don't much care for the other features but considering i can just toggle the IBB which i don't like off completely that is a nonissue.

The pack fixes the Major holes in the three tech lineup, carriers for high tech for example or the battleship for midline and a functional destroyer for low tech.
Guess i'll have to learn how to rip these particulars out of the packs myself and hope they work without other work.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on December 03, 2018, 12:43:00 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Ranik on December 03, 2018, 11:30:49 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.

I'd say go for it. It's always easier to get a stop-gap release out with the ship/weapon content out and that way you can relieve pressure for the more difficult to redesign components. That way you have less people asking when it'll be ready and you can  think to yourself. It's partially out, that'll do for the time being...... not like I have an ulterior motive.......  ;D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Maelstrom on December 03, 2018, 12:34:28 PM
why would IBB be dropped?!?! Thats my favorite part about this mod since these ships are so unique! Cmon don't drop IBB :(

I would rather have this mod release later with IBB than sooner without it!

Now what could be done is make those ships spawn randomly and rarely in pirate fleets. I would honestly prefer that over IBB because the pirate fleets should have warlords that own some rare exotic ships and not just tin cans that get blown up because of how bad they are. The fact that most pirate ships are either red and brown would make the crazy colorful modded ships stand out and actually attract attention in fights. Some ships like the luddic onslaughts and other variants of ships should spawn in respective fleets since it would make more sense :3
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Torch on December 03, 2018, 12:48:17 PM
I had forgotten that most of these ships and weapons weren't vanilla until it came time to update my mod list for 0.9, the Hecate was my favorite frigate to use

The bounties were one of the best things about this mod, collecting a unique beholder was my #1 goal that seemed so incredibly tough to attain
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bastion.Systems on December 03, 2018, 06:08:36 PM
As a counterpoint, I don't care about IBB. I usually disable it through config. Just the SWP ships would be more than fine with me.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Cyan Leader on December 04, 2018, 06:37:17 AM
Some of the images in the OP aren't working.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: joppe_k on December 04, 2018, 08:32:11 AM
Like Bastion above, I'm not bothered if the IBBs were to be excluded in a first 0.9 compatible release. I mean, the IBBs are nice, but I use SWP primarily for the great variety (and quality!) of ships and weapons that it provides. Personal favorite is probably the Vindicator. Slow and ponderous, but the double Gungnir on the Vindicator (S) is just delicious! :D
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: frozentoes on December 04, 2018, 09:08:47 AM
Well, IBB was just one of many things.  I'm actually *nearly* to the point where I could release without IBB support.  It has legitimately taken this long to get everything up to full 0.9 quality.

I mean, you'd start getting feedback on the non IBB stuff this way. And it would give you a nice intermediate goal.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Sy on December 04, 2018, 10:02:01 AM
Like Bastion above, I'm not bothered if the IBBs were to be excluded in a first 0.9 compatible release. I mean, the IBBs are nice, but I use SWP primarily for the great variety (and quality!) of ships and weapons that it provides.
same for me. i appreciate the IBBs, but the main thing of this mod for me are the common ships and weapons that fill gaps in the vanilla lineup, like Vindicator, Archer, Eos, Heavy Ion Blaster, Aegis, etc.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Dark.Revenant on December 04, 2018, 11:19:58 AM
https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bastion.Systems on December 04, 2018, 11:46:08 AM
Oh wow.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: RealMartyRobbins on December 04, 2018, 11:49:24 AM
A true hero.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: KailaRaZhu on December 05, 2018, 08:04:15 AM
https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
A true hero.

"Great heroes can be found even here, in mud and rain."

The volume of commits required in order to bring the mod up to speed that you've already mowed through is quite intimidating to the uninitiated, don't lose faith brave knight of the digital code.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Bunshichi Tawara on December 06, 2018, 05:29:43 AM
Well I'll be sad to see IBB go, hunting down those powerhouse of ships and adding them to my fleet was very fun for me.

But as some have stated you could potentially just make IBB a separate mod project to continue updating when you have time.  :)
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: RealMartyRobbins on December 06, 2018, 07:52:04 AM
Personally I couldn't give much of a damn about IBB. I love this mod for what it's supposed to add: ships and weapons. As long as the unique ship variants from IBB are obtainable in one way or another I'm perfectly satisfied. IBB is just a cherry on top.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: cjuicy on December 06, 2018, 04:16:22 PM
As much as I love IBB, the amount of work required to re-integrate seems quite daunting. While the choice is ultimately yours, I would suggest dropping the non-IBB patch when ready. IBB can wait.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: AeusDeif on December 07, 2018, 06:45:32 AM
I would also be happy to see these ships in game again, I don't mind having them without the IBB aspect until that's ready too.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Captain Draco on December 11, 2018, 11:00:13 PM
IBB ships are nice addition but they  are well...  just extra addition one can play without now given that colony management and exploration came onto the fore with 0.9 update.  But without extra ships all factions aside from Hegemony with its XIVs and Evil Corp with its modern ships (which i don't much care of) feel and play so... generic now. You pick League you got generic ships, you pick Dictate you don't even see Lion Guard ships, you pick Church you get again end up with vanilla Dominators and such independents and Pirates use too.   
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: arwan on December 13, 2018, 03:18:15 AM
i just checked out the amount of work that is needed to get the mod up to a working condition... my lord. i for one will do my part when it gets there. your work will not go un appreciated and it will be part of my mod list.
Title: Re: [0.8.1a] Ship/Weapon Pack 1.7.2
Post by: Baxter on December 14, 2018, 07:59:11 PM
IBB's nice because getting special ships is cool but tbh I need stuff like the Victory class more in my game currently. IBB will have to wait.

Is adding blueprints for all the ships in your mod something the game automates or is it manual only?
Title: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 16, 2018, 03:43:25 PM
Updated!  New sprites, new balance, new descriptions, new IDs for almost everything, took out some unnecessary hullmods, etc.

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.

Thanks to HELMUT and special thanks to Tartiflette for the updated sprites!!

(https://i.imgur.com/zMMz37K.png) (https://i.imgur.com/KccPgns.png) (https://i.imgur.com/S2shfkf.png) (https://i.imgur.com/kbek6JW.png)

Download Ship/Weapon Pack 1.8.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.8.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.8.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.8.0
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: peperoni_playboy on December 16, 2018, 03:57:05 PM
Glad to see SWP is back, the new sprites look great.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Shodan13 on December 16, 2018, 06:17:09 PM
Woo!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Hussar on December 16, 2018, 07:20:56 PM
EEEEEEEEK~ Now I can start the new "vanilla friendly" playthrough I've wanted! A huge thanks for your work Dark.Revenant!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: dis astranagant on December 16, 2018, 08:14:20 PM
Enforcer (LP) now has Accelerated Ammo Feeder

My body is ready
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Bunshichi Tawara on December 16, 2018, 09:29:14 PM
out of curiosity, with the IBB now disabled is it still possible to spawn boss ships into my fleet ?  

Edit: Nvm seems its still possible. now to continue my adventures as the Dreaded Pirate Captain of the ISS Banana.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: joppe_k on December 17, 2018, 01:35:00 AM
Wow! These new sprites look amazing. I can't wait to start a new run with this installed. A big Thank You to everyone involved!
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Baxter on December 17, 2018, 04:37:47 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Alphascrub on December 17, 2018, 12:34:50 PM
Halfway through exploring how op the new colony system can be.... Sees DR has an update....Can't start new game fast enough.

Upgraded sprites look great btw.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Bastion.Systems on December 17, 2018, 04:42:02 PM
The new sprites look extremely clean :o
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 18, 2018, 12:46:37 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.

All of them, but some are harder to get.  The Cathedral and all the XIV ships can only be retrieved by raiding.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 18, 2018, 06:52:17 PM
I was very impatient to see this mod back in Starsector. I love the design of the "bounty" ships.
A great job as always.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: bamzooki2 on December 19, 2018, 05:53:32 AM
Time to start up a new game then.

Sorry if this has been answered before or listed elsewhere, but how many of the ships in this pack have blueprints for them? I'm really hoping I can grab a victory blueprint somewhere.

All of them, but some are harder to get.  The Cathedral and all the XIV ships can only be retrieved by raiding.

Does that include the IBB ships? Because if there are those blueprints it would be *** amazing.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 19, 2018, 10:44:29 AM
Oh, in that case, no, none of the IBB blueprints are obtainable.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Mr. Nobody on December 19, 2018, 11:54:59 AM
Oh, in that case, no, none of the IBB blueprints are obtainable.
I propose in that case an optional "crazy mode".
IBB as standard ship blueprints, for everyone in the sector. Would need more IBB stuff, enough for a full roster for every faction, would it be worth the hassle? Don't know, sounds fun though.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Wyvern on December 19, 2018, 02:46:18 PM
Personally, I'd think having the blueprints obtainable would really decrease the interest and value of the otherwise-unique IBB ships.

I am, however, definitely looking forward to having some of the IBB ships again.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Sy on December 20, 2018, 03:46:55 AM
Personally, I'd think having the blueprints obtainable would really decrease the interest and value of the otherwise-unique IBB ships.
i think so too. it's not like the IBB ships are inherently more fancy or interesting than a lot of the great common(ish) ships from the various faction and vanilla-like content mods. what makes them special is that they are so rare, and that you're never guaranteed to be even able to obtain one at all.

so the moment there is an option to turn them into common(ish) ships that are obtained just as easily as any of the more rare vanilla ships, they will cease to be interesting enough to warrant using that option, imo. ^^
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Drone_Fragger on December 20, 2018, 10:59:31 AM
The issue seems to be more than the ships need updating to work correctly and look correct in the new version and theres a lot of work to be done, rather than just missing blueprints.

Ps, good work on the update! Honestly most of these should be in the base game, they all fill niches that are missing in the standard lineups and all look the part.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 21, 2018, 08:52:00 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Hazard on December 21, 2018, 09:04:33 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

They're not included:

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: XCTrailBlazer on December 21, 2018, 09:36:53 PM
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

They're not included:

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.


Thanks for solving my doubt.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Baxter on December 22, 2018, 04:48:33 AM
Is there a reason that the Vindicator (S) is so rare? I come across the regular version fairly frequently in markets but I've only ever seen an S variant for sale once, the one I have in my fleet was salvaged from a bounty mission even (Made a lot easier by the AI putting safety overrides on it for some reason). It's not included in the low-tech blueprint pack like the regular version is either.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: AxleMC131 on December 22, 2018, 01:31:41 PM
Is there a reason that the Vindicator (S) is so rare? I come across the regular version fairly frequently in markets but I've only ever seen an S variant for sale once, the one I have in my fleet was salvaged from a bounty mission even (Made a lot easier by the AI putting safety overrides on it for some reason). It's not included in the low-tech blueprint pack like the regular version is either.

Lore. The Vindicator (S) - "S" meaning "Stock" - is an older model of the ship with some fairly key differences. In the description, if I recall correctly, the Vindicator (S) was the original production model, but was overhauled into what we now know as the Vindicator later on. The later version is now the standard version, and the original (S) version is a rarity.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 24, 2018, 07:33:22 AM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Histidine on December 24, 2018, 07:42:38 AM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

Excelsior abilities have negative flux cost. Shooting reduces flux (higher flux gives higher-damage shots), cloaking reduces flux and regens armor/hull while active. Venting damages nearby enemies.
Use the ship system to absorb nearby projectiles as flux (be careful not to overload while doing it).

It's really finicky to use, but handled correctly it can do things like HELMUT soloing a Remnant battlestation here:

https://www.youtube.com/watch?v=IPJK5AyVdPU
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 24, 2018, 07:47:27 AM
That's... Impressive.
The problem I'm having with it is that I just can't get it to stay cloaked. As soon as I activate the cloak, it instantly deactivates and goes into cooldown.
And I'm a bit confused if it's broken or I'm not doing something I need to etc.

[e]
Quote
negative flux cost
Ugh. This is it. It won't stay cloaked because it needs flux to cloak, and it doesn't have any.
This is going to be an interesting experience.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: AxleMC131 on December 24, 2018, 01:10:57 PM
Yeah, you have to generate flux in a different way. The Flux Shunt ship system absorbs nearby projectiles and converts them into flux - this works on both friendly and enemy bullets or missiles, and even asteroids. A lot of the Excelsior's default variants (at least, its 0.8 ones) I believe were based around using its own missiles as "fuel" for that system.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: ANGRYABOUTELVES on December 24, 2018, 04:53:19 PM
Putting Plasma Burn on the Zenith was a good idea. It fits the Zenith really well. A bit too well, actually. The combination of Plasma Burn and the 0.9 large energy weapon changes have turned it into an alpha strike monster. It could stand to have less capacity so that when it jumps on and horribly murders something, other ships have a chance to punish possible overextension.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Sy on December 25, 2018, 06:44:15 AM
Putting Plasma Burn on the Zenith was a good idea. It fits the Zenith really well. A bit too well, actually. The combination of Plasma Burn and the 0.9 large energy weapon changes have turned it into an alpha strike monster. It could stand to have less capacity so that when it jumps on and horribly murders something, other ships have a chance to punish possible overextension.
i haven't played with it myself yet, but that was my feeling as well. i didn't like the Zenith before, because it was just so lacking in mobility, so i'm really happy with the change. but it might need to get a bit less firepower in return, either through flux stats or through some of its forward-facing weapons having their arcs changed to the side, or something like that.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Drone_Fragger on December 27, 2018, 12:35:10 PM
The Zenith is pretty nice but I feel it just has too much armour, the shield is good enough (particularly if you take hardened shields) and it's flux pool is deep enough that it seems almost... too much.

Also, I don't know if it's possible but it might be worth adding some of the low tech ships to the pirate blueprint pool? Seems odd that the luddic path will use them, but not pirates.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: fatrat on December 27, 2018, 01:01:46 PM
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

Excelsior abilities have negative flux cost. Shooting reduces flux (higher flux gives higher-damage shots), cloaking reduces flux and regens armor/hull while active. Venting damages nearby enemies.
Use the ship system to absorb nearby projectiles as flux (be careful not to overload while doing it).

It's really finicky to use, but handled correctly it can do things like HELMUT soloing a Remnant battlestation here:

https://www.youtube.com/watch?v=IPJK5AyVdPU


I am going to go on record and say that's probably one of the most ridiculous things I've seen gaming-wise this year.

Now, i want to see how it does vs a fleet.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: cybersol on December 27, 2018, 01:03:46 PM
Personally I think the Zenith is fine, as it currently costs a whopping 35 DP to recover. A conquest or onslaught at 40 DP will eat it for lunch even now.  
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: ANGRYABOUTELVES on December 29, 2018, 01:49:05 AM
In the hands of a skilled pilot, the Excelsior is a screaming invincible war-demon for as long as its CR lasts. It does best in the middle of a crowded battlespace with lots of ordnance flying around; pirate and luddic path stations are perfect environments to practice with it, as there's lots of slow high-damage stuff like pilums, piranhas, and hellbores in those fights. I highly recommend giving it Heavy Armor and Reinforced Bulkheads so you've got more of a cushion for mistakes, as one bad overload can turn you into scrap. Expect to explode a lot while learning how to pilot it.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Spess Mahren on December 29, 2018, 04:13:49 AM
Wanted to ask if having Wall class drones guarding sleepers is intended, I find the guardian far harder to fight making it a better "boss ship" while the Wall can just be flanked and murdered with impunity from the rear with one/two ships to distract.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Serenitis on December 29, 2018, 06:18:33 AM
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?
https://www.youtube.com/watch?v=Thf7NbmMzc8

Spoiler
(https://i.imgur.com/lhc0Lcx.gif)
[close]
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Ravenholme on December 29, 2018, 07:12:05 AM
Wanted to ask if having Wall class drones guarding sleepers is intended, I find the guardian far harder to fight making it a better "boss ship" while the Wall can just be flanked and murdered with impunity from the rear with one/two ships to distract.

I think it is a quirk of how the Cryosleeper is handled, unfortunately. It doesn't have a scripted fleet as such, it just calls upon a Derelict Explorarium Capital - in the base game, this isn't an issue since the Explorarium only have the one Capital, the Guardian. Since SWP adds another, you end up with a coin flip of getting the Guardian or the Wall.

I am not sure that DR can do much about it, unfortunately, but I could be wrong.
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Dark.Revenant on December 31, 2018, 12:45:44 AM
I can do something about it, actually, but it's a bit janky. Basically, I just need to define the Wall as a cruiser in the role tables...
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: fatrat on January 06, 2019, 12:30:15 AM
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?
https://www.youtube.com/watch?v=Thf7NbmMzc8

Spoiler
(https://i.imgur.com/lhc0Lcx.gif)
[close]


Okay, now the's *** nuts. O_O
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: mkire on January 10, 2019, 09:07:37 PM
I can do something about it, actually, but it's a bit janky. Basically, I just need to define the Wall as a cruiser in the role tables...
i am okay with that. I've killed several walls before with three destroyers, so them getting a downgrade in class and appearing more isn't a problem
Title: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Dark.Revenant on January 12, 2019, 03:08:43 PM
Hello.

(https://i.imgur.com/VThuuSd.png)

Thanks to Machine, MesoTroniK, and Tartiflette for the new Zenith!

(https://i.imgur.com/p1OPs5L.png)

Download Ship/Weapon Pack 1.9.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.9.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.9.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.9.0
- IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them
- Fixed Punisher spawn rate in Luddic Church fleets/markets
- Fixed Excelsior and Hecate spawn rate in Tri-Tachyon fleets/markets
- Fixed Persean League spawning rates
- Vindicator (S) now has Rapid Ammo Loader (works like Fast Missile Racks for ballistic weapons)
- Completely remade Zenith-class Heavy Cruiser
- Fixed Guardian spawn - won't conflict with the Wall anymore - and Wall can appear in normal Explorarium fleets
- Vortex and Solar shield efficiency nerfed to 0.7 from 0.6
- Circe shield efficiency nerfed to 0.8 from 0.6
- Alastor shield efficiency nerfed to 0.9 from 0.8, but deployment cost reduced to 5 from 6
- Vanguard shield efficiency nerfed to 1.1 from 1, and deployment cost increased to 9 from 8, and OP increased to 85 from 80
- Chronos flux capacity reduced to 15,000 from 17,500
- Balance pass on Drake (half shot damage/flux, double shot rate, reduced speed)
- Various additional small balance tweaks
- Tweaked trails a bit
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Obsidian Actual on January 12, 2019, 05:11:19 PM
Hooray for International Bounty Board missions!

Quote
"...seems my intuition was correct, Captain <Player LastName>; you are just the woman we needed..."

I think that's the first time I've seen any mod make use of the PC's gender variable. Did the vanilla game itself ever do anything like this?

Going off on a slight tangent: where in the base game would we even set our PC's gender (besides from savefile editing)?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: Histidine on January 12, 2019, 05:19:58 PM
Going off on a slight tangent: where in the base game would we even set our PC's gender (besides from savefile editing)?
It's set based on your portrait choice at start. If the portrait is ambiguous (e.g. helmet with face covered, or a mod using a portrait for both genders), click the generate name button to find out which one it is.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.0
Post by: solardawning on January 13, 2019, 12:07:27 PM
IBB system works again, is now triggered by bar events; generally reworked
- In theory, boss ships should always be recoverable when you first fight them

I played through about 10 IBB's last night in a new game. In practice, the Mod-ships are only rarely recoverable.
I had to save-load-repeat the battles multiple times to get one of the ships, and in battles with multiple mod-ships it's unlikely to get them all without an extreme amount of loading and repeating.

The later bounties (this really started being an issue around the Ludd fleet and the Diable Avionics tie-in) have fleets that, combined with the player fleet & size cap of 30, are so large that most ships that may have been recovered will get truncated off the recovery list and cannot be obtained.
This can be worked around- for example, to get the Gulf-class Mod Cruiser, I went in with a fleet, destroyed 20 of their ships to get the size under control, then sacrificed my fleet to run away and come back with a second fleet to finish them off: with under 30 total ships in the battle.

It's not exactly 'broken', but the player needs some extreme in-depth knowledge of how the game works to have a good shot at getting many of the unique ships, and intuitive gameplay (they have a big fleet? you should bring a big fleet too) is contraindicated, because that will likely render the player unable to recover the mod-ship.

After those thoughts: THANK YOU! This content is awesome.
Title: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 13, 2019, 05:34:56 PM
Small update for your convenience.

(https://i.imgur.com/Cr3zEcS.png)

Download Ship/Weapon Pack 1.9.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.9.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.9.1.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.8.4z2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.9.1
- IBBs are now *actually* always recoverable
  * This works by automatically making the IBB ship recoverable, even if it didn't make the "legitimate" recovery pass
  * This only occurs for one IBB ship of each type (so if you fight four Hades, only one is guaranteed to be recoverable)
  * Any ship that gets recovered in this manner has tons of D-mods
- Minor update to IBB spawn locations
- Renamed IBB ship Nebula to Dawnstar
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: solardawning on January 14, 2019, 01:37:45 PM
You are a good human and you should feel good about the things that you do.

Thanks for the quick patch!
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Wyvern on January 15, 2019, 11:51:53 AM
Just wanted to drop a note here: I like the Luddic Path converted Wolf; having SO built-in is a great way to offset the problems you'd otherwise get with HVDs or other extreme-range ballistic weaponry.

...Also, you were not kidding about those tons of d-mods.  Picked up the Pony last night and I think the only one it was missing was compromised storage.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: solardawning on January 16, 2019, 03:52:47 PM
Hey Dark.Revenant,

I wanted you to know that the IBB battles have been some of the most grueling and compelling exercises in strategy and determination I've played in the past several years.
Last night, I spent three hours on the Euphoria carrier battle- trying out different tactics, different fleet configurations to deal with the triple-Astral bomber rushes, etc. Twice, I beat their first full deploy, only to be wiped by their 2nd deploy of four Dooms and several other bruisers.

It was awesome. I hadn't had this much fun before in a thousand+ hours of playing Starsector. I felt like I could try every OP trick in the book I knew, and I had to in order to win, even while losing half my fleet, because they were doing those same tricks. Harbingers dropping my shields then point blank reapers & AM blasters? Yup, they do it. Lots of it. Carrier swarms? Yep, they do it.
Having to play against and beat those tactics was made all the better by the quality and polish of the unique ships and their systems.

This is the best challenging battle content I've played yet in a Starsector experience.
Thank you for the effort you've put into it, and for sharing your mod with all of us.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: FreedomFighter on January 16, 2019, 04:44:15 PM
...Also, you were not kidding about those tons of d-mods.  Picked up the Pony last night and I think the only one it was missing was compromised storage.

Poor Pony. Shoot it in the head and end this suffering  ;D
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 16, 2019, 07:28:58 PM
It was awesome. I hadn't had this much fun before in a thousand+ hours of playing Starsector. I felt like I could try every OP trick in the book I knew, and I had to in order to win, even while losing half my fleet, because they were doing those same tricks. Harbingers dropping my shields then point blank reapers & AM blasters? Yup, they do it. Lots of it. Carrier swarms? Yep, they do it.
Having to play against and beat those tactics was made all the better by the quality and polish of the unique ships and their systems.

This is the best challenging battle content I've played yet in a Starsector experience.
Thank you for the effort you've put into it, and for sharing your mod with all of us.

I'm humbled!  Thank you for playing!

Honestly, a lot of that is just Alex's magic at work.  The IBB fleets have a few elements that are tailored for a particular theme or challenge (faction, custom doctrine, officer count and level, OP bonus, etc.), and obviously the IBB ships themselves are predetermined.  However, the majority of what you're facing is just Starsector at its best.  That specific challenging fleet you faced was mostly randomly generated like any other fleet, it's just that the core gameplay is so good that it Just Works.

The Euphoria fight is definitely really difficult.  With the Imperium and Templar mods out of commission for now, Euphoria is the 3rd hardest available stage on paper, but subjectively it might be the toughest one.  Good work!
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 17, 2019, 12:48:59 PM
 This mod feels like a nessesity for the base game, if I try to play without it the pool of available vanilla weapons feels realy lacking. Thanks for the amaising mod!
 I happened to stumble upon a crash that happens when Inferno MIRV missile tries to split, I tested it several times and the moment its missiles enter the range where they try to split the game crashes.
 I realy love this launcher. Please test it, I got multitude of mods but I dont think that is the case due to game crash happening spesificly when it reaches the range at which it separates and most of my mods are faction ones. ( I also use nexelerin for mining feature and several mods that have nothing to do with combat)
 Not shure if there are other issues with missile AI's, Harpoons trebusheys and several others work well, its just the inferno's.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 17, 2019, 05:37:40 PM
That’s definitely not what I observed during testing.  Can you post the end of your starsector.log after a crash?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 17, 2019, 05:53:43 PM
135987 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
137225 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)


Here, entered my save where I avoided inferno, got one and run a simulation with it. The moment it was supposed to spread game crashed.
 LazyLib/MagicLib/GraficsLib are all latest versions
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Killjoymcpuppykicker on January 17, 2019, 06:35:12 PM
I was getting that same error earlier this month iirc. I hadn't been running the newest version of the base game.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Dark.Revenant on January 17, 2019, 07:56:34 PM
I concur; that looks like a game version issue.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: MesoTroniK on January 17, 2019, 08:07:15 PM
Version Checker (http://bit.ly/1wSPmKE) is your friend :)
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Morathar on January 17, 2019, 08:27:38 PM
For what it's worth, this problem sounds an awful lot like one that was reported last month with Disassemble/Reassemble's Swift Burst Launcher (http://fractalsoftworks.com/forum/index.php?topic=12360.msg239946#msg239946 (http://fractalsoftworks.com/forum/index.php?topic=12360.msg239946#msg239946)). It apparently only happens on some computers, but after some trial and error the problem was supposedly fixed by adding:

Code
"splitSound":"hurricane_mirv_fire",

to the "behaviorSpec" section of the weapon's .proj file. Given the similarities between that bug report and this one, it might be worth trying the same approach here. (Assuming the game version is found to be up-to-date and the exception still occurs, of course...)
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Toranet on January 18, 2019, 02:13:01 AM
 Yes it worked! Thanks alot!
 My game client and all mods are latest versions and nexelerin got version checker built in so it had to be what you said with some PC's
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: NukesRfun21 on January 22, 2019, 04:00:44 PM
100% Crash everytime when i try to trade in Prism Freeport with Nexerelin war mod. I normally play with a ton of mods but i deactivated all but Magic/Graphics/Lazy and Nexerelin which are up to date.
Log error:

455747 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
456028 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
   at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
   at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
   at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.g.<init>(Unknown Source)
   at com.fs.starfarer.coreui.g.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.if$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.if.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 22 more

Help?
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Histidine on January 22, 2019, 04:39:39 PM
Update your SWP.
Title: Re: [0.9a] Ship/Weapon Pack 1.9.1
Post by: Spess Mahren on January 22, 2019, 05:50:50 PM
Could the ship system the striker and punisher use get a custom AI script to stop ships with that system from suicide headbutting everything? I remember DME having the problem and it was fixed and essentially it involved the AI using the maneuvering jets ai and falsely thinking it could go in reverse.
Title: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 15, 2019, 10:43:02 PM
Hello there!  Not save compatible.

(https://i.imgur.com/bGV99yy.png)

Download Ship/Weapon Pack 1.10.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.0.7z)
(Requires LazyLib 2.4b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.3.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9f2 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.10.0 (February 15, 2019)
- Entirely remade the Cathedral as a module-ship with a litany of campaign-level bonuses and a cost to match
- The Redeemer is now a completely different weapon (long range torpedo with pseudo-MIRV-like behavior)
- Removed Lightning-class Phase Bomber
- Cleaned up missions, added Stained Glass mission
- Circe shield efficiency buffed to 0.7 from 0.8
- Tweaked the Burst Jets AI
- Vesperon Combine whitelist
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Thaago on February 15, 2019, 11:20:02 PM
Very cool! I look forward to this thing murdering me serenely drifting through space.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: joppe_k on February 16, 2019, 02:32:37 AM
Wow! That looks awesome.

While looking through the ships on the first page, it also appears that the Vindicator, the Victory (and possibly a few other?) have gotten some sprite improvements. Is that correct?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 03:14:20 AM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MedwedxXx on February 16, 2019, 04:19:28 AM
8793 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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)


Anyone else got this error? With version 1.9.1 everything working fine.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on February 16, 2019, 05:18:18 AM
Wow! That looks awesome.

While looking through the ships on the first page, it also appears that the Vindicator, the Victory (and possibly a few other?) have gotten some sprite improvements. Is that correct?

Seem like it. Modder like to improve and clean up their sprite over time when they're getting better at it. I'm wondering if Victory's built-in cannon got some sound change? It feels more oomph before back when I using it in SS 0.8.1.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Seifer on February 16, 2019, 10:36:34 AM
Gosh Dark Revenant this is beautiful :) Does it still have its lightning skill though which raises flux ? xD I can't test because my pc is pretty unstable right now :P
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 16, 2019, 12:10:49 PM
8793 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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)


Anyone else got this error? With version 1.9.1 everything working fine.

When updating mods, you should delete the old mod folder first before you put the new one in.

Gosh Dark Revenant this is beautiful :) Does it still have its lightning skill though which raises flux ? xD I can't test because my pc is pretty unstable right now :P

Long-ranged low tech Mine Strike.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Seifer on February 16, 2019, 12:23:21 PM
Nice :D I'm excited to fight this beast !
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Drone_Fragger on February 16, 2019, 05:52:31 PM
Rip Lightning bomber, legitimately too OP for this world. Also kinda buggy.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on February 16, 2019, 07:25:25 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 09:11:20 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 16, 2019, 09:31:44 PM
(https://i.imgur.com/gP0yiPP.png)

Pictured: a poor, hapless onslaught.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 09:48:29 PM
Onslaught in simulator not a enemy, he cant do anything.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: NightfallGemini on February 16, 2019, 09:50:12 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 10:08:48 PM
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?
At first give me Cathedral on simulator as opponent and i can blow up this.

On current moment very hard to testing this flying HP box because AI just running from this ship. But Victory or Paragon just annihilate basic variants.

But i definitely know that in comparison with the fire power of the previous Cathedral version new the pettiness is useless. New ship cant kill billions of Remnant frigates, destroyers and cruisers.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Midnight Kitsune on February 16, 2019, 10:58:22 PM
Onslaught in simulator not a enemy, he cant do anything.
Try playing the game legit for once instead of "god modded" and maybe you will see that the ship is actually decent. Not all capital ships need to be OP as hell 
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: DrakonST on February 16, 2019, 11:02:39 PM
Onslaught in simulator not a enemy, he cant do anything.
Try playing the game legit for once instead of "god modded" and maybe you will see that the ship is actually decent. Not all capital ships need to be OP as hell  
I mean Onslaught variant on simulator a useless. This ship capable to do much more.

And on my game still no any changes. It full vanilla, except some mods.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Drone_Fragger on February 17, 2019, 05:04:33 AM
Also, I'm not entirely convinced that the luddic path is using their [LP] ships that the pack adds. Not sure it's just that they're not selecting them or if they just don't have access to the blueprint or similar.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 17, 2019, 01:12:28 PM
They spawn in my game.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: sqrt(-1) on February 18, 2019, 02:04:36 AM
It could be an extremely unlikely case of luck, but this mod seems to vastly increase the rare item drop rate.
The game has become way too easy because of this.

Did anyone else observe this?

PS.: Normal difficulty and no other content mods installed.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 01:21:58 PM
This mod doesn’t change any drop rates.  They’re really just based on luck; one run might see hardly any and another can see a vast wealth of good resources.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 03:53:17 PM
The Cathedral Hubship isn't able to appear in the game by any means in normal gameplay.
This is because the Luddic Church has no planets with Heavy Industry, so they only get access to the generic cross-faction import ships. Thus... their biggest raid fleets are just jammed with d-mod Dominators.

This would only not be the case when you have another mod active giving the Luddic Church a world with Heavy Industry.

Would you consider making an IBB mission with a salvageable Cathedral, so that non-Nexerelin players can see the Cathedral, too?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 05:00:25 PM
The Cathedral actually is on the import list.  Gilead can spawn it occasionally, and it's certainly for sale.  It is, however, still quite a rare ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 05:22:20 PM
You sure about that? I was under the impression that they can't import it unless a faction with Heavy Industry knows the blueprint to import from.

I've put a few hundred hours of play in with your mod enabled and have never seen a Cathedral appear, whether in bounty fleets, raid fleets, system defense fleets, or shop on any Luddic Church world.
Are you absolutely certain you're not only seeing it with a mod enabled like Nex that could give them or another faction with the blueprint access to a Heavy Industry world?

I'll try upping the rarity to make it common, make sure it's in their preferred ship list, and get back to you.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 06:17:25 PM
Test complete:

I was able to get a Cathedral to spawn in defense fleets around Gilead... by editing my save to add the blueprint to the Hegemony's known ships list, and then flying around the core world for a few game months so that traders had time to export Cathedral ship hulls from the Hegemony to the Luddic Church.

Now they appear in every Luddic Church fleet large enough to have a capital.
This is easy to test, because otherwise the church had no available capital size battleships whatsoever- which is why their fleets were always jammed with Dominators. It was the largest ship they could import.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on February 18, 2019, 09:29:10 PM
The cathedral, prior to 1.10.0, couldn't spawn.  This was intentional.

In 1.10.0, I added it to the list of ships that spawn when the faction is importing ships.  There is no "exporting hulls" mechanic regarding blueprints and the like; adding it to the Hegemony lists won't affect how the Luddic Church spawns ships.  I tested myself - it will spawn, just infrequently, because LC fleets large enough to have capital ships are quite rare.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: solardawning on February 18, 2019, 09:33:37 PM
OK, thanks for the clarification. In that case; thanks for adding it. It's a very fun ship.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Julzjuice on February 19, 2019, 05:37:48 PM
Hey Dark!

Thanks for your awesome ship packs as always but I think that the new version of the mod breaks the game? Can anybody else confirms they are having a crash at the loading screen since updating to the latest version?

This is what the crash log reports:

14452 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [swp_fluxdisturber] not found in ship_systems.csv
14467 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.shipsystems.SWP_FluxDisturberStats]
14564 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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)

Correct me if I'm wrong but the swp_xxxxx files are from your mod, correct?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Julzjuice on February 19, 2019, 05:41:56 PM
Hey Dark!

Thanks for your awesome ship packs as always but I think that the new version of the mod breaks the game? Can anybody else confirms they are having a crash at the loading screen since updating to the latest version?

This is what the crash log reports:

14452 [Thread-4] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [swp_fluxdisturber] not found in ship_systems.csv
14467 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.shipsystems.SWP_FluxDisturberStats]
14564 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.while(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)

Correct me if I'm wrong but the swp_xxxxx files are from your mod, correct?

Disregard my post.

Completely deleting the mod is needed with this new version. You cant just copy and replace the files if this can help anyone having the same issue!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on February 19, 2019, 09:13:56 PM

Completely deleting the mod is needed with this new version. You cant just copy and replace the files...

Hint: This should be standard procedure for every time you update a mod. ;) Not just specific versions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: StahnAileron on February 28, 2019, 09:23:22 PM
Are there any prerequisites to triggering IBB missions other than fleet size and completing IBB missions in general? I hit up the first few missions, but have yet to see anything pop up past the unique combat freighters. My fleet is sizeable (several capitals); I have colonies established. I've been itching to nab the late mission unique capitals.

My game install is also heavily modded. If you could tell me what the specific conditions IBB looks for are, I should (hopefully) be able to figure out why I haven't seen an IBB mission in ages. (The first two showed up easy enough. The third one showed up once I expanded my fleet. And I think it stopped around there.)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shad on March 01, 2019, 01:04:08 AM
IBB misions are more or less sequential. You get easy ones first, then harder ones. Just keep coming back Prism Freeport for new ones.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 01, 2019, 02:41:54 AM
They appear on specific factions’ markets, for lore reasons.  They actually tell you the list when you take the first mission.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Hrothgar on March 01, 2019, 08:19:59 AM
Can someone put this list of markets here?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shad on March 01, 2019, 09:42:53 AM
I will once again repeat that if you have Prism Freeport on the map, you should be able to get every single IBB mission avaliable there (one at a time).
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: StahnAileron on March 01, 2019, 01:07:40 PM
Huh... I hit up Prism several times recently and didn't see anything... Will have to check again.

As for being faction-specific otherwise: That sounds familiar now that you mention it. I do recall it seeming like that back in the mid-0.8.x era when I first started playing SS with mods.

Thanks for the replies!

EDIT: Okay, I see it now. Dunno why the Independent colonies aren't as forthcoming with the IBB missions, but apparently I need to hit up Hegemony and Persean League colonies as well to have a chance at the IBB mission posts. Both of them have been a tad pissy with me as of late (gotta love the diplomacy RNG), so I've been avoiding them. (AI Inspection fleets haven't been helping either...)

That explains everything now.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: LuckViValhalla on March 02, 2019, 09:15:45 AM
Hello there, awesome mod!

But I think I have a problem.
The battle with TTx LaCROIX seems bugged. She is spawning WAY over 200 points in battle.
This is just a impossible battle to beat, she have like 30 extremely fast phase ships, they seem to make time move slower 6x or so times (the player can achieve 4x with a skill) and when they come out of their phase it only takes half a second to be able to phase again.
I just can't destroy them as they swarm me and my ships and just obliterate everyone.
I tried a lot of tactics, using 2 Chronos, using a lot of escort ships, using carriers, but nothing works because their Lucifer Class have TONS of Armor and Capacitor, enough to destroy my shields with mines while phased.
It's kinda unfair when I have 90 points to deploy and they have like 200-300.
Is this intentional or am I acctualy facing a bug?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 03, 2019, 03:02:05 AM
For that one, for now you’ll need to increase your Battle Size in settings so you can deploy more ships.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 03, 2019, 06:59:53 AM
If the enemy has a bigger fleet, they'll get more deployment point in the pool. This is vanilla behavior.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 03, 2019, 12:18:08 PM
IBBs cheat by force-deploying all the IBB ships.  The phase-based IBB is meant to be played at 500 (max) size.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 05, 2019, 06:28:13 PM
Encountered a crash when trying to accept the contract for Lisa Nanao (which is why I'm posting this problem here in the first place because this relates to the Ship/Weapon Pack...I think lol).

Here are my specs, my mod setup, the log to make things a little more clear:

"Fatal: null"
"Check starsector.log for more info."


168890 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at data.scripts.campaign.intel.SWP_IBBIntel.spawnFleet(SWP_IBBIntel.java:1443)
   at data.scripts.campaign.intel.SWP_IBBIntel.start(SWP_IBBIntel.java:572)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.doConfirmActionsPreAccep tText(SWP_IBBBarEvent.java:89)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BaseGetCommodityBarEvent.op tionSelected(BaseGetCommodityBarEvent.java:309)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.optionSelected(SWP_IBBBarEvent.java:390)
   at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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)
169120 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
169120 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]


Config:
Java 8.x update 201 (64-bit)
Starsector 0.9a RC10 with vmparams @ 6400mb
Windowed mode at 1768 x 992 resolution

My mods (installed and activated):
-Lightshow 1.40
-Arsenal Expansion 1.5.3d
-Artefact 1.9b_b
-Celestial Mount Circle 1.0
-Combat Chatter 1.9.2c
-Common Radar 2.5
-Console Commands 3.0
-Dassault-Mikoyan Engineering 0.9.9e
-Diable Avionics 2.03
-Extratential Lanestate Union 0.5.1a (aka "Blue")
-Fix All Empty Planets v1.0
-Foundation of Borken 0.2.4-RC3
-High Tech Armada 0.6e
-Junk pirates / ASP / PACK (release) 3.02
-LazyLib 2.4d
-MagicLib 0.23
-Mayasuran Navy 8.1.8
-Neutrino Corporation 1.85-RC4
-New Galactic Order 1.07a
-Nexerelin 0.9.1b
-Outer Rim Alliance 0.84
-Practice Targets 1.3
-Rebalanced Pilums 1.3
-Sanguinary Anarchistic Defectors 0.9f
-Scy Nation 1.53
-Shadowyards 0.8.1
-Ship/Weapons Pack 1.10.0
-SkilledUp 1.0
-Sylphon RnD 0.9.4c
-Underworld 1.3.0b
-Upgraded Rotary Weapons 1.40
-Version Checker 1.8b
-GraphicsLib 1.3.1

Here is also a picture of the problem dialogue in question (with the option circled in red that crashes the game whenever I select it):
(https://i.imgur.com/8kZ4rU9.jpg)

I only have one idea as to what I'm actually looking at here:  The selection is asking the game to make Lisa's fleet bigger, and the game is trying to, but has no reference (and thus no method) to actually do that.  Either that, or the reference is bad/corrupted and the call for making her fleet bigger from the selection can't translate it.

Other then that, I have no clue.  I could be completely wrong.  lol
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on March 05, 2019, 11:25:54 PM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Ravenholme on March 06, 2019, 02:23:01 AM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 06, 2019, 08:31:52 AM
You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.

I asked Knight Chase if this could be related to his mod's update.  Hopefully, he'll be able to offer some insight (or a possible fix).
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: ReXspec on March 09, 2019, 03:22:51 PM
No word from Knight Chase about the bug I encountered.

What I'll probably do is roll back the mod to version 8.1.7 until whatever is wrong with 8.1.8 is fixed.

...assuming knight chase even has the link for that version, of course.  lol
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Shuka on March 10, 2019, 01:51:38 PM
Thanks for the info about IBB force spawning, I figured I would just never beat LaCroix because I came back once I had a capital and still couldn't do it.

What an awesome game
Title: Re: [0.9a] Ship/Weapon Pack 1.8.0
Post by: Grizzlyadamz on March 12, 2019, 11:36:27 AM
- Extreme Modifications is now considered a logistics hullmod
Oof it would have been perfect for squeezing out the second logistics mod on small-fleet non-combat SO frigs.
Since it's more or less a risky combat-only mod, how significant of a chance is 'significant'?
And does the OP bonus scale with hull size?
The tooltip is kinda vague.

-edit
Just had the bright idea of poking around in the files. Looks like it does scale: -6,-12,-18,-30. But I'm not sure what the penalty is- closest I saw in the java script is both WEAPON & ENGINE_MALFUNCTION_PROB = 0.02f, not sure what to make of that.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on March 12, 2019, 10:32:43 PM
@Grizzlyadamz

Suggestion: Equip a ship with the hullmod and see what happens.  ;)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 12, 2019, 10:59:27 PM
What should I have noticed?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 13, 2019, 04:58:47 AM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: sqrt(-1) on March 13, 2019, 05:42:27 AM
You have done a fantastic job with this mod. Congrats!

The mod is also well balanced and not over the top, without cheesy stuff.

- with one exception though -

The Excelsior Corvette. It has completely immersion breaking capabilities in my opinion because they are implausible and overpowered.
I would only continue to play and consider to recommend the mod if this ship was disabled by default. Making it only possible to disable it via config would make a recommendation appear too cumbersome.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Hrothgar on March 13, 2019, 06:00:24 AM
Excelsior can be something similar to obtain like Blade Breakers ships. There are (very few) ships like their Stealth carrier or cruiser scattered in Blade Breaker systems. Basically one ship per game of each kind. Mayby make it  like this, hidden in some high-lvl danger remnant system.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Wyvern on March 13, 2019, 09:09:29 AM
...Have you actually tried to fly the Excelsior yourself, or are you judging it based on watching HELMUT's videos?

I ask, because I have tried flying it myself, and I find that it's just not worth it; the ship is incredibly unforgiving of even small mistakes, and accomplishing things like HELMUT's solo battlestation kills requires many, many attempts - and that's once you've gotten skilled enough to even give it a serious go.

So that's my advice: if you think the Excelsior is implausibly overpowered, give it a try.  Personally, I'd rather be flying just about any other premium-quality ship: Tempest.  Hyperion.  Aurora.  All of them are better for me than the unwieldy Excelsior.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 13, 2019, 10:47:16 AM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Yes but my question was
how significant of a chance is 'significant'?
Is it the same exact chance as being low-CR or is it some other value like 10%/10s?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Vayra on March 13, 2019, 04:01:02 PM
You have done a fantastic job with this mod. Congrats!

The mod is also well balanced and not over the top, without cheesy stuff.

- with one exception though -

The Excelsior Corvette. It has completely immersion breaking capabilities in my opinion because they are implausible and overpowered.
I would only continue to play and consider to recommend the mod if this ship was disabled by default. Making it only possible to disable it via config would make a recommendation appear too cumbersome.

if you wanna talk *** about the Excelsior you have to post a video of you killing something impressive with it them's the rules
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Surge on March 13, 2019, 04:05:45 PM
The thing about the excelsior is that it's functionally an easter egg. Never in a million godamn years will the AI push an Excelsior to its fullest potential, hell it's up for debate if even HELMUT pushes the thing as far as it can go. In the hands of the AI the Excelsior is a threatening but far from game breaking super frigate, when in the hands of a player it's a challenge to see how far you can take a ship with no limits but CR. If you think it makes the game too easy well congratulations on being the best Starsector player in the world, fly something else. Let the Excelsior waste its potential and its life against your fleet and leave the husk behind.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on March 13, 2019, 08:16:04 PM
The Excelsior has a higher skill floor *and* ceiling than anything else in the entire game including all of the Modiverse.

Talk is cheap, very few players can do with it what Helmut shows and even the things you see him do? He has died many times and in essence cherry picks what videos he actually shows :)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: AxleMC131 on March 13, 2019, 10:14:54 PM
Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
Yes but my question was
how significant of a chance is 'significant'?
Is it the same exact chance as being low-CR or is it some other value like 10%/10s?

Heh, sorry I was suggesting you equip it and find out for yourself via first-hand experience. XD

Regardless, the game takes malfunction chances as a float (decimal) from 0 to 1, representing a percentage chance for a malfunction to occur between 0% and 100%. Apparently these checks are made, on average, once per second, so a value of "0.02" as in Extreme Modifications means a chance of 2% every second (for each of weapons and engines, not both together). That means on average, every 50 seconds you'll receive a weapon and engine malfunction.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on March 14, 2019, 10:40:26 AM
[...]
Thank you!
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: FreedomFighter on March 15, 2019, 06:29:23 AM
Just beware about using EM on any ship with a single engine. If it roll on the engine then your ship just flameout helplessly. It is pretty dangerous to use with Scy ship since a lot of them are single engine. Also, the EM malfunction follows the same rule as vanilla malfunction. iirc, if you have only 1 operational weapon on your ship, it will never roll malfunction on it (or skip it, am not sure). You can exploit the EM for one thing, malfunction will reset weapon cooldown the moment it repaired.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Cruis.In on April 07, 2019, 01:01:21 PM
where can I get an old version? I forgot to do a save transfer before updating starsector to 0.9. Now I need to find old versions of the mods to reinstall on the 0.8.1.a version of starsector I was using so I can load my save game, copy it, then create a new saved game compatible with 0.9.

I didn't have the original mod files. So I need this, I got nexorilin, and the others are not updated to 0.9 anyway, graphicslib and those were updated but I don't think those will matter in loading the saved games, since they are compatible going forward
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Nia Tahl on April 07, 2019, 01:26:26 PM
You can't transfer a save from 0.8 to 0.9 due to all the massive changes between versions.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Cruis.In on April 07, 2019, 06:42:51 PM
ok, but where can I get a previous version of this from?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Grizzlyadamz on April 07, 2019, 08:33:19 PM
Look at the download URL & compare it against the previous versions in the OP's change log.
https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.0.7z
If you sub out the last part of that url (you'll notice the file is named after the version number) for the # of the specific version you're looking for, it might work.

So instead of 201.10.0.7z it would be 201.9.1.7z or what have you.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Embercloud on April 16, 2019, 03:09:47 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.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: SCC on April 16, 2019, 11:18:03 AM
This is a vanilla bug with how modules work, which will be fixed whenever 0.9.1 drops.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Dark.Revenant on April 16, 2019, 11:17:18 PM
That's not even a ship from this mod...
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Avanitia 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
(http://www.sc2mafia.com/Starsector/ssp_hecate_ff.png)
[close]

I think you mean the Flourish from Arsenal Expansion which does have a secondary shield - which is a module.
Spoiler
(https://i.imgur.com/K6MXX0m.png)
[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.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Singrana 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)
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: MesoTroniK on May 06, 2019, 06:41:54 PM
The Lightning phase bomber was removed due to the new fighter AI not using it properly.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: planeswalker 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?
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Nia Tahl on May 14, 2019, 07:39:23 AM
safe to use
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: planeswalker on May 14, 2019, 08:01:29 AM
Alright thanks
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Gotcha! 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.
Title: Re: [0.9a] Ship/Weapon Pack 1.10.0
Post by: Claireity 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.
Title: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant 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 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.1.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



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
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Jonlissla 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: AxleMC131 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.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: chytis 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]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 19, 2019, 06:00:37 PM
I thought it might have been save compatible, but evidently not.  Sorry!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: chytis on May 19, 2019, 06:35:57 PM
Oh ok np, thanks for the quick answer love all your mods :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 20, 2019, 05:16:45 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Just had the dubious pleasure of seeing how long it takes to fully blow one up with a decent sized cruiser fleet with carrier support.  That thing...just...wouldn't...die.

2.  Am I assuming correctly that the only folks who field a Cathedral are the Luddic Path?  (assuming from what I read in the ship description that "militants of the Church of Galactic Redemption" seized the early "Explorer-class" ships).

I'm not saying that one of these could replace a Paragon with all the mods as the ultimate tanky ship...but still...the Cathedral is this big, green, Ogre of a mobile base ship.  Perhaps me wants to build an endgame fleet around it...that is, if a speed 20 mobile base would really be a fun thing on the StarSector battle map, say, after like the 10th time seeing enemies just fight around/away from it.

3.  A Nexerelin faction start...with the promise of a chance to buy/build one of these...is tempting despite the "the whole universe hates me and my faction" setup.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: AxleMC131 on May 20, 2019, 11:10:01 PM
...
2.  Am I assuming correctly that the only folks who field a Cathedral are the Luddic Path?  (assuming from what I read in the ship description that "militants of the Church of Galactic Redemption" seized the early "Explorer-class" ships).
...

Luddic Church*. The "Church of Galactic Redemption" is the full name of the Luddic Church. (Also holy cow I don't want to see a Pather Cathedral in my lifetime. :o )
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Jonlissla on May 21, 2019, 07:26:12 AM
Got a CTD from fighting a Luddic Church fleet attacking my station.

Quote
329305 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.isLocationClear(SWP_MineStrikeLTStats.java:234)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(SWP_MineStrikeLTStats.java:200)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(SWP_MineStrikeLTStats.java:69)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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 presume it's related to this mod due to it saying SWP but not sure, so please correct me if I'm wrong.

EDIT: I noticed now that Alex has released a few hotfixes that I have yet to install, so I'll check them out and see if the problem persists. After downloading RC8 there was no CTD.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 22, 2019, 05:51:57 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Shoat on May 22, 2019, 09:01:26 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.

Oh, that cathedral can appear in the campaign?
That kinda scares me, seeing how it crashes the game every time I play the stained glass mission (is that bug already being worked on or should i boot up and crash the game again to take a look at the error message?).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Avanitia on May 23, 2019, 12:45:12 AM
Cathedrals show up pretty often for me in Prism Freeport's high-end seller (not uncommon to see two side-by-side). If that's not intentional, they should probably be blacklisted.

RNG is funny sometimes.

I don't really see them in Prism, maybe seen them once or twice.
The Scrapyard on Arigato on the other hand... while they aren't exactly common there either, it's not a bad idea to go there for heavily d-modded Cathedral, even early.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: lethargie on May 23, 2019, 07:23:00 AM
I haven't been able to make the cathedral work for me. How do yo outfit it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: solardawning on May 23, 2019, 08:40:36 AM
Weapons: Missiles. Missiles everywhere.

Modules: Put Makeshift Shield Generator and Extended Shields on each. Now they will automatically raise a shell of shields that cover everything, under the player-controlled main shield.

Strip the center for maximum OP, put back ECCM Package (the built in missile is incredible), and use Hardened/Accelerated Shields and the mod that gives +25% vent rate. Then put remaining OP into vents.

In battle, you're invincible: You can tank shots on the shields until your flux is halfway or so, then quickly vent, and the 2nd layer of shields on your modules can take the hits long enough for you to finish venting and raise the main shield again.
Meanwhile they're wrecking everything close with massed fire, and everything at medium and long range has five cruisers' worth of missiles chasing it down.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Shad on May 23, 2019, 10:01:11 AM
I also fit makeshif shield generators in all modules. Even without extended shields, it covers the ship quite well. I put a few long-range kinetics (to start stripping shields early. I stick Vulcans/IBIS for PD purposes. For the rest of the slots I go either missiles, similar to post above, or go with tyrador drone pods (which is outright frightening, when you see a salvo of like 50 drones from a single ship).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: lethargie on May 23, 2019, 12:27:44 PM
don't you run out of missiles in longer engagement? Or even in short one, since the ai like to waste them a lot
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 23, 2019, 06:52:19 PM
Thanks for the info regarding Cathedrals as being available! 

Lo, and then there was a Luddic Church playthrough.  Cause I just want to take my base with me at burn 6 cause orbiting is so boring.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on May 23, 2019, 10:16:30 PM
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.

Oh, that cathedral can appear in the campaign?
That kinda scares me, seeing how it crashes the game every time I play the stained glass mission (is that bug already being worked on or should i boot up and crash the game again to take a look at the error message?).

Update Starsector to the latest hotfix!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Midnight Kitsune on May 28, 2019, 10:02:06 PM
And get Nexe or version checker as they will tell you not only if a mod has updated, but even if SS itself updates!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: eidolad on May 30, 2019, 07:39:40 PM
Ode to the Victory:

Diamonds are fine,
But you are mine.
Cut through the swine,
With salvo sublime.

Charge to the weak,
And deliver their fate.
Punish the fool...
Who defies your rule?


Editor's note:  The ancient term "swine" will be new to many of us.  Humans haven't eaten porcine animals for centuries since the heyday on ancient Earth where, in 2019 old calendar, there were over 1 billion "pigs" awaiting slaughter.   Even if we were insane enough to put up with them aboard ship as we head out to the new star sector colonies, they really are just too ugly to live.

Strangely, ancient humans really loved something called "apple-wood smoked bacon" even if foods like it contributed to the eventual death of them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 02, 2019, 06:55:27 AM
 Getting a crash with this error message every single time I use the Cathedral Mine Strike in SIM. Not sure if it works in regular combat.

63624 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.isLocationClear(SWP_MineStrikeLTStats.java:234)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(SWP_MineStrikeLTStats.java:200)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(SWP_MineStrikeLTStats.java:69)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: MesoTroniK on June 02, 2019, 11:24:50 PM
Update Starsector...

Also, the Version Checker mod is your friend.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 03, 2019, 07:20:37 AM

  I have the latest version. I did a clean install since I just got back into the game.The problem is with the Cathedral specifically. Doom works fine.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on June 03, 2019, 09:59:31 AM
Since 0.9.1a was released, there have been two hotfixes.  You need the lastest one.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: default on June 03, 2019, 10:10:16 PM
I have a bit of a gripe about this mod. Specifically the IBB part of it. For reference, I have the Shadowyards mod installed, because that's the example I'll be using.
So when I was going through the IBB missions, I noticed that the unique ships I got from these missions weren't able to fit everything that the autofit slot had on it. In the case of the Salamander, it only had 2 more points. I found that a bit odd, but oh well. 2 points don't matter too much. Especially not on a small ship. So I keep doing more to see what other unique ships there even are. Pretty neat ships, but I keep running into the same exact thing. They do not have sufficient OP to fit everything they had on it when I was fighting it. However, it was always by just a small amount, so I didn't care. They still did good for what they were. Do note, I did have the +10% OP skill at this point as well. However, when I got to one IBB mission for the Odin-class, I noticed that the ship had a large missile on it, but no large missile mount... After defeating it and restoring it, I looked at what the autofit had on it. Sure enough, it had no large missile slot, yet it had a Hurricane MIRV mounted on it when I had to fight it. When I salvaged this ship, it had 319 OP with the +10% skill. I calculated that in order to fit everything that it had on it when I was fighting it, it would need to have 435 OP. In order to even kill the fleet, I needed Blueprints of ships that were better than it. At that point, I might as well just keep using the better ships... If I had the version of it that I was fighting, it would likely be worth using, due to the high OP. I can understand giving them a few extra OP to fit a slightly better weapon to make it a bit more challenging for the player. Make it so the player has to sacrifice a bit if they want the better weapon, or make due with a different one, but putting a weapon that you can not possibly have on it just for the CPU. Why? And the huge gap in OP. I had really high expectations for that ship, and it turns out if I want even close to what the CPU had on it, I would have to put 0 vents and capacitors on it. At that point, it would have a harder time sustaining said weapons. So what would be the point? I don't particularly mind that it doesn't seem like a really great ship or even can really compete at all with the higher up capital ships, but don't make it seem like it may be able to when I'm fighting it just to have it shot down when I actually get the thing. I don't want totally OP ships that are better than the Paragon, but I just want to fight exactly what I can have. Not something with +100 OP to be difficult.

That aside, I do like the mod as a whole. More ships makes the game feel a bit better. Makes it so you don't end up finding the same ship Blueprints in a relatively short amount of time and playing the same way every time because you have the same stuff every time. Instead you have to raid factions to get what you want. The ships don't particularly feel out of place, either.
So yeah... Overall, good job on the mod. Just the one complaint about the IBB....
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Dark.Revenant on June 03, 2019, 10:18:16 PM
That's better brought up in the Shadowyards (http://fractalsoftworks.com/forum/index.php?topic=3491.0) thread, since those ships and their variants are included by that mod, not SWP.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: Ronald Klein on June 04, 2019, 04:12:29 PM

 Huh. Must have missed that hotfix somehow. Thanks. And banging good job on all your mods. Easily some of the best ones around.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.1
Post by: MesoTroniK on June 04, 2019, 06:24:59 PM
Get Version Checker, and never miss an update again!
Title: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Dark.Revenant on June 18, 2019, 01:51:50 AM
Balance changes and fixes for you fine folks.

Download Ship/Weapon Pack 1.10.2 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.2.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.1g (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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 (http://fractalsoftworks.com/forum/index.php?topic=8950) (Not yet compatible) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.10.2
- Increased Vindicator deployment cost to 28 from 25
- Decreased Vindicator turn rate
- Increased Cathedral deployment cost to 100 from 80
- No longer shows IBB person in bar if IBBs are disabled in config
- Extreme Modifications can now go on civilian ships with Militarized Subsystems
- Fixed IBBs belonging to incorrect faction
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Titann on June 19, 2019, 02:42:42 AM
don't you guys think ibb ships taking too much supply per month? I mean yeah they are strong(not that strong tho) and unique but they eating too much supply it forcing me to use small fleet. I don't really want to go above 6.0 - 6.5 supply per day. so I can't use them most of the time not going to talk about their restore prices (Iliad restore price is 6.5million lol). I killed many IBBs but i didnt use any of the ships yet becuase of their supply per month. I mean i need to grind money to restore IBBs but then there is supply per month which is too much for me to handle and if i keep them at one of the stations its dropping my salary lol

How do you guys handle that situation?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Hrothgar on June 19, 2019, 02:59:47 AM
I usually store IBB ships until i can basically override most of problem like money or supplies. I basically hoard them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Sarissofoi on June 19, 2019, 04:45:24 PM
What I should do if I wanted to make a mod for personal use that have only bonus paint-jobs/conversions of existing vanilla ships?
Without new ships/fighters/weapons?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Alphascrub on June 19, 2019, 04:52:06 PM
I usually store IBB ships until i can basically override most of problem like money or supplies. I basically hoard them.

I do the same. Once you get a a decently colony up and running keeping some supply hungry ships running isn't an issue. The general rule of thumb for me on restoring them is around 3-4 times as much money as it takes to restore. Meaning if restoring a ship or buying a ship that cost 100,000 I try to make sure I have 400,000. I break it sometimes but its served me pretty well. This is partly because I either don't install console commands or force myself not to use it when I'm in pinch. Once you start down that road its hard to stop and I enjoy the game much more without cheating the pants off it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Titann on July 03, 2019, 03:13:37 AM
dont you guys think victory is too strong?
I got this loadout on Victory battleship;
Large Slots;
x2 Mark IX Autocannon (front)
x2 Aegis Flak Cannon (back)
Medium Slots;
x2 Heavy Autocannon (front)
x2 Dual Flak Turret (front)
x2 Sunfire PDE (front) - Blackrock
x4 Gridfire MRM
Small Slots;
x2 Ion Cannon
x2 PD Laser
Rest are Micro Argus PD


https://ibb.co/9wrN0sY

Thats the stats i got on lv50 character ofc its max but i got this ship when i was lv 20-25. When i was around 35 Lv I even defeated an invasion fleet that is attacking single battlestation i just sent Victory Battleship to field against 6 Onslaughts  1 or 2 Legion battlecarriers and tons of cruisers/carriers,destroyers,frigates etc. It was literally 1 Battlestation and 1 Battleship against more than 50 ship

Victory have massive frontal firepower and also enough to defend itself from ships that is flanking. Torps rarely hit the ship since it allows you to get good PD cover. It can also tank and survive most of the time, not even talking about 0.43 shield efficiency i got there.

I think only problem this ship have is its the built in weapon called "Klutotekhnes". That weapon burns up even strongest armor super quickly and dont even require that much Flux. DPS is too much that can wipe out Cruisers within 10 seconds along with other weapons. I think "Klutotekhnes" needs to get nerfed, maybe it should become sniper weapon(firing slow less dps high alpha) like Imperium Caesar Battleship that have long range sniper weapon.  I think only ship that can counter Victory is the Blackrock Karkinos Battleship but only if Karkinos teleport behind the Victory and destroy its engines in 1V1.

Okay so ofc lv 50 player that is commanding battleship should able to take out any battleship 1v1 but it should take sometime to kill battleships, they dont even last 30-45 second. Like i said only problem is DPS. Victory have too much DPS. I think none of the battleships should take out a cruiser within 10 seconds at max range.

Junk pirates also have this issue on Bulldog battleships.
Victory can get 2.2K DPS with just x2 Mark IX Autocannons and x2 Klutotekhnes. If i add sunfire pde and heavy autocannons it will be a lot more.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 05:59:13 AM
Hmmm, I dont see anything quite out of the ordinary with what you've done. You are using mod, the availability of weapons boost a lot the possible power of any ship. Everything you've done can be done with a vanilla Paragon, especially if you use mod weapons. The set up you have given it should result in quite short practical range. Youve got like a 180 degree angle in the back who are only protected by 2 aegis flak. Ion weapon would easily leave the ship crippled, in fact thats what generally happen when i fight victories in AI Hand. They aren't very dangerous because if you attack from 2 different direction they are totally toast.

You do mention the klutotekhnes specifically as OP, but I dont remember it being so strong. Isnt it just a slightly more bursty Hephaestus Assault Gun? Same damage per bullet, on short burst with same overall dps? I might be wrong for that thought. 4 large gun converging is pretty strong, but thats pretty common in the modiverse when it comes to "forward only" capitals. Just from the top of my head Paragon got 4 large, blackrock got 3, diable got 4, scyan got 3, shadoyard get 3-4, mayasura get 3, sylphon get 3 etc... Its hard to evaluate properly the strength of a ship when controlled by the player, all of the named faction capital can destroy a chain of Onslaught if manned by a player, all of them can erase cruiser. If anything it might just be the paragon being so strong that kinda skew all mods big ship toward Op.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Titann on July 03, 2019, 09:40:52 AM
Yeah most modded ships have very good arcs it seems like they all created to fight paragon. However if you take look at any of them, they don't have a weapon similar to Klutotekhnes. Like i said that weapon burns up even strongest armor like its nothing. Victory itself is completely fine ship i agree that once you get behind it, its nothing but piece of debris. Afaik even Paragon can't destroy  lets say Eagle within 10 second.

Just saying Klutotekhnes have too much fire power for 900 range/explosive weapon, maybe it doesnt for most people but im just saying that i think none of the battleships should take out cruisers in 10 second especially High Tier(not tech) cruisers at Max Range.

If i compare TPC with Klutotekhnes, TPC will be like baby weapon because Unlike TPC you get 15 ammo every 5 second on both Klutotekhnes. Is there any modded built-in forward weapon similar to Klutotekhnes?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 12:53:55 PM
Just out of curiousity, could you post the specific stats of the klutotekhnes? I dont have  them close by, it might be OP even thought i dont remember it so.

As for destroying a eagle in 10 sec with paragon, you can definitely do it with weapons from mod. 4 Plasma cannon will do it. I know Dassault miyokan got some ridiculous Energy/fragmentation burst beam that would erase it too. Ultimately, its a bit beside the points.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Titann on July 03, 2019, 01:28:35 PM
How efficient is 4 plasma cannon though? Victory is super efficient with the loadout i have. A ship that can do everything better than any ship is big problem for balance

https://ibb.co/T1g6hv2
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: eidolad on July 03, 2019, 05:41:12 PM
To me the Victory special salvo is comparable to the Onslaught's...both are dangerous but I think the Victory is the substantially better ship of the two for my personal piloting.

It is the combination of that "Maximum Drive" dash forward and the Klutos...makes the ship a top tier cruiser killer.  I even wrote a poem about the ship :).  It's basically the perfect linebacker for an end-game fleet.

However even if we removed the Klutos and let the player replace them with comparably pointed weapons we'd have the same effect.

Like putting pairs of HVD/Heavy Maulers on a Diable Avionics cruisers that can "flicker drive" towards their enemies and pour fire.  Just completely OUCH.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: lethargie on July 03, 2019, 08:47:13 PM
Might be a problem with the victory, but the kluthotekhness aren't anything special. Its sustained damage capacity are less than the Hephaestus, a really common large ballistic. Its got a nice burst, but its got poor penetration , bad accuracy and mediocre sustained damage

Plasma cannon are actually quite efficient in the current version. And while I might agree that the victory is a bit overtuned I would never agree to say that it can do everything better. Its slow as molass for turning,  has a very narrow full damage angle, and has very very poor back and side defenses. It perform really poorly if your are in inferior number. Because of its shape (large weapon are far on the back) it does not have super great range either.

You might have gotten used to your officer/personal skills too. Your setup on a officer less victory is not exactly impressive in the simulator even if it works.

Edit: Rereading, i realize I might come out a little hard as defending a mod I don't even maintain. I think the mod creator will enjoy your feedback. But I have played  with SWP for at least 2 years, and the victory has remained pretty much unchanged for as long. It had a very long period to get balanced and I enjoy it very much right now.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: joppe_k on July 04, 2019, 04:50:42 AM
I mean, the Victory is strong if played to its strength, but what ship isn't? It shines in a 1v1 or with its flanks protected by a fleet, so that it is free to burn in and crush whatever is in front of it. It's like a battering ram in a siege. Its drawback is that it's easy to flank. All in all, I think it's a well balanced battleship.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Titann on July 04, 2019, 11:36:09 AM
Victory is fine ship but i still think Klutotekhnes is little too strong. 900 range, very fast fire rate, adds 15 ammo every 5 second, explosive ammo. Seems too much.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: ANGRYABOUTELVES on July 04, 2019, 12:30:31 PM
In a 1v1 straight up manfight, the Victory is nearly unbeatable. It has incredible forward firepower; 2 larges, 6 mediums, and 2 built-in heavy burst DPS weapons. That's its job, that's its name; it is victorious. The Victory falters when it can't do that. Unlike the Onslaught, the Victory's anti-flanking weaponry is also its forward weaponry; the Victory has to split its firepower to deal with the flanker, where the Onslaught has dedicated side weaponry independent of its forward battery. The Victory has a terrible shield arc, only capable of defending against threats directly in front of it; the Onslaught's shield is 180 degrees and can at least catch incoming threats from slightly to the left or right.

The Onslaught is built to take on unfair fights and win. The Victory falters in an unfair fight. The Victory is severely vulnerable to EMP or HE flankers, bomber strikes from the side, and 2v1s in general. And the Victory's high DP cost (55!) means that you will be outnumbered. As a player, you can reliably avoid putting yourself in situations where the Victory's weaknesses are crippling, build the rest of your fleet around the Victory's weaknesses and strengths, and engage in a series of 1v1s with lesser ships that the Victory can chew up and spit out. This is a very powerful strategy, but ultimately so are many other endgame fleet-level strategies.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.2
Post by: Vayra on July 04, 2019, 12:37:22 PM
the most recent AI Fleet Building Tournament showcased the Victory quite well, I thought. Both its weaknesses (folding very quickly early on, when it was deployed without enough backup) and its strengths (doing a ton of work against enemy fleets later on, once its attendant fleet had been bulked up substantially enough to cover it properly)

in summary, ship is fine
Title: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Dark.Revenant on July 12, 2019, 01:59:39 PM
Maintenance update!

Download Ship/Weapon Pack 1.10.3 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.3.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.2c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.10.3
- Fixed Extreme Modifications UI issue
- Fixed bizarre Arcade crash.  WTF Alex?
- Updated Yamato IBB
- Maybe fixed possible edge case that might have resulted in an IBB not being recoverable?
- Added Imperium-flavored Excelsior for a new IBB bounty, ft. HELMUT
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Asauski on July 14, 2019, 03:12:42 PM
Phase boss ships fires continuous lasers even in phase

Spoiler
(https://i.imgur.com/ef2Cyrj.png)
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: ANGRYABOUTELVES on July 14, 2019, 07:06:18 PM
That is correct, the IBB phase ships are intended to be able to fire continuous beams while in phase, as long as they started firing the beam while out of phase. The IBB Shade can also activate its EMP system, then activate phase and have the EMP system continue to work.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Murtagh21 on July 21, 2019, 11:11:17 AM
I updated to the latest version midgame and noticed all my IBB have stop spawning. Will it just take some time and they will come back or did I bork it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Sinigr on July 24, 2019, 09:09:55 AM
Titan-X (Hot Potato) is unrecoverable?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: MesoTroniK on July 24, 2019, 09:02:17 PM
Indeed.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Sinigr on July 25, 2019, 02:38:41 PM
Indeed.
thx
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SHAD0Wdump on July 28, 2019, 03:36:56 AM
This is probably the way it is for a very good technical reason, but is there any way to disable the removal of wrecks in the arcade? I want to make an abdolute mess with a buffed up version of Neutrino's hammer ship and it's such a shame there's no bodies to shatter and fling.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: WooksterRu on August 12, 2019, 05:36:13 AM
I love this mod, is there maybe any plans to add a Lion's guard version of the Victory class ship?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Alpharius on August 14, 2019, 09:32:19 AM
Is it possible to encounter the arcade ships in the campaign?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SCC on August 14, 2019, 09:47:12 AM
No. They are completely imbalanced and you would face no challenge at all.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SirBrodacious on August 15, 2019, 07:34:53 PM
So I can't seem to find anything really mentioning it, but is the arcade ship accessible by the console commands mod? Because it seems like a fun little mindless campaign idea, having one little OP ship against the world
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Kwbr on August 15, 2019, 07:38:01 PM
Should be swp_arcade_superhyperion I believe
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: SirBrodacious on August 15, 2019, 07:50:30 PM
That'd be it! Should be an interesting playthrough with only one fighter, obviously not super difficult, but stuff like this is good mindless fun imo
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Omnikuken on August 15, 2019, 08:30:42 PM
Looks like my IBB is broken : I restarted like 5-6 times within the last week and most of them had 1+ bounties within the 1st 2-3 bars visited. Now my game is on cycle 210 and haven't seen 1 yet. Got some of the ship hulls in my fleet and the blueprints for the Lion's stuff so the mod works, it's just weird not seeing the bounties in this run yet
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Hoon on August 18, 2019, 06:22:19 PM
hey thanks for the mod, really enjoying it and is up there as one of my favorites

Question though, is there a reason why the Vortex is so overtuned? I have various mods installed and the vortex just straight up outclasses every other destroy level carriers (across other mods too). The Eos feels balanced and in line for a cruiser. It has its weaknesses which still lets the heron and other cruiser sized carriers (vanilla and other mods) a decent option. The vortex on the otherhand with its timeslow (which makes ai controlled bombers insanely accurate), 4 energy turrets that covers all directions, energy/missile medium slot with 360 degree angle, 75 OP, 80 topspeed and so much more. The drover and vortex almost cost the same, but the vortex makes the drover look like a condor!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Nerzhull_AI on August 24, 2019, 09:13:18 AM
I have a question, is there a list of IBB bounties? Last IBB mission i did - to kill founder of IBB (unique paragon, unique conquest, and unique onslaught). I'm done with IBB, or i just couldn't find other missions?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Nautilus81 on August 27, 2019, 08:13:09 PM
Originally I came here for the Conquest Variants (especially that XIVth battlegroup version, that paintjob looks fantastic!). Then, I discovered the Circe, the Vulture, and the Gunnery Control AI.

I can say with certainty that this mod is never getting uninstalled from my game. Excellent work all around, looking forward to what you'll add in next!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Alpha AI Core on August 30, 2019, 01:40:46 PM
This mod doesn't seem to be compatible with Nexerelin. It says "Fatal: cannot find class of script". Is there a fix for this, or am I just redacted?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Histidine on August 30, 2019, 06:08:47 PM
This mod doesn't seem to be compatible with Nexerelin. It says "Fatal: cannot find class of script". Is there a fix for this, or am I just redacted?
SWP should be fully compatible with Nex, but another mod may be broken, or you may have forgotten to install/enable LazyLib and GraphicsLib.
If the problem persists, could you post the full error message and your mod list?

I have a question, is there a list of IBB bounties? Last IBB mission i did - to kill founder of IBB (unique paragon, unique conquest, and unique onslaught). I'm done with IBB, or i just couldn't find other missions?
That's the last one, yeah.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.3
Post by: Nerzhull_AI on September 01, 2019, 02:13:25 PM
Oh, good. It was fun, last boss gave me some trouble.
On the other hand, dear god that first AI boss (with tons of upgraded phase ships) was hard to beat.
Great mod overall.
Title: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 07, 2019, 11:58:22 PM
Just a balance pass!

Download Ship/Weapon Pack 1.10.4 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship%20and%20Weapon%20Pack%201.10.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.4.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.10.4
- Decreased Cathedral deployment cost to 85 from 100 and auto-resolve strength to 40 from 50
- Bumped Cathedral hull values
  * 4000 -> 6000 for hangar
  * 6000 -> 8000 for gunnery
  * 12000 -> 15000 for engine
  * 12000 -> 20000 for bastion
- Cathedral no longer loses zero flux boost if the engine section isn't at zero flux - only the core matters
- Bumped Redeemer Sub-munition HP to 200 from 75
- Tweaked CR/deploy for multiple ships to adjust the cost of full recovery
- Updated Euphoria IBB
- Reduced Zenith deployment cost to 30 from 35 and auto-resolve strength to 17 from 18
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Onyvox on September 08, 2019, 06:52:48 AM
Thank you for all the mods you've made, contributed into and keeping up.

Spoiler
Cathedral buffs make me all giddy :3
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Taverius on September 08, 2019, 08:04:49 AM
Suddenly I wish we had a more modern forum software so that I can block people.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Turdicus on September 08, 2019, 08:11:31 AM
Seriously, Sinigr, have you ever considered that you catch more flies with honey than with vinegar? I can't imagine any situation where calling someone's decisions stupid would make them want to consider your "recommendations". Is this how you interact with people in real life? Smh
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tartiflette on September 08, 2019, 12:32:21 PM
Why most of you are making useless ships?
We have vanilla reference: paragon.
And there lies your problem.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: lechibang on September 08, 2019, 07:29:47 PM
First off I'm going have to ask you to stop putting your foot in your mouth right there. If you're gonna do some criticism, do it in a more civilized and coherent way so the modder will know what's up. Calling them stupid or something along the line is never going to look good.
Paragons can be countered if you apply enough pressure to force it to use Fortress Shield often and it's bound to overload at some point or another.
1. If the Cathedral's modules is gonna have a 60% range boost from ITU, why not make it a 100% from ATC even? That's gonna be make the ship going to be even more OP as it's nothing different from a station on steroids.
2. Okay, using their armor system for nothing, what do you mean by that?
3 and 4. Nope, not even valid points. If the Cathedral is not modular then it's just going back to the way it was in .8.1a, and that ship back then was already too big and uninteresting to pilot to begin with. Not to mention the AI is gonna have a hard time piloting a ship of that size in battle.


Cathedral.

1) Do you know that it's modules have cruiser bonus of weapon range from targeting cores, do you undestand that it is stupid?

2) When modules are shielded by main module, thay use their armor system, so they just use it for nothing, do you undestand that it is also too stupid?

3) So, as you see it is useless ship, it is garbage, no sense to use it, just using paragons, and no chance, for cathedral, to rival with it, it is normal, you think?

4) just make normal capital weapon range for modules, than, maybe, catherdral becomes qualified ship.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Alex on September 08, 2019, 08:30:05 PM
Cathedral.

1) Do you know that it's modules have cruiser bonus of weapon range from targeting cores, do you undestand that it is stupid?

2) When modules are shielded by main module, thay use their armor system, so they just use it for nothing, do you undestand that it is also too stupid?

3) So, as you see it is useless ship, it is garbage, no sense to use it, just using paragons, and no chance, for cathedral, to rival with it, it is normal, you think?

4) just make normal capital weapon range for modules, than, maybe, catherdral becomes qualified ship.

You've got a PM.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: e on September 08, 2019, 09:06:03 PM
Hello, first time posting but i been using this mod for a couple of weeks and have some input i would like to make regarding two ships, the cathedral and nike.

First of, the cathedral's buffs are welcome, however, they are still not enough to make it worthwhile deploying, i get this is a ship that is meant to be piloted by a high level officer, but even then it struggles a lot, here are the problems with it:
1.- It is very slow, which in itself is not a problem, but this means that anything that can out range it, will hit and run vs the cathedral and the ship will have no means of countering. To counter this i suggest replacing "integrated targeting unit" for "advance targeting core" as a hull mode on all the ship sections, or at the very least, the bastion, this will mask it able to compensate for it's lack of speed (again, the speed is not the problem here) and will prevent him from being picked on and potentially out ranged by enemies.
2.- The shield is massively weak, one capital ship with some slight anti shield can force the cathedral to vent, which is not right at all. I've been forced to max venting and flux capacity on the core just to get an average shield that can still be taken down with relative ease. I suggest increasing it's venting and flux capacity for the core or adding more OP to the core.
3.- This doesn't solve a direct problem, but i suggest adding two more fighting bays to the ship, either one on each hangar or 2 on the core as well as some OP to accommodate for the addition.
4.- The bastion, being the place where most of the bigger guns are meant to be placed, could benefit heavily from having "Heavy Ballistic Integration" in it, to encourage the usage of bigger and meaner guns right on the front.

Now, moving on to Nike, i was so excited when i saw it the first time, but then i actually saw what it had to offer and found some things that disappointed me. These being:
1.- It doesn't have 8 burn unlike every other conquest.
2.- It doesn't have heavy ballistics integration, unlike every other conquest.

Nike advertises itself as a "upgraded conquest-class" and yet, technically speaking, it is far away from a conquest and not really for the better, it doesn't feel like i got "the legendary conquest", it feels more like i have "a conquest knock off".

Hope you can take some of this into account, thanks!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 08, 2019, 09:19:11 PM
I have to explain something about the Cathedral here:

Originally, it had ATC on all the modules.  It was broken as hell.  The AI could not deal with it.  Fighting it would be an exercise in frustration, and using it in your fleet would make the game too easy.  AI duels between entire groups of ships and the Cathedral routinely turned into CR wars where the Cathedral slowly ground down everything while nothing could engage it properly.

I will not be adding ATC.  I will consider changing the frontal and rear sections to Capital tier for an extra 20% range and easier OP allocation - tests pending - but ATC is out of the question.

Also, the central node has a bad shield because it's a huge armored ship that can continue fighting while the central node vents.  You're *supposed* to dedicate most of the OP of the central node to shield quality; the ship is designed with the assumption that most builds will do that.  Plus you can, uniquely, have multiple overlapping shields if need be.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: MesoTroniK on September 08, 2019, 10:01:03 PM
While the Cathedral could perhaps use further balance tweaks here and there, as it is a *very* complex ship to balance so more iteration is not unreasonable. Its current iteration is pretty solid and it was never *that* far off though what happened to it in 1.10.4 is welcome indeed. Also listen to what Dr said about ATC, it really is unworkable heh.

Anyways, first of all if your benchmark for capital ship balance and design is the Paragon? You really don't understand SS balance and design at all... And if you expect the Cathedral to sit there and duel battleships? You also don't understand the point of the ship. While there are certainly some capitals it can in fact duel in a head-on brawl? It really isn't the point of the ship, but what it does do is provide supreme combat support.

It deploying mines, the Redeemer missile, tons of modular missile spam, fighters, and direct gunfire makes it superb at providing fire support and also acting as a meatshield for the rest of your fleet! Combined with the campaign-layer hullmods and thus assistance it provides there? It really is a damn good ship, and an interestingly designed one too :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: e on September 08, 2019, 10:13:54 PM
Also, the central node has a bad shield because it's a huge armored ship that can continue fighting while the central node vents.  You're *supposed* to dedicate most of the OP of the central node to shield quality; the ship is designed with the assumption that most builds will do that.

That is exactly what i do actually, combined with a high level officer with all the flux related and shield related skills, more so out of necessity than out of personal preference, because otherwise i feel like a slow moving glass cannon.

I get the idea that this ship is meant to have an escort during battle, but in a lot of cases you really have to actively babysit it, otherwise it gets taken out.

IMO the flux on the cathedral is so strict that i avoid using the core's special ability entirely out of fear that i may overload and become a sitting duck. Due to it's slow speed and the fact that it's a really big target, it'll become inevitable that it'll have to tackle against more than one enemy and some of the other capital ships are better designed to tackle multiple at once enemies than the cathedral is, which i think it a big part of why people find it underwhelming in general.

It is inevitable that it'll be compared to other ships of its kind, specially considering it's DP cost.

One question i do have is: what is the cathedral meant to be exactly?
-It doesn't have neither the shield or the armor to be a proper tank
-It doesn't have enough guns to be a "glass cannon", i mean it has A LOT of guns overall, but they are all spread out and some will be out of range... which makes sense, but what i mean is, it's potential firepower can be outdone by other ships.
-It doesn't have the bays to be a proper carrier... I mean, it does, with it having four in total, but two of these are in the core and we already discussed why the core needs to focus all it's attention on shielding and flux management.
-It can take A LOT of crew so it is a good crew transport ship
-It has a lot of support abilities meant for exploration, salvaging, etc all in one convenient place.

With all this in mind, i get the idea that the cathedral is not meant to be a spearhead during battles and it is meant to just be left behind in a safe spot, while it produces Command Points incredibly quickly and sometimes engaging during low risk encounters, is this what the cathedral is meant to be played? this i how i play it at least.

I really want to like the Cathedral as a sort of "command ship" like it's tag "hub ship" would imply, but at times i find it hard to justify putting my best officer or the PC on a ship that i have to actively make it avoid big combat situations.

Sorry if it sounds like i'm ranting, i'm just leaving my feedback on something that i think could have an improvement, i also understand that balancing something so unique like this is really difficult.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 08, 2019, 10:36:29 PM
The Cathedral is mainly intended to anchor the fleet, i.e. be right behind the front line to provide support and fill in holes where needed.  The Luddic Church doesn't really use it that way because of lack of capital ship variety, but that's the intent.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: e on September 08, 2019, 10:42:34 PM
The Cathedral is mainly intended to anchor the fleet, i.e. be right behind the front line to provide support and fill in holes where needed.  The Luddic Church doesn't really use it that way because of lack of capital ship variety, but that's the intent.

Ah ok, i see, thanks for taking the time to respond to my comments, i really like the mod and felt the needs to at least give it some input. can't really comment about anything else besides the two ships i already mentioned.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CrixM on September 09, 2019, 05:49:04 AM
The cathedral is sometimes a lot of fun, other times you just slowly move it across the map because the AI refuses to engage it. I'm never quite sure what to put in its hangers. I had tried interceptors but they would just end up constantly reloading if they had missiles racks absolutely wrecking your fighter gauge, even if they weren't being destroyed. It's surprisingly a lot weaker than I had thought. Maybe I'll try changing the core to be more missile focused, I wonder how the redeemer would fair with ECCM.

That being said, with these new balance changes it seems a lot better. Not eating up all your deployment points is a great change. I don't think it needs any more buffs.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: cathar on September 10, 2019, 04:16:48 AM
Is there a specific way the IBBs are triggered?

I am currently on a Diable Avionics playthrough and would really like that specific faction's IBB to come up. Character is on level 63 and the last IBB I got was the all-phase ship one, if that is important in any way.

Sorry if this has been explained before at some point.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 04:44:12 AM
Seriously, Sinigr, have you ever considered that you catch more flies with honey than with vinegar? I can't imagine any situation where calling someone's decisions stupid would make them want to consider your "recommendations". Is this how you interact with people in real life? Smh
Maybe it is my bad english, but Cathedral is not strong ship at all, and that cruisers range just killes it, you do not agree with it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 05:17:12 AM
Changing text.

Cathedral.

1) Do you know that it's modules have cruiser's bonus of weapon range from targeting cores, it is very bad, some other capital ship can hit it, when Cathedral's weapon range do not reaches that target and can not confront it whith it's guns, why you made so?
Also, notice that for 85 deployment pts it gives just one capital ECM rating, that gives more range advantage for enemy.

2) When modules are shielded by main module, they use their armor system, so they just use it for nothing, it is not good.

3) So, as you see, for better offensive player should use paragon or other similar ship with capital range, and as result more ECM bonus.

4) So, Cathedral is utility ship, it is your goal? You can create one offensive modification without surveying equipment, operation center, sensors, salvage gantry, but with capital range, and i think, built in ECM module can be good.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 11, 2019, 05:21:46 AM
The Cathedral is mainly intended to anchor the fleet, i.e. be right behind the front line to provide support and fill in holes where needed.  The Luddic Church doesn't really use it that way because of lack of capital ship variety, but that's the intent.

Ah ok, i see, thanks for taking the time to respond to my comments, i really like the mod and felt the needs to at least give it some input. can't really comment about anything else besides the two ships i already mentioned.

Well in Tahlan mod Luddics get Castella and Castella LP. Cathar cruiser is also a decent ship, dunno from what. Luddics will never put anything major in term of BB, if you stick to lore. Even this battleships are i think stretch for poor religion fanatics.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 05:28:23 AM
First off I'm going have to ask you to stop putting your foot in your mouth right there. If you're gonna do some criticism, do it in a more civilized and coherent way so the modder will know what's up. Calling them stupid or something along the line is never going to look good.
Paragons can be countered if you apply enough pressure to force it to use Fortress Shield often and it's bound to overload at some point or another.
1. If the Cathedral's modules is gonna have a 60% range boost from ITU, why not make it a 100% from ATC even? That's gonna be make the ship going to be even more OP as it's nothing different from a station on steroids.
2. Okay, using their armor system for nothing, what do you mean by that?
3 and 4. Nope, not even valid points. If the Cathedral is not modular then it's just going back to the way it was in .8.1a, and that ship back then was already too big and uninteresting to pilot to begin with. Not to mention the AI is gonna have a hard time piloting a ship of that size in battle.
1) 100% it is paragon's feature, 60% is enough, whith 60% it will not become OP, see some post above where I explained why that cruiser's range is so bad. Look, it has Hephaestus gun, that onslaught shoot safely, cathedral can not shoot and can not catch up onslaught. (https://i.imgur.com/HtLzYEM.png)
2) I made some picture, look how it is going, first module is shielded by main module, so it do not get any damage, yes? But it turnes on it's armor system to avoid damage that is not present, so system was turned on for nothing. (https://i.imgur.com/9YbX3BU.png)
3) If autor wants let players to use paragon for much better offensive advantage, let it be so.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Takion Kasukedo on September 11, 2019, 08:32:09 AM
That is because, as someone has elaborated before, the Cathedral is a fleet anchor/support ship.

Hence why it also has Mine Strike. To help the fleet in situations that could prove dire. The Redeemer is also high-range due to this.

As for the armor system, that's just how the AI works.

Also, please explain why the ship exactly is without an outfit to express this point of yours (1)? Have you even tested it properly?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on September 11, 2019, 09:06:42 AM
1) Do you know that it's modules have cruiser's bonus of weapon range from targeting cores, it is very bad, some other capital ship can hit it, when Cathedral's weapon range do not reaches that target and can not confront it whith it's guns, why you made so?
Also, notice that for 85 deployment pts it gives just one capital ECM rating, that gives more range advantage for enemy.
Well, yes. The Cathedral is powerful enough, capital-grade ITU would make it completely broken. Cathedral has a reloading long range missle system built in, it has 4 hangar bays, it has mine strike built in, it has a lot of slots for long long-range missile pressure. It doesn't need extra long range bonuses.

Quote
2) When modules are shielded by main module, they use their armor system, so they just use it for nothing, it is not good.
This is so minor, it's basically irrelevant. But this is more an AI problem.

Quote
3) So, as you see, for better offensive player should use paragon or other similar ship with capital range, and as result more ECM bonus.
Depends for what. If you want to tachyon beam everything, then yes, Paragon is the way to go. The paragon does not have all these support mods built in though. It does not have the carrier capacity either.

Quote
4) So, Cathedral is utility ship, it is your goal? You can create one offensive modification without surveying equipment, operation center, sensors, salvage gantry, but with capital range, and i think, built in ECM module can be good.
Then it would become yet another capital giant beam machine. Like there's a shortage of those in other mods.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 11, 2019, 09:17:52 AM
Everyone want to make every ship very powerfull. But then, well, everything is the same.

Listen about my bootiful Cathar class cruisers.

I was a almost on beggar level in one of playthrough. remnant broke most of my ships and i was basically crippled in term of most bigger ship , cruiser and above.

Then i picked up fight as support in fight with Luddic fleet on side of Persean League or Kadur if i remember correctly . Some yellow-orange faction.
I got from this fight two Cathar ships. They were not op, they were not pretty. Ragtag of weapons and some d-mods. But they were a great anchor to get up from hole i was.  From this moment i like this ships. I dont had luck finding them or dropping them, but i like this ships. They're decent cruisers, but not op, not by longshot. They have bult in dedicated core, but they're hulking and their big gun is front only. But they served me well.

I like ships which are not op, i dont like Paragon, hell, i used a Prometheus II in my playthrough and they were quite decent. Of course in playthrough i got more weapons to tinker on this hulls, but point is, not every ship need to be op. Not every ship need to be great. I even dare say that if ship dont have at least one weakness it is bad ship. Paragon weakness is it cost. 60 points is big cost, most battleships is on 40-50 points lvl.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 10:10:14 AM
Also, please explain why the ship exactly is without an outfit to express this point of yours (1)? Have you even tested it properly?
Some day i where testing it, trying to use it before, because it has interesting module structure, there where same results, (using paragon, or onslaught is much more better and offensive), but i was lazy to make that post, now i got one cathedral more, also i see that Cathedral is changings so i said what i see. Such support ship for 85 deployment? Better i will use just paragons, or redact cathedral modules giving tham status of capital ship, but it is not interesting if that will be made by me.

Make video of battle 1 Cathedral 29 lvl with 2(two) onslaughts 14 29 lvl, and look, can it win them or not. But make good onslaught's loadouts, not 100500 flak cannons how someone do it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 10:22:25 AM
Quote
4) So, Cathedral is utility ship, it is your goal? You can create one offensive modification without surveying equipment, operation center, sensors, salvage gantry, but with capital range, and i think, built in ECM module can be good.
Quote
Then it would become yet another capital giant beam machine. Like there's a shortage of those in other mods.
Just take that Cathedral and try to fight 2+ big remnant's fleets, better with officers in each ship and 26+ lvl, because you can get all skills for ship, and ai with officers 20 lvl not.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: MajorTheRed on September 11, 2019, 11:59:17 AM
Everyone want to make every ship very powerfull. But then, well, everything is the same.

Listen about my bootiful Cathar class cruisers.

I was a almost on beggar level in one of playthrough. remnant broke most of my ships and i was basically crippled in term of most bigger ship , cruiser and above.

Then i picked up fight as support in fight with Luddic fleet on side of Persean League or Kadur if i remember correctly . Some yellow-orange faction.
I got from this fight two Cathar ships. They were not op, they were not pretty. Ragtag of weapons and some d-mods. But they were a great anchor to get up from hole i was.  From this moment i like this ships. I dont had luck finding them or dropping them, but i like this ships. They're decent cruisers, but not op, not by longshot. They have bult in dedicated core, but they're hulking and their big gun is front only. But they served me well.

I like ships which are not op, i dont like Paragon, hell, i used a Prometheus II in my playthrough and they were quite decent. Of course in playthrough i got more weapons to tinker on this hulls, but point is, not every ship need to be op. Not every ship need to be great. I even dare say that if ship dont have at least one weakness it is bad ship. Paragon weakness is it cost. 60 points is big cost, most battleships is on 40-50 points lvl.

That's the first time I read someone giving thoughts about the Cathar in Stop Gap Measure. Thanks for giving some feedback!

For the sake of conversation, I think some people, especially those from the last wave coming from the last review on youtube, don't understand how most of mods are designed. Most modded ships are built around an idea and/or a specific need for the player modding it. Even the mod has something specific in mind: variety, a new faction, a feeling (like HMI). Ships don't have to be perfectly balanced, as long as they are fun to play with or against. It doesn't mean it has to be game breaking.

About the Cathar, I designed it around 2 goals : fleshing LC fleet with ships they would be able and willing to produce, and it has to be a cruiser with acces to large missile or ballistic. There you go. For my part, if a ship is OP, it's not interesting to play it. I understand some people wants the best of the best, but others people just want a good story to play in. Cathedral fall in this category, I just fell in love with the lore.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: canned Tomatoes on September 11, 2019, 12:16:41 PM
The cathedral is a great counter against mass fighters thanks to its mines and can spam 6 medium missiles, 2 large ones and the redeemer! And it has 4 fighters, so it is great at supporting a fleet.
Last but not least, the ship is an excellent logistical support for a large fleet or when you want to build up colonies.

Also, who would ever field that ship alone?
I mean, most big ships are getting wrecked if fielded on their own.
Play the mission "Sinking the Bismar" and see for yourself.

It already perfectly fulfills its role in the fleet.
If you want something with more dakka, go for the IBBs. There are some really nice ones that should be able to stomp most other ships in the game.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 11, 2019, 01:24:20 PM
Incoming Vayra/Tahlan/other mods unique bounty ships are quite that- a ships which are little better but one of their kind.

I always liked Cathar look, especially red rust color. Color of old warships and low quality but good in quantity.

From Luddic refit ships i used very often from your mod : Martyr for it great utility as decent frigate and Templar for it toughnes and robust.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinigr on September 11, 2019, 05:39:20 PM
Okey, here we have range domination by Cathedral, let it be so. (https://i.imgur.com/6w0CJyw.png) (https://i.imgur.com/tXYCTh6.png)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: furl on September 12, 2019, 04:51:04 PM
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CommandoDude on September 13, 2019, 01:41:09 PM
I have this mod basically just for the Victory class

I love this damned ship. Just melts shields with a bunch of HVDs, then transition to the autocannons to melt ships.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on September 13, 2019, 03:42:18 PM
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tackywheat1 on September 13, 2019, 05:45:25 PM
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

What........ I beat el psi on 1k battlesize while only losing 2 ships.... an Eos and a shrike.. and my fleet was only around 15 ships large
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 14, 2019, 12:33:59 AM
El Psi sporeship have giant Gungir-like cannons. If your ship cant handle flux and shields, they're doomed.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on September 14, 2019, 01:37:17 AM
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

What........ I beat el psi on 1k battlesize while only losing 2 ships.... an Eos and a shrike.. and my fleet was only around 15 ships large
Bigger battlesize is easier as:
1. IBB unique ships spawn over the regular deployment limits.
2. It's easier to focus firepower with more ships.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinosauropteryx on September 14, 2019, 03:02:21 AM
Hi, I love this mod. I have a bug to report. Under some circumstances, Walls get extreme range.

https://youtu.be/906-BiTx620 (https://youtu.be/906-BiTx620)

As you can see from the video, the Wall's HVD has about 3000 range in the first test. I brought in a Conquest to compare, its HVDs are the normal 1600 with ITU. (Or slightly more with officer)

Then in the second test (1:30), I started with the Conquest and brought in the Wall as reinforcement. The Wall's range appears to be normal. It seems the Wall starting combat on the field gives it extreme range, but if it comes in from the bottom of the screen it has normal range. The same thing occurs if I join an ongoing battle (it gets extreme range) vs start a battle (normal range).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tackywheat1 on September 14, 2019, 09:26:19 AM
Just finished last IBB mission. Wow, what a ride. In my case the hardest bounty was not the last one though, it was El Psi. Had to hit and retreat with Odysseys until most of his fleet was gone, then finished him off. And Hot Potato was ridiculously fun!
El Psi is widely accepted as the hardest bounty (to do without major losses) due to the ability of the ship to melt your captitals in seconds. The final bounty by contrast is just "regular" (though stronger) capitals.

What........ I beat el psi on 1k battlesize while only losing 2 ships.... an Eos and a shrike.. and my fleet was only around 15 ships large
Bigger battlesize is easier as:
1. IBB unique ships spawn over the regular deployment limits.
2. It's easier to focus firepower with more ships.

oh that makes more sense.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 14, 2019, 03:57:53 PM
Hi, I love this mod. I have a bug to report. Under some circumstances, Walls get extreme range.

https://youtu.be/906-BiTx620 (https://youtu.be/906-BiTx620)

As you can see from the video, the Wall's HVD has about 3000 range in the first test. I brought in a Conquest to compare, its HVDs are the normal 1600 with ITU. (Or slightly more with officer)

Then in the second test (1:30), I started with the Conquest and brought in the Wall as reinforcement. The Wall's range appears to be normal. It seems the Wall starting combat on the field gives it extreme range, but if it comes in from the bottom of the screen it has normal range. The same thing occurs if I join an ongoing battle (it gets extreme range) vs start a battle (normal range).

Ruthless Sector.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sundog on September 14, 2019, 06:17:55 PM
@Sinosauropteryx: Sorry about the trouble. The extreme ranges in the spore fight are something I need to fix. Ruthless sector doubles the range of all domain drones in a way that is only intended for fights against their faction, and causes the spore bounty fight to be far more difficult than it should be. The range increase can be changed by editing rangeMultForAutomatedDefenses in RUTHLESS_SECTOR_OPTIONS.ini. A far better solution is in the works, so I'll be removing the range bonus soon.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 14, 2019, 06:27:33 PM
@Sinosauropteryx: Sorry about the trouble. The extreme ranges in the spore fight are something I need to fix. Ruthless sector doubles the range of all domain drones in a way that is only intended for fights against their faction, and causes the spore bounty fight to be far more difficult than it should be. The range increase can be changed by editing rangeMultForAutomatedDefenses in RUTHLESS_SECTOR_OPTIONS.ini. A far better solution is in the works, so I'll be removing the range bonus soon.

Nice!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Ced23Ric on September 14, 2019, 10:23:15 PM
Gonna make a drive-by post here. Out of all ships in the IBB rewards, the only one I kept throughout the entire game for its absolutely stellar performance, reliability and flat-out superior design to anything else, without question, is the Fang. What a brilliant ship. Thanks so much for this. I named mine after a friend that doesn't even play Starsector, and even they cheer it on when I send it into some wacky six invasion fleet fight.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinosauropteryx on September 15, 2019, 02:29:33 AM
The range increase can be changed by editing rangeMultForAutomatedDefenses in RUTHLESS_SECTOR_OPTIONS.ini.
Thanks for your help!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: captinjoehenry on September 16, 2019, 09:36:06 AM
How do I start the IBB missions?  I installed this mod part way through a play through as I forgot it when I started.

Also what exactly does Extreme Modification do?  Does it increase malfunction chance at low CR?  Or does it mean I have malfunction chance at any CR?  As when I'm running simulations after the refit I'm not seeing any malfunctions happen so I don't know what it actually does.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: SCC on September 16, 2019, 10:00:23 AM
You can find IBB mission encounters in most bars. Look for a person with bodyguards.
Extreme Modification cause non-critical malfunctions at any time, randomly. IIRC it's something like 2% chance every second, but I'm not sure. It can be useful, if you really need that extra OP, but it comes at a price.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinosauropteryx on September 19, 2019, 10:32:31 AM
Retreating with a Cathedral apparently does not trigger it as "retreated," maybe the modules are still considered on the battlefield? The bay modules' fighters stick around, and if the enemy retreats with its last Cathedral there is no way to end the battle outside of a full retreat. If I full retreat after deploying a Cathedral, I'm soft locked. (I've also got Nex and Ruthless Sector running, I don't know if they could be the cause.)

https://youtu.be/lb6dmYTAyxk

Unrelated: Love the Cathedral, don't know what all the talk about it being underpowered is based on. The thing is a monster!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: e on September 19, 2019, 11:05:10 AM
Retreating with a Cathedral apparently does not trigger it as "retreated," maybe the modules are still considered on the battlefield? The bay modules' fighters stick around, and if the enemy retreats with its last Cathedral there is no way to end the battle outside of a full retreat. If I full retreat after deploying a Cathedral, I'm soft locked. (I've also got Nex and Ruthless Sector running, I don't know if they could be the cause.)

I can confirm this issue as well as i have encountered it once where an enemy with a cathedral as it's last ship would retreat successfully but the battle would not end. Didn't mention this before because i didn't remember as i only had this happen once ever.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Wyvern on September 19, 2019, 11:30:11 AM
Yeah, multi-module ships retreating cause issues; as I recall, this is a vanilla bug and not something that's easy for modders to work around.

It is, however, relatively straightforward for a player to work around - install the latest (in-dev) version of Console Commands; one of the available commands will simply end combat regardless of this bug.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sinosauropteryx on September 19, 2019, 04:05:16 PM
I see, well Console Commands will have to do for now. Thanks for the suggestion.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tackywheat1 on September 19, 2019, 08:19:23 PM
Unrelated: Love the Cathedral, don't know what all the talk about it being underpowered is based on. The thing is a monster!

I agree now that I 100%'d the mission that featured it
(still can't win the redacted mission)
Does the solar class play like a weaker paragon with some fighter bays or as a high tech legion that happens to have 4 large energies?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: MesoTroniK on September 19, 2019, 09:13:14 PM
Think of it as a high-tech Legion turned up to 11.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 20, 2019, 12:56:03 AM
Solar should be remnant only. but overall, it's a high tech carrier-battleship hybrid. Legion is one too, but low-tech. They're not worst thing for you to face "False Omega/Nameless One Shudder".
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: TimeDiver on September 20, 2019, 01:35:46 AM
Solar should be remnant only. but overall, it's a high tech carrier-battleship hybrid. Legion is one too, but low-tech. They're not worst thing for you to face "False Omega/Nameless One Shudder".
95% sure that only shows up if you have the latest beta(s) of Seeker.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CheekyBreeky on September 20, 2019, 07:23:56 AM
Any way I can just use the new skins of faction ships? Without all the new weapons/ships.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Sarissofoi on September 20, 2019, 11:49:19 AM
Any way I can just use the new skins of faction ships? Without all the new weapons/ships.
Yes.
I have version with only paintjobs and conversions without weapons and wings(only Reliant MG included).
You can do it manually yourself.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: korqi on September 21, 2019, 11:29:59 AM
Thanks for this great mod! I have a question regarding IBB bounties. During my several breakthroughs I've been getting those missions pretty inconsistently, for instance, during my last playthrough I finished bounty with that zeus paragon, However, after that lower 100k-200k bounties started to appear and I did not get some of the bounties, which were present in previous playthroughs at all. In fact, for some reason I am only able to get no more than 8-9 IBB bounties in single playthrough for some reason. Is there some easy way to activate those IBB bounties?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tackywheat1 on September 21, 2019, 03:46:17 PM
Will you ever add Cathedral (LP) considering cathedral is a luddic church ship
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: long_chin_man on September 25, 2019, 06:35:34 AM
starsector wouldnt be starsector if everything wasnt screen-recorded with shakey cameras
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: korqi on September 25, 2019, 07:52:46 AM
Can anybody pls help? I am not even able to get more than one IBB bounty mission in my current playthrough for some reason. Is there any console command or a setting that will activate all those bounties? By the way what does "famousbountystage" do in console commands? I set it to random number and it says that the bounty is set to corresponding IBB bounty fleet but  the fleet still do not spawn.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 25, 2019, 10:18:37 AM
You mean more than one ibb bounty on time or one bounty of certain guy (like one with Atos, Portos and Aramis Zeus, Nike and Ares)?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on September 25, 2019, 12:17:33 PM
You mean more than one ibb bounty on time or one bounty of certain guy (like one with Atos, Portos and Aramis Zeus, Nike and Ares)?
Who is D'Artagnan then? The Sporeship?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: korqi on September 25, 2019, 12:48:51 PM
You mean more than one ibb bounty on time or one bounty of certain guy (like one with Atos, Portos and Aramis Zeus, Nike and Ares)?
I could not get any IBB bounty other than the first one (80k bounty, guy with a green helmet). Than I did not get any IBB bounties for a while, after travelling and rushing into bars like a madman I finally got next one- 100K bounty but I already have high end fleet and the fun of defeating the fleet is gone. As I already mentioned IBB bounties have been spawning pretty inconsistently for me. During my 5-6 playthroughs some of the IBB fleets have not even spawned for me- interstellar Imperium  fleets for example. I do not know if it is caused by mod conflict, I use nexerelin and several other faction mods.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 25, 2019, 01:20:51 PM
Depend about factions that likes you. IBB spawn mostly on 4 faction planets:\
-independent
-Hegemony
-Imperium
-Persean League

if you just try find them in imperium bars, well  you can be just out of luck.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: korqi on September 26, 2019, 07:28:55 AM
Depend about factions that likes you. IBB spawn mostly on 4 faction planets:\
-independent
-Hegemony
-Imperium
-Persean League

if you just try find them in imperium bars, well  you can be just out of luck.
Ah, I see. I am commissioned by  pirates and needless to say I am not on good terms with other factions lol. Thanks for the help though, I wish there was another way to activate those dank bounty missions.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on September 26, 2019, 07:43:15 AM
Well, when Vayra will fix last problems with his unique bounty system, they will drop like normal, but not vanish like others. staying indefinitely till you do them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CommandoDude on September 26, 2019, 12:10:02 PM
Is it possible to make the AI respond to the Cathedral differently? I notice that patrols which are hopelessly outmatched by it are very eager to engage my fleet as long as it doesn't have all that many ships.

Ended up slamming my way through like 4 pirate armadas at the same with this thing and every fleet seemed to think "Hey, you know, that mobile battlestation just blew up like 12 Atlas capitals and dozens of cruisers...but I really think we got a shot!"

Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: grinningsphinx on September 26, 2019, 02:40:31 PM
What flag do i have to set in the files to make Titan-X recoverable? That mission as well as El Psi were a real pain in the ass, and the recoverable ships for both are disappointing. 

IE, i had to mass nine battleships for Helmut and 13 for EL Psi...this is with lvl 29 officers and a lvl 75 captain and during the El Psi encounter, they still managed to blow up seven cruisers and 2 PrV battleships. Im cool with that but risk needs to be measured against reward.

I recovered the Zues, Nike and Ares, and those are good ships. I play in a heavily faction modded(21) environment.

ty!!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on September 26, 2019, 10:07:32 PM
The Royco is an extremely powerful frigate.

Also, in the next version, the Sporeship IBB now drops AI cores (guaranteed at least 2 Alphas).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Alphascrub on September 27, 2019, 04:54:09 PM
Depend about factions that likes you. IBB spawn mostly on 4 faction planets:\
-independent
-Hegemony
-Imperium
-Persean League

if you just try find them in imperium bars, well  you can be just out of luck.
Ah, I see. I am commissioned by  pirates and needless to say I am not on good terms with other factions lol. Thanks for the help though, I wish there was another way to activate those dank bounty missions.

Even if your commissioned by a pirates I think you could also turn off your transponder and check the bar. You could always resign commission. Bribe an IBB faction with prisoners or by giving them captured colonies (nex feature i think) and get them back to neutral. Then just play nice or abuse transponder when doing *** they don't like while you do the IBB missions. After you completely them recommission with pirates if you like or go start your own never die don't give a *** pirate faction.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: fernandopena96 on September 29, 2019, 08:48:35 AM
Helloo, what´s the chance for malfunctions on extreme modifications mod? It is influenced by the combat endurance 2 skill or something like that?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Buyobae on September 30, 2019, 06:32:40 PM
Lel, I use this mod along with Nexerelin and destroyed the Ludith Church.

Never I could have known that they could come back with a resurgence raid with 5 fleets, each having 6 Cathedrals rushing to take back Gilead from my hand.

This will be a battle that I would never forget. Thanks for making the mod ;D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CheekyBreeky on October 05, 2019, 02:00:10 PM
Do IBB's (Boss bounties) ever respawn? Can I recover the boss ships?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on October 05, 2019, 04:01:14 PM
IBBs never respawn. You are guaranteed to recover boss ships.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Jake_Shynxu on October 10, 2019, 12:18:30 PM
I noticed that the Cathedral only fires the weapons on the "hub" (at least in the simulator), even though on my loadout most of the weapons are on auto. Am i missing a plugin or setting to make the rest of the modular ship behave, or is this a bug?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Avanitia on October 10, 2019, 05:17:37 PM
I noticed that the Cathedral only fires the weapons on the "hub" (at least in the simulator), even though on my loadout most of the weapons are on auto. Am i missing a plugin or setting to make the rest of the modular ship behave, or is this a bug?

That is very weird, I've never seen that happen. Could you post your Cathedral's loadout and modlist? It could be either.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Zerlyn on October 13, 2019, 02:42:48 AM
Uhh I kinda found a cheap way to get any of these awesome ships for free, I have nexerelin mod installed and I just wait til a faction like the Luddic Church invades someone and hang around to salvage their ships. I've so far collected around 2 cathedrals and a bunch of dominators and onslaughts with no d-mods.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Green Ghost on October 18, 2019, 06:28:55 AM
Is the El Psi sporeship unrecoverable? I have defeated it 2 times with it being disabled in combat but it never shows up after battle.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on October 18, 2019, 06:53:15 AM
El Psi dont have any recoverable ship. That's why i think it reward in cash should be much greater, as it dont give you some nice ship in reward. Unless there is something in future to add for it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Tartiflette on October 18, 2019, 07:04:22 AM
Maybe El Psi should reward some unique weapons instead
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Green Ghost on October 18, 2019, 09:53:30 AM
Unique weapons sounds pretty cool, would love some blueprints as well but maybe that defeats the purpose.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Green Ghost on October 21, 2019, 02:26:34 PM
Concerning the IBB, do multiple bounties show up at the same stations as time goes by or are they distributed all at once over all existing stations/planets? i've started to run dry on bounties but i haven't gotten them all yet.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: miles341 on October 21, 2019, 04:05:14 PM
Concerning the IBB, do multiple bounties show up at the same stations as time goes by or are they distributed all at once over all existing stations/planets? i've started to run dry on bounties but i haven't gotten them all yet.

They show up randomly to random stations over time, you could get all of them from a single station from what I know. I believe the IBB guy only shows up on certain faction's stations though, mostly Independant, and I believe maybe Hegemony? But they seem to spawn mostly in the same order.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Jedib1 on October 22, 2019, 12:45:52 AM
Would there be any easy file tweak to make El Psi recoverable? It would be neat to have it in some capacity after the tough fight. It would surely need some 'battle damage' if it was ever turned into a reward vessel, though.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: czarry on October 28, 2019, 06:54:18 PM
Struggling to modify the Extreme Modifications hullmod. I can modify the amount of OP it removes from a design no problem, but whenever I try to change the ENGINE_MALFUNCTION_PROB float or the weapon one for that matter in swp_extrememodifications.java, the ship systems seem to fail the same amount whether I change the value up or down (even when I set the value to 0). Am I trying to change the wrong value?

edit: playing around with it more, trying to change the hullmod to instead act as a percentage increase to malfunction chance (so theoretically no malfunctions unless below 40CR) and still the same problem. Nothing changed, and the ships engines will still fail at 100CR.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: AxleMC131 on October 28, 2019, 10:01:05 PM
Struggling to modify the Extreme Modifications hullmod. I can modify the amount of OP it removes from a design no problem, but whenever I try to change the ENGINE_MALFUNCTION_PROB float or the weapon one for that matter in swp_extrememodifications.java, the ship systems seem to fail the same amount whether I change the value up or down (even when I set the value to 0). Am I trying to change the wrong value?

Technically speaking, yes, you are.

The Java file you're trying to edit isn't the one the game actually reads. The game reads the mod's java files from a single JAR file, which is compiled for the mod by the author. Loose Java files in the mod folder are there purely for players or other modders to look at and reference - changing values within them won't change the actual in-game implementation.

This is only really the case for Java files by the way, which is why you can edit the hullmods.csv file and witness the results in-game just fine.

(TLDR: The file you're trying to edit is a copy of the real file and exists purely for the purpose of letting humans read it. The real file that the game reads is hidden within the mod's code and can't easily be changed.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: czarry on October 28, 2019, 11:41:35 PM

Technically speaking, yes, you are.

The Java file you're trying to edit isn't the one the game actually reads.

Holy *** that explains so much! Thanks for the response!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Yunru on October 31, 2019, 07:11:39 AM
Getting the following when enabled with Nex:
Code
212539 [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)
Disabling this mod fixes it (as, obviously, does disabling Nex :P ), but that's not really a desirable solution :P

EDIT: My GraphicsLib was corrupted
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: sepion on November 02, 2019, 03:06:42 AM
Does this mod need me to start a new game?

And when is it compatible with the Nexerelin 0.9.5d?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: AxleMC131 on November 02, 2019, 01:26:45 PM
Does this mod need me to start a new game?

It shouldn't since it's for the most part just a ship pack, but it may not include some campaign content if you try to add it to an existing save - I don't know if the IBB missions will show up, for instance. But all the ships and weapons will definitely spawn in, they'll just take some time, an in-game month or three to start filtering into the various faction fleets and markets.

And when is it compatible with the Nexerelin 0.9.5d?

It should be already, unless something weird is going on that I've missed.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: SCC on November 03, 2019, 02:06:18 AM
El Psi dont have any recoverable ship. That's why i think it reward in cash should be much greater, as it dont give you some nice ship in reward. Unless there is something in future to add for it.
Maybe El Psi should reward some unique weapons instead
I think that an alternative solution to this conundrum would be moving El Psi's bounty to after Mosolov's. It's perhaps biased, but IBBs provide one of the hardest fights. Mosolov's bounty rewards you with three powerful ships, but there are no more challenges left after that, only seal clubbing. That would be less of a case, however, if there's still El Psi to defeat.
It's biased mainly because I consider the fights to be the main attraction, not the ships themselves.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Wolas3214 on November 08, 2019, 05:07:07 PM
Is there any way to remove a ship from the modpack? This is by far my favorite ship pack but i really dislike the cathedral, mostly because the AI will show up with like 6+ in a single fleet. I tried just removing all the cathedral files i could find but that just resulted in a crash on startup with the mod enabled
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: AxleMC131 on November 08, 2019, 10:58:31 PM
Is there any way to remove a ship from the modpack? This is by far my favorite ship pack but i really dislike the cathedral, mostly because the AI will show up with like 6+ in a single fleet. I tried just removing all the cathedral files i could find but that just resulted in a crash on startup with the mod enabled

If you find the mod's faction files, specifically the one for the Luddic Church (since I'm pretty sure they're the only guys who use the ship), you should be able to remove the Cathedral from all their "known ship" references. That means the ship will still technically be in the game and you don't have to worry about breaking things, but it will no longer spawn under CGR control - assuming it doesn't have some kind of scripted spawning rules - and therefore shouldn't spawn in-game, except perhaps as a derelict shipwreck.

The Cathedral's a special ship, so I wouldn't be surprised if it has a couple of scripted additional features involving its spawning or appearing in fleets or just loose in the campaign, but even if that means you can't remove it entirely, just preventing factions from spawning it under normal circumstances should make it incredibly rare if not unspawnable.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: creature on November 09, 2019, 04:56:20 PM
Hi, I would like to add an IBB bounty from my mod, how do I go about doing that?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: iamAcTive on November 15, 2019, 11:44:24 AM
How do you guys equip a Beholder? I like its system ability and want to use this ship, but no rear facing turret and that slow movement is awful. I don't think this ship is very good in the early game where you start to get outnumbered and flanked.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CrixM on November 16, 2019, 04:04:11 AM
Give it unstable injector, and if you're playing with other mods like scy, you can give it lightweight plating, both of those combined will bring it up to a respectable 100 base speed.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Captain Trek on November 16, 2019, 09:21:42 AM
Just a couple of observations - whilst on some ships such as the Vindicator and Vulture the relatively high DP cost works as a "unique capabilities tax" of sorts, the Zenith and Victory seem like they really struggle to justify their costs. The Zenith is about as tanky but significantly less shooty than a Dominator, with less OP. Speed's okay, but I still tilt my head at 30 DP. As for the Victory, at that sort of DP level a Paragon can casually gun an Onslaught down in a way a Victory simply cannot. With similar overall firepower, a reasonably good shield alone just doesn't feel worth a full extra 15 points.

The Archer, on the other hand, might be a touch underpriced, say by 1 or 2 DP. Even though it's a little slow, that's a lot of medium mounts for a 10 DP destroyer, and missile ships are (rightly) notorious for being overpowered in general.

I also kinda question what the point of adding the Reliant to the game was. Buuut that's enough of my complaining.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Serenitis on November 16, 2019, 10:20:06 AM
I also kinda question what the point of adding the Reliant to the game was. Buuut that's enough of my complaining.
It plinks, and it plonks. Why would you need it to do anything else?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on November 16, 2019, 10:51:13 AM
I also kinda question what the point of adding the Reliant to the game was.
It's an amazing weapon for many ship loadouts.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: CrixM on November 17, 2019, 12:46:45 AM
The reliant is an incredibly accurate point defense BALLISTIC weapon for a mere 1 op. It's great.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Shad on November 17, 2019, 02:23:40 AM
The reliant is an incredibly accurate point defense BALLISTIC weapon for a mere 1 op. It's great.

It's also very flux efficient kinetic, which can make it a very good contributor to dealing hard flux damage for its cost.
It also has more range than most other small PD weapons at 450. Which, hey is the the cutoff range for SO if you are into that.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Hrothgar on November 17, 2019, 11:39:18 AM
It only have low dps, which balance it. You need really slow weapon or many reliants to shoot something down.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: puffzor on November 17, 2019, 01:55:39 PM
Reliants are really good for filling up slots in ships that have a lot of excess small ballistics slots. In fact I find them pretty OP just because of how much extra PD capability it adds to ships without any real downside, something that high tech ships are lacking.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Captain Trek on November 24, 2019, 07:49:59 AM
I'll take your words for it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Valikdu on November 25, 2019, 04:52:09 PM
I've just got a Wall-class drone in a randomized custom start.

It's... beautiful.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Rafs on December 13, 2019, 12:07:55 PM
Something I tough about and would like to suggest, being able to recruit the IBB commanders after you defeat them, it would be a good way to give the player some more interesting commanders to play with (at least more interesting than some random guy you found on a station) and with static skills, so if you want a commander for X, Y or Z ship you could plan ahead to recruit them or just to put them in the ship they piloted, instead of fighting randomness, not for free of course, maybe have to pay off their bounty (or maybe a portion of it since with high level bounties it would probably not be worth it to recruit even a lvl 20 commander for 1M) or risk damaging relations with a faction.
Totally not suggesting this because I want to recruit Ryx to my harem *cough*
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Captain Trek on December 14, 2019, 05:43:51 AM
I'm sure you're already aware of this, but the new d-mods Vayra's Sector now adds to the game make auto-recovered IBBs really, really bad. You might want to consider reducing how many d-mods an auto-recovered IBB ship gets slapped on it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Dark.Revenant on December 14, 2019, 12:21:40 PM
They're intended to be really really bad.  You're not really supposed to actually use the auto-recovered IBBs in battle before restoring them.  Having a few extra D-mods is just additional icing on the cake.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: xucthclu on December 14, 2019, 03:23:08 PM
I had a similar issue with Vayras Sector prompting me to delete it (though I plan to play around with it next playthrough) - the added d-mods combined with the vanilla ones caused some ridiculous scenarios. Namely, recovering an atlas freighter that had 0 cargo capacity. Then, after a while, I got a prometheus with 0 crew capacity whilst requiring skeleton crew and I think it had 0 fuel capacity as well, which just *** me off enough to delete the mod.

As for SWP, if you also have Nexerelin, it can sometimes be cheaper to not recover the IBB ship, but to buy it from Prism Freeport later on. You can also tweak the settings to make Prism Freeport sell IBB ships regardless of IBB mission progression, as well as a tweak that lets you keep buying the same ships even if you bought one or recovered one.

All in all, sure, some of these IBB ships are nice, but, considering that you generally fight a full-on overpowered fleet with the IBB ships ALWAYS having loadouts that require more OP than they actually have, the whole IBB thing seems like just an endgame activity to me. By the time I can safel get those ships, I probably no longer need them, if I have a fleet that can handle its bounty, and it being weaker than what I have to fight is also a bit of a letdown.

Though, as I get, they are strong in terms of being strong for their DP value, so I guess there's that, but still.

I'm sure you're already aware of this, but the new d-mods Vayra's Sector now adds to the game make auto-recovered IBBs really, really bad. You might want to consider reducing how many d-mods an auto-recovered IBB ship gets slapped on it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Captain Trek on December 14, 2019, 04:20:46 PM
I think those might be bugs, xucthclu. You could try reporting them in the VS thread as such.

They're intended to be really really bad.  You're not really supposed to actually use the auto-recovered IBBs in battle before restoring them.  Having a few extra D-mods is just additional icing on the cake.

Oh I totally get that, but surely this isn't intentional?

(https://cdn.discordapp.com/attachments/512356777451323393/655564254484889600/screenshot788.png)

Or... is it...? I mean if it is, fair enough I guess, though people are saying it's cheaper to not even bother and buy them at Prism instead. ^^;
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: xucthclu on December 14, 2019, 11:59:21 PM
Which mod are the Uranium and Crown class ships from?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Rafs on December 15, 2019, 03:10:25 PM
Which mod are the Uranium and Crown class ships from?

Uranium if I am not mistaken is form Lonestate Union, the Crown doesn't ring a bell to me.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.4
Post by: Avanitia on December 15, 2019, 06:57:30 PM
Which mod are the Uranium and Crown class ships from?
Uranium is from Lanestate (Blue), Crown is from Approlight.
Title: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Dark.Revenant on December 23, 2019, 02:51:55 PM
One more before the year's out.

Download Ship/Weapon Pack 1.10.5 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.10.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/Ship%20and%20Weapon%20Pack%201.10.5.7z)
(Requires LazyLib 2.4e (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by DynaSector 1.4.6 (http://fractalsoftworks.com/forum/index.php?topic=11001.0) (Not yet compatible) -
- Supported by Nexerelin 0.9.5h (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.10.5
- Sporeship IBB now drops AI cores (guaranteed at least 2 Alphas)
- Gunnery Control AI recoil / shot speed bonus reduced to 35% from 50%, no longer double-improves decay time
- Extreme Modifications now increases fighter refit time by 30%
- IBBs that are forced to recover now have up to 10 D-mods rather than 20
- Fixed Ray Drone description
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Karver on December 25, 2019, 11:41:54 AM
Hey, sorry if this has been answered somewhere else, but is there a way to only get a handful of the ships from this modpack instead of all of them? I didn't see a way to do this inside the options file, and I'm wondering if I missed something, or if there's a method I can use to achieve this result.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on December 25, 2019, 04:31:21 PM
Hey, sorry if this has been answered somewhere else, but is there a way to only get a handful of the ships from this modpack instead of all of them? I didn't see a way to do this inside the options file, and I'm wondering if I missed something, or if there's a method I can use to achieve this result.

Unfortunately there's no easy or quick way to do this, but it can be done if you have a raw text editor (Notepad++ or equivalent - don't use a word processor like Word or LibreOffice, it needs to be a plain text editor), a spreadsheet editor (Excel, LibreOffice or equivalent), a rudimentary understanding of [not-quite-]code editing and a good amount of patience and care.

Spoiler

You don't have to remove whole ships from the mod's files to remove them from the game. All you have to do is prevent factions from using them - that stops them spawning in fleets or markets for the most part. It's not perfect, especially not if the mod has custom scripted spawning of ships anywhere, but it gets the ships you don't want to a low enough level you'll probably never see them, if it doesn't remove them entirely.

Ships show up in faction fleets/markets as per tags. These tags are specified in two places: ship_data.csv and the list of .faction files.

NOTE: Before editing any files, duplicate them somewhere as backups!

Let's start with ship_data. The ship_data.csv file is a spreadsheet-form file that lists the stats and some information for every individual ship (that isn't just a skin) with each ship "entry" occupying a column in the spreadsheet. Navigate within SWP's folders to:
Code
data > hulls > ship_data.csv
and open that CSV file in a spreadsheet editor - Excel or LibreOffice is recommended. Scroll sideways until you find the "tags" column, which contains blueprint ("_bp") tags that tells ships what blueprint packages they're connected to, if any. The simplest course of action is to remove those tags from the entries of the ships you don't want to see. Save the file, making sure to save it in CSV format.

Removing blueprint tags from ships prevents those ships from appearing as part of vanilla blueprint packages (lowtech_bp, midline_bp, hightech_bp, etc.), which are connected universally to most factions - which means factions grab any ship with that blueprint tag. However, some ships have a tag "rare_bp", which means they have to be manually specified on a ship-by-ship, faction-by-faction basis. Navigate to:
Code
data > world > factions
then go through each FACTION.faction file, opening them up in Notepad++ or your preferred plain text editor. In each file you should look for the "knownShips" section, find the references to specific ships you don't want, and delete those lines, saving each faction file as you go.

If all goes to plan, you should no longer have the undesired ships spawning in fleets or markets in the campaign game. Theoretically you can do this to an existing save, and ships will just take time to "fade out of commission", but I wouldn't recommend it as I'm not sure what other connotations could exist. If all doesn't go to plan, well... That's why you make backups before editing anything. ;)

[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Karver on December 25, 2019, 07:57:47 PM
Hey, sorry if this has been answered somewhere else, but is there a way to only get a handful of the ships from this modpack instead of all of them? I didn't see a way to do this inside the options file, and I'm wondering if I missed something, or if there's a method I can use to achieve this result.

Unfortunately there's no easy or quick way to do this, but it can be done if you have a raw text editor (Notepad++ or equivalent - don't use a word processor like Word or LibreOffice, it needs to be a plain text editor), a spreadsheet editor (Excel, LibreOffice or equivalent), a rudimentary understanding of [not-quite-]code editing and a good amount of patience and care.

Spoiler

You don't have to remove whole ships from the mod's files to remove them from the game. All you have to do is prevent factions from using them - that stops them spawning in fleets or markets for the most part. It's not perfect, especially not if the mod has custom scripted spawning of ships anywhere, but it gets the ships you don't want to a low enough level you'll probably never see them, if it doesn't remove them entirely.

Ships show up in faction fleets/markets as per tags. These tags are specified in two places: ship_data.csv and the list of .faction files.

NOTE: Before editing any files, duplicate them somewhere as backups!

Let's start with ship_data. The ship_data.csv file is a spreadsheet-form file that lists the stats and some information for every individual ship (that isn't just a skin) with each ship "entry" occupying a column in the spreadsheet. Navigate within SWP's folders to:
Code
data > hulls > ship_data.csv
and open that CSV file in a spreadsheet editor - Excel or LibreOffice is recommended. Scroll sideways until you find the "tags" column, which contains blueprint ("_bp") tags that tells ships what blueprint packages they're connected to, if any. The simplest course of action is to remove those tags from the entries of the ships you don't want to see. Save the file, making sure to save it in CSV format.

Removing blueprint tags from ships prevents those ships from appearing as part of vanilla blueprint packages (lowtech_bp, midline_bp, hightech_bp, etc.), which are connected universally to most factions - which means factions grab any ship with that blueprint tag. However, some ships have a tag "rare_bp", which means they have to be manually specified on a ship-by-ship, faction-by-faction basis. Navigate to:
Code
data > world > factions
then go through each FACTION.faction file, opening them up in Notepad++ or your preferred plain text editor. In each file you should look for the "knownShips" section, find the references to specific ships you don't want, and delete those lines, saving each faction file as you go.

If all goes to plan, you should no longer have the undesired ships spawning in fleets or markets in the campaign game. Theoretically you can do this to an existing save, and ships will just take time to "fade out of commission", but I wouldn't recommend it as I'm not sure what other connotations could exist. If all doesn't go to plan, well... That's why you make backups before editing anything. ;)

[close]

Thanks a ton man, got it up and running in under an hour thanks to this. Merry Christmas, friend.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on December 26, 2019, 01:16:44 PM
No problemo. (And a Happy New Year!)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Chairman Suryasari on January 03, 2020, 12:44:49 PM
Cathedral-Hubship stop spawning in market, i'm already force it using command console to double-check, it's doesn't appear in Luddic Military Base, instead it's now spawning Legion, help.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: dctchdt on January 03, 2020, 07:16:13 PM
https://gyazo.com/4889eba7fa17c8792cc7cb25e79b5e02

Hey having a problem atm with this mod (one of my top mods for my playthou and pack)

only using these mods and gives that error

https://gyazo.com/817dc8f01060554048ffd8b143e3fefe
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on January 03, 2020, 10:28:24 PM
... only using these mods and gives that error

https://gyazo.com/817dc8f01060554048ffd8b143e3fefe

I don't see SWP in that list, and the error is a Nexerelin error (look at the filepath in the error trace). Are you sure you're posting in the right thread?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: dctchdt on January 04, 2020, 08:09:14 AM
... only using these mods and gives that error

https://gyazo.com/817dc8f01060554048ffd8b143e3fefe

I don't see SWP in that list, and the error is a Nexerelin error (look at the filepath in the error trace). Are you sure you're posting in the right thread?

yes i just deteled it before i took the photo


Tired removing Nexerelin and starting same error https://gyazo.com/e9916d8332ceec4d530cd325175be771

nm fixed it im a moron XD forgot graphics libs
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on January 04, 2020, 12:45:43 PM
... nm fixed it im a moron XD forgot graphics libs

Hehehe, always gotta remember your libraries. (Sorry, I should have noticed that too but I haven't used GLib for quite a while.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: GigaVivian on January 14, 2020, 07:37:22 AM
Hm any chance we could have another version of this mod with just the weapons; The before mentioned options only seems to deal with the boss ships and bounties.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Titann on January 16, 2020, 11:10:37 AM
Would be that nice if arcade bosses appear in campaign for high bounty. Maybe drops some rare weapons for your ships or hullmods? Just an idea. There are many bosses but most of them are not used so it would be nice extra content for campaign
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Donahue on January 19, 2020, 04:17:22 AM
Extreme Modification Hullmod shows 0% for flight dec refit time.  Is that just a UI bug?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Panpiper on January 21, 2020, 06:41:38 AM
Newb question here. Where do I have to go, what do I have to do, for the best chances at a Vanguard?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Flix on January 21, 2020, 10:47:23 AM
Newb question here. Where do I have to go, what do I have to do, for the best chances at a Vanguard?

Vanguard is a pretty common ship. You should have no trouble buying one from black markets. Just look at around at a few planets until you find one. You can also try capture them from fighting pirates.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Dark.Revenant on January 21, 2020, 09:34:24 PM
Extreme Modification Hullmod shows 0% for flight dec refit time.  Is that just a UI bug?

Oops!  Yeah, that's a display bug.  It should say 30%.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: RoquetheRogue on January 30, 2020, 08:22:23 PM
Hello, is there a way to edit how often Mercury and Nautilus ships will spawn, I don't really fancy seeing them being used alongside with Low Tech ships on my faction, I think they would fit a lot better being exclusive to Tri-tachyon and blueprints despite them being common class ships, please help?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on January 30, 2020, 09:08:27 PM
Hello, is there a way to edit how often Mercury and Nautilus ships will spawn, I don't really fancy seeing them being used alongside with Low Tech ships on my faction, I think they would fit a lot better being exclusive to Tri-tachyon and blueprints despite them being common class ships, please help?

You can mark ships as "Priority" ships in your faction doctrine. Just choose some small transports/freighters you prefer and mark them as a priority, and they should start outnumbering the high-tech ones.

(The Mercury is vanilla btw.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: RoquetheRogue on January 30, 2020, 09:19:25 PM
Hello, is there a way to edit how often Mercury and Nautilus ships will spawn, I don't really fancy seeing them being used alongside with Low Tech ships on my faction, I think they would fit a lot better being exclusive to Tri-tachyon and blueprints despite them being common class ships, please help?

You can mark ships as "Priority" ships in your faction doctrine. Just choose some small transports/freighters you prefer and mark them as a priority, and they should start outnumbering the high-tech ones.

(The Mercury is vanilla btw.)

I'm new to the game, I should have paid more attention to some things prior to modding I guess, but I'm not a total newb when it comes to modding, I did see some rarity things when looking around, but I didn't change anything, I just don't really like high-tech expensive ships around my early game ships and not even using the settings you mentioned works all the time, isn't there I way I can make them exclusive to the blueprint and TT?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Broetchenholer on February 12, 2020, 06:00:06 AM
Found a d-modded Zenith and made it mine. It seems to be a very powerful ship for all the enemies i currently face, being in the midgame and engaging mostly some cruisers + destroyers armies of pirates. The ship however seems to have trouble to make an impression on the battlefield. I've equipped it with 2 pirate beam lasers for 22 OP (not sure how they are called), 3 frontal PD lasers, 2 sabot pods, 2 salamanders at the sides and i think that's it. Bonus systems were the standard targeting core for cuisers and bigger as well as the system that specifically increases energy weapon range. In a simulation duel, the ship absolutely trashes eagles, falcons and Dominators, at least over time. I've put an aggressive commander in and thought it would be kill kill kill, but the fact that it's hard for it to pressure an enemy for a long time in a fleet battle seems to limit it's impact. it can't profit from other ships doing work for it as well, as the turrets are slow and it is slow itself. But at least it will absolutely not take any damage except when flanked. Any tipps on giving the ship more of a presence? I could replace the pd guns with ion or graviton beams, but i am really not sure that this is a good idea.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on February 12, 2020, 08:55:51 PM
Found a d-modded Zenith and made it mine...

What fighters are you using on it, out of interest? (The latest version of the Zenith has a fighter bay... right?)

If slow turret rotation is getting to you, take out Advanced Optics (it slows beams down) and perhaps even replace it with the Turret Gyros hullmod for even faster rotation. Alternatively you can try fitting some different large weapons - I'm not familiar with this "pirate beam laser", but the rest of the loadout looks... Well, not particularly punchy outside the Sabot pods, but it sounds solid. That said, beams + Sabots is an odd combination, keep in mind that the AI likes to keep a specific range from an enemy, based on the range of its main weapons, so the ship my be prioritizing using its missiles or beams at the expense of the other (the AI isn't very good at using a ship designed to do more than one thing).

Another note: A ship with primary beam weapons isn't often a ship that capitalizes on the efforts of other ships. Beams are generally support weapons (though not always (See: Tachyon Lance)), you might like to try something more punchy like Autopulse Lasers or equivalent. Alternatively, swap the Sabots for a more support-like missile and relegate the Zenith to that role.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: TimeDiver on February 12, 2020, 09:50:08 PM
In the 'Starsector Arcade' mission, if attempting to edit 'arcadeSetting.json' to use a .variant file for a ship with fighter wings, the game will CTD, unless the fighter wings are removed.

The error message, from starsector.log:
Code
4645236 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [chatterConfig.json]
4645238 [Thread-4] INFO  org.histidine.chatter.ChatterDataManager  - Assigning character uaw_founder to officer
4645672 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.D.B.class$o.<init>(Unknown Source)
at com.fs.starfarer.D.B.class.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.D.B.F.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(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)
Yeah, I know; but I really want to use a ship with Terminator drones in this (so I can ignore hostile fighter/missile threats).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Broetchenholer on February 13, 2020, 01:26:55 AM
I am using a wing of 5 fighters with a light needler on one of them, really no plan how they are called. Posting only from work does not help :D In duels they deal with the enemy shields quite well, but it might be that actual fleet battles they are distracted or simply die from too much pd. The Sabots might be a poor choice for the AI, i really like them on my own ships and as this one had limited ways to disable shields, it seemed like the best choice. I migth have to fly the Zenith myself more often but i fear my Sunder will evaporate then all the time. Or maybe next battles will be better for it :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on February 13, 2020, 08:25:21 PM
I am using a wing of 5 fighters with a light needler on one of them, really no plan how they are called.

Razor, I would guess. Pirate version of the Claw, added by Underworld. Don't be afraid to take time to learn the names of things, it'll make explaining it to would-be helpers much easier if we know what equipment you're talking about.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Starareo on February 22, 2020, 09:48:52 AM
If I accidentally decline an IBB mission, will it show up again later?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: furl on February 26, 2020, 04:49:59 PM
If I accidentally decline an IBB mission, will it show up again later?

I declined Yamato mission, it showed up again after a few months
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: GigaVivian on March 01, 2020, 12:29:12 AM
Heya, does anyone have any idea how you could give the Mjolnir Cannon, the same lightning effect as the Lightning Gun? Probably a really hard to implement idea; Either way I just thought it would be a cool, logical effect to add to that very similar(ly themed) gun. Especially since I personally tinker with it and other vanilla guns to make them faster and more usable.  :D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: LightningCutey on March 04, 2020, 12:51:24 PM
just wondering, why does diktat have the conquest XIV as prioritised
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Kh0rnet on March 13, 2020, 08:07:14 AM
Still incompatible with DynaSector 1.4.7?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on March 13, 2020, 03:50:01 PM
Dynasector is not compatible with the current version of SS.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Davatron77 on March 26, 2020, 08:13:24 AM
Hi, I downloaded the mod and the ships are awesome but I can't figure out how does the IBB work. Would you share a bit on how it works?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: lgustavomp on March 26, 2020, 09:41:01 AM
Hi, I downloaded the mod and the ships are awesome but I can't figure out how does the IBB work. Would you share a bit on how it works?

As far as I know, you need nexerelin. Then you go to some local bars (especially independents) and the mission will be there
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on March 26, 2020, 10:57:53 AM
As far as I know, you do not need nexerelin. At least I don't have it, but bar event exist. However, it can be some kind of another mod I have, and a list is large.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on March 26, 2020, 11:20:01 PM
It does not require Nexerelin.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Skrimp on April 04, 2020, 07:37:22 AM
Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Yubbin on April 05, 2020, 07:40:48 AM
Quote
Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.
I have the same problem, I don't know when this started happening for me, but I think it might be a different mod changing it, because this mod hasn't been updated for a while.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on April 05, 2020, 07:46:50 PM
State your mod list, and I will see about trying to track down which mod is messing up.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Yubbin on April 06, 2020, 05:47:07 AM
Sorry that this list is so long,
Spoiler
$$$ Lightshow 1.40
Autosave 1.1
Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Captain's Log 0.0.1
Commission Crews 1.8
Console Commands 3.0
Dassault-Mikoyan Engineering 1.18a
Flux Reticle 1.0.1
Hazard Mining Incorporated 0.2.2g
Industrial Evolution 1.0
Interesting Portraits Pack 1.2
Interstellar Imperium 2.1.2
Kadur Remnant 3.1.2
LazyLib 2.4e
Leading Pip 1.8.3
Luddic Enhancement 1.2.0
MagicLib 0.28
Mayasuran Navy 8.2.9
New Beginnings 1.1.1
Nexerlin 0.9.6c
Outer Rim Alliance 0.87
Planetary Shield: Access Control 1.1
Portrait Pack v1.2.3
Practice Targets 1.3
Ruthless Sector 1.2.6
Sanguinary Anarchistic Defectors 1.0.1d
Scy Nation 1.58
Secrets of the Frontier Prerelease 7
Ship/Weapon Pack 1.10.5
SkilledUp 1.1
Starship Legends 1.3.14
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Torchships And Deadly Armaments 0.1
Underworld 1.4.2
Unknown Skies 0.42
Upgraded Rotary Weapons 1.41
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
Version Checker 2.0
Weapon Arcs 1.3.1
Weapon Group Controls 1.1.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on April 06, 2020, 08:57:44 PM
No need to apologize Yubbin. So I spent some time reviewing the pertinent files of your mod list and I believe I know what is going wrong.

Of your mod list notably Vayra's Ship Pack, Torch Ships, and Luddic Enhancement all add ships to the Luddic Church's combatCapital ship picker pool. In vanilla? The only capital ship the Church uses is the Legion. But with that mod list they also use:
- Cathedral
- Onslaught
- Tyrant
- Niagara
- And maybe more? Though I don't *think* I missed anything or made any mistakes but it is possible

All of those other mod-added capitals that they use are in essence (and in some cases especially so) diluting the ship pool so the Church very rarely uses the Cathedral.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Yubbin on April 06, 2020, 08:59:35 PM
Thanks for doing so much work, can I make the cathedrals spawn more often?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on April 06, 2020, 09:05:56 PM
Sorry I deleted my prior post, I was hoping it would be before you read it. I realized I was erroneous in what I said. What you want to do is open the luddic_church.faction file in Ship and Weapon Pack, add a line under hullFrequency for the Cathedral, and give it a weight that is above 1 and keep trying different figures until you get a number of them that you are happy with using that mod list.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: EatLikeAnOuroboros on April 16, 2020, 03:06:30 AM
Hi, I'm having trouble with the mod where loading it causes my fps to drop to 7 even just in the main menu. I went through the whole list and only this mod causes it :( I really love the additions too. Modlist:

  $$$_trailermoments,
  anotherportraitpack,
  anvil_industries,
  raccoonarms,
  blackrock_driveyards,
  CombatAnalytics,
  chatter,
  timid_commissioned_hull_mods,
  istl_dam,
  diableavionics,
  DisassembleReassemble,
  edshipyard,
  gladiatorsociety,
  HMI,
  hiigaran_descendants,
  sun_hyperdrive,
  deconomics,
  interestingportraitspack,
  Imperium,
  junk_pirates_release,
  lw_lazylib,
  logisticsNotifications,
  MagicLib,
  missingships,
  Neutrino,
  nexerelin,
  Polaris_Prime,
  portrait,
  PulseIndustry,
  SCY,
  shabro,
  sun_starship_legends,
  tahlan,
  Terraforming and Station Construction,
  va11portraits,
  vesperon,
  XhanEmpire,
  shaderLib
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: FAX on April 16, 2020, 04:24:50 AM
causes my fps to drop to 7 even just in the main menu. I went through the whole list and only this mod causes it
i never face similar situation when running with swp, this problem sounds like your graphics device cannot handle, to see this thread maybe helpful.
http://fractalsoftworks.com/forum/index.php?topic=10931.0
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: EatLikeAnOuroboros on April 16, 2020, 07:22:36 AM
i never face similar situation when running with swp, this problem sounds like your graphics device cannot handle, to see this thread maybe helpful.
http://fractalsoftworks.com/forum/index.php?topic=10931.0

I'll try these out, but its strange since the only time the fps drops is specifically when I add this mod to the modlist. Hopefully I'm wrong and this fixes it
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: MesoTroniK on April 16, 2020, 07:38:11 PM
You are most likely running out of vram, and it is no particular mod at fault.

Like usual this is the info that is handy when encountering such problems:
- What are your system specs?
- How much ram are you allocating?
- What is your mod list? Yes I realize you posted it already.
- How much ram is being used as you play SS? Bring up the command console (Console Commands mod) and check it there as the task manager is not accurate for this purpose.
- How much vram is being used as you play SS? If in Windows 10 you can check using the task manager. If an older version of windows you will need to use a program such as MSI Afterburner to check instead.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: EatLikeAnOuroboros on April 16, 2020, 10:27:59 PM
You are most likely running out of vram, and it is no particular mod at fault.

It seems this is the case and since I apply your mod last, that's the time the fps dips. So sorry for troubling you, I've since swapped out some mods so I can use your instead though! HAHHA sorry for the trouble and love your mod
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: mora on April 18, 2020, 12:40:13 AM
The Nebula (LP) visibly has 2 mounts on its broadsides which are unused and not present on the original Nebula. Aren't these supposed to be missile mounts for the pathers to put some hammer torpedoes onto?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Dark.Revenant on April 18, 2020, 11:16:54 AM
The Nebula (LP) visibly has 2 mounts on its broadsides which are unused and not present on the original Nebula. Aren't these supposed to be missile mounts for the pathers to put some hammer torpedoes onto?

Those are not really the same as the mount sprites, and they overlap too much with the large turret, so I didn't fill them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Üstad on May 03, 2020, 07:32:49 AM
I see the Lucifer class has phase advanced ability, how is that different from normal phase cloak ability? Since I couldn't laid my hands on it I don't know how it works.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on May 03, 2020, 10:23:20 PM
I see the Lucifer class has phase advanced ability, how is that different from normal phase cloak ability? Since I couldn't laid my hands on it I don't know how it works.

On a whim I'm going to assume that's one of the IBB phase ships. They can fire beam weapons while phased.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Avanitia on May 04, 2020, 08:14:01 PM
I see the Lucifer class has phase advanced ability, how is that different from normal phase cloak ability? Since I couldn't laid my hands on it I don't know how it works.

Phase IBB ships:
1. Have better time dilation (4x instead of 3x, if I'm correct)
2. Can fire constant fire beams when phased.
3. Have different weapon slot layouts.

Not sure if there's more.

Also at least one of each ship class from the IBB should drop - with normal amount of d-mods or up to 10 d-mods, depends on your luck :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Üstad on May 09, 2020, 02:35:13 PM
Okay so I finally get a lucifer, but sometimes it get malfunctions and turn off the phasing, despite combat readiness is not at critical level or any d-mods, I assume it has something to do with the ship.

Any way to get rid of that?

I see the Lucifer class has phase advanced ability, how is that different from normal phase cloak ability? Since I couldn't laid my hands on it I don't know how it works.


Phase IBB ships:
1. Have better time dilation (4x instead of 3x, if I'm correct)
2. Can fire constant fire beams when phased.
3. Have different weapon slot layouts.

Not sure if there's more.

Also at least one of each ship class from the IBB should drop - with normal amount of d-mods or up to 10 d-mods, depends on your luck :)
About time dilation, with a character skill time dilation becomes x4 instead of x3. Does the advanced phasing ability and character skill stacks? Like does it make it x5 with character skill?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: PainProjection on May 09, 2020, 06:27:45 PM
Okay so I finally get a lucifer, but sometimes it get malfunctions and turn off the phasing, despite combat readiness is not at critical level or any d-mods, I assume it has something to do with the ship.

Any way to get rid of that?


That might be a hidden Ill-Modifications hullmod. I seen this before on "Saluki" from ED's shipyard mod - it has hidden safety override hullmod, but without perfomance time debuff, so it literally always moves with 0-flux boost, no matter what.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: PainProjection on May 09, 2020, 06:55:01 PM
Yes! I knew it. Go to the save file, open it with any text redactor, then find there your ship (give it unique name ingame, press ctrl+f in text redactor and write it there) and go to the part with hullmods. I find this:

<hM z="111634">
<st>phasefield</st>
<st>delicate</st>
<st>safetyremoval</st>
<st>rcsw_secondwave</st>
<st>efficiency_overhaul</st>
<st>solar_shielding</st>
<st>fluxdistributor</st>
<st>hardened_subsystems</st>
</hM>
<pM z="111635">
<st>rcsw_secondwave</st>
</pM>

So here is a safety removal, what didn't showup ingame
Spoiler
(https://i.imgur.com/h5pB2DI.png)
[close]
.

I bet you will find Ill-modifications there. You might even delete this string if you don't like it, but check description of lucifer it says - "somehow work". I think thats was intentionaly made unremovable by restoration in docks, because this is an extremely modded prototype after all.

Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Üstad on May 10, 2020, 02:53:55 AM
Yes! I knew it. Go to the save file, open it with any text redactor, then find there your ship (give it unique name ingame, press ctrl+f in text redactor and write it there) and go to the part with hullmods. I find this:

<hM z="111634">
<st>phasefield</st>
<st>delicate</st>
<st>safetyremoval</st>
<st>rcsw_secondwave</st>
<st>efficiency_overhaul</st>
<st>solar_shielding</st>
<st>fluxdistributor</st>
<st>hardened_subsystems</st>
</hM>
<pM z="111635">
<st>rcsw_secondwave</st>
</pM>

So here is a safety removal, what didn't showup ingame
Spoiler
(https://i.imgur.com/h5pB2DI.png)
[close]
.

I bet you will find Ill-modifications there. You might even delete this string if you don't like it, but check description of lucifer it says - "somehow work". I think thats was intentionaly made unremovable by restoration in docks, because this is an extremely modded prototype after all.


Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: PainProjection on May 10, 2020, 04:34:43 AM
Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.

ugh... search for the name of your ship, not the freaking hullmod dude, don't forget to give it unique name, since default ones have tendency to appear on multiple ships.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Hyperversum on May 10, 2020, 05:34:21 AM
Hi everyone! I am coming back to Starsector after "ending" my previous one and I was checking out if my pc, which is far from suitable for gaming in general, could handle most mods.

After a couple of hours I noticed that I declined the first IBB mission you can get after the tutorial and that it never came up again. I declined because, well, I was just trying around things and had to restart the game a couple of times to deal with FPS drops and such.
Declining the offer stops the mods from spawning the IBB bounties completely and I have to restart the entire campaign to have it working again?

Sorry for the absolutely noob question, but I didn't see anything about it in the first pages and the last ones.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Üstad on May 10, 2020, 07:07:56 AM
Ctrl+f'd entire save file, couldn't find safetyremoval or IllAdvised modifications, still the malfuncions are happening.

ugh... search for the name of your ship, not the freaking hullmod dude, don't forget to give it unique name, since default ones have tendency to appear on multiple ships.
I found my ship, lucifer and pretty sure it's my ship, but there is no hullmod that we're speaking of.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Dark.Revenant on May 11, 2020, 07:32:52 PM
Hi everyone! I am coming back to Starsector after "ending" my previous one and I was checking out if my pc, which is far from suitable for gaming in general, could handle most mods.

After a couple of hours I noticed that I declined the first IBB mission you can get after the tutorial and that it never came up again. I declined because, well, I was just trying around things and had to restart the game a couple of times to deal with FPS drops and such.
Declining the offer stops the mods from spawning the IBB bounties completely and I have to restart the entire campaign to have it working again?

Sorry for the absolutely noob question, but I didn't see anything about it in the first pages and the last ones.

They can appear again on the IBB faction worlds (like Hegemony).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: PainProjection on May 12, 2020, 06:08:59 AM
Hey Revenant, can i point on 1 ship and 1 weapon from your mods what needs some nerfs? Are you open for suggestions or it would be waste of time?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: PainProjection on May 12, 2020, 01:12:23 PM
I found my ship, lucifer and pretty sure it's my ship, but there is no hullmod that we're speaking of.

Yeah, i got lucifer (boss Doom, from LaCROIX IBB right?) to my collection and was able to check it in my save file, you are right, there is no hidden hullmods. Well... i don't know what causes your malfunctions then. Just made a guess based on similar situation with different ship.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: eidolad on May 12, 2020, 05:50:19 PM
Just gonna put it out there that my favorite capital is the Victory.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Nextia on June 12, 2020, 04:50:16 PM
Sorry if it's been asked before but where do you find a cathedral? I've yet to see one and haven't gotten lucky with nex's rare ship market in the 20 cycles of playtime so far if it's meant to spawn there  ???
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Algester on June 12, 2020, 09:47:29 PM
cathedrals are luddic church capital hub ships use your agents to get them and hope you rolled for a good result
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on June 14, 2020, 10:55:38 AM
Looks like Sindrian dictate have a Fourteenth Battlegroup conquest on their markets. I even steal that BP from them. Then I looked at files, and yes, it is there:

Spoiler
Code
"knownShips":{
        "tags":["swp_LG_bp"],
        "hulls":[
            "swp_archon",
            "swp_chronos",
            "swp_conquest_xiv",
            "swp_eagle_black",
            "swp_eagle_white",
            "swp_eos",
            "swp_sunder_u",
            "swp_victory",
            "swp_vindicator_o",
        ],

While Hegs does not have them:

Code
"hullFrequency":{
        "hulls":{
            "swp_conquest_xiv":0,
            "swp_nautilus":0,
        },
[close]

I assume it is intended. But why?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Terethall on June 14, 2020, 02:13:15 PM
I don't know why you assume it is intended, Mondaymonkey. :) Strikes me as unintentional.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: BigBeans on June 14, 2020, 03:58:48 PM
I removed it so it stopped spawning. I assume it's a mistake.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Histidine on June 14, 2020, 05:06:32 PM
It could be explained as Andrada bringing them with him when he set up the Diktat. Looks confusing though.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: connortron7 on June 14, 2020, 06:33:00 PM
It could be explained as Andrada bringing them with him when he set up the Diktat. Looks confusing though.

At that point one wiuld assume they would paint over it so it doesn't represent the enemy.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on June 14, 2020, 09:58:51 PM
I don't know why you assume it is intended, Mondaymonkey. :) Strikes me as unintentional.

Well, 14th conquest in Sindria may be accidental by itself. Typo-thing. But removing it from Hegs is 100% intentional, that makes me suspect sindrian 14th conquest intended to be sold somewhere. Still weird.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: iceball3 on June 16, 2020, 03:25:06 AM
Anyone try running dual/triple antimatter blasters on an arachne? they hit pretty hard for a weapon with 700 range with that hullmod :P
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mayu on June 19, 2020, 07:02:09 AM
One of the best mods I tried so far. The additional ships really adds more variety to the game!

Also, Cathedral is my favorite and I tried to change its color scheme to make it more edgy and threatening.

Spoiler
(https://i.imgur.com/RYGm0Hw.jpg)
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on June 19, 2020, 07:10:46 AM
One of the best mods I tried so far. The additional ships really adds more variety to the game!

Also, Cathedral is my favorite and I tried to change its color scheme to make it more edgy and threatening.

Spoiler
(https://i.imgur.com/RYGm0Hw.jpg)
[close]

Cathedral is boring. Try a IBB recovered custom boss ships. Some are really fun to drive.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Yunru on July 02, 2020, 06:53:11 AM
So... what does any of it do?
Hullmods especially, since ships fly and weapons go pew, but hullmods could do anything.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on July 02, 2020, 07:43:01 AM
So... what does any of it do?
Hullmods especially, since ships fly and weapons go pew, but hullmods could do anything.

Mister, it do well, something...

1. First off all this is pack of vanilla-friendly, decent visual and fine balanced hulls. Some of them gives you really unique experience. From excelsior to cathedral. - enjoy them all. Also, those ships fitted into factions almost perfectly.

2. Couple of useful weapons and fighters. All vanilla-balanced. They not OP, but fill the niche empty in vanilla, so you probably would find them suit to your ships.

3. There are only three non-built-in hullmods, and they are no life changers. One increase projectiles speed and target leading, second gives you extra OP for constant risk of malfunctions, third gives you huge bonus to dissipation, but removes shield permanently.

4. Mod add IBB - custom bounty system. Mostly this is the way to obtain unique hulls if you manage to defeat them. Some of them are really fun to pilot.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Chikanuk on July 04, 2020, 03:43:33 AM
Dunno about Cathedral... Its really tough, but have mediocre firepower. While cost alot of deploy points. Personally i use him as cargo\tanker ship for late late game, lol. It save me ship slots on important missions, have some firepower for dire situations and with right mods have decent upkeep and map speed (8 with speed hullmod).
Weapons are... okay, but i didnt use em very often. And its not about balance, its more about niches - for example EMP torpedos are ok for flux build and EMP, but in most situations cheap single reaper is just better in any way . Only thing what i use all the time - is flamer for SO ships. But its always good to have more options.

Except Lightning Gun - its really feels like this weapon are useless even if this is only mod installed.

Ships in over hand are great. And hullmods - on some ships they let me made really interesting combos. Like extra OP one made some light carriers to have big and expencive fighters. But in return they turn to be completely defenceless. Or with shield bypass on some *** pirate trashcans made then glass canons with top dps (and made cautious officers worth to hire) Great trades for early game, imho.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on July 06, 2020, 01:15:46 AM
A question about Extreme modifications:

Does it actually do something <negative>?

I do not see any malfunctions. Is it need to be out of PPT? or low CR? Or is it because of skill, that decrease a chance of malfunctions?

Or can it be caused by other mods? Or is it just intended to be harmless while in PPT and 100% CR?

Thank you!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on July 06, 2020, 02:08:04 AM
It absolutely causes malfunctions - both weapon and engine failures, last I heard. If you aren't seeing them often, you've probably got a skill or something reducing the chance. If you aren't seeing ANY... something's not right.

(Bear in mind weapon malfunctions only have a chance of occuring while the weapon is firing, I can't recall if engines are the same with requiring active control inputs.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on July 06, 2020, 02:14:10 AM
Yes, I do have skills. Safety procedures and a Combat endurance. Both have influence on malfunctions. But both should decrease, not remove.

I will observe some more, currently see no malfunction at all.

EDIT: false alarm. I found mod caused that.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: AxleMC131 on July 07, 2020, 12:53:26 AM

EDIT: false alarm. I found mod caused that.

Might be worth reporting this to that mod's author.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on July 07, 2020, 07:29:06 AM

EDIT: false alarm. I found mod caused that.

Might be worth reporting this to that mod's author.

That would be easy. It is me... :-[

Few strings of random code were included by mistake... Did not feel something is wrong till try extreme modifications...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Lilly112 on July 08, 2020, 11:22:39 AM
I got a problem with this mod. It says ""Malformed JSON in remote version file at URL sc2mafia.com"
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Seita on July 10, 2020, 11:10:12 AM
Is there a way to disable the skins from the pack? I kind of like XIV ships to be exclusive & rare.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Mondaymonkey on July 10, 2020, 11:22:44 AM
Is there a way to disable the skins from the pack? I kind of like XIV ships to be exclusive & rare.

There are a way. You should edit some files. Amount of files you need to edit is defined by what you think as "disable the skins". If you just wish to remove them from markets shops - edit faction files and set hullFrequency to 0 desired hulls. If you wish factions not to know that hull blueprint - you need to remove hulls from a same faction files in knownShips section plus you have to remove some tags in a ship_data.csv (that is lie. Skin files obey they own tags, so you should edit them instead.) from desired hulls, so they will not be in factions packs. Also, by removing tags you can exclude those ships from specific blueprints pack. Or even go to special_items.csv and erase whole blueprint packs!

However, if you do all of this - skins became unobtainable (if not rare_bp tagged). So...

Well...

Still wish to do this?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.10.5
Post by: Seita on July 10, 2020, 08:01:17 PM
Ay thanks! I think I will at least try to locate the file and see if I'm up for it  ;D

EDIT: I think it worked. The reason I asked was because I always kind of treated XIV as rare ships. Seeing them in market makes me kind of sad. They are all great skins tho!
Title: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on July 11, 2020, 12:35:07 AM
Thanks to Gwyvern and HELMUT for the new sprites!

(https://i.imgur.com/xyTnCP0.png) (https://i.imgur.com/hQEHyVr.png) (https://i.imgur.com/EEH3pk3.png) (https://i.imgur.com/vwF6Usj.png) (https://i.imgur.com/exVST6Y.png)

Download Ship/Weapon Pack 1.11.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.11.0.7z)
Download Mirror (https://drive.google.com/file/d/19Y68hIay9qPBBg1zYDTqQVtYXnKeD42V/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.11.0
- New Vindicator and Gungnir sprites
- New Chronos sprite
- New Circe sprite
- New Revenant sprite
- New Vulture sprite
- Circe weapon layout rework
- Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
- Lucifer now uses station version of Mine Strike
- Increased Dawnstar speed to 85 from 70
- Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
- Conquest (XIV) is now 4x rarer
- Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
- Added Custom Battle and Random Battle missions
- Some configuration for Vayra's Sector and Starship Legends
- Migrated version file to BitBucket
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Chikanuk on July 11, 2020, 01:46:13 AM
Quote
requiring the ICE faction
Who?

Also imho, but Lucifer is inferior to Doom, cuz its missile mounts wont allow to efficient torpedo strike. Or maybe i use him wrong?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: connortron7 on July 11, 2020, 01:55:20 AM
Quote
requiring the ICE faction
Who?

Also imho, but Lucifer is inferior to Doom, cuz its missile mounts wont allow to efficient torpedo strike. Or maybe i use him wrong?

 :-X....

http://fractalsoftworks.com/forum/index.php?topic=18598.0
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Titann on July 11, 2020, 02:02:58 AM
both download links doesnt work for me, download mirror also says 404 not found

edit: same goes to underworld. looks like these links not working for me
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on July 11, 2020, 02:13:25 AM
both download links doesnt work for me, download mirror also says 404 not found

edit: same goes to underworld. looks like these links not working for me

The mirror being down is a known issue.  The main link not working shouldn't happen.  It's a direct link to BitBucket, and it works for everyone else I could ask to try it.  What error are you seeing?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Titann on July 11, 2020, 02:40:36 AM
It says "this site can't provide a secure connection" and this ERR_SSL_PROTOCOL_ERROR
maybe there is problem with my modem.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on July 11, 2020, 04:12:05 AM
I added a new mirror.  Try it now!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Titann on July 11, 2020, 07:39:54 AM
it works now. thank you
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Mondaymonkey on July 11, 2020, 07:58:52 AM
I've always ignored circle, because it was a little bit ugly. Now it isn't.

Many thanks to Gwyvern and HELMUT, regardless which of them would not have made it. And for Dark.Revenant, off course.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: AxleMC131 on July 11, 2020, 10:15:20 PM
Oh those are looking just fab. ;D Well done!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: SCC on July 12, 2020, 02:47:05 AM
New Chronos is an improvement. I don't care much about Circe, it looks alright. Vulture looks pretty extravagant for something that actually isn't so. Vindicator and Revenant, on the other hand, lost their flair. Vindicator looks less like a flying gun and more like a ship with a gun (and is flatter), while Revenant no longer is as over-the-top stylish as it was as that starfish of death thing.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Ali on July 12, 2020, 02:12:55 PM
Great to see another update on this AAA mod!!

Bit gutted to see one of my fav ships ( Circe ) not looking as good as the previous sprite imo but nice to see it's gained more power by the looks!  ;D

maybe it'll grow on me.. :)

Al
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: MesoTroniK on July 12, 2020, 02:31:54 PM
Vulture looks pretty extravagant for something that actually isn't so.
It kind of is though? It has a base speed of 85 which is higher than every vanilla cruiser and even some destroyers!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Taikonaut on July 12, 2020, 05:41:07 PM
Thanks to Gwyvern and HELMUT for the new sprites!

(https://i.imgur.com/xyTnCP0.png) (https://i.imgur.com/hQEHyVr.png) (https://i.imgur.com/EEH3pk3.png) (https://i.imgur.com/vwF6Usj.png) (https://i.imgur.com/exVST6Y.png)

Download Ship/Weapon Pack 1.11.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.11.0.7z)
Download Mirror (https://drive.google.com/file/d/19Y68hIay9qPBBg1zYDTqQVtYXnKeD42V/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.11.0
- New Vindicator and Gungnir sprites
- New Chronos sprite
- New Circe sprite
- New Revenant sprite
- New Vulture sprite
- Circe weapon layout rework
- Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
- Lucifer now uses station version of Mine Strike
- Increased Dawnstar speed to 85 from 70
- Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
- Conquest (XIV) is now 4x rarer
- Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
- Added Custom Battle and Random Battle missions
- Some configuration for Vayra's Sector and Starship Legends
- Migrated version file to BitBucket

Im kind of a brainlet, but updating this wont cause issues with my save right? since all its doing is changing sprites
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on July 12, 2020, 06:47:52 PM
Saves are safe.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: CrixM on July 18, 2020, 05:46:23 AM
I'm not sure how I feel about the new vindicator, I really liked its kind of angular design. The new Chronos is an absolute upgrade though, it looked really silly before.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Shad on July 18, 2020, 06:43:17 AM
I agree about the vindicator, the old design with the sharp angles looked really nice.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: connortron7 on July 18, 2020, 01:29:45 PM
I for one like the new vindy, all the new sprites look rad
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Melbrant on July 19, 2020, 03:17:03 PM
I have about 20 hours into my current sector with Vayra, Nexerelin, and some factions on top of your mod. I can't find IBB anywhere, I keep checking Hegemony bars but maybe I am unlucky? Are they rare or do I need to do something to unlock them?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: JohnVicres on July 19, 2020, 04:00:28 PM
I have about 20 hours into my current sector with Vayra, Nexerelin, and some factions on top of your mod. I can't find IBB anywhere, I keep checking Hegemony bars but maybe I am unlucky? Are they rare or do I need to do something to unlock them?
You playing on a random sector? I tested this first on a vanilla sector, and the bounty fixers were in every damn bar I entered. Now, however, I am playing in a randomized map, and so far haven't met them either.
Edit: one second after posting this, I ran into one at the Prism Freeport. They are around for sure, but depending on how many civilized markets you have in your sector, they may be hard to find.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Melbrant on July 19, 2020, 06:15:22 PM
I have about 20 hours into my current sector with Vayra, Nexerelin, and some factions on top of your mod. I can't find IBB anywhere, I keep checking Hegemony bars but maybe I am unlucky? Are they rare or do I need to do something to unlock them?
You playing on a random sector? I tested this first on a vanilla sector, and the bounty fixers were in every damn bar I entered. Now, however, I am playing in a randomized map, and so far haven't met them either.
Edit: one second after posting this, I ran into one at the Prism Freeport. They are around for sure, but depending on how many civilized markets you have in your sector, they may be hard to find.

I am playing vanilla sector, must be bad luck I guess or maybe I have a mod conflict...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: AxleMC131 on July 19, 2020, 11:07:45 PM
Might want to post your full modlist all the same, just in case. The IBB questgivers only spawn at the markets of certain factions don't forget - I can't remember the whole list, but I'm pretty sure the Hegemony, Persean League and Independents are all included.

(All the same, also make sure to check you actually have SWP enabled in your launcher along with your other mods. ;) You'd be surprised how often that comes up.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: connortron7 on July 19, 2020, 11:20:27 PM
I have about 20 hours into my current sector with Vayra, Nexerelin, and some factions on top of your mod. I can't find IBB anywhere, I keep checking Hegemony bars but maybe I am unlucky? Are they rare or do I need to do something to unlock them?
You playing on a random sector? I tested this first on a vanilla sector, and the bounty fixers were in every damn bar I entered. Now, however, I am playing in a randomized map, and so far haven't met them either.
Edit: one second after posting this, I ran into one at the Prism Freeport. They are around for sure, but depending on how many civilized markets you have in your sector, they may be hard to find.

I am playing vanilla sector, must be bad luck I guess or maybe I have a mod conflict...
are you checking independent markets? i think they only show up there.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: AxleMC131 on July 20, 2020, 01:25:08 AM

are you checking independent markets? i think they only show up there.

I'm quite sure the relevant questgivers can be found at any market owned by a faction that is part of the bounty board, not just Independents.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: connortron7 on July 20, 2020, 02:45:08 AM

are you checking independent markets? i think they only show up there.

I'm quite sure the relevant questgivers can be found at any market owned by a faction that is part of the bounty board, not just Independents.
Oh my bad  :-X
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Justinx931 on July 26, 2020, 04:53:21 PM
is there a option to have a faction but only have its IBB bounty? i love all the ibb bounties but the factions that are needed with them not so much.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Mondaymonkey on July 26, 2020, 06:11:27 PM
is there a option to have a faction but only have its IBB bounty? i love all the ibb bounties but the factions that are needed with them not so much.

Might be wrong, but if you generate sector without a faction and then add it to a mod list, existing save remain functional for a most of cases (not 100%) and there would be no faction. Although, some faction content, available also to vanilla factions might appear in game. So, you also should remove it from them, usually - simple deletion of all <vanilla-named>.faction files in mod. However a) will not work for heavily scripted faction mods.(say hello to errors!) b) some mods adjusted in a way, that their special bounties will appear only on that faction's markets (and you obviously haven't them).

So make a backup save, add that faction mod without a .faction files and you might be lucky.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Cathair on July 28, 2020, 02:53:56 PM
I'm not sure how I feel about the new vindicator, I really liked its kind of angular design. The new Chronos is an absolute upgrade though, it looked really silly before.

The Vulture is also a huge improvement. Agreed on the Vindicator, but the new sprite is a good one taken on its own merits.

It's really cool to see some of the dodgier sprites in here getting some love. Thanks, authors.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: maxi1.1 on August 06, 2020, 05:31:31 AM
Ladies and Gentlemen,

I request help with a problem. After much testing and filtering I believe this mod is the reason for my issue. The game loads normally, then a second after the main menu appears and the music starts, the game crashes. I have already made a full reinstall of the mod and the required lazylib, graphic lib and nex.  I searched for similar error messages relating to the line "CombatLayerHook.render(ShaderHook.java:213)" in the log. I have also went through the standard Troubleshoot Q&A and found no applicable solution there.

Found only one thread without a solution: It hinted at another mod not using updated libraries. I updated those already, but the error persists. I therefore think that the libraries are not the issue. I cannot think of anything else i may be doing wrong. I am aware that I use a small amount of mods that are on the 09a level instead of the 091 level, but the game works without problems when they are enabled. Only adding this mod here to the pile makes the game crash.

Enabled mods. json is appended as txt.
The shortened error log is appended.

Thank your for your time.

[attachment deleted by admin]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: MesoTroniK on August 06, 2020, 08:59:43 PM
Are you *positive* both Starsector itself, and GraphicsLib are up to date?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: cjuicy on August 07, 2020, 12:16:23 AM
I can tell you that IFed Legacy should be nowhere near your modlist. I was around when the original mod was actually maintained, and I can safely say that the current iteration of it hasn't been updated at all. Didn't actually realize that someone brought it past 0.7.2. GK Sector should also be removed too, as it hasn't had a proper patch in over a year IIRC.

Other then that I'm not too sure on what to do with that list. Please double-check that all your libraries are up to date, and that you aren't doing the thing I do every time I update and forget to grab LazyLib.  :D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: maxi1.1 on August 08, 2020, 10:47:01 AM
I am certain that Starsector is 0.9.1a RC8. Last download was from the blogpost March 10 2019. I have also doublechecked the libraries again. Even did a complete delete and reinstall of graphicslib as you suggested. Lazylib and the other libs are up to date and active.

Regarding IFed Legacy and the mod list in general: I had a few mods installed but not active. They must have appeared in the mod list. Ifed was one of those. I have appended a new mod list with only the ship weapon pack as listed, but not currently active. The deleted mods are: Fix empty planets, Fuel syphoning, IFed legacy, Power dolls portrait 1 +2, Sanguainary Defectors.

Just for my understanding: Could the reason for the crash be that this mod tries to "take" some content from another mod to spawn an IBB bounty? As far as I undertand this here mod is the master for IBB bounties. It connects to other mods and creates IBB bounties with some of their content. I think this might be the issue! Page one of this thread has a listing of all IBB bounty mod connections. Is that the defenitive list? I could use that list and check all referenced mods for their update status. Does this list also contain up to date info on what minimum update status each mod needs to be compatible with the Ship Weapon pack mod? If there is a different list, please inform me. I will now see about updating the other mods.

Thank you for your input.

[attachment deleted by admin]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: maxi1.1 on August 08, 2020, 11:50:54 AM
Solution found!

During the re-installation of Starsector.exe an error appeared: Some files could not be overwritten. -> Repeat - fail, ignore, next file comes up. Among those files were some audio.jar files and a few others. I was surprised. Deleted the whole starsector directory except for the mods and saves directories. Previously I had a folder called "installer" under Starsector, from where I ran the setup.exe. Deleted that folder too, started the .exe from the Partition d:\.  Reinstalled, no errors.

After trying all kinds of combinations of active and inactive mods: Pre-install Not even Ship/wep + 2 necessary libs would start. Post-install that worked. Started a new test character: Mod works, the Contendor cannon was available at the starting market.

Readded all of my mods (including GKSec) and started again. Everything worked without a flaw.

One thing I would like to report though: When I went through the lists of mods that 091a or just 09a or older, the mod index page turned out to be inaccurate! There were a few mods listed as 09a in the index. Upon entereing the thread it was listed as 091a though. The mods concerned were Neutrino, and Stopgap. Is this the correct place to mention this or do I have to bring this information to someone else?

I deleted the mods Fringe Defence Syndicate and Vesperon. Their index entry of 09a was correct.

Short summary:
Fix: Complete deletion of Starsector folder + new installation of base game
Information that brought about fix: During reinstallation of game on existing folder, some x.jar files were inaccessible.
Assumed problem:    Some main files of Starsector were somehow rendered inaccessible or slightly bad. Only ShipWep pack somehow triggered the fail condition. The mod itself is not defective.

Thank you all very much for helping me and giving me some of your most precious resource: Time. Have a good one. :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on August 09, 2020, 09:49:10 AM
Phew!  I'm sorry you had such trouble, but I'm glad you got it resolved. Happy hunting!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: peppermeth on August 13, 2020, 03:21:34 PM
Is their a chance to find blueprint for the cathedral hub ship by raiding luddit church/path colonie? Or do i have to find it by exploring?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: e on August 13, 2020, 09:46:33 PM
Is their a chance to find blueprint for the cathedral hub ship by raiding luddit church/path colonie? Or do i have to find it by exploring?

Only Luddich Church colonies can drop the bp, you can also find it by exploring.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: JohnVicres on August 17, 2020, 12:06:24 PM
Welp, I decided to post some thoughts and feelings about my experience with this (superb) mod, specifically some suggestions.

So, first of all, I think some ships could be made more unique, or just appealing to be used:

Spoiler
- The Beholder is just a waste of resources atm, since it is almost harmless, and super-mega-blaster exposed on the rear. making the drones able to turn helps a lot, and with built-in Hardened Shields (and extending them a bit), it becomes a neat lil' wall for enemies to face, to be combined with carriers or missile ships.

- I adore the Circe, simply because it looks so cool, but it's very underwhelming in it's effective loadout possibilities. I built-in Accelerated Shields and PDAI to it, so you can use the small mounts freely; they'll always be PD-able, and the shield, although small, becomes very versatile.

- For the Vindicator (S), I changed the guns dramatically: Gungnir now has a 5-shot magazine, that recharges almost as fast as it reloads, therefore sustained fire is the same, but the volley ability will exhaust your ammo. Also made it's sub-ammo have a small EMP effect, changed the built-in DTC for ITU because yes, brought it closer to the other variant OP-wise, gave it more flux dissipation (it should have more than the modified Vindi, since that one focuses on missiles), and increased the top speed, so it can keep up with battlecruisers at least.

- Axed the Vulture's PD drones, for Maneuvering Jets instead. Just feels more adequate for a fast cruiser. I did think of adding the drones as an in-built wing, but dropped it because that felt a bit too much.

- Gave the Legion and Onslaught built-in Blast Doors, and changed the Onslaught's TPC recharge rate to 4 seconds, 4 ammo per recharge. I know this mod doesn't touch them really, but now they're much more competitive and dangerous, while still feeling, well... low tech.

Maybe I changed more, but tbh I didn't write it down till now, so this is what I remember.
[close]

Second, modified some weapons, though not many, and not much.
Spoiler
- Made Phase Lances viable, I chose to make their damage/flux cost a 1/1 ratio, per the cost: aka, hits like a searing spear, but overheats you like one would, too. Could do the other way around, and lower their flux cost.

- Changed magazine recharging for the Autopulse and Ion Pulser, kinda the same way as with the TPC: Autopulse recharges 3 shots per 1.5s, Ion Pulser recharges 4 shots per 2s.

- Increased Vulcan range to 300. Now it's actually decent at PD.

I know most of these changes are to vanilla weapons, but I decided to put em here anyway.
[close]

One last bicker:
Why is the mini-blaster sfx so low? They seem soundless in the heat of battle, that ticks me a bit.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Mondaymonkey on August 17, 2020, 12:20:36 PM
Quote
I know most of these changes are to vanilla weapons, but I decided to put em here anyway.

But why?

Dark.Revenant is a fine man, but he is not the one, who could (or should) modify vanilla values.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Terethall on August 17, 2020, 05:07:44 PM
There are a lot of good ideas in those suggestions, including the vanilla tweaks, JohnVicres. Do you feel like making a mini-mod with those, dependent on having a SWP install? I'm betting other users would enjoy those changes as well.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Julio Montega on August 19, 2020, 11:26:43 AM
This pack rocks!

I wondered why there is no pirate refit of the vulture though, revolving around ballistics and the burn drive.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: e on August 19, 2020, 12:09:45 PM
Ok so, a long time i gave an opinion on the Cathedral Class Hubship and honestly i didn't give it a fair shake at the time, this time i've been using it for a very long time and now i can give an educated opinion and suggestions for it, I divided this into three parts so you can skip the boring stuff:

What it's NOT
-With a total of only 3 large ballistic slots and a comparably modest amount of medium slots; the cathedral is NOT a gunship in the slightest and should avoid direct confrontation if possible. That is not to say it can't defend itself, what i mean is that you should not spearhead an assault with the Cathedral.
-With a total of four fighter bays, the ship in theory could perform well as a bomber/heavy fighter support, but that would be incorrect. Because the fighter wings are spread out the segments will not coordinate an attack together. The hangars can be used as bombers and will be decent, but not great. Ideally, you want to devote the hangars to interceptors or stuff that compliments point defense. The core, forget it. (more on that later)
-For a ship of it's size it, understandably, has somewhat poor flux management, to be confortable with the cathedral you gotta invest A LOT into it's flux management, specially so if you intend to use it for direct engagement, which you shouldn't.
[close]

The Good
The one thing the Cathedral is EXTREMELY good at is missile support, specially if you have mods like Imperium or Kadur Remnant which add missile batteries with infinite ammo that can be launched from extreme ranges, suddenly it all clicks together:
-A missile capacity that can rival that of more than two capital ships combined.
-Enough gun power to protect itself against a variety of threats should something get past the frontline to sneak against it.
-Very useful mines for extra support.
-Full sized shield which will deter occasional threats.
-Potentially uncontested PD capabilities.

The support it gives while behind combat ships is unmatched and has enough power to heavily spam missiles on several target and being an overall annoyance with mine strikes.
[close]

Problems and Suggestions
Problem: The fighter wings on the core are a newbie trap and should be avoided entirely, even if you have mods that give you 0 OP cost fighters; because maintaining, replacing and managing fighters costs flux, which you CANNOT on the Cathedral, because when you engage, which you inevitably WILL no matter what; your shield will be your deciding winning factor for those confrontations. You also can't really afford the OP on the core to get actually good interceptors as there are A BUNCH of priorities far more important than a couple of fighters.

Suggestion: Have those two fighter wings removed entirely from the core and replace them with something else, anything else is better.

Not really other major problems with it, however, some insight:
-I always play the cathedral with Makeshift Shield Generator on all of it's modules and that extra layer of defense has become fundamental for my play style with it.
-The hangars seem to lag behind in terms of usefulness regardless of how i decide to devote them.
-I gave Hardened Subsystems to the core in hopes that it can last during very extended encounters, but i found out that the modules themselves follow their own combat readiness rules instead of those of the core which seems weird.
-Luddic Church is hasn't been spawning Cathedrals at all, they only employ Legions as their capital ship for anything, this also seems weird as nothing else in my game is behaving strangely and i haven't really touched anything on the mod files. Also can't find if it's the result of a conflict between other mods.
[close]

Thanks.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Mondaymonkey on August 19, 2020, 12:45:44 PM
 Full list of builds, I found useful:
  • Logistic hub with ADF, efficiency overhaul, surveying equipment etc... and a bunch of defensive hullmods and mounts. Built around cap sized salvage gauntry, frankly said.
[close]

Some bad words.
Can cathedral be deadly on the battlefield? Sure thing, it can! But you can use some Paragons or Victories instead with better specific "kill-em-all" value per DP spent and they also would be cheaper and faster. Cathedrals are serious threat in enemy fleet, as AI does not optimized for battles with such targets, so enemy cathedrals could be a source of casualties, but when it's in player's fleet under AI control - they rater hindrance, you need to get around.

I wouldn't say cathedral is bad or should be changed, as it is actually damn well-made thing, verified and balanced. Just see no place for them in my fleet other than logistic, alas.
[close]
[/list]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: e on August 19, 2020, 02:22:00 PM
I wouldn't say cathedral is bad or should be changed, as it is actually damn well-made thing, verified and balanced. Just see no place for them in my fleet other than logistic, alas.

Not gonna lie, i was like this at first as well, until i got bored an decided to experiment with it with some ridiculous builds and simulations and then put as many missiles as possible (in this case Kadur's VLRMs) and by the end of the test i was like "wow... this is actually kind of good".

The Cathedral is meant for max size battles, for starters, where you at the very least start with 200 deploy points. You deploy 2 capital ships (40-50 dp each) that have good frontal fire power (again, Kadur, but Onslaught also works) and the Cath is right behind (85 dp). This effectively prevents your two assault ships from being surrounded while at the same time being a missile spam of absurd proportions. This only really works as long as the fleet sticks together.

And the plus is that you get a combat warship that has some utilitarian functions outside of combat. It has like... a SINGLE niche? sure, but that one thing it does, it does it very well.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on August 19, 2020, 09:04:14 PM
Monday has the right of it; the Cathedral's actual purpose (in lore) is logistics, exploration, colonization.  The Luddic Church just co-opted them as emergency beatsticks.

As for the rest...
I wouldn't thumb my nose at the fighter bays.  They are a significant contributor to the ship's overall firepower.  You're correct that the Cathedral is not an anti-capital brawler, but it can deal with a lot of smaller (cruiser/destroyer) ships at the same time.  Even if that's not enough for you, if you have the Cathedral hanging back shooting missiles, why not mount Thunders or some other long range fighter?  It's not like you'll be fighting directly much.

Fighters don't cost flux.  An engage order has a tiny flux cost, canceling the 0 flux boost, but regroup-ordered fighters don't have any flux cost.

And for the earlier suggestions...
The Beholder is a specialist anti-small-craft ship.  It's meant to escort a ship, keeping the exposed rear to an ally rather than an enemy.  Plus if the drones could fire in any direction, they'd mass-up way too effectively; those tac lasers fire over allies.  I just did a couple fleet tests with Custom Battle to see how it did, and I didn't see a problem.  It eats missiles for breakfast.  It's not meant to be a good brawler, but it actually scored a 1v1 destroyer kill too.
The Circe isn't really meant to be a super effective combatant.  It's stupidly fast, which would make any kind of truly effective layout Too Good.
The Vindicator S is a gimmick ship and has awkward flux stats intentionally.  DTC was chosen over ITU because the built-in weapon is meant to be its main rangefinder.
Vulture is a fast cruiser because its unmodified speed beats every vanilla cruiser, and most destroyers while it's at it.  It's as hard to kite as a Falcon.  The PD drones are a throwback that allows it to have some ablative defense and some added kick in a knife fight (those drones do a lot of kinetic damage).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: e on August 19, 2020, 09:30:12 PM
I wouldn't thumb my nose at the fighter bays.  They are a significant contributor to the ship's overall firepower.  You're correct that the Cathedral is not an anti-capital brawler, but it can deal with a lot of smaller (cruiser/destroyer) ships at the same time.  Even if that's not enough for you, if you have the Cathedral hanging back shooting missiles, why not mount Thunders or some other long range fighter?  It's not like you'll be fighting directly much.

Fighters don't cost flux.  An engage order has a tiny flux cost, canceling the 0 flux boost, but regroup-ordered fighters don't have any flux cost.
I'll give it a shot with fighters of that type, thought one thing i also did not mention is that i don't control the Cathedral myself, it's a ship i assign to another officer, which might seem counter intuitive since I'm wasting the Operations Center built-in module, but my main character is just much more productive on a proper warship. The reason I'm saying this is because, since i focus on missiles, my officer won't really have many carrier oriented skills or none at all, since missile oriented, flux oriented and shield oriented skills are a priority.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Julio Montega on August 20, 2020, 02:06:58 AM
Vulture is a fast cruiser because its unmodified speed beats every vanilla cruiser, and most destroyers while it's at it.  It's as hard to kite as a Falcon.  The PD drones are a throwback that allows it to have some ablative defense and some added kick in a knife fight (those drones do a lot of kinetic damage).

My biggest gripe with the PD drones is that you only have 2 charges, unlike fighters, they don't refill over time using the fighter readyness mechanic.
On the other hand they don't generate flux, keeping you from the sweet 0-flux boost.

Yeah they can add a lot of punch, but they also are shred very easily, imo way too easy.

As a pirate i have the natural urge to rip out that hangar and install an even bigger engine, hardwired to a big red button on the bridge.
That ship is tough and fast, a perfect choice for being a cruiser used for lightning strikes, if it had the burn drive or the falcon's maneuvering jets.
I love the weapon layout, it just needs to be pirate refit to be perfect (which i did in my game files) ;)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: JohnVicres on August 22, 2020, 07:38:31 AM
There are a lot of good ideas in those suggestions, including the vanilla tweaks, JohnVicres. Do you feel like making a mini-mod with those, dependent on having a SWP install? I'm betting other users would enjoy those changes as well.
I did consider doing that, actually. Guess I'll scrounge these changes together and publish them then!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: FIRE_AKA_DRAZN on August 29, 2020, 12:31:57 PM
This may have been mentioned before, but is there a way/process for just adding the new ship hulls with this mod?  Specifically minus the weapons.

Making a personal mod-pack that has vanilla combat/weapons with some tweaks, but as many new ship hulls as I can cram in.

Tried simply removing the folders relating to weapons in the data master folder, and the one in the scripts folder but encountered an error, probably unsurprisingly.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: AxleMC131 on August 29, 2020, 02:27:41 PM
This may have been mentioned before, but is there a way/process for just adding the new ship hulls with this mod?  Specifically minus the weapons.

Making a personal mod-pack that has vanilla combat/weapons with some tweaks, but as many new ship hulls as I can cram in.

Tried simply removing the folders relating to weapons in the data master folder, and the one in the scripts folder but encountered an error, probably unsurprisingly.

You'd have to go through and clean up any references that are shared between ships and weapons. This will be the case for any ships that have built-in unique weapons, such as the Excelsior's cannons, the Cathedral's missile, the Vindicator's Gungnir cannon, etc. You'd also have to change every single ship variant file that uses a weapon from the mod to use a vanilla equivalent.

Your checklist of things to do is basically:
- Pick out all MODULAR ONLY weapons added by the mod
- Remove their blueprint tags in weapon_data.csv (this should prevent them from being used by any factions who have weapons allocated by tag)
- For those weapons that are picked on a singular basis, you'll also have to check each and every faction file for references to that weapon, and remove (comment out) that reference
- Go through each and every variant file in SWP and replace all references to mod weapons with an equivalent vanilla weapon

And that's just what I can think of off the top of my head, I'm real out of practise at the moment and I'm likely to be missing something important. AND I know SWP has a lot of cool integrated functions which means a lot of mechanics you can't simply remove by "deleting them", they will have functions referenced in scripts elsewhere that will likely be a pain to trawl through and clean up for every weapon. This is something you'd want to do one weapon at a time.

Put simply, this is a LOT of work, and I don't know why you'd bother just to play with vanilla-only weapons, especially for something like SWP who's weapons are pretty vanilla-alike already. ??? But hey, to each their own.

I wish you luck. You'll need it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: FIRE_AKA_DRAZN on August 29, 2020, 03:14:47 PM
Put simply, this is a LOT of work, and I don't know why you'd bother just to play with vanilla-only weapons, especially for something like SWP who's weapons are pretty vanilla-alike already. ??? But hey, to each their own.

I wish you luck. You'll need it.

Damn, was hoping this might have been simpler.  The reason I wanted vanilla only weapons is because I planned to use the missiles and sundry mod which unfortunately doesn't change any modded weapons.  Would end up with all vanilla missiles capable of reloading but all mod missiles not being able to, which would be very weird.  I suppose since missiles are the only issue that would reduce the workload, but may be easier and produce a better result to just edit the missiles in SWP to match Missiles and Sundry instead...  Still a lot more work than I had in mind though

With this being the case though I guess I don't have much other option other than to drop the missiles mod or just deal with the weirdness  :-\

Thanks for the breakdown though, this might be useful if I decide to get into Starsector modding  :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on August 29, 2020, 09:06:51 PM
The easiest method is to edit the weapons.csv file to remove all of the blueprint tags from every weapon.  This will keep them in the game, technically, but they won't be to spawn in the world.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: JohnVicres on August 30, 2020, 08:20:38 AM
The easiest method is to edit the weapons.csv file to remove all of the blueprint tags from every weapon.  This will keep them in the game, technically, but they won't be to spawn in the world.
But won't they still show up through the ship variants that use the weapons?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Mondaymonkey on August 30, 2020, 08:53:16 AM
The easiest method is to edit the weapons.csv file to remove all of the blueprint tags from every weapon.  This will keep them in the game, technically, but they won't be to spawn in the world.
But won't they still show up through the ship variants that use the weapons?

Variants are interfactional just as default ship roles. When game generates a fleet for some faction, ships are picked by the role among known hulls BPs. Then actual loadouts created based on variant. If it contains any weapons/LPC/hullmods not known by faction - they are relapsed with known ones*. Then some random changes applied to ensure it won't be identical** twin of the rest of the ships of that type and variant. That is not a real sequence game actually use, rather simplified and shortened version with some steps being swapped for easier understanding.

*Theoretically.

**Identical loadouts are happens sometime. Especially if faction does have very few hulls/weapons/hullmods in a known list.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Titann on September 05, 2020, 04:45:14 AM
this happened many times when i was playing arcade mode and also happening on HVBPlus.
Cristarium boss causes crash but not everytime, it is most likely causing crash when its sucking up too much firepower from hostile ships

Spoiler
1133267 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.AL_RailGunOnHit.onHit(AL_RailGunOnHit.java:30)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at data.scripts.shipsystems.SWP_PrismaticRayStats$MegaArc.advance(SWP_PrismaticRayStats.java:413)
   at data.scripts.shipsystems.SWP_PrismaticRayStats$MegaArc.access$100(SWP_PrismaticRayStats.java:350)
   at data.scripts.shipsystems.SWP_PrismaticRayStats.apply(SWP_PrismaticRayStats.java:109)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(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)
[close]
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Dark.Revenant on September 05, 2020, 04:41:27 PM
I'm guessing AL_Railgun is an ApproLight weapon, so the bug would be in that mod, not this one.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Worachot on September 07, 2020, 11:32:08 AM
where do i find the vortex carrier ships? been spamming independent systems but they never sell it.
am i looking at the wrong places or am i just unlucky? Thanks!
 
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: King Alfonzo on September 07, 2020, 08:24:19 PM
Yeah, you have been looking in the wrong place. Persean League and Tri-Tachyon markets will have it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Worachot on September 08, 2020, 12:48:19 AM
Yeah, you have been looking in the wrong place. Persean League and Tri-Tachyon markets will have it.

aah >_< thanks!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Arcagnello on September 20, 2020, 04:56:20 AM
Hello!

First and foremost, I love all the new ships and weapons this mod brings and I am eager to see what awaits in store in the future.

I am here however to talk about the Beholder, an 11 FP Tri-Tachyon Destroyer  and how rather disappointing it is compared to virtually everything in the same price range, the reasons are quite straightforward:

1)  The speed of the ship is just so, so painful and is the main reason why the ship both struggles to do damage and is incredibly prone to getting singled out and torn apart both by smaller ships that easily flank it and virtually all the bigger ships that are either faster or have more weapon range

2) The Beholder has such pitiful flux dissipation I had to install Stabilized shields and invest all my leftover points in vents for the bloody thing to both fire its measly two graviton beams and 4 LR PD lasers and keep the shields up.

3) The weapon arcs are as damning to the ship (even against fighter swarms) as its poor mobility when it comes to being useful against anything but 100% fighter/bomber spam (Stormhawk republic comes to mind).

4) It has not one bloody weapon that can fire backwards in order to cover the ass of the ship, wich obviously comes with a FRONTAL SHIELD

The setup that sort of makes it work for me is the following:

1) Converted hangar bay to install an Athame wing (the ones with a miniature tac laser) for both extra IMMA FIRING MUH LAZUR power and vital PD defence outside the frontal arc

2)Extreme modifications (from extra hullmods mod) combined with automated repair unit to net me an extra 6 OP. The ship can handle the frequent malfunctions anyway.

3) Improved optics, stabilized shields and hardened shields to give it as much staying power as possible

4) 2 grav beams and 4 LR PDs as weaponry

5) the remaining OP is spent in having just enough venting to constantly fire and keep the shields up at the same time, the rest is in flux capacity.

Will write what I think could be modified to make the thing actually flexible and fun to use in another post. Phone battery is dying xD
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Arcagnello on September 20, 2020, 09:45:09 AM
Alright, phone's recharged!

Where was I..uh..oh!

I guess giving this discussion another list (i like lists by the way :P) about the possible ways the Beholder could actually be relevant in a fleet outside very niche scenarios

Option 1: Dedicated PD destroyer

This change would mainly focus on actually reducing the OP efforts required to not get the damn thing butchered by simple rocket pods.
Having the Beholder getting Dedicated Point Defence AI as a preinstalled ModSpec would be swell (does it even affact the taclaser drones by the way?) maybe even increase the stock flux dissipation between 50 and 100 too?
It would still be painfully slow but you would at least have a bit more OP left to cover whatever thing bothered you most about it.


Option 2 : Versatile (albeit slower) Laser Destroyer

This option would not funnel the destroyer in any specialized role since it's only got energy hardpoints to start with and opting for anything but long range with this is just asking for D-mods.

I would axe the armor since it does almost nothing anyway, increase the base speed by 15-20, give it a small flux distribution buff (max 50), give it Improved optics for dat LAZUR range already installed and change the shield into omni while also extending it to 180.

This could be too many buffs actually, maybe don't change the shield.


Option 3: Much shield, very wow

The only thing that could be bothering me more than the lack of mobility would be how hopeless the beholder is when it gets pressured.,This work solve that.

Half the shield upkeep, make it Omni, extend it to 180° and also improve its efficiency while also giving the flux dissipation a minor buff. This is probably the best way to make it viable if we consider the horrendous mobility and questionable armor to be part of the Beholder's character.


I...I think that was everything in my head about the Beholder. Do have a good day and read you soon :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Neitronus on September 23, 2020, 08:44:24 AM
Hello, this is your friendly version checker + bitbucket bug notification. Really man, sorry for this spam, but that's the kind of spam player gets when starting his daily game.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Bookman Jeb on September 23, 2020, 10:53:53 AM
 Hiya just tried using this mod and getting error. Seem to be with Nexerlin? Starship Legends seems to be the only other relevent mod.

ava.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)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Nia Tahl on September 23, 2020, 11:07:35 AM
Hello, this is your friendly version checker + bitbucket bug notification. Really man, sorry for this spam, but that's the kind of spam player gets when starting his daily game.

Then disable version checker for now and stop annoying people. It is entirely in your power to get rid of that spam and no modder here owes you ANYTHING.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Alex on September 23, 2020, 02:48:27 PM
Hello, this is your friendly version checker + bitbucket bug notification. Really man, sorry for this spam, but that's the kind of spam player gets when starting his daily game.

Once or twice somewhere would've been fine, but your entire post history is this sort of thing. Please stop. This is an official warning.

(Edit: to clarify, I'm assuming you have good intentions here, but this is very much not the way to go about things.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: immortalartisan on September 23, 2020, 03:31:10 PM
i cant describe the feeling when i saw a faction send out a colony expedition for the first time it felt like it was a living world this mod is awesome
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Histidine on September 23, 2020, 05:59:15 PM
Hiya just tried using this mod and getting error. Seem to be with Nexerlin? Starship Legends seems to be the only other relevent mod.

ava.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)
Make sure you have LazyLib and GraphicsLib installed and running.

i cant describe the feeling when i saw a faction send out a colony expedition for the first time it felt like it was a living world this mod is awesome
Colony expeditions are in Nexerelin (with Vayra's Sector having its own version for specific factions) FYI ;)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.11.0
Post by: Bookman Jeb on September 23, 2020, 11:00:17 PM
 :P :P Forgot Graphics Lib, Thanks
Title: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Dark.Revenant on September 28, 2020, 01:36:41 AM
Thanks to Gwyvern, Tartiflette, and King Alfonzo!

(https://i.imgur.com/vav6paR.png) (https://i.imgur.com/RdDnfg0.png) (https://i.imgur.com/5LT2tYc.png)

Download Ship/Weapon Pack 1.12.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.12.0.7z)
Download Mirror (https://drive.google.com/file/d/1sbtwAk9sOFO3sxS6dCgG4903OZ6mNfE6/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.12.0
- Added Vulture (P)
- Added Liberator and Liberator (LC)
- Updated Burst Jets AI (the Liberator uses it)
- IBBs can no longer spawn in systems containing markets
- Light Phase Lance no longer fires on full charge (it's a normal burst beam, like the regular Phase Lance)
  * This improves the stats considerably; 487 damage -> 541 damage; 108 DPS -> 120 DPS; 1.31 flux ratio -> 1.18 flux ratio
- Aegis Flak Cannon damage increased to 300 from 250
- Added IBB bounty (appears after the Framebreaker bounty) requiring the ARS faction
- Added IBB bounty (appears after the Emperor bounty) requiring the ScalarTech faction
- Added IBB bounty (appears after the Euphoria bounty) requiring the Borken faction
- Minor rebalance of IBB stages
- Remove one enemy from Duel of the Century (will return with Exigency)
- Some configuration for compatibility with various other mods
- Lucifer DP increased to 60 from 45
- Beholder DP decreased to 10 from 11, now has an omni shield
- Migrated version file to custom host (sigh)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: drdragoon on September 29, 2020, 05:38:24 PM
Can this new version be installed over an existing game?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Dark.Revenant on September 29, 2020, 11:05:28 PM
Yes.  I'll say if something is not save-compatible on the update post if it does break saves.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: JohnVicres on October 01, 2020, 04:58:12 AM
I'm running a heavily modified version of this mod, so every update I manually add the new things, and hope for the best. This time, it didn't do fine, and I'm getting this error:
Code
6228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 6, Size: 6
java.lang.IndexOutOfBoundsException: Index: 6, Size: 6
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(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 don't understand where exactly is the source of this error, what does this ShipHullSpec call?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: JohnVicres on October 01, 2020, 10:23:36 AM
I'm running a heavily modified version of this mod, so every update I manually add the new things, and hope for the best. This time, it didn't do fine, and I'm getting this error:
Code
6228 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 6, Size: 6
java.lang.IndexOutOfBoundsException: Index: 6, Size: 6
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÒO0000(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 don't understand where exactly is the source of this error, what does this ShipHullSpec call?
Fixed it! The engines in the previous version's vulture.ship were different, it now has "one more" (idk what it's for), and the pirate skin was conflicting with that.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 05, 2020, 05:58:51 PM
Congratulations to your and your contributors for the new ships.

While I am not considering them in my currently (mostly) Kadur themed campaign, they gave me considerably more hassle than bigger (supposedly meaner ships) in battles.

Chonk gurl feels like a bastard offspring of a Legion that decided she's a strong female protagonist and wants to be in the frontlines but still retains enough brain matter (unlike her biological dad) to not get herself into trouble and be mobile enough to safely retreat when necessary.

Vulture is like those bloody Goblins running after my poor Priestess themed carriers. They're so damn fast they actually manage to avoid getting the Slayer treatment from the swarm of Immortal Assault Corvettes. Truly a dedicated harass ship. Bravo!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Drazhya on October 08, 2020, 03:45:56 PM
IBB Rylek spawned in my game captaining a bog-standard Nebula transport, with no special ships in his fleet. Is that supposed to happen?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 08, 2020, 05:26:50 PM
- Beholder DP decreased to 10 from 11, now has an omni shield

I just noticed this.

Will test it in the simulator to see what it can do :O
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Dark.Revenant on October 09, 2020, 07:21:29 PM
IBB Rylek spawned in my game captaining a bog-standard Nebula transport, with no special ships in his fleet. Is that supposed to happen?

You must not have updated Arkgneisis...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Drazhya on October 10, 2020, 04:59:02 AM
You must not have updated Arkgneisis...

So it seems. Checked for mod updates, saw the ARS update, thought it looked cool, thought I downloaded it... apparently didn't.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: fastdino on October 12, 2020, 01:13:54 AM
The IBB bounty ship Nike, feels underwhelming when compared to the vanilla Conquest. Although the ship has great mobility with its extremely fast charging ship system, having one broadside heavy mount at each side really hurts the ships dps. The 4 front medium missile mounts, as well as the large front universal mount added for compensation does give this ship great alpha potential, however when compared to the conquest's 2 large front missile mounts and 2 off-bore medium missile mounts, it becomes apparent that it doesn't really outperform the vanilla conquest in a alpha strike noticeably. The ship just feels like a side-grade to the conquest, rather than a complete upgrade despite the built in hull mods and increased hull and armor. I don't think the nike currently is worth the 10 extra deployment cost over the conquest.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Chairman Suryasari on October 12, 2020, 03:25:46 AM
@fastdino

You'd be surprised how many IBB Ships that are much worse at combat than vanilla counter-part. IBB not supposed to be direct upgrade, think IBB Ships as trophy.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Carl on October 12, 2020, 05:59:21 AM
Hey guys ! Maybe it has been replied but I have a little problem : When you loose a battle with an IBB ship can you have it back ? So basically I loose a battle and I have to escape the system, since the IBB ship is destroyed I can't have it back ?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Serenitis on October 12, 2020, 07:35:11 AM
Hey guys ! Maybe it has been replied but I have a little problem : When you loose a battle with an IBB ship can you have it back ? So basically I loose a battle and I have to escape the system, since the IBB ship is destroyed I can't have it back ?
If a ship is disabled in combat, you need to win the fight in order to recover it.
If you run, you lose it.
(There's a tiny possiblity that if you can return to the debris field before it vanishes, you can recover something. No guarantees.)

VICTORY IS LIFE!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Carl on October 13, 2020, 11:38:19 AM
Hey guys ! Maybe it has been replied but I have a little problem : When you loose a battle with an IBB ship can you have it back ? So basically I loose a battle and I have to escape the system, since the IBB ship is destroyed I can't have it back ?
If a ship is disabled in combat, you need to win the fight in order to recover it.
If you run, you lose it.
(There's a tiny possiblity that if you can return to the debris field before it vanishes, you can recover something. No guarantees.)

VICTORY IS LIFE!

OK thanks Serenitis ! So ... VICTORY IS KEY!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Retry on October 13, 2020, 04:44:27 PM
@fastdino

You'd be surprised how many IBB Ships that are much worse at combat than vanilla counter-part. IBB not supposed to be direct upgrade, think IBB Ships as trophy.
I honestly don't feel like any of the IBB Ships are much worse at combat than their vanilla variants (if they are, the DP value certainly doesn't reflect that).  They're not all "direct" upgrades (For example, Pony loses a medium turret to gain a Tachyon Lance), but they do seem to be more powerful than vanilla counterparts as a whole (and almost always more fun to pilot).

I'd probably say the only kinda-sorta sidegrade-ish ships is the ones in the final IBB bounty.  Other than the Paragon, I just don't really understand exactly how I'm supposed to fit those ships.  Their improved ship systems and the Nike's better shield efficiency is enough that I'd take them over their stock versions, even if fitting them is... kinda weird.

Hey guys ! Maybe it has been replied but I have a little problem : When you loose a battle with an IBB ship can you have it back ? So basically I loose a battle and I have to escape the system, since the IBB ship is destroyed I can't have it back ?
If a ship is disabled in combat, you need to win the fight in order to recover it.
If you run, you lose it.
(There's a tiny possiblity that if you can return to the debris field before it vanishes, you can recover something. No guarantees.)

VICTORY IS LIFE!
Don't IBBs that you've missed or lost sometimes pop up in the Prism Freeport (assuming Nex)?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Histidine on October 13, 2020, 05:42:29 PM
Hey guys ! Maybe it has been replied but I have a little problem : When you loose a battle with an IBB ship can you have it back ? So basically I loose a battle and I have to escape the system, since the IBB ship is destroyed I can't have it back ?
If a ship is disabled in combat, you need to win the fight in order to recover it.
If you run, you lose it.
(There's a tiny possiblity that if you can return to the debris field before it vanishes, you can recover something. No guarantees.)

VICTORY IS LIFE!
Don't IBBs that you've missed or lost sometimes pop up in the Prism Freeport (assuming Nex)?
IBBs only appear in Prism if they haven't been recovered in battle before (but there may be a bug where recovering IBB ships floating in space doesn't count). If you had it and then lost it, it's gone for good, although there's a config setting to change this.
If you don't want to savescum, mourn your loss like the end of Final Fantasy VII disc one and move on.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: fastdino on October 13, 2020, 08:14:14 PM
I've save-scummed and fought the last crusade bounty fleet at least 10 times, even reduced the number of ships in my fleet to 10 to increase my chances and get the caliph super dreadnought. I have had zero success, is this thing even able to be salvaged or I am I just getting the worse luck in the world right now? Does salvage chance have anything to do with the how big the ships are in my fleet or something? I've read online that the caliph is indeed able to be salvaged but after all my attempts I really don't know.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Histidine on October 13, 2020, 10:20:52 PM
I've save-scummed and fought the last crusade bounty fleet at least 10 times, even reduced the number of ships in my fleet to 10 to increase my chances and get the caliph super dreadnought. I have had zero success, is this thing even able to be salvaged or I am I just getting the worse luck in the world right now? Does salvage chance have anything to do with the how big the ships are in my fleet or something? I've read online that the caliph is indeed able to be salvaged but after all my attempts I really don't know.
Caliph is from the HVB system of Vayra's Sector, not an IBB from SWP.

HVBs are claimed to be force-recoverable but this is currently bugged. You could just do addship vayra_caliph_revenant in console, if you want.

(Also make sure you have enough free space in your fleet; raise maxShipsInFleet in settings.json if needed)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 14, 2020, 01:30:03 AM
Question: do the Samsara and Karma Relic Cruisers come from this mod? I've virtually used them in either low tech or high tech setups in all my campaigns since I just love them to bits.

If they are from this mod, I just want to say that the Samsara may be just slightly too powerful with those wide, wide large weapon mount arcs. The fact they both have a 20 degree shield and can't modify it balanced both of them otherwise.

Edit: Samsara with double Storm Needler and an Assault Chaingun is an unholy terror to anything but the biggest, longest range capitals and I love it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Yubbin on October 14, 2020, 05:22:00 AM
Question: do the Samsara and Karma Relic Cruisers come from this mod? I've virtually used them in either low tech or high tech setups in all my campaigns since I just love them to bits.
The Samsara, Karma, and all the other relic ships are from Tahlan Shipworks.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 14, 2020, 05:43:54 AM
Question: do the Samsara and Karma Relic Cruisers come from this mod? I've virtually used them in either low tech or high tech setups in all my campaigns since I just love them to bits.
The Samsara, Karma, and all the other relic ships are from Tahlan Shipworks.

Thank you kind sir!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: beyond247v on October 23, 2020, 04:23:46 PM
Noob Question, but where do i get these ships? Im especially interested in the flying fortress ;-) Cant even see them in simulation.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 27, 2020, 03:06:43 AM
I've gotten the Luddic Church flying fortress from a bounty that specifically stated it was posted because the commander in question stole one, but I think you can actually obtain them just by buying it if you're cooperative with the faction having it in one of their military worlds. That's how I bought the Locomotive from HMI (around 1,7 mil if I remember correctly)

Spoiler
(https://i.imgur.com/IjZDrhd.png)
[close]

Edit: Did not want to post another reply right after this one so here it is:

I think the Chronos needs a consistent power-up as it lacks behind other 40FP units by a long shot.

The armament is purposefully inferior to everything else in that price range because it obviously focuses on mobility and I would not change that (despite my desperate want for a second large energy mount) but I find it really struggling when it comes to being worth the 40 Fleet Points.

The build I've found that works the most in both player and AI hands comes with a Plasma Cannon, triple linked Sabot MRM, one Ion Beam and the rest is Point Defence. It's got both unstable injector and hardened shields in addition to expanded missile racks to quickly move in and out of engagements and deal as much damage as possible to the enemies it drowns in sabots to then pummel then with its plasma Cannon while the temporal shell is active.

I honestly believe it's a Battlecruiser trying really hard to be a Harass Destroyer but the mobility still cuts it very short. The easiest and most bland solution would be to just give it more OP or maybe make it cheaper, but I've got a different suggestion:

Modify the Temporal Shell into the "Chronos Shell" wich is not a timed ability BUT A TOGGLE!
It will gain the same benefits of the temporal shell but it will build hard flux overtime as it it was a phase field. You could also increase weapon flux generation while active in a tentative way to not make it absolutely disgusting with the right setup if it turns out to be too effective with this change.

Thoughts?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Kaitol on October 28, 2020, 12:50:50 AM
I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Arcagnello on October 28, 2020, 02:41:07 AM
I've seen it noted in a few other places that the Chronus is actually considered overpowered at current. I've seen a single AI-controlled Chronus engage and just annihilate two capital-class battlecarriers simultaneously without breaking a sweat in a very large battle setting. And even in battles that swung against them, the things are frequently the last ship to go down, and usually manage to retreat anyway unless you surround it with overwhelming numbers. If you're trying to use it as the lynchpin of a fleet by itself maybe it seems a bit lacking, but as a capital flanker in a fight between two roughly even fleets, the thing is terrifying.

Oh, I must be doing something wrong with it then, I'd really like to see the setups that actually make it preferable to something like an Odissey. That said, it depends on the Battlecarriers it fights and it would not really be that impressive if it was two Talon Legions.

I will agree that the fact it can get away and keep retreating from virtually anything makes it a very valuable ship, but I have yet to see one actually be a threat in my campaign. I fear a Conquest much, much more as it currently stands.

Edit: Do you remember those other places where you've seen it described as something useful as a flanker, therefore anywhere in the same ballpark as Odyssey and Conquest?

Anyone actually using it in his/her current campaign and describing how it performs would be great. I assume it works best with area denial units like carriers since it excels against things unable to chase and pressure it.

Edit 2: I'm actually going to recover a Chronos next time I get into a scuffle with a fleet using it, restore it at a restoration dock and try and figure out what I did wrong to think it was not all that great. Will post results when I get them.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Kaitol on October 28, 2020, 11:09:30 PM
The occasion that springs most strongly to mind was when I was talking with Tartiflette about some trouble Diable Avionics fleets were having with Persean League fleets in a playthrough I was doing, most of which had a Cronus or two mixed in with the mid-tech capitals. And the two battle-carriers I was speaking of were Maelstrom's from Diable.

As for outfitting a Chronus, my memory is a bit hazy, but I think the ones I saw were using a combination of long-range sustained and burst beam weapons? I do suggest giving them a high-level officer to make the best use of the exceptional ship system and shields.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Julio Montega on November 29, 2020, 04:22:57 AM
Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
But how can the bp be obtained?
I have updated the mods including the graphics lib and nexerelin and loaded my savefile.
I haven't found the BP yet as single BP and the variant also isn't listed in the pirate faction's bp package.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Chairman Suryasari on November 29, 2020, 07:57:33 AM
Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
You should try Tyrador Safeguard Coalition, it add the cheapest pirate battle capital i ever seen in Starsector it's about 70K credits, even Venture, the base cruiser that you get is about 120K credits, it's really weird ship in my opinion, it's a conversion of midline/high-tech ship to low tech. But somehow it's really stick up for me.

Link : https://fractalsoftworks.com/forum/index.php?topic=5492.0
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Dark.Revenant on November 30, 2020, 12:39:59 AM
Thank you so much for that pirate variant of the vulture! It rocks and looks good, now no convoy is safe anymore!
But how can the bp be obtained?
I have updated the mods including the graphics lib and nexerelin and loaded my savefile.
I haven't found the BP yet as single BP and the variant also isn't listed in the pirate faction's bp package.

It's a "rare_bp" ship, so it can only be found as single BP rare drops (or by raiding a pirate world with Heavy Industry).  Good luck!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: LeStinke on December 09, 2020, 12:28:47 AM
Saw someone mention the new sprites and I have to agree on the Vindicator, don't get me wrong I am absolutely not trying to *** on the guy who made it, it looks very nice and crisp, the details stand out much better than on the original but overall design and shape wise it just doesn't look as menacing as the original Vindicator. That thing looked tough and rugged, the fact that the gun sat away from the hull made it stand out a lot more, now it sort of blends in the hull, idk not a huge fan. Everything else looks fantastic, guess I've gotten very attached to my original style Vindicators, might get the new version just for the Liberator though, that one looks like a beast.

I'd suggest maybe giving the Vindicator some of it's old angular hull back, maybe separate the gun from the frontal ''prongs'' or whatever you'd call them, that way it wouldn't look so pudgy, the larger bridge structure also made the original look less flat, I understand you didn't make the sprites, this is just a suggestion.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Chairman Suryasari on December 09, 2020, 07:32:10 AM
You can override the new sprite with the old sprite i think(?), unless they change some fundamental data like weapon placement, etc.

Me too love the old vindicator, maybe because it's feel more like low tech, the new one feel too smooth, but then again, it's probably nostalgia playing trick on me.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: LeStinke on December 10, 2020, 08:52:25 AM
You can override the new sprite with the old sprite i think(?), unless they change some fundamental data like weapon placement, etc.

Me too love the old vindicator, maybe because it's feel more like low tech, the new one feel too smooth, but then again, it's probably nostalgia playing trick on me.

I think they did, the small ballistic slots look like they're in different positions, sprite might be a different size too, but it's no big deal, it shouldn't be a difficult thing to pull off regardless, think I'll look into it tomorrow.

The only thing I didn't like too much about the old Vindicator was that it was maybe just a tiny bit too large, I'm not sure if I just have *** eyesight but it always looked bigger campaign map than in battles too, I think the new one might be a bit smaller? I can't say for sure.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: PainProjection on December 20, 2020, 12:41:32 PM
Added: Shield Shunt; removes shields and increases EMP resistance by 50%

Any thoughts about "Shield Bypass"? Is it gonna be removed from S/W pack after 095 release?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Dark.Revenant on December 20, 2020, 04:06:04 PM
Added: Shield Shunt; removes shields and increases EMP resistance by 50%

Any thoughts about "Shield Bypass"? Is it gonna be removed from S/W pack after 095 release?

I will probably be removing all of SWP's modular hullmods after 0.95a, due to the addition of Shield Shunt, built-in hullmods via Story Points, and the new Officer and Mercenary mechanics.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.0
Post by: Retry on December 20, 2020, 07:14:32 PM
That is unfortunate.
Title: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Dark.Revenant on December 24, 2020, 09:59:48 PM
Various tournament-inspired balance changes are afoot this time.  Beholders are the bane of my existence.  Breaks saves.

Download Ship/Weapon Pack 1.12.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.12.1.7z)
Download Mirror (https://drive.google.com/file/d/1BJAgisrjfxSfR_VpWlQJX0N9_GQQBSXE/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.12.1
- Renamed Revenant to Nightwalker
- Chronos DP decreased to 35 from 40
- Tweaked Time Accelerator; is now a shorter charge-based system
- Beholder DP increased to 11 from 10
- Beholder Ray Drones now have a hullmod called Ray Core instead of Terminator Core and IPDAI
  * 3x damage to missiles, up from 2.5x
  * 2x damage to fighters, same as before
  * Tactical Laser can target missiles, ignores flares, and perfectly tracks the target, same as before
  * Tactical Laser turns 2x faster, same as before
  * Takes no engine damage, same as before
  * 2/3x damage to shields, down from 1x
  * Range now matches the mothership, up/down from a flat +300
- Increased delay between Hornet MRM shots in a burst to 0.5 from 0.3 (but not the total time between bursts)
- Increased Hornet MRM damage to 400 from 375
- Updated missile AI to permit Scutum's Attraction Array
- Partisan replace time increased to 12 from 10 seconds
- Fixed version file HTTPS redirect
- Fixed a bizarre edge-case bug relating to Sabot SRMs
- The Cathedral's modules' hull sizes are changed to frigate-tier after the battle starts
  * This is a dirty hack to improve macro-level AI behavior around the Cathedral
  * This will not affect the behavior of most hullmods, but anything with an every-frame calculation might behave strangely if it depends on the module's hull size
- The Cathedral's shield and collision radius now dynamically shrinks to account for modules that are blown off
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: PainProjection on December 25, 2020, 12:06:13 PM
Since you are here, i want to request some nerfs.

Cathedral is Conquest on Steroids?

It can do things what not every other ship can do, it can win unwinnable fights, it's probably one of the strongest ships in entire modded Starsector excluding boss/unique vessels and super-capitals from "Missing Ships". But why?

Here is my loadout https://imgur.com/a/Y8zQXKY (https://imgur.com/a/Y8zQXKY) Idea is what main shield protects modules, but when it vents, they able to cover themselves long enough to not overload untill main shield is back online again. So whole concept is minimalising that downtime and maximising survivability of auxilary shields, thats why there is resistant flux conduits, just to speedup venting, it takes 5 sec from full flux capacitors to completely vent, leaving no chance to overload secondary shields.

So i thought maybe it's because of makeshift generators? But no, there is literally a copy of Cathedral made by Snrasha - Minister, from his "Pulse Industry" mod. It also has shieded modules, it have some punch, but will break apart if get focused hard. Whats the difference then?

I watched my own footage for additional analysis and realise what i just abuse 0-flux boost all the time. Secret is what your secondary shields are strong enough to protect you against even some capitals or bunch of smaller ships and if they not doing well, you always can turn a bit. It's sideways thrusters not very powerful, but you can use your main thrusters to accelerate yourself to max speed and then turn towards the enemies while sideways thrusters will keep the momentum even if you correct your cource, so you just surf around the crowd, showering them from all of your weapons while having 0-flux boost advantage. It looks ridiculous how such massive ship moving so fast. Reminds me of good old Conquest gameplay (i heard what helmsmanship skill was nerfed because Conquest had similar abuse with 0-flux)

Speed gives you options:
First of all you can chase clunky enemies who just not able to activate their 0-flux boost, cause your weapons keep them busy.
But most importantly it give you ability to disengage if your systems overloaded at the moment.
Or even just split oppossing ships because all of them have different speed levels so you can kill them one by one.

Such tactics also known as Divide and Conquer and it is what vanilla Conqueror doing all the time. He surf around, split enemy forces, quick pick vulnerable and exposed targets and then runs away, just to strike back after very rapid venting.

If we can take another look at Minister we will see - ALL Minister's weapons are positioned on the core, making impossible to shot and move simultaneously. While Cathedral have majority of his mounts positioned on auxilary parts, even more: half of them are composite, this is especially important for "core" part because they can be fitted by rocket launchers completely freeing it from wasting any flux on shooting. Thats why minister feels so fragile - if it commit for a fight he must prevail or perish, no other options, you can't disengage while cathedral can.

I won hundreds of battles, mostly at 2x speed, that was booring, endless, non challenging fights, i lost my cathedral only two times, both because pesky olympus blowup my ass. So Cathedral is kinda in the past for me, i put it in hangar and never gonna use again, because it is to easy.

Recently i played with my new toy - Wurgandal from ED's shipyard. It have similar built-in hullmod called "Massive hull" and it already contains fix for Cathedral's 0-flux abuse, it just decreaces efficiency of 0-flux boost down to 30% or +15su instead of +50su. That's a smart and elegant solution, because we all know what such ships technically not capitals, they are 5th class - "Super Capitals". And also because making auxilary parts incompatible with shields would make this ship absolute trash, i don't want it to be trash, it needs only 0-boost fix aaaaaaaand.....

______________________________________________________________


Here is another part, i know what this weapon belong to other mod, but it's been made by you, so i don't want to split my post in two.

You can see, in my loadout i use Tiandong's Ultra Autocannons, they pretty much copy of Gauss, but exchange range and alpha strike for a bit more dps and better flux/dmg ratio so it cannot effectively damage armor like Gauss(i used Gauss before and it works just fine), so don't pay attention to these 2 heavy ballistic mounts. Main dps dealer for both hull and suddenly shields(!) in this loadout is Ballistas

Man, this rocket launcher is OP. I can't say different. It's just to good. A lot of ships have few rocket mounts and before Interstellar Imperium i didn't know what to put there apart from maybe salamanders. Problem is what these rocket mounts usually just smaller fraction of oveall ship dps, not to much vessels focused of rocket saturation or even completely rely on them, so i just left this mounts empty prefering maximising other stats, there is also room for improvement. Rockets not last very long, even with Expanded missleracks you will deplete most of them far sooner than you deplete peak performance time.

And here comes ballistas, they just ideal for such situation either for full rocket builds. Primarely because - they not bound to Expanded Missleracks which makes them cheap, but, unlike pillums, effective mountplugs. Medium and heavy ones usually never even reach their "Sustained" 175 dps. And their stats not that bad, they actually pretty good, strong and sturdy rockets, with decent guidance and speed on final approach. Even the range man, in my modpack they are have longest reach of 6000 units, 2nd place is trebuchete and nullspace torpedoes with their 5000. Ballistas also stack very well with each other because of that low initial speed what again make them so perfect as mountplags, just every single ship in your fleet "doing his part" of adding few extra torpedoes to this nonsence. Equipping entire fleet will always cause a random rocket tornadoes what washing away those who unlucky enough to be targeted by these swarms. Literally the CHAD Pillums lol.

And they are another part of "Why Cathedral is so good". As i said, half of it's mounts are composite, this means less flux will be wasted on shooting = modules will have more spare flux to support their makeshift generators which make them even sturdier. And you literally never run out of rockets. Never. Ever.

Here is my solution, but, it's a bit... more fundamental than fix for Cathedral. It can be even considered as "rework"... kinda.

Again, i inspired by other mod, this time it is HMI. There is a weapon (i forget it's name), which stats may look very weird. It have more (sustained) dps than the "actuall" dps. It's like flipped upside down. Cool feature of this gun is what it require Expanded Magazines to reach it's sustained DPS, you get the idea? Stats been put together in the way what your base magazine size prevents you reaching maximum possible dps, you inevitably will run out of ammo before resupply tick will occur.

To make Ballistas balanced i suggest bound them to expanded missle racks, otherwise they will fire at half of their maximum DPS. (Make ammo reserves size = 1/2 of burst ammount, for example: if medium ballistas shot 4 rockets each burst reserve ammo must be just 2, so it cannot shot more than 2. However, if you install expanded missle racks then it would send 4 rockets with each burst). Concept is the same - better pillums, but they require additional investment in to missleracks to reach their full potential, right now they just to good for their ordnance price. Honestly i hate ballistas, because it is almost always the best option.

You always can build your cathedral similar to mine and try it by yourself. Makeshift gens+Ballistas is all what he needs. + pilot with combat related perks ofc.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Crazy Gringo 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: IonDragonX 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/
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Crazy Gringo 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: bombasticmori 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Seleukus 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!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: IonDragonX 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Bastion.Systems 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.1
Post by: Dark.Revenant 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.
Title: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: Dark.Revenant 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 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.12.2.7z)
Download Mirror (https://drive.google.com/file/d/1e3yW63SdvKGjxGq4u43puRTYr23MGsO6/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



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
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: PainProjection 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: Dark.Revenant 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.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: Szasz on January 06, 2021, 08:49:05 AM
Is there a way to reacquire IBB ships in case one lost them?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: JohnVicres 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
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.2
Post by: jlrperkins 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.
Title: [0.9.1a] Ship/Weapon Pack 1.12.3b
Post by: Dark.Revenant on January 12, 2021, 02:19:54 AM
Fixed a problem.

Download Ship/Weapon Pack 1.12.3b (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.12.3b.7z)
Download Mirror (https://drive.google.com/file/d/1L5EeomDu8N4zF7E1TuZPq9-lA6oZk5gJ/view?usp=sharing)
(Requires LazyLib 2.4f (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.4.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supported by Nexerelin 0.9.7c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



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...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.3
Post by: Icchan on January 16, 2021, 09:21:51 AM
FYI: version checker reports there's an update for SWP even after updating, it says: "1.12.3 vs 1.12.3b".
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.3b
Post by: Dark.Revenant on January 16, 2021, 08:05:26 PM
You should go ahead and download from the link above, then.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.3b
Post by: Hatter on February 05, 2021, 09:13:02 AM
Is there any way to prevent Arcade's combo indicators from scaling in size as the combo increases? Looking at the files, it seems 'UnrealAnnouncer.java' handles the combo mechanic, but I can't find what's responsible for rendering the _X COMBO indicator.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.3b
Post by: Great Leader on February 15, 2021, 07:00:28 PM
I have been trying to edit OP for Cathedral's front, left right etc because the flux management was too poor for my loadout. However, they keep resetting to the original stat. Any reason for this?
Title: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on March 10, 2021, 12:15:00 AM
Small update in service of other updates.

Download Ship/Weapon Pack 1.12.4 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.12.4.7z)
Download Mirror (https://drive.google.com/file/d/143pqq63HT0Gv65sdVsxzPZo2jbAedn75/view?usp=sharing)
(Requires LazyLib 2.5c (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.4.5 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.9.8b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.12.4
- Support special new Underworld IBB
- Reduced Vindicator and Vindicator (S) OP by 5 each
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Sapfearon on April 01, 2021, 02:25:36 PM
can't play without your mod, hoping update will come sooner or later!
thanks for your hard work by the way.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Brofist on April 01, 2021, 03:34:22 PM
This is one of my favorite mods and I registered partially to thank you for it

Now the real question: XIV Champion... when? :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: scionofsouls on April 01, 2021, 05:52:20 PM
update plz
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Satirical on April 01, 2021, 05:58:10 PM
need me dat XIV lasher  ;D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Chairman Suryasari on April 01, 2021, 06:20:35 PM
Quote
ETA for Imperium, SWP, and Underworld: two-ish weeks.  That’s all I can promise, folks.  The upside is the update will be “complete”, as in the mods will have proper integration into the new systems, rather than being a barebones update that doesn’t use any 0.95 features or take the 0.95 changes into account.

-Dark.Revenant, March 29, 2021, 04:33:06 PM.

Have patience lad, both in waiting the mod update and in life, you will go far if you have one.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Jet Black on April 02, 2021, 07:41:34 AM
This update was like a mini xmas. Cant wait for everything to update.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Shoat on April 06, 2021, 06:19:59 PM
Any major errors / crashes using this with 0.9.5 or is it in a "works but doesn't interact with new features" state?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Chairman Suryasari on April 06, 2021, 11:12:30 PM
Any major errors / crashes using this with 0.9.5 or is it in a "works but doesn't interact with new features" state?

It simply don't work with the new release. Starsector have an annual release so last and the current version is vastly different with each other. So no Rimworld 1.1 and Rimworld 1.2 situation here.

Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: IonDragonX on April 07, 2021, 09:36:55 AM
Any major errors / crashes using this with 0.9.5 or is it in a "works but doesn't interact with new features" state?
I think that the ships are still valid but you’d have to move them out by yourself to play with them immediately. It’s called Ship & Weapon Pack but there’s a lot more content than just ships & weapons.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Shoat on April 07, 2021, 09:56:28 AM
Any major errors / crashes using this with 0.9.5 or is it in a "works but doesn't interact with new features" state?
I think that the ships are still valid but you’d have to move them out by yourself to play with them immediately. It’s called Ship & Weapon Pack but there’s a lot more content than just ships & weapons.

I already tried that, but unfortunately I lack the ability to do that for more complex mods like this.

My attempt to, for example, extract the cathedral ship into a separate mod (I once upon a time wanted to experiment with trying to make a pather version that is all safety-overridden and ill-advised modification'd) failed because the Linked Hull special hullmod it uses has some actual code (swp_linkedhull.java) attached to it, which crashes on load.
This is probably because of dependencies to other pieces of code that I didn't extract alongside, but I'm not good at reading starsector.log to figure out which exactly, and if I just start extracting more and more bits of SWP to stop errors I'll end up with the full mod again.

At this point it's not that big of a deal, tho, I'll just wait for stuff to get properly updated.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: stg7 on April 09, 2021, 07:43:29 AM
Once this mod is compatible with 0.95, is it possible for myself to switch the new sprites of the Circe and Vindicator for the original ones? I'm used to and prefer the old ones at this point on a purely subjective basis. If it is indeed possible, is the process as simple as downloading the previous version of this mod, then copy and pasting the old sprite to overwrite the new ones?
Love the mod btw <3
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: scionofsouls on April 11, 2021, 11:07:44 AM
day 59327 of waiting for mod update
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: connortron7 on April 11, 2021, 11:38:30 AM
day 59327 of waiting for mod update
Yes because this helps speed up the update
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Thaago on April 12, 2021, 09:53:45 AM
 @scionofsouls while we all want updates to our favorite mods, please don't pester mod makers for updates. They are donating free labor to our community.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on April 15, 2021, 05:12:42 AM
I think the primary intention is to let Dark.Revenant know, in a thankful and supportive manner, that this mod has become essential for us to fully enjoy the game.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Amoebka on April 15, 2021, 05:25:38 AM
Essential, indeed.

Can't wait to slap omega weapons on systems expertise Gorgon. Or on the Dawnstar, with the time accelerator you become the tesseract yourself! And just imagine having a Solar in your fleet. Or triple-modding Cathedral modules. Or flying the ultracancer phase ships with the new skills.

AAAAARRRGGGHHH
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: bamzooki2 on April 15, 2021, 07:59:21 AM
I think the primary intention is to let Dark.Revenant know, in a thankful and supportive manner, that this mod has become essential for us to fully enjoy the game.

I'd argue "day 59327 of waiting for mod update" isn't very supportive or thankful.

Now, threatening to kidnap him and lock him in my dungeon, feeding him nothing but supermarket sushi and white chocolate until the mod is done?

That could be supportive :D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: connortron7 on April 15, 2021, 02:32:18 PM
I think the primary intention is to let Dark.Revenant know, in a thankful and supportive manner, that this mod has become essential for us to fully enjoy the game.

I'd argue "day 59327 of waiting for mod update" isn't very supportive or thankful.

Now, threatening to kidnap him and lock him in my dungeon, feeding him nothing but supermarket sushi and white chocolate until the mod is done?

That could be supportive :D

Wtf is wrong with you?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Ramdat on April 15, 2021, 02:48:51 PM
Wtf is wrong with you?

A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be taken seriously.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Testament on April 15, 2021, 03:59:27 PM
Wtf is wrong with you?

A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be taken seriously.

Except that was painfully unfunny and would result in a "cough, cough.  *silence" if you ever said that out loud.

Rev, been following this mod for years. Cannot play the game without and haven't even downloaded the new release because of all the fun BS I can cook up with all of these ships. I'll keep checking on this everyday till it drops.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Nicegye00 on April 15, 2021, 06:52:15 PM
I'm not saying the new release isn't unplayable considering nexerelim got it's update finally but I'd imagine that the IBB questline's are being implemented alongside the new story system and now most of the mods that aren't just flat weapons, ships, or factions seem to be taking it slow. I expect this to me a full on content addition, and I won't go and do a "WHERE IS MY CONTENT!" because that implies I would care if it wasn't up to par, but since this hasn't just been slapped into the new system and called good, I imagine there's some spicy goodness we ain't seeing being done
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Xeno056 on April 15, 2021, 08:03:53 PM
I'm not saying the new release isn't unplayable considering nexerelim got it's update finally but I'd imagine that the IBB questline's are being implemented alongside the new story system and now most of the mods that aren't just flat weapons, ships, or factions seem to be taking it slow. I expect this to me a full on content addition, and I won't go and do a "WHERE IS MY CONTENT!" because that implies I would care if it wasn't up to par, but since this hasn't just been slapped into the new system and called good, I imagine there's some spicy goodness we ain't seeing being done

Right there with you. This wasn't just a ship pack, IBB came with it and integration into the new system with it, but most people have updates their stuff to 0.95. Which seems to imply something else is come with the update. Honestly I hope a Succubus-class in Tritachyon blue gets added, but that's just me.

Or DR is focusing on graphicslib, underworld, and/or any other life things and taking time for it, which is fine.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Fenrrisyyan on April 17, 2021, 04:10:45 AM
Hi

I really would like to replay with you insane mods, but i'have lost the two required, Lazylib in 2.5c and GraphicsLib 1.4.5...

If someone see this message and have the mods, please, send me a e-mail with the mods at :

[email protected]


Thanks you
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on April 17, 2021, 04:13:07 AM
i'have lost the two required, Lazylib in 2.5c and GraphicsLib 1.4.5...
That's what the search function on the top right is for.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Fenrrisyyan on April 17, 2021, 04:17:08 AM
They have disappeared from the site, remplace by the two new version of those mods....
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on April 17, 2021, 12:55:46 PM
Old versions can be downloaded directly from the Git repository on BitBucket.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: QuiteDrunk on April 18, 2021, 06:48:04 AM
Hey D.R love your mod, really brings Starsector alive with all the IBB contracts and i love the modular transports. I play on a desktop but i only have 500gig SSD for games so i am allways havig to delete games i am not playing to make room for new games i want to play, on that note can i ask (and please dont think i am being pushy) as to time frame when ship/weapon pack  might get updated? are we talking a few weeks or a few months? I am not asking to put presure on you but only because i have limited game storage, i have done 4 playthroughs of starsector since 9.5 but there are a few new games i want to play so im thinking of uninstalling starsector for a few weeks but if i do and your mods gets updated in the next few days i will be spitting feathers lol.

answer only if you have the time, but thanks you in advance for all you do for this community...
Title: Great mod!
Post by: Reaper93Z on April 18, 2021, 05:02:26 PM
This mod is good enough to be included in the game officially! It'd be cool for it to merge with the game at some point!
Title: Re: Great mod!
Post by: Midnight Kitsune on April 19, 2021, 04:27:21 PM
This mod is good enough to be included in the game officially! It'd be cool for it to merge with the game at some point!
Won't ever happen most likely. It is a massive legal and creative freedom headache that Alex has said that it isn't worth it to merge mods with the base game. He DOES however get ideas from the modding community. Before we had stations, some modders made a few mods that had modular ships in it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Chikanuk on April 21, 2021, 10:41:39 AM
Will be this mod updated any time soon?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: IonDragonX on April 21, 2021, 03:10:02 PM
@DR Maybe it would be faster to split the SWP from the IBB & the Arcade? Release IBB 2nd and Arcade 3rd?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on April 21, 2021, 08:26:12 PM
I finished the IBB and Arcade changes some time ago, so no, it would only add work.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Chikanuk on April 21, 2021, 09:39:07 PM
Take you time, i just want to be sure this mod is not abandoned. Its one of "basic" ones for me.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sycspysycspy on April 22, 2021, 02:06:26 AM
Take you time, i just want to be sure this mod is not abandoned. Its one of "basic" ones for me.

There's a hidden rule/fact in this forum, whenever someone ask "when", the release date is automatically postponed for anohter week.  :-X
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: DeansOnToast on April 22, 2021, 10:09:50 AM
Is it possible to add this mod in mid playthrough or does it look like the changes to allow it to work with 0.95a wont allow it?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Harmful Mechanic on April 22, 2021, 10:13:21 AM
There's a hidden rule/fact in this forum, whenever someone ask "when", the release date is automatically postponed for anohter week.  :-X

We joke about that, but the reality is that this is a leisure time activity for us, and if it becomes unpleasant we just do it less often, or slower, or both, and community toxicity is definitely a factor in that.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: CyberSultanVader on April 22, 2021, 10:36:42 AM
Hi will there be new content (ships/weapons etc) added along with the update for this mod or is it mostly a compatibility update to work with all the new stuff in 0.95?
Anyways happy modding to you!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Arcagnello on April 24, 2021, 04:42:10 PM
Ah! I knew I forgot this mod the moment I walked up to Sindria and did not see those purple hues over the Lion's Guard Conquests, or the disturbing lack of the absolutely worshipped Aegis point defence. Won't make the mistake twice the next campaign as soon as this beaut is 0.95 ready.

Looking forward to your work D.R, as always! Doot onwards to glory!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Vaulty on April 26, 2021, 04:55:20 PM
One of the best ship packs on the forum, Love the Vindicator. Will there be balance changes on the ships on the new update?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Flacman3000 on April 30, 2021, 07:03:25 PM
Wishing the ultron had some kind of implementation along with the zeus and oberon they look sick!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: CornerTurtle on May 01, 2021, 12:15:43 AM
In the hull-mods section where it shows: Gunnery AI, Extreme modifications, and PD Assault Conversion. Where does one find that 3rd mod, pd assault conversion?

Love the Vindicator boomstick ships!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on May 01, 2021, 12:46:18 AM
One can find it on my hard drive.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: CornerTurtle on May 01, 2021, 01:32:14 AM
Ahhh ook Thanks for the mod, pretty awesome!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: pschroed on May 01, 2021, 09:22:20 AM
Play the game without your mod at the moment :). And I have to say it's sorely missed  :'(.

It makes the game so much better.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Arcagnello on May 01, 2021, 10:21:16 AM
Play the game without your mod at the moment :). And I have to say it's sorely missed  :'(.

It makes the game so much better.

Welcome to the forum by the way! Stick around and keep us company  ;)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Malaise on May 01, 2021, 04:15:50 PM
My life is hollow without Trebuchet LRM Launcher. How can I fill this void?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Value86 on May 01, 2021, 10:12:51 PM
Cant wait for the update!!!!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Arcagnello on May 02, 2021, 01:40:44 AM
My life is hollow without Trebuchet LRM Launcher. How can I fill this void?

Purging the filthy Xenos without the Plasma Flamer and blasting their missiles and fighters away without the Aegis Flak Cannon does not feel the same anymore either  ::)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on May 02, 2021, 08:13:42 AM
(https://cdn.discordapp.com/attachments/589906565557911559/838433019261091840/eskobar-mem.jpg)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Jaghaimo on May 06, 2021, 12:13:20 PM
Would you / have you considered detaching IBB from Ship and Weapon Pack and making it a separate mod?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sycspysycspy on May 06, 2021, 10:00:37 PM
Would you / have you considered detaching IBB from Ship and Weapon Pack and making it a separate mod?
I think he answered it in the last page. He did not plan to.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Jaghaimo on May 07, 2021, 12:41:44 AM
You're right, he did, if in a different context to mine. I was thinking about this being two mods worth of content, thus making IBB separate yet dependant on SWP.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on May 07, 2021, 01:27:44 AM
I already have too many damn mods to maintain...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Value86 on May 07, 2021, 02:57:59 AM
So, Revenant, are you planning to update this mod???
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Arcagnello on May 07, 2021, 03:10:53 AM
Stop saying that, every time someone does Ludd visits his dreams the same night and makes it postpone the update for another week!

Have patience my friend. Trust in the Doot  8)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on May 07, 2021, 03:15:11 AM
It is one of the best modes so far <3

Wanna pilot some Victory-class  :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Neygar on May 09, 2021, 01:53:23 PM
Sry if this sounds offensive to someone but THIS mod is almost essential after Nexerelin. I cannot understand why this isnt in the base game by now. I cannot play the game without this mod. Even the vanilla ships, like the low tech ships are far more fun with the new Hull-mods.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MesoTroniK on May 09, 2021, 10:45:02 PM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: LeoSCfan on May 12, 2021, 12:35:08 AM
(Heavy breathing)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Paper Kite on May 23, 2021, 06:06:37 PM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: connortron7 on May 23, 2021, 07:07:22 PM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.

Yeah seth also said its illegal to transverse jump, he made up alota stuff for his video it seems.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: xzardas on May 23, 2021, 11:10:17 PM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Copyright reasons?
I remember Sseth said in his video that he has integrated mod content before.

Problem with integrating mods are copyright strikes, while it is completly legal (or simply ignored since no money can be made) for mods, when integrated into game becomes prime target for copyright strike.
It is simply not woth it to risk thousants(often much more) in fines for 3 pixels of copyrighted sprite that nobody remembered about.

"inspired by mod" on the other hand when sprites are made from scratch and can not be copyrighted is totaly fine
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: some guy on May 25, 2021, 03:15:19 AM
...Hope I'm not going to cause trouble by mentioning this, the current version can be jury rigged to work...Needless to say there are problems, first one the custom nex campaign wont work. No clue how, beyond the skills of this hack(me) for now. The main problem is the famous bounty faction having an invalid skill: ship_design just delete and or replace it, the next is you need to fudge the version number and it should at least function, at least it booted for me hope I remembered this right was messing with it on low sleep and high coffee. Welp off to go play with the walls...Hope I also replied right, been a bit since I used a forum. Sorry mods in advance for any issues.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: envenger on May 25, 2021, 09:18:58 AM
Sry if this sounds offensive to someone but THIS mod is almost essential after Nexerelin. I cannot understand why this isnt in the base game by now. I cannot play the game without this mod. Even the vanilla ships, like the low tech ships are far more fun with the new Hull-mods.

This is Kind of true, I always thought Eos was a vanilla ship until now.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Barantar on May 25, 2021, 02:31:36 PM
...Hope I'm not going to cause trouble by mentioning this, the current version can be jury rigged to work...Needless to say there are problems, first one the custom nex campaign wont work. No clue how, beyond the skills of this hack(me) for now. The main problem is the famous bounty faction having an invalid skill: ship_design just delete and or replace it, the next is you need to fudge the version number and it should at least function, at least it booted for me hope I remembered this right was messing with it on low sleep and high coffee. Welp off to go play with the walls...Hope I also replied right, been a bit since I used a forum. Sorry mods in advance for any issues.

This actually works. But I got an in battle crash while being hit by Ion Torpedo. Java code tried to call something called Projectile API for onHit effect or something like that and it crashed (text in dialog window).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MesoTroniK on May 29, 2021, 10:00:54 AM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Horrible I know, quoting myself. But I managed to dig up something rather pertinent.
https://fractalsoftworks.com/forum/index.php?topic=7885.msg136419#msg136419
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on June 01, 2021, 03:55:04 AM
Considering Dark Revenants recent statement, that it's the quests which take an excruciating amount of effort to port to 0.95, who too would be perfectly happy with a preliminary port in which quests are disabled?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Arcagnello on June 01, 2021, 04:03:38 AM
Considering Dark Revenants recent statement, that it's the quests which take an excruciating amount of effort to port to 0.95, who too would be perfectly happy with a preliminary port in which quests are disabled?

I personally see that as a mostly needless way for DR to use his time. Making preliminary 0.95 compatible versions of a mod as you're working on the real deal would be like cooking a meal and finding ways to serve it despite the fact it's still cooking. The effort in providing it would delay the final product even further I'm afraid.

Trust in the Doot, Amazing Works require Amazing time and effort. Much coding and writing trumpeting must be done before he's happy with the result 8)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on June 01, 2021, 04:25:54 AM
May be, but i wanna mention that a lot of players skipped those walls of text in original campaign.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: IonDragonX on June 01, 2021, 10:17:27 AM
Considering Dark Revenants recent statement, that it's the quests which take an excruciating amount of effort to port to 0.95, who too would be perfectly happy with a preliminary port in which quests are disabled?
It would have been nice to make SWP into a Ship & Weapon Pack as-is and then made a Mission, Quest & IBB Pack second... but beggars can't be choosers...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on June 01, 2021, 08:11:43 PM
There is only one chance to make first impressions.  And for the record, porting the IBB system over only took a few days.  Most of the work is the quest I’m adding, which is all-new from scratch and, textwise and in terms of gameplay content, is bigger than any vanilla quest.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: xzardas on June 03, 2021, 12:59:16 AM
Is bigger than any vanilla quest.
I gues waiting will be worth it.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on June 03, 2021, 03:47:10 AM
If dialogues will allow more interactions than vanilla's do? Sure!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: redvyper on June 03, 2021, 08:16:30 AM
There is only one chance to make first impressions.  And for the record, porting the IBB system over only took a few days.  Most of the work is the quest I’m adding, which is all-new from scratch and, textwise and in terms of gameplay content, is bigger than any vanilla quest.

No rush! It's always great to see someone care about their work and craft. Given that I just had a major save get corrupted (argh!), I can't wait to start a new campaign with this mod and a few others. New quest sounds awesome
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Saturation Bombardment on June 06, 2021, 11:09:36 AM
This mod slapps, looking forward to the update.  8)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Neygar on June 18, 2021, 01:22:50 PM
How to buy the mod maker a coffee?
Found the Donate button sry for asking.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: namad on June 25, 2021, 10:34:44 PM
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Horrible I know, quoting myself. But I managed to dig up something rather pertinent.
https://fractalsoftworks.com/forum/index.php?topic=7885.msg136419#msg136419

Those are all great points, really, making a mod part of the game can only harm the mod. I think it'd be cool though if alex did a blog post about his favorite mods or something. That wouldn't have any of the downsides mentioned, and would have essentially all the upside (of taking the most well made mods and showing them off to a larger less hardcore fanbase who might read a blog on the main page but don't always read every forum thread). Who knows? Maybe he will someday after the game is finished? (or maybe he'll at least tweet about them, he's tweeted about fan content plenty of times I think already).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Deshara on June 25, 2021, 11:10:47 PM
+1 to the idea of devs doing a blog post to review their favorite mods
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MericSever on June 26, 2021, 10:23:54 AM
Must have mod for just the bounties alone  ;D hoping for the new update :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on July 08, 2021, 10:39:26 AM
Did someone succeed in compiling the last git commit for 0.95 from around two weeks ago?
Title: Re: [0.7.2a] Ship/Weapon Pack 1.0.0
Post by: Deshara on July 08, 2021, 11:21:04 AM
i want to know too

Just getting a bit tired of seeing your name plastered over the forums for no apparent or good reason.  It's like this is a game of EU4 and you're playing the "paint the world your color and have the biggest name" game, in which case meh. -_-

(http://i.imgur.com/6oC7Wjb.gif)

i just saw this exchange & laughed so hard that my neighbor's dog started barking
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: PainProjection on July 28, 2021, 05:26:44 AM
Hi there, i don't want to apply any pressure on you, but can you give us preliminary date about when whe should expect update for 095? I thought i gave mod makers enough time, started to assembling and configuring my modpack yesterday just to find out what one of the MUST HAVE mods still not updated...

(And Interstellar Imperium as one of the most deeply thought out factions)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Aeios on July 28, 2021, 05:39:16 AM
Hi there, i don't want to apply any pressure on you, but can you give us preliminary date about when whe should expect update for 095? I thought i gave mod makers enough time, started to assembling and configuring my modpack yesterday just to find out what one of the MUST HAVE mods still not updated...

(And Interstellar Imperium as one of the most deeply thought out factions)

DR released a beta version of this mod. Join the unofficial discord, you can find it there.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: JAL28 on July 28, 2021, 05:44:33 AM
Just have a tiny little gripe, I am slightly miffed that the Liberator doesn't have an XIV variant

But otherwise this mod is amazing
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on July 28, 2021, 10:14:14 PM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MericSever on July 29, 2021, 02:57:28 AM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

Thank you for all the amazing modding but take care of your self/numero uno first and foremost, everyone else can wait.

Cheers again :)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on July 29, 2021, 11:05:39 AM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.
Thanks for the update. I hope things will be going well for you.

I think your situation might be a good reason to release a compatibility update before trying to complete the time consuming new quests.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: CynicalMoron on July 29, 2021, 04:48:22 PM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I do not mean to be intrusive or insulting, I made this account because I love your work, if you don't have any time you could make the mod compatible for this version and work on any other updates later on. My playthrough right now feels so bare-bones without imperium or this mod, I love your work and I'd love to play it again, so I don't want this to be an offense, but please! Release some compatibility to this version, I love your work man. (Also I hope whatever you're goin' thru man, it gets better.)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on July 29, 2021, 06:35:09 PM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I do not mean to be intrusive or insulting, I made this account because I love your work, if you don't have any time you could make the mod compatible for this version and work on any other updates later on. My playthrough right now feels so bare-bones without imperium or this mod, I love your work and I'd love to play it again, so I don't want this to be an offense, but please! Release some compatibility to this version, I love your work man. (Also I hope whatever you're goin' thru man, it gets better.)

https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: redvyper on July 30, 2021, 10:34:53 AM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I too made an account just to follow up on your work.

Thanks for all of your hard work and contributions to the SS mod community. Take care of yourself and best of luck!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Bookman Jeb on July 31, 2021, 03:55:25 PM
 So that attachment that DR linked...

 He *** did it?! its updated? Don't have time to try it till tomorrow.

 Love your work DR, hope you're doing alright.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on July 31, 2021, 04:51:29 PM
Yes, it works.
Liberator <3
But, imo, it is kinda slow for a small capital. In 9.1 it was ok, but now 0-flux works different, so, i m not quite sure...
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: pschroed on August 04, 2021, 07:37:58 AM
Quick question:

I tried the newest (beta?) version of his mod posted by dark revenant above.

But where do you find the IBB guy?

I visited a lot of bars from different factions but he was never there.

Are bounties deactivated in this version?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Aeios on August 04, 2021, 10:05:21 AM
Quick question:

I tried the newest (beta?) version of his mod posted by dark revenant above.

But where do you find the IBB guy?

I visited a lot of bars from different factions but he was never there.

Are bounties deactivated in this version?

The IBB still works, I can confirm it. You just had bad luck :(
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Lak122 on August 05, 2021, 01:02:45 PM
Same thing for me I’m wondering why it’s not working any pointers?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: pschroed on August 05, 2021, 01:17:26 PM
I played some more hours.

No IBB.
 
And it seems I am not alone.

Could it have something to do with graphic libs?

1.52 is needed and I noticed I have 1.51 installed.

But there is no 1.52 available.

hm, strange.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on August 05, 2021, 04:56:45 PM
Hegemony, Independents, Luddic Church, Persean League, Interstellar Imperium, Shadowyards, Tiandong, Outer Rim Alliance, Spindle.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: CynicalMoron on August 07, 2021, 11:28:45 PM
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I do not mean to be intrusive or insulting, I made this account because I love your work, if you don't have any time you could make the mod compatible for this version and work on any other updates later on. My playthrough right now feels so bare-bones without imperium or this mod, I love your work and I'd love to play it again, so I don't want this to be an offense, but please! Release some compatibility to this version, I love your work man. (Also I hope whatever you're goin' thru man, it gets better.)

https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818

truly, thank you, been playing it for a while, your mods truly make a huge difference, it makes starsector one hundred times more enjoyable.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mordodrukow on August 09, 2021, 07:19:53 PM
Some feedback:

So, i checked Liberator (got one at the very start). Feels very clunky even with Aux thrusters and Helmsmanship (i m using Heavy armor though, but it is just -10%). Yes, it has ability for fast rotation, but duration of microsecond is not enough, imo... I picked Systems expertise to use it more often. Kinda helps.

Have not picked any build in mods yet, because cant decide which of them i ll need. Pretty fun situation, honestly. The only mods i concider worty are: Heavy armor, Aux thrusters and Hardened shields. And i m not quite sure that i ll keep any of those.

I mean:
- heavy armor good, but today armor feels weaker than before. I encountered some trash fleets, and they just strip all armor pretty fast. I m not even talking about facetanking reapers.
- thrusters are good, but what if i can just use ability, and it will be enough?
- without hardened shields it is too expensive to use shields at all. But what if i m just doing it wrong? What if it is intended to just block hardest hits and take lesser ones on armor? I dont know yet...

Flux stats feel kinda low, but cant say anything till i pick tech skills.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: eidolad on August 10, 2021, 03:47:04 PM
huge fan of this mod...so desperate for my Victory BB that I've restarted/installed the unreleased version...

....oh my look at these goodies in the change log.  HUZZAH!

- Klutotekhnes flux per shot reduced to 80 from 120
- Victory maximum crew reduced to 1000 from 1250
- Victory frontal shield arc increased to 120 from 90
- Victory base speed increased to 35 from 30


(...and that tasty Cathedral ship as well, let me not forget)
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Bookman Jeb on August 12, 2021, 09:45:11 PM
 So has anyone found how to start the "Buried Treasure" quest?. Been playing for awhile now and haven't seen anyone that looks like a new quest npc.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on August 12, 2021, 10:41:07 PM
So has anyone found how to start the "Buried Treasure" quest?. Been playing for awhile now and haven't seen anyone that looks like a new quest npc.

That's because it's not done/ready/playable.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sqrt(-1) on August 25, 2021, 07:08:22 AM
Not sure if this is caused by another mod, but in the tournament pre-release, the Sindrian Diktat now very rarely uses and sells Lion's Guard ship variants.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on August 26, 2021, 12:05:00 AM
Not sure if this is caused by another mod, but in the tournament pre-release, the Sindrian Diktat now very rarely uses and sells Lion's Guard ship variants.
(https://i.imgur.com/IeVUJ2q.png)
(https://i.imgur.com/6nekt0v.png)
(https://i.imgur.com/J5TzUjo.png)

Seems about as common as I designed it to be.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Troika on September 14, 2021, 01:05:11 AM
You should make the IBB guy a contact, so he can always be found, instead of having to play musical station roulette to find him.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: geminitiger on September 14, 2021, 07:04:04 AM
Will this mod be updated to current version of SS?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: connortron7 on September 14, 2021, 08:26:30 AM
Will this mod be updated to current version of SS?
Yes it will, DR is just busy, as has been asked and answered throughout this thread many many many times
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Xeno056 on September 14, 2021, 12:07:09 PM
Will this mod be updated to current version of SS?
Check the previous page, and Dark linked interim release without the new stuff being worked on. it's the discord app download.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Space_Lettuce_OG on September 18, 2021, 03:20:19 AM
@Aeios

Would you please tell us which system and planet you encountered the IBB contact?
I too have been playing for hours with the version Dark posted on Discord, and have yet to encounter the IBB character in any planet's bar.
The unique ships and bounties are probably my favorite thing to do in StarSector, so the info would be much appreciated.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Kadatherion on September 18, 2021, 07:15:07 AM
@Aeios

Would you please tell us which system and planet you encountered the IBB contact?
I too have been playing for hours with the version Dark posted on Discord, and have yet to encounter the IBB character in any planet's bar.
The unique ships and bounties are probably my favorite thing to do in StarSector, so the info would be much appreciated.

Hey man, as you might have noticed from my post in Vayra's thread, I'm also playing with this and have been getting IBB bounties with no troubles. I've found about 5-6 IBB bounties by now pretty much all around the sector (I'm in mid game I'd say, around cycle 210 as I'm taking things very slowly), and had found even more in my previous campaign that was cut short because Vayra's bootleg came out.

IBB NPCs in bars are subject to the RNG gods (although yeah, limited to certain vanilla factions, I'd say indipendents and Hegemony for sure, I *guess* League too but I wouldn't swear on it), so yeah, it's a matter of luck.
From my understanding, the bar code also limits the available interactions to 1-3max, so if you have other mods that add quests, encounters, contacts etc in the pool from which the bar code pulls them, that can further lower your chances of getting the IBB one (which is also probably set to have a relatively low spawn/priority chance).

The only other thing I can think of is some mod incompatibility. Do you have any other mods which add things to the bar that might overwrite this one's code? (I'm obviously also using Nex, so that can't be a suspect either).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Space_Lettuce_OG on September 18, 2021, 10:03:36 AM
@Aeios

Would you please tell us which system and planet you encountered the IBB contact?
I too have been playing for hours with the version Dark posted on Discord, and have yet to encounter the IBB character in any planet's bar.
The unique ships and bounties are probably my favorite thing to do in StarSector, so the info would be much appreciated.

Hey man, as you might have noticed from my post in Vayra's thread, I'm also playing with this and have been getting IBB bounties with no troubles. I've found about 5-6 IBB bounties by now pretty much all around the sector (I'm in mid game I'd say, around cycle 210 as I'm taking things very slowly), and had found even more in my previous campaign that was cut short because Vayra's bootleg came out.

IBB NPCs in bars are subject to the RNG gods (although yeah, limited to certain vanilla factions, I'd say indipendents and Hegemony for sure, I *guess* League too but I wouldn't swear on it), so yeah, it's a matter of luck.
From my understanding, the bar code also limits the available interactions to 1-3max, so if you have other mods that add quests, encounters, contacts etc in the pool from which the bar code pulls them, that can further lower your chances of getting the IBB one (which is also probably set to have a relatively low spawn/priority chance).

The only other thing I can think of is some mod incompatibility. Do you have any other mods which add things to the bar that might overwrite this one's code? (I'm obviously also using Nex, so that can't be a suspect either).


I'm also using Varya's unofficial bootleg version, so it's good to know that's not the issue, cuz that was the first and only suspect I had.
I can't think of any mods I'm using that adds any bar encounters, other than Varya's D&D game, but you've already confirmed IBB works with Varya's.

I'm going to Hegemony, the League, Independents, etc.. All over the sector, for hours and never found the IBB dude.
I wouldn't mind turning up the probability for the IBB person to appear, but I couldn't find where to do that when I took a look earlier. I didn't didn't do a deep search for it yet, cuz I figured I'd ask here if anyone knew where that would be first, or where to look. Do I need to extract the classes from the JAR file? Cuz, I have had trouble in the past with recompiling the classes into the JAR. I'm a C#(mostly) programmer, not Java. I hate the way Java and JARs work, but I'm getting off topic now...
I would appreciate any help.

Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: garfu on September 18, 2021, 12:10:16 PM
I also was looking to do exactly that, just up the probability. I started digging through the src using http://java-decompiler.github.io/

I also spoke with DR on discord but didn't want to push the topic any further.

I'll have more time tonight to poke around, but as far as recompiling, you don't need to make a completely new jar, just build the source files into their class files, and replace the file within the existing jar. You'll just need to add any references needed by the class that contains the probability in order for it compile (obviously... as with C#).

I can give you a walkthrough via the unofficial discord tonight if you're around.

edit: but also confirming I've found the IBB while also using Vayra's... so it's out there.

edit2: jk spoke with DR again, it's not actually possible to raise the probability the event appears

edit3: fwiw I edited the bar event and it shows up pretty much every time now. DR helped point me in the right direction: SWP_IBBBarEventCreator. return 0 the obvious 2 methods and the weight higher. Alternatively flip the debug flag in SWP_IBBBarEvent, but that might effect other stuff.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Space_Lettuce_OG on September 20, 2021, 09:02:39 AM
I finally ran into an IBB agent!!
Oddly enough, only 5 minutes after running into the first agent, I ran into second!

I wonder if the agents don't start appearing until you are of a certain level, or your fleet is of a certain strength.
Either way, I am just glad I finally ran into the IBB agents!
Now I can begin to horde all the unique ships!!!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Azizzz on September 20, 2021, 02:15:41 PM
Ok i know u dont have much time but w8ting for this mod from the first day of the 0.95.Y onle use this mod and get this fatal error  Fatal: Ship hull spec[swp_vanguard]not found!Check starsector.log for more info.I did change some things in the folder where u can get more point to deploy,army size from 30 to 90 more planets to colonize and ofiters.Thx u werry much for your precious time
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Histidine on September 20, 2021, 09:46:20 PM
Ok i know u dont have much time but w8ting for this mod from the first day of the 0.95.Y onle use this mod and get this fatal error  Fatal: Ship hull spec[swp_vanguard]not found!Check starsector.log for more info.I did change some things in the folder where u can get more point to deploy,army size from 30 to 90 more planets to colonize and ofiters.Thx u werry much for your precious time
You need a clean install of the mod (delete old folder before extracting/copying new one). This should be done when installing any mod, except where otherwise specified.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: geminitiger on September 21, 2021, 12:53:40 AM
If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Azizzz on September 21, 2021, 01:51:11 AM
Ok i know u dont have much time but w8ting for this mod from the first day of the 0.95.Y onle use this mod and get this fatal error  Fatal: Ship hull spec[swp_vanguard]not found!Check starsector.log for more info.I did change some things in the folder where u can get more point to deploy,army size from 30 to 90 more planets to colonize and ofiters.Thx u werry much for your precious time
You need a clean install of the mod (delete old folder before extracting/copying new one). This should be done when installing any mod, except where otherwise specified.
It worked thenck u weery much :XXXX
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: geminitiger on September 21, 2021, 05:55:38 AM
No IBB.

I have the same version issues as you, but I've run into the IBB twice so far. I'm not really busy hunting down these bounties yet, it seems rare not too rare if I don't have one to finish.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Jade Tendency on September 21, 2021, 06:42:41 AM
If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: hydremajor on September 21, 2021, 07:00:14 AM
Any chance you could split the ships and weapons in separate packages for thoses of us who just want one or the other but not both ?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Kadatherion on September 21, 2021, 09:53:11 AM
If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?

Hey there, I was just experiencing the same and indeed I'm also using the bootleg Vayra in conjunction with this one. I was actually more worried about what these small fleets (that seem to increase in frequency as I get to the late game, past 212 I often see one or two of them in many of the new systems I explore) actually could mean: something that failed to spawn correctly, or some placeholders to anchor some script that aren't removed as intended, etc. They do indeed behave a bit oddly, as they are of the "neutral" faction but are hostile to, seemingly, pretty much everything...

They don't seem too disruptive, as they are all very small anyway, but I'm worried they could keep increasing exponentially as the cycles go by and pretty much end up breaking my save.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: geminitiger on September 22, 2021, 02:24:53 AM
If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?
Yeah, I added both of these mods at the same time.  ;D
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sunwolz on October 12, 2021, 12:56:21 PM
Any chance you could split the ships and weapons in separate packages for thoses of us who just want one or the other but not both ?


God I NEED those ships. T_T
Can't play without this mods ships. *cry*
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Amoebka on October 13, 2021, 01:10:59 PM
The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: sunwolz on October 20, 2021, 11:26:17 AM
The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...

Okay. So apparently the mod is OUT, but all the pages are unedited.
The link is here:
https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: T1203 on October 20, 2021, 11:28:18 AM
The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I do not mean to be intrusive or insulting, I made this account because I love your work, if you don't have any time you could make the mod compatible for this version and work on any other updates later on. My playthrough right now feels so bare-bones without imperium or this mod, I love your work and I'd love to play it again, so I don't want this to be an offense, but please! Release some compatibility to this version, I love your work man. (Also I hope whatever you're goin' thru man, it gets better.)

https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Brad080295 on November 06, 2021, 12:06:10 PM
Hey I just fought RA-002 Shadow from IBB but couldn't find a unique ship among his fleet. Is this a bug or is it supposed to be like this?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Brad080295 on November 06, 2021, 12:44:30 PM
Marjatta Nemo also didn't have a unique ship. Strangely enough they were both piloting the poseidon transport ship.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: The_White_Falcon on November 07, 2021, 09:49:04 AM
Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: default on November 08, 2021, 01:22:32 PM
Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Spareribs on November 13, 2021, 06:37:32 AM
The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...

Okay. So apparently the mod is OUT, but all the pages are unedited.
The link is here:
https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818

Can i safely incorporate this into an existing save or do i need to make a new one?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: The_White_Falcon on November 14, 2021, 02:46:06 PM
Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.

Ah, so that was the problem.  I was indeed testing the ships in a normal campaign save.  It is still strange that it seems to forgo it's enemy target to instead switch to the player/own team with just those 2 moves.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Histidine on November 14, 2021, 04:23:51 PM
Can i safely incorporate this into an existing save or do i need to make a new one?
Pure ship/weapon packs (no new factions or fancy stuff) can usually be added safely to an existing save. I think SWP specifically can (though I can't guarantee it).
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mira Lendin on November 15, 2021, 08:24:48 PM
Remember that when importing ships you might have to import their built-in hullmods as well, otherwise you have to remove them from the ship file, this might cause some ships to play differently being significantly weaker than before.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Angryredhead on November 16, 2021, 06:08:12 PM
I installed the new update compatible with 0.95 and encountered this error while simulating against a punisher class light cruisers:

Fatal: data.scripts.plugins.MagicTrailPlugin.AddtrailMemberAdvanced(Lcom/fs/starfarer/api/combat/combatentity/API;FLcom/fs/starfarer/api/graphics/SpriteAPI;Log/Lwjgl/util/Vector2;FFFFFFFFLjava/awt/color;Ljava/awt/color;FFFFIIFFFFLorg/Iwjgl/util/vector/vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/combatenginelayers;Fjv

Not sure if the mod itself is the issue or perhaps Graphicslib? I haven't had troubles with any other ships outside this mod. Any help would be appreciated!
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Histidine on November 17, 2021, 04:37:58 PM
Update your MagicLib.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Angryredhead on November 21, 2021, 02:50:49 PM
Thanks for the help Hist, but I updated all my mods, clean install on them all and the same bug is happening on repeat under the same circumstances every single time.  :-\
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Amoebka on November 21, 2021, 07:17:03 PM
Does SWP even use magiclib? It didn't use to.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Nighteyes on December 14, 2021, 01:46:32 AM
Will this mod no longer be updated? 95.1a-RC5 crashes when loading a new game while this mod is running.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: connortron7 on December 14, 2021, 05:09:15 AM
Will this mod no longer be updated? 95.1a-RC5 crashes when loading a new game while this mod is running.
Why are you trying to load a 9.1 mod into a 95.1 game?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Nighteyes on December 14, 2021, 06:04:27 AM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: planeswalker on December 14, 2021, 06:34:40 PM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.

From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: IonDragonX on December 14, 2021, 06:45:32 PM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: planeswalker on December 14, 2021, 06:47:38 PM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.

I just searched on discord and he seems 'alive' and working on SWP? https://discord.com/channels/187635036525166592/310517733458706442/920473925064998942
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MercerWing on December 15, 2021, 02:31:13 AM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.

I just searched on discord and he seems 'alive' and working on SWP? https://discord.com/channels/187635036525166592/310517733458706442/920473925064998942

Are there any other ways to download that version? Discord says "There are no text channels"
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: planeswalker on December 15, 2021, 03:23:53 AM
Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.

I just searched on discord and he seems 'alive' and working on SWP? https://discord.com/channels/187635036525166592/310517733458706442/920473925064998942

Are there any other ways to download that version? Discord says "There are no text channels"

In the starsector discord there are many channels, find the one that says #tournament-chat. Once your in it, check for the pinned messages button at the top right of discord. Click on it and you should see a hilarious lobster, scroll down abit two posts and you should see a zip file called Ship_and_Weapon_Pack_Tourney.7z posted by DR
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: MercerWing on December 16, 2021, 08:39:58 AM
Found it, thanks!

Edit: Welp guess who got a fatal null
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Anexgohan on December 17, 2021, 05:57:41 AM
For anyone still looking this is the link
https://cdn.discordapp.com/attachments/512356777451323393/921154136584630272/Ship_and_Weapon_Pack_Prelease.7z
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Szasz on December 19, 2021, 12:00:31 AM
Found it, thanks!

Edit: Welp guess who got a fatal null
If you are craving for a few specific ships or weapons I recommend to rip them out and put them into your own minimod, most of the content does not require the current branch or any of the libraries really.
However, many entries in this mod rely on antiquated stuff that are discontinued, I don't get why are they still included.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Godvana on December 20, 2021, 04:16:49 AM
It would be great if the bounties were moved over to MagicLib's new bounty system.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on December 20, 2021, 12:34:59 PM
It would be great if the bounties were moved over to MagicLib's new bounty system.

Why?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Szasz on December 21, 2021, 01:05:00 AM
It would be great if the bounties were moved over to MagicLib's new bounty system.

Why?
'Cause, lets face it, IBBs are unflexible, one time only and hardly utilized in other mods.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Godvana on December 21, 2021, 01:36:40 AM
It would be great if the bounties were moved over to MagicLib's new bounty system.
Why?

Why not? It's a bit cumbersome having multiple bounty systems that accomplish the same basic goal and in my opinion, MagicLib offers the most robust bounty framework I have seen so far. In the past if you wanted to add a custom bounty into your mod it would require the user to have either your SWP or Vayra's Sector, with the bounty system of each being a small part of a much larger mod. Therefore if the mod isn't updated for whatever reason, that content of a dependant mod then becomes inaccessible (I of course understand that a modder is never obliged to continue development on their mods or keep them updated). It also may be the case that a user may not want to install SWP or Vayra's Sector which, again, would lead to a mods bounties becoming inaccessible to that user. MagicLib offers a more lightweight bounty solution being component of a mod that most people are going to install. Also, I might be mistaken but I imagine not needing to keep the IBB part of SWP updated would be helpful, no?
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Dark.Revenant on December 21, 2021, 11:46:58 PM
IBBs are my curated system.  The progression of difficulty is planned out explicitly.  They're presented in a specific way that MagicLib's system does not support.  I can fine-tune exactly what goes into each bounty, and many of them wouldn't work in MagicLib's system without heavy modification.  Further, I already did the work of implementing the current IBB system, and would need to rewrite much of it to use MagicLib's system.  Finally, I'd still have to maintain my stuff while also worrying about updates to MagicLib, including potentially dropped or delayed support and bugs that are outside of my control.

It's a good generic system.  I'll probably put some bounties into MagicLib's system.  It's just not what I want for IBB.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Tartiflette on December 21, 2021, 11:51:44 PM
I'll add that MagicBounty has a check for IBBs being active. That means the mod authors can implement their IBB ships as MagicBounties themselves, while making sure only one of them will be available.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Otharious on December 26, 2021, 07:35:02 PM
Found it, thanks!

Edit: Welp guess who got a fatal null
If you are craving for a few specific ships or weapons I recommend to rip them out and put them into your own minimod, most of the content does not require the current branch or any of the libraries really.
However, many entries in this mod rely on antiquated stuff that are discontinued, I don't get why are they still included.

I was going to try this with the Conquest and the rest of the vanilla only added XIV Skins. But then I noticed the Pre-release :D
I had issues with the .variant of the conquest XIV complaining about modded weapons not being installed (I remove said weapon reference) then it was throwing line 2 character 1 errors or something LMAO

Then I noticed the material support (norms/specs) so on and was thinking *hmm, I I'll need to figure out how graphics Lib works*

Then I started thinking hmm, How will I introduce these ships into the seed? via derelicts! welp gotta learn that. either before or after I learn how to make a custom XIV *returning fleet* campaign start :D

But then I found the Pre-release as I mentioned and am like, hmm I'll just do what I normally do and use this and not worry about IBB stuff for now :D

ps...need to hunt down the makers of the XIV skins if i ever want to do a public xiv mod
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Mira Lendin on December 26, 2021, 09:19:29 PM
When this gets updated please make sure to force the IBB agent to spawn at Prism freeport Like before, it's a nightmare to spend 2 months looking for him every time i want to get the next bounty
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Szasz on December 28, 2021, 09:37:04 AM
Then I started thinking hmm, How will I introduce these ships into the seed? via derelicts! welp gotta learn that. either before or after I learn how to make a custom XIV *returning fleet* campaign start :D
Oh, no, no, no, to introduce a ship into general gameplay, they only need at least a variant created, its role set and marked as known by some faction and they will sometimes simply sale or use the ship in one of their fleets.

Btw normal maps and such are not sought by vanilla, so it will not look for those w/o Graphicslib. All you need for barebone ships is their sprite (two for weapons), their ships.csv entry and the corresponding .ship file. Their variants if you'd like to meet them in-game (Modded weapons are best swapped for something else other than removed.). Skins are even simpler.

I already got XIV and LP variants (even the LP boss Onslaught) working plus some evergreens like the Zenith and Arachne, Miniblaster and Reliant 1OP weapons along with my regenerative missile systems. These items are really good in this mod and unique imo.

What's bothering me is the exquisite category in general. Many mods have extra special ship designs that only spawn with a specific mod dependency (like Vayra's Sector) and I might ask for some help in a new thread for know hows, because it would be great to create a system that collects these ships from every mod that is installed, give them roles and put them in a generated fleet, could be a bounty maybe, dunno yet. Every custom bounty mod is clumsy rn.
Title: Re: [0.9.1a] Ship/Weapon Pack 1.12.4
Post by: Otharious on December 31, 2021, 03:27:14 AM
Then I started thinking hmm, How will I introduce these ships into the seed? via derelicts! welp gotta learn that. either before or after I learn how to make a custom XIV *returning fleet* campaign start :D
Oh, no, no, no, to introduce a ship into general gameplay, they only need at least a variant created, its role set and marked as known by some faction and they will sometimes simply sale or use the ship in one of their fleets.

Btw normal maps and such are not sought by vanilla, so it will not look for those w/o Graphicslib. All you need for barebone ships is their sprite (two for weapons), their ships.csv entry and the corresponding .ship file. Their variants if you'd like to meet them in-game (Modded weapons are best swapped for something else other than removed.). Skins are even simpler.

I already got XIV and LP variants (even the LP boss Onslaught) working plus some evergreens like the Zenith and Arachne, Miniblaster and Reliant 1OP weapons along with my regenerative missile systems. These items are really good in this mod and unique imo.

What's bothering me is the exquisite category in general. Many mods have extra special ship designs that only spawn with a specific mod dependency (like Vayra's Sector) and I might ask for some help in a new thread for know hows, because it would be great to create a system that collects these ships from every mod that is installed, give them roles and put them in a generated fleet, could be a bounty maybe, dunno yet. Every custom bounty mod is clumsy rn.



hmm yeah I figured most of this out about a day after I posted my message.  variant file is fine and I did get it working with manual console command spawning.   I however don't want any faction to use XIV Conquest and want it as rare single seed spawns similar to the XIV legion
Title: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on January 05, 2022, 11:28:06 PM
Welcome back!  Sadly, no new quest YET, but there are plenty of other goodies to look forward to...

(https://i.imgur.com/fztgXNC.png)

Download Ship/Weapon Pack 1.13.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.13.0.7z)
Download Mirror (https://drive.google.com/file/d/108akKOq12Qs3uXew-wHEgXElAxyLLW6B/view?usp=sharing)
(Requires LazyLib 2.7b (http://fractalsoftworks.com/forum/index.php?topic=5444.0)) (Updated!)
(Requires GraphicsLib 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)) (Updated!)

- Supported by Nexerelin 0.10.3i (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)

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



We recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.13.0
- Updated for Starsector 0.95.1a
- Added Champion (LG)
  * Thanks to King Alfonzo for the sprite!
- Excelsior
  * Excelsior no longer spawns naturally
  * Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
    - Not recoverable
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Made IBB bar events more common
  * Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again
  * Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills
    - Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc.
  * Defeating an IBB fleet awards a Story Point
  * Iron Shell, Star Federation, and Roider Union have joined the IBB
  * IBB ships are generally always recoverable
  * Removed Helios
- Hullmods
  * Removed Shield Bypass
  * Removed Gunnery Core AI hullmod
  * Extreme Modifications
    - Extreme Modifications no longer grants an OP bonus; instead, it allows you to install an additional built-in hullmod
    - Extreme Modifications becomes permanent if you install that additional built-in hullmod
    - Extreme Modifications' chance for weapon malfunctions is increased to 3%; engine malfunctions are reduced to 1.5% (from 2/2)
    - Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less
    - Extreme Modifications' fighter refit time penalty is reduced to 20% from 30%
    - Extreme Modifications (obviously) cannot be built-in
  * Added new hullmod: PD Assault Conversion
    - Costs 4/8/12/20
    - Causes all point-defense weapons to behave like standard anti-ship weapons
    - Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size
    - Boosts PD range by 25%, damage by 25%, hit strength by 50%
- Vanguard renamed to Caliber
  * Caliber now has Damper Field instead of shields, Rugged Construction built in
  * Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly
  * Caliber supply cost reduced to 8 from 9
- Miscellaneous
  * Integrated various new campaign features into existing content
  * Fixed the calculation/obscurement of some area-of-effect damage
  * Added fighter weapon descriptions
  * Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile)
  * Various minor-to-moderate optimizations using the new Starsector API changes
  * Fixed a crash when Prism's High-End Seller tried to sell Killer Bee
  * Updated Striker sprite
  * Added Rugged Construction to shieldless ships
  * Adjusted various weapon AI values
- Balance
  * Nautilus cargo increased to 75 from 70
  * Cathedral fuel per light year reduced to 20 from 30
  * Falx engagement range reduced to 6000 from 8000
  * Aegis Flak Cannon damage increased to 400 from 300
  * Shimmer DP reduced to 22 from 25
  * Solar DP reduced to 55 from 60
  * Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500
  * Flare Gun type changed to Composite (Missile stats)
  * Plasma Flamer type changed to Hybrid (Ballistic stats)
  * Klutotekhnes flux per shot reduced to 80 from 120
  * Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30
    - Victory Jets can now be toggled off (like with Burn Drive)
  * Liberator's shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased
  * Punisher hull increased to 8000 from 6000
  * Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750
  * Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325
  * Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field
    - Increased Flak Drone weapon range to 600 from 500
  * Reduced Circe peak performance time to 360 from 420
  * Increased Eos speed to 60 from 40, increased accel/decel accordingly
  * Vindicator flux dissipation increased to 400 from 350; (S) variant increased to 450
  * Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000
  * Improved Archon maneuverability
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Tartiflette on January 06, 2022, 12:34:05 AM
I can see a lot of interesting changes, nice job!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sqrt(-1) on January 06, 2022, 01:50:39 AM
Fantastic! Looking forward very much to start my first serious 0.95.1a run now because of the update.

A thousand thanks!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: furl on January 06, 2022, 10:33:00 AM
The legend returns! Installing the mod right the hell NOW.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: BreenBB on January 06, 2022, 10:35:16 AM
Interesting, do you plan to add more faction skins of ships? Like XIV Liberator, Vindicator or Striker? I'm not very experienced spriter, but I tried to make few XIV skins of SWP ships, if you interested I can share them, and my attempt at making Falcon (Lions Guard): https://files.gamebanana.com/bitpit/swp_xiv.rar

https://imgur.com/a/Y3yy1c5
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SCC on January 06, 2022, 11:50:52 AM
so difficult
skip to 11:30 for the successful run
https://www.youtube.com/watch?v=9CGaxmUGUME
[close]
much wow
https://youtu.be/IDxfeBTG8LM
[close]
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: PreConceptor on January 06, 2022, 11:55:51 AM
Eos speed to 60 from 40 lets goooooo

Nice to see this make a triumphant return to the Index. Even without the quest content it's still the premiere ship mod in my eyes.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sinani210 on January 06, 2022, 01:01:47 PM
And I just started my modded run 2 days ago... Poor timing on my part I suppose.

Is this safe to add to an existing save or should I just start a new one?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: mosshadow on January 06, 2022, 01:48:49 PM
I've been playing on the version posted on the discord. How much difference is the official update compared to that one?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: joppe_k on January 06, 2022, 02:22:35 PM
Oh yes! All the yessess! Looks like I'm restarting with a new character now. Thanks for your hard work DR!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SpaceDrake on January 07, 2022, 03:08:13 AM
And I just started my modded run 2 days ago... Poor timing on my part I suppose.

Is this safe to add to an existing save or should I just start a new one?

It's safe to add, but none of the ships will spawn as derelicts in the rim (which they can).

If you aren't too deep in, I'd just restart.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Buyobae on January 07, 2022, 06:58:48 AM
Hello, I updated the mod from the Discord version to the new version in my save and got this problem when I boot it up
Fatal: Hullmod with id [swp_gunnerai] not found for faction [sector]
Dumbass me decided to permanently delete the old version before checking compatibility so I'm downloading the old version now. Just putting this here to notify people of the issue.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Szasz on January 09, 2022, 03:59:14 AM
Interesting, do you plan to add more faction skins of ships? Like XIV Liberator, Vindicator or Striker? I'm not very experienced spriter, but I tried to make few XIV skins of SWP ships, if you interested I can share them, and my attempt at making Falcon (Lions Guard): https://files.gamebanana.com/bitpit/swp_xiv.rar

https://imgur.com/a/Y3yy1c5

Thanks, this is great! The Falcon and the two big ships look really good.
Can you please draw a Gryphon(LG) and a Sunder (LG) as well?

[attachment deleted by admin]
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: travhill20 on January 09, 2022, 03:58:55 PM
Happy to see this get updated! The IBB adds so much to the game. Custom ships are life.  One thing with this update though.. how would I re-enable gunnery core AI hullmod? I really like that one.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on January 09, 2022, 04:19:50 PM
Happy to see this get updated! The IBB adds so much to the game. Customer ships are life.  One thing with this update though.. how would I re-enable gunnery core AI hullmod? I really like that one.

it's been completely dropped from the mod due to vanilla changes (armoured weapon mounts got recoil reduction, ballistic mastery got +proj speed), there's no way to reenable it
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Tarnish on January 10, 2022, 10:34:09 PM
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SOLDIER First on January 11, 2022, 01:58:45 AM
Yes, you can change how much DP a ship is worth by going to swp/data/hulls/ship_data.csv. The value you want to change is "supplies/rec". Note that you are directly altering the number of supplies that the ship will consume per deployment to recover its CR, as deployment points are directly tied to the supplies to recover value.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Uhlang on January 11, 2022, 04:16:59 AM
Duel of the Century killed my pride as a pilot.
I won, but it gave me PTSD and helped me find God. I'm gonna retire to Gilead and be a family man.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: default on January 11, 2022, 11:55:22 AM
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SCC on January 11, 2022, 11:56:38 AM
Helios was an upgrade to the old Hyperion. There probably won't be a mod-Hyperion until someone makes a new Helios sprite, based on the new Hyperion sprite.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: default on January 11, 2022, 12:03:31 PM
That makes sense. I never really used the Helios anyway(I'm too bad to pilot it), I always thought it was a recolor of the Hyperion or a slight alteration. That does beg the question of is it ever going to be added back?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on January 11, 2022, 02:18:00 PM
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?

I feel it’s in a good spot at 15 DP.  Mora and Heron are 20 DP.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on January 11, 2022, 03:00:21 PM
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: default on January 11, 2022, 04:25:36 PM
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Cool. It's probably just me being dumb with something for the mission not loading.
Also I would like to take this opportunity to point out that I kind of hate the Excelsior mission... Like a lot. Though after it has been completed, how do I even get it? After it was completed, I immediately tried to do a free start and it wasn't an option anywhere. I didn't have time to restart the game today, so is a restart required to be able to choose it?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on January 11, 2022, 09:06:24 PM
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Cool. It's probably just me being dumb with something for the mission not loading.
Also I would like to take this opportunity to point out that I kind of hate the Excelsior mission... Like a lot. Though after it has been completed, how do I even get it? After it was completed, I immediately tried to do a free start and it wasn't an option anywhere. I didn't have time to restart the game today, so is a restart required to be able to choose it?

There's a weird quirk of the game that requires a restart, yeah.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: PreConceptor on January 11, 2022, 09:14:57 PM
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?

No, the Drover should be decreased in DP because its near worthless at 15. You'd have to modify damn near every other mod destroyer carrier if you compared them to the Drover.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Kiith on January 12, 2022, 05:57:28 AM
How often does the IBB bar event happen? Got the first 6-7 bounties pretty early, but haven't had one in a while now (still have 1 outstanding, if that matters).
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Unclius on January 12, 2022, 09:31:26 AM
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: envenger on January 12, 2022, 09:45:31 AM
There are main menu missions that unlock other things? Is it common for iron shell and this mod or do other mods do the same?
i have never done a single of those missions.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on January 12, 2022, 10:40:42 AM
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 0.6-efficiency shield) = 492 damage
As above, but with PD Assault Conversion = 615 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor) = 30 damage
As above, but with PD Assault Conversion = 38 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor after a reaper hits in that spot) = 67 damage
As above, but with PD Assault Conversion = 126 damage

I don't know what isn't working for you.  What context are you seeing this in?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: PreConceptor on January 12, 2022, 09:33:24 PM
On the Alastor: it has 180 peak time, but it seems like it should be in the 240 bracket along with other midline frigates given its general profile (moderate frigate speed of 125 with slight boost from jets, modest small weapon layout, that sort of thing)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Unclius on January 13, 2022, 02:00:12 AM
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 0.6-efficiency shield) = 492 damage
As above, but with PD Assault Conversion = 615 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor) = 30 damage
As above, but with PD Assault Conversion = 38 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor after a reaper hits in that spot) = 67 damage
As above, but with PD Assault Conversion = 126 damage

I don't know what isn't working for you.  What context are you seeing this in?

The description says that it adds both 25% extra damage and 25% extra range, both of which I have been able to verify do not work for neither vanilla nor modded pd weapons.

I also tested some of the weapons and they do not function, my ships fly around and I can see the weapons ammo or energy go down but there is no particles, or no actual damage done to the test block.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on January 13, 2022, 06:02:36 AM
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

<DR's explanation>


The description says that it adds both 25% extra damage and 25% extra range, both of which I have been able to verify do not work for neither vanilla nor modded pd weapons.

I also tested some of the weapons and they do not function, my ships fly around and I can see the weapons ammo or energy go down but there is no particles, or no actual damage done to the test block.

just did a sanity check on my end (only mod enabled was SWP & it's reqs) - the hullmod definitely functions correctly with vanilla weapons
in the spoiler is a side by side comparison - left has PDAC and right doesn't

PDAC definitely works, that's a 25% damage increase
(https://cdn.discordapp.com/attachments/815735963090944010/931183903169974332/unknown.png)
[close]

though I didn't check any modded weapons, there's no reason why it shouldn't work for them as well.
I guess you could try reinstalling the mod to see if it "fixes" it, but there's no reason why it should be broken in the first place.

as for the weapon problem - what weapons was it happening with on what ships?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sqrt(-1) on January 14, 2022, 03:45:29 AM
Using the new Ballistic Rangefinder hullmod on a Caliber is broken.

Large ballistic mount: Mark9 Autocannon
Small ballistic mount: Light Assault Gun

Range of the Light Assault Gun with hullmod should be 900, but is only 700 (default).
When adding the Light Assault Gun to the Composite mount, the range is reduced to 500 instead of remaining at 700.

EDIT: All ballistic weapons of my game (including vanilla ships) appear to have the range reduced by 200 or 100 and I do not see why, even without any mods. WTF? Aren't those circular range indicators spaced at 100 units?

Can someone replicate this?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on January 14, 2022, 05:48:06 AM
EDIT: All ballistic weapons of my game (including vanilla ships) appear to have the range reduced by 200 or 100 and I do not see why, even without any mods. WTF? Aren't those circular range indicators spaced at 100 units?

nope, afaik they're evenly spaced out along the range of the weapon

and as for the rest of the stuff, you're just reading the desc of the rangefinder hullmod wrong - it only affects weapons in ballistic slots, not all ballistic weapons (so when you move the lag into the composite it loses the bonus and gose back to normal range)

here's a comparison w/ the ships and ranges roughly lined up (though that composite + RF does seem like a wierd outlier, the mount position doesn't seem like it changes that much)

LAG in ballistic + rangefinder, in ballistic + no rangefinder, in composite + rangefinder
(https://cdn.discordapp.com/attachments/815735963090944010/931543152999927808/unknown.png)
[close]
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sqrt(-1) on January 14, 2022, 06:24:14 AM
I rather think that the range indicators reflect a base of 125 (what a bizarre mess).

The bug of PD Assault Conversion is that it nullifies the 200 unit range extension of the Elite Point Defense Skill.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on January 14, 2022, 01:39:53 PM
I rather think that the range indicators reflect a base of 125 (what a bizarre mess).

The bug of PD Assault Conversion is that it nullifies the 200 unit range extension of the Elite Point Defense Skill.

yes, it stops the weapons from being pd so they lose the pd bonus
<removed unnecessarily snarky comment>
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sqrt(-1) on January 14, 2022, 02:20:25 PM
I didn't assume this because the description only states that it just changes the targeting behavior from PD to standard.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Amoebka on January 24, 2022, 05:59:45 AM
Just to confirm, Falcon (LG) isn't actually in the mod, depite being in the OP picture?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Paul_Kauphart on January 25, 2022, 12:42:32 PM
Hello, the Zeus fortress shield no longer allow weapons to shoot when active, is that on purpose ? I can't find it in the changelog.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Draba on January 27, 2022, 03:16:40 PM
Is there an easy way to disable the weapons in this pack?
Really like the ships and IBB, would prefer to be closer to the base game with other things.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Zr0Potential on January 27, 2022, 06:04:21 PM
Is there an easy way to disable the weapons in this pack?
Really like the ships and IBB, would prefer to be closer to the base game with other things.

Second this too  :D
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: lyravega on January 28, 2022, 10:13:14 AM
* Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)

After facing this little fella through IBB (I think), I wanted to unlock it, and did the mission. Now whenever I start the game, it crashes.

Fatal:exerelin/utilities/NexConfig
Cause:exerelin.utilities.NexConfig

I don't have Nexerelin.

edit: I deleted the mission highscore file, and my game no longer crashes. Perhaps disable this function for people that don't use Nexerelin, or block the mission / mention that it requires Nex to work. Also, which one should I use - 'swp_excelsior_reward' if I add it from the console?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Zalpha on January 30, 2022, 11:24:32 AM
I just want to say that the Cathedral-class Hubship (for/from Luddic) is my fav ship in the game now. It used to be the Junk ship from HMI but now this is the Cathedral. Supers awesome mod, thanks for making and sharing it.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Anexgohan on February 01, 2022, 12:28:43 AM
Any way to remove the "Extreme Modifications" mod I by mistake added it to my flagship and now its stuck with it ?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Grizzlyadamz on February 01, 2022, 09:37:39 AM
You can do it via save-editing.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: justxlaugh on February 08, 2022, 03:35:36 PM
any chance of seeing a SWP boss cathedral?
i could go for another challenge :P
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: ghostp on February 10, 2022, 06:53:09 AM
I have a small question, is the 95.1 version applicable in 95
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on February 10, 2022, 06:54:59 AM
I have a small question, is the 95.1 version applicable in 95

no, you''l have to update to .95.1 (and almost every .95 mod works with .95.1, the only exception I can think of is kingdom of terra)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: ghostp on February 10, 2022, 07:04:21 AM
I have a small question, is the 95.1 version applicable in 95

no, you''l have to update to .95.1 (and almost every .95 mod works with .95.1, the only exception I can think of is kingdom of terra)
I actually have a lot of questions, as you can tell from the number of posts I have that I am a newcomer.also do you have a discord.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Necrodamis on February 11, 2022, 08:55:34 PM
Hey I found a major bug with one of the IBB bounties, "Settling a bet". Since I found this bounty pretty early in my save and didn't have very good ships or logistics, I decided to wait on fighting the fleet described in the mission. Well I kinda forgot about it, since I was tied up in other stuff and fighting factions, until there's was only a few weeks to do it. Well I couldn't find the supposed fleet (only saying this because the mission frames the fleet as a story, like it could be real, but it might not be, and you have to figure that out) and so the mission timed out, as you'd expect and I was gonna just carry on with my business. However, when it sends the normal mission failed notification, it doesn't send one. It sends and endless stream of them, at lightning speed so that you can't even see other notifications. Saving/loading the save does nothing and going to main menu and back onto the save doesn't help either. Is there anything I can do to fix this? I have the console commands mod if that'll help any.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Necrodamis on February 11, 2022, 09:28:27 PM
Hey I found a major bug with one of the IBB bounties, "Settling a bet". Since I found this bounty pretty early in my save and didn't have very good ships or logistics, I decided to wait on fighting the fleet described in the mission. Well I kinda forgot about it, since I was tied up in other stuff and fighting factions, until there's was only a few weeks to do it. Well I couldn't find the supposed fleet (only saying this because the mission frames the fleet as a story, like it could be real, but it might not be, and you have to figure that out) and so the mission timed out, as you'd expect and I was gonna just carry on with my business. However, when it sends the normal mission failed notification, it doesn't send one. It sends and endless stream of them, at lightning speed so that you can't even see other notifications. Saving/loading the save does nothing and going to main menu and back onto the save doesn't help either. Is there anything I can do to fix this? I have the console commands mod if that'll help any.

Ok so I did eventually find the fleet, after failing it due to time, and gladly that stopped the spam. But that doesn't really solve the matter of the bug if you don't find said fleet
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Obsidian Actual on February 11, 2022, 09:29:11 PM
Hey I found a major bug with one of the IBB bounties, "Settling a bet". Since I found this bounty pretty early in my save and didn't have very good ships or logistics, I decided to wait on fighting the fleet described in the mission. Well I kinda forgot about it, since I was tied up in other stuff and fighting factions, until there's was only a few weeks to do it. Well I couldn't find the supposed fleet (only saying this because the mission frames the fleet as a story, like it could be real, but it might not be, and you have to figure that out) and so the mission timed out, as you'd expect and I was gonna just carry on with my business. However, when it sends the normal mission failed notification, it doesn't send one. It sends and endless stream of them, at lightning speed so that you can't even see other notifications. Saving/loading the save does nothing and going to main menu and back onto the save doesn't help either. Is there anything I can do to fix this? I have the console commands mod if that'll help any.

"Settling a bet" is not an IBB bounty (and thus does not come from this mod), but a MagicBounty added by Tartiflette's Seeker - Unidentified Contact (https://fractalsoftworks.com/forum/index.php?topic=19414.0) mod.

You may want to post there instead.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Necrodamis on February 11, 2022, 09:35:42 PM
Hey I found a major bug with one of the IBB bounties, "Settling a bet". Since I found this bounty pretty early in my save and didn't have very good ships or logistics, I decided to wait on fighting the fleet described in the mission. Well I kinda forgot about it, since I was tied up in other stuff and fighting factions, until there's was only a few weeks to do it. Well I couldn't find the supposed fleet (only saying this because the mission frames the fleet as a story, like it could be real, but it might not be, and you have to figure that out) and so the mission timed out, as you'd expect and I was gonna just carry on with my business. However, when it sends the normal mission failed notification, it doesn't send one. It sends and endless stream of them, at lightning speed so that you can't even see other notifications. Saving/loading the save does nothing and going to main menu and back onto the save doesn't help either. Is there anything I can do to fix this? I have the console commands mod if that'll help any.

"Settling a bet" is not an IBB bounty (and thus does not come from this mod), but a MagicBounty added by Tartiflette's Seeker - Unidentified Contact (https://fractalsoftworks.com/forum/index.php?topic=19414.0) mod.

You may want to post there instead.

Thanks for the help, I wasn't sure where to put this, so I figured this would at least be a good place to start
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Sapfearon on February 14, 2022, 03:53:56 AM
i'm honestly surprised nobody talking about recent changes to IBB bounties and how last 2 are impossible to beat without straight out cheating / extreme modding. Let's talk about it then. First - all ibb bounties, as far as i'm aware - they all cheat. AI always deploy bounty ships even if it puts him way above what he can deploy so player already outnumbered before starting battle and no amount of officers/skills/control points change it. So in last bounty, ai deploys 3 capitals who i assume at least 60-80 each plus fleet worthy of 100-150dp. While player even at max battle size is limited to 240 if you capture all points. Then you add that literally every ship in this fleet is armed with weapons that should not be in hands of AI - the doritos OP weapons. And every single ship, every ship(!) even the smallest frigate is armed with them. Add officers from level 10 to 18(!!!) in each ship (alpha core is 8 btw) and you incredibly tough battle. But then there are 3 capitals and oh god, *** zeus overloads any vanilla capital ship from outside of screen in 2 valleys. Zeus literally wins duel with 2 paragons and there 2 more stupidly strong capitals you need to deal with not to mention smaller ship. This is like example of how you never should make fight.
I tried everything, from throwing 23 capital, spamming carries, spamming phase ships, abusing ziggurat which on it's own can delete 500dp fleet solo - no luck. Without having absolutely broken ships from others mods or simply cheating and raising allowed DP size to something like 800 it's not even doable. Maybe i'm missing some stupid tactic like spamming harbringers and dooms but really, nothing should be balanced around harbringer/doom spam.

Sorry, i'm a little angry after throwing fleet after fleet at final bounty. I beat every single bounty before with modest 220dp fleet and 1 capital in it and that even 3 hours of throwing everything i could at problem i achieved nothing. I even cleared all doritos in hopes that new weapons somehow solve this problem - noope.

Funny enough i remember beating this bounty 3 times before changes to skills and i don't remember having any problems at all. In fact, i never ever had problem big enough to force me spam capitals and still fail.

Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: jlrperkins on February 19, 2022, 10:17:42 AM
Just wanted to chime in to notify the nod's author that there's a soft incompatibility between his mod and the Progressive Hullmods in the Modding su forum.
Details here https://fractalsoftworks.com/forum/index.php?topic=23006.msg349541#msg349541 (https://fractalsoftworks.com/forum/index.php?topic=23006.msg349541#msg349541)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: CrescentQuill on February 19, 2022, 08:35:15 PM
I'm having an issue that's causing a hard crash on start up early on in loading up the game.

(https://i.gyazo.com/56e5c9f29b2742c2b1d7b422a740bc73.png)

This is the error message I'm getting. I am running a fair few mods, but the previous version ran perfectly fine for me. I have updated LazyLib and GraphicsLib to the latest version, alongside updating Nex if that matters at all.

Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Kwbr on February 19, 2022, 08:46:04 PM
obligatory did you completely delete the previous version before updating instead of overwriting
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: CrescentQuill on February 19, 2022, 09:05:55 PM
Yup, deleted the entire folder. Even deleted the updated one and re-installed from a fresh download to double check that I did so.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Obsidian Actual on February 19, 2022, 11:35:00 PM
I'm having an issue that's causing a hard crash on start up early on in loading up the game.

Error Screenshot
(https://i.gyazo.com/56e5c9f29b2742c2b1d7b422a740bc73.png)
[close]

This is the error message I'm getting. I am running a fair few mods, but the previous version ran perfectly fine for me. I have updated LazyLib and GraphicsLib to the latest version, alongside updating Nex if that matters at all.

That's StarSector 0.95a you're running, right?

If so, then you're going to have to update your base game. Ship/Weapon Pack 1.13.0 is made for StarSector 0.95.1a-RC6.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: CrescentQuill on February 20, 2022, 01:06:31 AM
That might actually be it. I thought I was on 0.95a.1a-RC15 but I just noticed it's only 0.95a-RC15 rofl.

I'll update and see if that helps.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: RedBaronFlyer on February 20, 2022, 11:38:34 PM
Interesting, do you plan to add more faction skins of ships? Like XIV Liberator, Vindicator or Striker? I'm not very experienced spriter, but I tried to make few XIV skins of SWP ships, if you interested I can share them, and my attempt at making Falcon (Lions Guard): https://files.gamebanana.com/bitpit/swp_xiv.rar

https://imgur.com/a/Y3yy1c5

Honestly, I think those skins look great!

Would it be alright if I tried my hand at doing the tweaks to get those functioning in-game? I've done enough modification by tweaking already existing things that I think I could do it for these ships.

I would, of course, give full credit to you for the skins (andDark.Revenant for the code that the ships use)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Mira Lendin on February 21, 2022, 12:22:28 AM
I am the 700000 page reader :P
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Darkphaze on March 03, 2022, 07:28:41 PM
I do apologize if this has been covered already. I'm looking forward to finding and piloting the Excelsior. I just got a bounty from the unsanctioned bounty board to go kill it for 200k, it wiped out half my fleet but I got it eventually, but no matter the save scumming I was never given the option to recover it, I even had the derelict floating through space that didn't let me recover it, just salvage. How do I go about this? I don't really want to spawn it in.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on March 04, 2022, 01:26:40 AM
I do apologize if this has been covered already. I'm looking forward to finding and piloting the Excelsior. I just got a bounty from the unsanctioned bounty board to go kill it for 200k, it wiped out half my fleet but I got it eventually, but no matter the save scumming I was never given the option to recover it, I even had the derelict floating through space that didn't let me recover it, just salvage. How do I go about this? I don't really want to spawn it in.

you can unlock an independent starting option with the excelsior if you beat the "duel of the century" mission & have nexerelin; the proper quest isn't finished yet & the bounty is basically just there so you can fight it
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Darkphaze on March 04, 2022, 02:15:01 AM
I do apologize if this has been covered already. I'm looking forward to finding and piloting the Excelsior. I just got a bounty from the unsanctioned bounty board to go kill it for 200k, it wiped out half my fleet but I got it eventually, but no matter the save scumming I was never given the option to recover it, I even had the derelict floating through space that didn't let me recover it, just salvage. How do I go about this? I don't really want to spawn it in.

you can unlock an independent starting option with the excelsior if you beat the "duel of the century" mission & have nexerelin; the proper quest isn't finished yet & the bounty is basically just there so you can fight it

i see, thankyou
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Silmar on March 14, 2022, 03:13:02 AM
Hi, great mod, have some questions about the Cathedral if someone can help.

I thought I'd do a luddite playthrough using the Cathedral start in Nexerilin.  But so far the Cathedral feels very underwhelming for 85 dp.  It's an amazing exploration ship, can easily handle the defenses of probes/surveys or low risk systems, good exploration modules and the efficiency isn't unplayable.  Bit slow but that's not the end of the world.  It's also great at being an anti-small platform, although not as good as two Onslaughts (for less DP).  As a flagship it feels very underwhelming though being unable to really fight other capital ships in a reasonable amount of time (it can beat some other capitals 1v1 in simulation, but in a fleet environment it just gets overwhelmed since it's damage is so slow).  Some of this is probably down to me using the "deserved perks" mod which means I need tens of thousands of ship exp to get built in hullmods on the ship (so far the only hullmod I have built in is Heavy Armour on the forward bastion, and I'll need something like 200k ship exp to get 2 mods I want on all the modules).  The ship is reasonably tanky and can eat up a lot of attention, but it doesn't do much else vs big ships.  Once I have the hullmods I want it'll be extremely tanky, but I can't really see a way around the very low damage output. Also it can't use Shield Shunt as the modules do not count as having shields unless I also add makeshift shields to them.

Part of my view might be biased by my other playthrough where my flagship is a heavily hullmoded Equality set up as a mega shield tank with 4 large energy strike weapons that can reduce a paragon to rubble in a few seconds without fluxing out.

1) Do Piloted Ship bonuses apply to the modules?

2) Does the Cathedral at some point feel (85dp) strong?

Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SomeKindOfLifeform on March 16, 2022, 03:32:05 AM
Hi, I am new here.

I am trying to experiment with the Arcade mode. I am just curious what the final rewards are for completing it without using any supers. (I want to see if it's worth the effort) I tried doing it using starsector's built in god mode (so not using the supers in the mod) however it didn't show me what the reward was. Next I tried changing the default ship in the arcadeSettings.json file, however no matter what ship I change it to the ingame ship always becomes a Randy Savage civilian ship. Could you tell me what I'm doing wrong or did you put safeguards in place to make sure no one beats it 'dishonestly'?

Thanks.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: OneQuestion on March 18, 2022, 12:45:47 PM
Any way to edit how long the Nightwalker chronoboost lasts? I want to be able to stop time for longer.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: vok3 on March 25, 2022, 02:01:37 PM
The Cathedral is my new favorite capital ship, by far.  It is awesome.  It can vent WHILE shooting!  It took a little bit of getting used to how it works with the whole module construction - is there a way to take control of a module other than the core one?  I don't see it, so I just went through and set all the missiles on the outer portions to autofire and keep the Redeemer as my only manual weapon.  Between that, careful targeting of fighters, and the proximity mine system, it is absolutely worth the 85 DP; I have taken out entire fleets solo with this thing.  I have not tried it against two Onslaughts at once and wouldn't want to, but against hordes of frigates and destroyers backed up by some cruisers, you can easily kill way more than it costs to deploy the ship.

Impact mitigation and hardened shields are pretty useful on this thing.

Anyway, I love it.  I think even after the new vanilla dreadnought comes out, I'm still going to prefer the Cathedral.

edit:
Aaaaand having now had to fight AGAINST one ... I'm gonna retract that.  I should have recognized something so stupidly blastiferous was OP.  Either I build a full fleet around taking down this one ship with no regard to what it might be escorted with, or I just let the NPC fleets batter themselves against it for a while.  Not great.

Between this, the Maximus requiring a huge number of fighters as the only real counter, and the Cabal constantly ambushing with souped-up Odysseys ... hrm.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: ghostp on March 26, 2022, 09:01:52 AM
Hello author, I am a new mod author, I want to use my alliance ship as an ibb bounty, how do I need to do it, I don't seem to find a corresponding solution in the forum. If you have the tutorial address, can you tell me about it, thank you very much (the above contents are all machine translations, if there is any offense, I am very sorry)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Histidine on March 27, 2022, 06:07:03 PM
Hello author, I am a new mod author, I want to use my alliance ship as an ibb bounty, how do I need to do it, I don't seem to find a corresponding solution in the forum. If you have the tutorial address, can you tell me about it, thank you very much (the above contents are all machine translations, if there is any offense, I am very sorry)
IBBs are a private thing; DR would need to agree to add it, and I think he isn't working on SWP at all for now due to real life issues.

You might want to try the MagicBounty system (implemented in the Locked and Loaded (https://fractalsoftworks.com/forum/index.php?topic=23129.0) mod), that's open to everyone and easy to use.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Üstad on April 13, 2022, 02:29:38 PM
I just want the unique ships, like lucifer not weapon or anything that sort of. Do I still need to download graphics lib? I dont want to download that because it slows down the game.

Also I only want the ships nothing else, I want vanilla weapons only,  how do I do that?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Lukiose on April 15, 2022, 12:52:10 PM
Hello, just a simple bug report
If you clear Duel of the Century 100%, the flag for the Excelsior start will still be set resulting in the game being unable to launch without Nexerelin installed + activated, might want to note the dependency :)

58295 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
java.lang.NoClassDefFoundError: exerelin/utilities/NexConfig
   at data.scripts.everyframe.SWP_PluginStarter.init(SWP_PluginStarter.java:36)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.prepare(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.NexConfig
   at java.net.URLClassLoader.findClass(URLClassLoader.java:382)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 11 more
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: 300Stalker on April 17, 2022, 01:03:27 PM
Was about to report that issue. Went busting my balls trying to do that mission for solid 3 hours and i finnaly done it. Only to game be no longer able to launch.

Might wanna fix that error that comes for me is

Fatal:exerelin/utlilities/nexConfing.
Cause:exerelin/utlilities/nexConfing.
Check starsector log for more info.

I am not that all into nex mod so i didn't install it. Otherwise 10/10 mission. Now exuse me i gotta re-think my life now
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Üstad on April 17, 2022, 03:33:09 PM
Problem  solved, editing because can't delete the post.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Histidine on April 17, 2022, 06:01:47 PM
BTW you can make SWP playable without Nexerelin again by opening saves/mission_scores.json and removing the row with "swp_duelofthecentury".
(and you could put it back later if you end up playing Nex and wanting to use the Excelsior start)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Bradley_ on April 27, 2022, 08:44:35 AM
Hi! How do i get back the old Chronos? It was one of my favourite ships, and i dont care about the stats (they seem to be lower?) but the actual skin and weapon placements... Give me back the old thing!!!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: darkwarrior1000 on May 21, 2022, 07:51:29 PM
I've noticed something a bit strange about the boxer variant of the gunship in the IBB mission for johnny major. If you beat the entire fleet in one go you'll only get 1 boxer with no s-mods and the emperor, but if you let a boxer get away and engage it separately you can get a boxer with s-mods. Bit of a strange choice considering you could get all 4 pimped out cerberus upgrades in the Ryx Barlow bounty. Is this intentional or just some weird bug I'm running up against?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Amoebka on May 22, 2022, 12:04:56 PM
You aren't guaranteed all 4 cerberi either, or at least not with full s-mods. Only 1 ship of each type is guaranteed, everything else is luck. Whether or not they are a normal or difficult recovery, and whether or not they keep s-mods seems completely random, too.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: darkwarrior1000 on May 22, 2022, 08:36:15 PM
in the case of the cerberus I always get all 4 and always have the one actually named after the class of ship (hades) with the 3 s-mods. I always recover the other 3 ships(hell, dis, and sheol) with no s-mods, but in the case of the boxer as well as all the phase ships in the laplace bounty it's pure rng but it seems that the ship that bears the name of the ship class will always be recovered with the s-mods so at the very least those should be guaranteed recoverable like all the other unique modships. imagine doing the ned ludd bounty and getting the modded dominator that doesn't have the 3 s-mods.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Exempt on June 01, 2022, 11:35:43 AM
The Sporeship Boss is ABSOLUTE HORSESHIT! I'm very frustrated that it grinded 6 full fleets of mine to dust before I was able to overwhelm it with fighters by spamming Astrals. COME ON! It's virtually IMPOSSIBLE to beat on vanilla!!!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Phalamy on June 03, 2022, 06:38:06 AM
Hey yo are the special [Redacted] bounty ships like The Nova (Aka False Omega) recoverable with the Automated Ships skill?
Because if it isnt the bounty money being only 100.000 is just waaay too low. Thats less than a common random bounty.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Sgt.Apples on June 04, 2022, 01:10:09 PM
Hey yo are the special [Redacted] bounty ships like The Nova (Aka False Omega) recoverable with the Automated Ships skill?
Because if it isnt the bounty money being only 100.000 is just waaay too low. Thats less than a common random bounty.

No the Nova isnt recoverable However there is something near the bounty, look for a capital ship derelict

also its from Seeker, not SWP
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: technologhost on June 09, 2022, 04:11:29 PM
is the sporeship supposed to turn as fast as a frigate? not only it has insane range and can attack you as soon as the fight starts but you can't even outmaneuver it and on top of that it has a fleet of 30+ ships

is it supposed to be like this?
this fight seemed very bulls*it but i countered it with bulls*it of my own, nothing PlayerDamageTakenMult":0.1 cant fix

overall i enjoy the mod, except this
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: speeder on July 01, 2022, 11:33:49 AM
Can I add the sporeship as quest objective in my own mod? I want to make a system that is claimed by explorarium and have the player need to defeat a explorarium station to stabilize the jump points, but the only good explorarium station I saw is the one from this mod. (the sporeship).

If you allow that, any clue how I spawn it?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Flix on July 01, 2022, 02:57:53 PM
Has anyone figured out a way to beat the "I'll Kill You All" IBB bounty? I just... it's just... forget the sporship, this bounty is beyond hard. I don't get how I can approach it. These ships have double the stats of any ship and move twice as fast, not to mention the 4x DPS on all their weapons. I have a fully decked out fleet with IBB ships and omega weapons (as many as I could find) and I can't even scratch them. It feels hopeless, like these guys were put here to be invincible. Help!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Proxima-b on July 03, 2022, 11:36:38 AM
Where do I find those IBB bounty? I can't find them anywhere in the game
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on July 03, 2022, 11:56:08 AM
Where do I find those IBB bounty? I can't find them anywhere in the game

they spawn at independent, league, hegemony & church markets in vanilla, look for the "guarded man" prompt
they also spawn in scalartech, roider, shadowyards, imperium, iron shell (and i think one other) markets if you've got those mods.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Jang on July 18, 2022, 12:35:07 PM
Not sure if this is already known, but Lightning Guns miss quite a lot in the AI's hands. The AI tries to lead the shot when it doesn't need to, which causes consistent misses vs ships with good maneuverability. I've tried it in several different fleets though and it feels usable despite its tendency to miss vs maneuverable ships, so maybe beam-like accuracy would actually be too strong  ;D. The weapon feels extremely satisfying under player control, I love using it personally.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Proxima-b on July 21, 2022, 08:42:07 AM
I can't seem to find "Gunnery Control AI"  hull mod, where do I find it?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Serenitis on July 22, 2022, 03:32:02 PM
I can't seem to find "Gunnery Control AI"  hull mod, where do I find it?
It was removed in the last update.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Zironic on August 05, 2022, 11:40:04 AM
Pressing "Accept" on the TTX Laplace bounty locks my game without producing any error message or anything written to the game log forcing me to kill the process. All other bounties have so far worked with no issue.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Draconas on August 05, 2022, 12:17:30 PM
Pressing "Accept" on the TTX Laplace bounty locks my game without producing any error message or anything written to the game log forcing me to kill the process. All other bounties have so far worked with no issue.
Do you have Exotica Technologies mod added? Newest Exotica update messed up this one (and maybe other) IBB bounties for a few of us.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Konturga on August 12, 2022, 10:37:19 PM
I'm working on a mod that introduces a 13th Battleground, complete with red coloration instead of the Hegemony Orange. I was wondering..  Could use your XIV assets so I could recolour them for my own mod?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on August 15, 2022, 10:31:24 AM
I'm working on a mod that introduces a 13th Battleground, complete with red coloration instead of the Hegemony Orange. I was wondering..  Could use your XIV assets so I could recolour them for my own mod?

You'd need to ask HELMUT and Tartiflette.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Catscrath on August 20, 2022, 03:35:43 PM
The plasma thrower seems a bit on the weak side, barely even capable of dealing with fighters let alone being a threat to other ships shields, armor, or even hull.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Hisoka on September 10, 2022, 11:21:00 AM
Hi, I lost the infernal machine and haven't noticed when  :-\, is it possible to get it back?

Tried with the console but the models I got can't be upgraded.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Clemenator on September 25, 2022, 12:46:43 AM
Thanks for the mod mate, I noticed with the Cathedral the AI will not order bombers to attack is there a work around or could you fix the issue ?

By the way the Cathedral is a beast as my build can take down 4 capital, some Conquest's, Oddesy's, Dominators, onslaughts and a load of littler ships by itself without breaking a sweet! being able to use bombers would help speed things up.   

https://youtu.be/3NS3OWx6yVE
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sterr on September 25, 2022, 08:34:49 PM
Are you unable to salvage the excelsior from the mission it shows up in? I've fought it a few times and haven't gotten the option.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Brainwright on September 25, 2022, 08:47:49 PM
Are you unable to salvage the excelsior from the mission it shows up in? I've fought it a few times and haven't gotten the option.

Not to my knowledge.  You'll have to beat the excelsior scenario from the missions.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sterr on September 25, 2022, 09:04:56 PM
Are you unable to salvage the excelsior from the mission it shows up in? I've fought it a few times and haven't gotten the option.

Not to my knowledge.  You'll have to beat the excelsior scenario from the missions.
Do you mean that if you beat the mission you can salvage it, or that you can only get it via starting with it?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: 603bill on September 26, 2022, 04:34:07 AM
The Excelsior is only available as a starting option in Nexerelin, and to have that option you must have beaten the mission.  I would recommend just editing your mission score to unlock it as that mission is next to impossible to complete legitimately these days.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: A_Random_Dude on September 26, 2022, 04:41:22 AM
Please note that in editting the mission's score to get the ship without fighting, you will get a heavily skill based ship with the skill to pilot it, meaning that you more than likely won't be able to use it at it's full potential (and likely die so often that it won't be worth it at all).
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: 603bill on September 26, 2022, 06:29:07 AM
Please note that in editting the mission's score to get the ship without fighting, you will get a heavily skill based ship with the skill to pilot it, meaning that you more than likely won't be able to use it at it's full potential (and likely die so often that it won't be worth it at all).

You can get much better practical experience piloting the Excelsior in the simulator.  You don't ever really run into fleets of 10+ super frigates in the campaign.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sterr on September 26, 2022, 06:56:16 AM
The Excelsior is only available as a starting option in Nexerelin, and to have that option you must have beaten the mission.  I would recommend just editing your mission score to unlock it as that mission is next to impossible to complete legitimately these days.
:-\ That's a shame, I was hoping I could get it legitimately midway through a campaign from the bounty. At least the nightwalker with antimatter SRMs is pretty close...

Thanks for the help!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: sterr on October 01, 2022, 12:13:36 AM
Ok, I might be an idiot, but... what is the omega drive on the super zero actually doing? I can't see any difference when it's activated except the ship gets blurry.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: G.W. LobSTAR on October 03, 2022, 06:08:32 AM
Cool mod, but the Wolf frigate being used by the Luddic Path seems to not fit very well. Why would Luddites use a high tech ship?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Bradley_ on October 07, 2022, 04:04:29 AM
Sorry, i must have missed the answer to this, but how do i get the old chronos ship? (and also old vindicator, and a lot of other ships look much worse now than i remember)
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: A_Random_Dude on October 07, 2022, 05:14:12 AM
You move their sprites (and possibly the other relevant files if the ship changed significantly) from an older version of the mod to the up to date one. If you don't have it, you can't get them back.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Audax on October 11, 2022, 01:30:05 PM
Duel of the century was rough to attain, it took 2 hours to finally get it. My piloting skills weren't that great but got used to it at some point. My one gripe is the bright background against bright energy attacks, I had to put my face up the screen just to see them projectiles.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: hello7op on October 20, 2022, 10:31:17 PM
Can I ask if this mod can add into middle of a save or new game only ?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Killsode on October 20, 2022, 11:09:56 PM
Can I ask if this mod can add into middle of a save or new game only ?

New game. might half-function if you add it midway?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: e on October 23, 2022, 06:31:04 AM
I'd like to make a request: To add the "original" cathedral-class, the explorer-class as a unique ship you can find or something like that, as it would be nice to have a big ship that has no Luddic Church branding on it and instead a more neutral color scheme like lowtech or midtech, also probably without all the downgrades the church applies to their branded ships in an effort to remove heretical technology or whatever.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: snilldog on November 11, 2022, 01:41:07 PM
I permanently dismissed all the available bounties because I didn't want the ships and now I can't access the IBB anymore. Can anyone help?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Dark.Revenant on November 12, 2022, 05:25:44 PM
I permanently dismissed all the available bounties because I didn't want the ships and now I can't access the IBB anymore. Can anyone help?

Console Commands:
famousbountystage 0
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Garafetdin on November 16, 2022, 12:44:27 PM
I need an advice. I have been trying to clear "Duel of the Century" for a total of 6 hours (2 hours yesterday, 4 today). I am not using any other mods besides SWP, so I am trying to beat it the way it was designed to be beaten, without having other mods simplify the fight. I am clearly doing something wrong, but I just can't pin point what it is. The most I ever killed was 5 hyperions. After that I get surrounded by 6 and can't really do anything - I run out of flux, try to get some more, get overloaded because there is too much ordnance flying around. I also didn't touch the default loadout of excelsior as it looks like it is the best thing for the fight.

I've seen some videos on YouTube of people clearing the challenge, but those had at the very least 5 of the hyperions replaced with other mod ships, making it easier, while also being impossible for me as my computer can not handle this many mods at the same time.

So, can somebody give me an advice how to tackle this challenge? Like, which hyperions to take out first, which save for later, how to use the missiles (currently I save them for when I am low on flux and there is no asteroids around to give myself a quick reload). Maybe I should change something in the loadout?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Reshy on December 08, 2022, 10:13:39 AM
Another suggestion for the hub ship, but maybe make it give an effect that works somewhere between a Salvage Gantry and an Efficiency Overhaul since it's basically a mobile space station, it could carry ships around inside it without needing to spend as many resources or as much fuel.  Something like "Mobile Drydock" where you can add in hullmods that require a dock, as well as reducing the maintenance and travel costs due to delegating it to the space station.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Emodan on December 10, 2022, 08:59:27 PM
hello
i have recently been working on a pet project and maybe sometime in the distant future I would like to use some of your ships in a XIV reskin mod...
is it alright with you if i do post them or would you rather I not share them?
i will give all due credit
please email me to let me know: [email protected]
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: kokuto on January 16, 2023, 08:25:32 AM
I encountered this strange issue for the first time ever. After updating all my mods to start a new playthrough for 2023, IBBs completely stopped showing up. Due to things like NEX and Magiclib being updated too, while my mod list is largely the same as the last time I played and observed IBBs, I cannot tell if its merely mod conflict somehow or something else in the more fundamental interactions of the mods.

The only couple of new mods I added were faction and ship pack type mods which I don't think should affect this mod either. Its very strange.

Edit: I merely removed three mods from my list and then IBBs became active again. So I shall have to test which of these three mods was the culprit.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: qingfeng on January 20, 2023, 07:40:29 AM
Can the cathedral start be upgraded, like the special start of pirate expansion
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Bradley_ on January 27, 2023, 04:22:41 AM
You move their sprites (and possibly the other relevant files if the ship changed significantly) from an older version of the mod to the up to date one. If you don't have it, you can't get them back.

They are easily available on github. The question is how do you move them.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SSchorik0101 on February 02, 2023, 08:30:36 AM
Some of the bounties need serious re-balancing. A couple of them are unreasonable and just not worth the effort.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Euripides on February 02, 2023, 12:25:01 PM
The PD Assault Conversion hullmod says it increases PD weapon damage by 25%

But it is actually increasing PD weapon damage by ~1.67%

40 damage -> 41 damage (actually about +0.67dmg) ; a 25% increase would be 50 damage
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: OldPayphone on February 09, 2023, 10:29:54 AM
I have this mod installed but I can't find the International Bounty Board. Why isn't the location of it on the front page? Kind of an oversight.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on February 09, 2023, 12:25:47 PM
I have this mod installed but I can't find the International Bounty Board. Why isn't the location of it on the front page? Kind of an oversight.

it has no set location, it's a bar event that can spawn randomly at the bars of a few different factions.

off the top of my head it's the league, independents, hegemony & church for vanilla, then Interstellar Imperium & shadowyards (and a few others, I can't remember rn) for modded factions.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: mkire on February 09, 2023, 07:05:06 PM
Some of the bounties need serious re-balancing. A couple of them are unreasonable and just not worth the effort.
are you talking about how the bounty will brag about how such and such has a neat cruiser, and fails to mention the two onslaughts and four mora carriers?

another one i can remember being told about how some guy's flagship was a souped up destroyer, and his fleet usually has a conquest in it
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Killsode on February 09, 2023, 09:03:25 PM
another one i can remember being told about how some guy's flagship was a souped up destroyer, and his fleet usually has a conquest in it

well yeah, my flagship is a souped up frigate with three capitals tagging along!
Although more seriously, yeah the way that ibb scales bounty fleets can be absurd for what you're getting. at some point i just start going "oh there's the third, fourth, and fifth paragon? console commands: Delete"
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SSchorik0101 on February 10, 2023, 03:26:23 AM
Some of the bounties need serious re-balancing. A couple of them are unreasonable and just not worth the effort.
are you talking about how the bounty will brag about how such and such has a neat cruiser, and fails to mention the two onslaughts and four mora carriers?

another one i can remember being told about how some guy's flagship was a souped up destroyer, and his fleet usually has a conquest in it

another one i can remember being told about how some guy's flagship was a souped up destroyer, and his fleet usually has a conquest in it

well yeah, my flagship is a souped up frigate with three capitals tagging along!
Although more seriously, yeah the way that ibb scales bounty fleets can be absurd for what you're getting. at some point i just start going "oh there's the third, fourth, and fifth paragon? console commands: Delete"

The two in question are Trilby Enlightenment with the near endless carriers and Odyssey's and the souped up modded Astral class and Helmut Pulmenti with that Titan-X that can spam infinite missiles. For their difficulty their bounties are way too low and need a serious nerf to match said bounties.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: power12359 on February 20, 2023, 11:43:07 AM
So I got the excelsior with everything recoverable but it's not as good now. Because when I fought it, it was jumping all over me and I could barely get a shot in. What kind of loadout should I use? Also I'm not piloting it, I've got a different ship and for certain reasons I'm staying on it.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: e on February 20, 2023, 03:37:03 PM
So I got the excelsior with everything recoverable but it's not as good now. Because when I fought it, it was jumping all over me and I could barely get a shot in. What kind of loadout should I use? Also I'm not piloting it, I've got a different ship and for certain reasons I'm staying on it.

One of the reasons why the Excelsior is OP that not many realizes is that the pilot from the bounty has every possible pilot skill available and more, and it's also of reckless personality, meaning he will just take suicide dives that it can very easily survive because it has resources to spare thanks to it's insanely boosted stats.

The Excelsior is one of those ships that will scale particularly high on a skilled pilot but will also fail miserably if it's pilot does not meet it's high standards.

In short: You jst have to gitgud.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: power12359 on February 22, 2023, 11:54:14 PM
Ok, I'm adjusting max officer levels then.

Edit: Wait, did you say " every possible pilot skill available and more"? Does that mean that bounty pilot have skills unique only to themselves? Might have to check out if I can capture officers.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: st0mpa on March 23, 2023, 08:33:51 AM
I found a small little bug that effects basically no one but the Shimmer carrier ship is listed as a warship and not a carrier which means it ends up dominating the fleet composition with carriers.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Zordiark Darkeater on March 28, 2023, 01:08:34 AM
How can you get the Cathedral ship ???
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Ruddygreat on March 28, 2023, 01:16:51 AM
it's just a rare ship that the church knows, they pop up from time to time
one time I had 2 float past me as hyperspace derelicts
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: zkamarov on March 29, 2023, 04:34:52 AM
Hello Sir Revenant, Great mod, I really enjoys it ever since years ago ;D

However, I would like to report a crash with the Excelsior when it absort a termination sequence drone sometime, the crash code is the same as the termination sequence drone crash, I currently dont have it on hands with me but will try to recreate it if needed. At the time been, I will stay away from fighting Remnant with this frigate.

update: here is the error log I got, it crashes when I destroy a Flare class remnant destroyer, with different ship than Excelsior :(
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.RetreatManeuver.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int$o.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.movement.maneuvers.int.super(Unknown Source)
   at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Still seems like something to do with the termination sequence last time I check, happen mostly when I destroy a Flare class within 500 range approximately
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: ApolloStarsector on April 02, 2023, 05:09:04 PM
Is this mod compatible with Diktat Enhancement mod?

Edit: seems to work fine!
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Sanrai on May 06, 2023, 06:33:49 PM
Mod loads without issue when raising the version to .96.

However magictrailplugin delivers a crash on the combat layer.
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: Thecrippler on May 07, 2023, 07:03:48 AM
Any plans to make more random generator IBB BOUNTYs that will pop random thru the sector it was fun killing them special the ZEUS one  8) but after killing them everything is empty  :'(
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: kokuto on May 14, 2023, 04:11:39 AM
Mod loads without issue when raising the version to .96.

However magictrailplugin delivers a crash on the combat layer.

Was it possible to fix manually?
Title: Re: [0.95.1a] Ship/Weapon Pack 1.13.0
Post by: SpaceDrake on May 14, 2023, 04:54:49 PM
Mod loads without issue when raising the version to .96.

However magictrailplugin delivers a crash on the combat layer.

Was it possible to fix manually?

It was "fixed" with MagicLib 1.1.0's backward compatibility upgrades.

That said, DR is actively working on getting an update together, so it'll probably pay to just be a little more patient.
Title: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on May 26, 2023, 07:31:11 PM
Welcome back!  We've got new art and a big balance/quality pass!  Good hunting!

(https://i.imgur.com/ydicpMF.png) (https://i.imgur.com/0qZ747Q.png)
SleepyFish/Foxer

(https://i.imgur.com/Pjd8Bc0.png) (https://i.imgur.com/aNhtQ8d.png) (https://i.imgur.com/INCHVdf.png) (https://i.imgur.com/wqtpBeL.png)
Alfonzo, Selkie, and MesoTroniK

(https://i.imgur.com/m2k1jZu.png) (https://i.imgur.com/kmW68wn.png)
Demto

Download Ship/Weapon Pack 1.14.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.14.0b.7z)
Download Mirror (https://drive.google.com/file/d/1b4vY9Uwn9srp8S-gYd7izUN5b_QTYEye/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)



Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.14.0
- Updated for Starsector 0.96a
- Ships:
  * New Zeus, Boxer, Apex, and Gorgon IBB sprites (thanks Alfonzo, Selkie, and MesoTroniK!)
  * New Beholder sprite (thanks SleepyFish/Foxer!)
  * Would have added a Falcon (LG) (thanks BigBeans!), but vanilla already added it... :(
  * Removed Brawler (LG), Eagle (LG), and Hammerhead (LG) because they're in vanilla now
  * Removed Heron (LG) because it is effectively useless in the Sindrian Diktat / Lion's Guard fleet doctrine
  * Buffalo (LG) is now the Buffalo (SD): a generic Sindrian Diktat skin, which replaces the Buffalo for the Diktat
  * Various stats changes for all skins to keep in-line with vanilla expectations
  * Nightwalker CR/deploy increased to 40% from 20%
  * Liberator:
    - OP increased to 270 from 265
    - Flux dissipation increased to 600 from 500 (shield upkeep is now 180)
    - Flux capacity increased to 18000 from 14000
    - Top speed increased to 45 from 35, maneuverability improved
  * Zenith shield efficiency improved to 0.6 from 0.7
  * Cathedral minimum and maximum crew doubled
  * Hold Fire now works properly for the Cathedral and Wall
  * Nautilus no longer has Civilian-grade Hull
  * Reduced Nebula (LP) DP (supplies/deploy) to 6 from 7
  * Circe speed reduced to 80 from 90; turn rate slightly reduced (still very fast due to Plasma Jets)
  * Excelsior:
    - Improved behavior when sucking up missiles (should fix Termination Sequence bug)
    - A single Excelsior wreck will spawn somewhere in the Persean Sector...  Good luck finding it!
  * Alastor hull reduced to 2000 from 2250, armor increased to 250 from 225, OP increased to 60 from 55
    - XIV skin has 63 OP
  * Shimmer is now tagged as a carrier for AI and fleet sorting purposes
  * Albatross DP (supplies/deploy) reduced to 7 from 8, OP reduced to 65 from 70
  * Archon Heavy Destroyer:
    - Ship system is now Fortress Shield instead of Plasma Jets
    - Now has built-in Flux Shunt
    - Shield upkeep increased to 240 flux/sec from 135 flux/sec
    - Flux dissipation decreased to 400/sec from 450/sec
    - Flux capacity increased to 9000 from 7000
    - Top speed reduced to 80 from 100; acceleration, deceleration, and turn acceleration reduced
  * Striker:
    - OP reduced to 80 from 85
    - Center small ballistic turret is now a small missile turret
    - Inner small composite hardpoints are now small ballistic hardpoints
    - Now has built-in Missile Autoloader (benefits the small missile turret only; gives it 9 reload-points)
    - Flux dissipation increased to 250 from 200
  * Victory's rear large ballistic slots are now composite slots
  * Rebalanced all of the IBB ships, various IBB names changed
  * Reworked or recreated nearly every ship variant, tailoring them to their expected vanilla factions
- Weapons:
  * Lightning Gun:
    - Damage reduced to 150 from 250, EMP increased to 400 from 250, flux cost reduced to 225 from 350
    - No longer incorrectly impacts other modules when it shouldn't
    - Should have more accurate (lack of) target leading when fired by the AI
    - Won't fire on shields as vigorously
  * Light Phase Lance:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 500
    - Burst damage is now 650, DPS is now 144
    - Flux cost is now 750 burst, 167/sec overall
    - Beam speed increased to 4200 from 3200 to help avoid wasting some damage in transit
  * Reduced Plasma Flamer OP to 8 from 9
  * Heavy Ion Blaster:
    - New sprite (thanks Demto!)
    - Increased range to 600 from 550
    - Energy damage doubled, EMP arcing tripled
    - Flux cost increased to 1200 from 900
  * Mini-Blaster / Mini-Blaster Array turn speed increased to 90 (from 40-45), flux cost reduced to 5 (from 20)
    - Mini-Blaster Array range increased to 500 from 450
  * Trebuchet LRM hitpoints increased to 400 from 300
    - Better AOE spread
  * Inferno MIRV:
    - Submunition damage increased to 100 from 75
    - Submunition hitpoints increased to 50 from 25
    - Cooldown reduced to 10 from 15 seconds
    - Now has 15 ammo and regenerates 1 per 20 seconds
  * Ion Torpedo:
    - No longer pierces through shields
    - Now does large AOE damage (1000 energy / 4500 EMP spread over 4x arcs) regardless of target flux level
    - Still raises the target's flux directly (not part of the AOE effect)
    - Slightly better AI targeting behavior
    - Hitpoints increased to 400 from 300
  * Flare Burst Launcher:
    - No longer uses ammo; instead costs 800 flux
    - Cooldown increased to 13 seconds from 10 seconds
    - OP increased to 13 from 12
  * Certain weapons now pass through missiles/fighters
- Fighters:
  * Hexblade Heavy Fighter
    - Flux capacity increased to 600 from 400
    - OP reduced to 12 from 14
    - Invocation system no longer disables shields
    - Accelerated Shields removed in favor of Hex Shields
      * Shield unfolds instantly
      * Instead of overloading at max hard flux, the shield is disabled for 10 seconds
      * Shield stays on as long as possible; fighter doesn't feather it
  * Partisan Escort
    - Now a Support-type wing with 0 range; stays in front of the host ship
    - Armor increased to 150 from 125
    - Now has built-in ECCM Package and Automated Repair Unit
    - Refit time reduced to 10 from 12
    - Swarmers no longer use ammo; fixed 10-second cooldown instead of starting at 5 seconds and ending at 20 seconds
- Hullmods:
  * PD Assault Conversion has an S-Mod bonus: +5% weapon damage across the board
    - New icon; thanks SleepyFish/Foxer!
  * Extreme Modifications no longer causes engine malfunctions until CR is below 40%; afterwards, the chance is 3% (up from 1.5%)
- Doctrines:
  * Lion's Guard has access to:
    - Champion (LG) (rare), Conquest (LG) (rare), and Vigilance (LG) (rare)
    - Aegis Flak Cannon, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Sindrian Diktat has access to:
    - Alastor (uncommon) and Vulture (uncommon)
    - Aegis Flak Cannon, Hornet MRM, Inferno MIRV Launcher, Light Phase Lance, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Hegemony has access to:
    - Alastor (XIV) (rare), Brawler (H) (uncommon), Caliber, Conquest (XIV) (very rare), Gryphon (XIV) (very rare), Hammerhead (XIV) (rare), Lasher (XIV) (rare), Liberator (uncommon), Sunder (XIV) (very rare), Vindicator, and Vindicator (S) (very rare)
    - Drake Assault Interceptor Wing
    - Aegis Flak Cannon, Ion Torpedo Rack, and Light Phase Lance
  * Tri-Tachyon doctrine is dynamically modified such that non-capital carriers can spawn for capital-sized fleets
  * Tri-Tachyon doctrine is statically modified to allow combat freighters in place of standard freighters (25% rate)
  * Tri-Tachyon has access to:
    - Arachne (uncommon), Archon (uncommon), Beholder (uncommon), Chronos, Circe (effectively rare), Eos (effectively rare), Hecate (uncommon), Nautilus (effectively rare), Nightwalker (rare), Sunder (U) (rare), Vortex (effectively rare), and Zenith
    - Falx Interceptor Wing and Hexblade Heavy Fighter Wing
    - Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Luddic Church has access to:
    - Cathedral (rare), Liberator (LC), Punisher, and Striker (LC)
    - Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Plasma Flamer, and Tornado Hornet Launcher
  * Luddic Path has access to:
    - Buffalo (LP) (uncommon), Caliber (uncommon), Condor (LP), Dram (LP), Enforcer (LP) (split rarity with non-LP Enforcer), Nebula (LP), Punisher (uncommon), Striker (uncommon), and Wolf (LP)
    - Drake Assault Interceptor Wing
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Persean League has access to:
    - Alastor, Albatross (uncommon), Archer (uncommon), Victory, and Vulture
    - Partisan Escort Interceptor Wing
    - Contender Cannon, Light Phase Lance, and Lightning Gun
  * Independents/Scavengers have access to:
    - Alastor, Albatross, Arachne, Archer, Archon (uncommon), Beholder, Caliber, Circe, Eos, Hecate, Nautilus, Punisher, Striker, Sunder (U) (rare), Vindicator, Vulture, and Zenith (uncommon)
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Mercenaries have access to:
    - Alastor, Albatross, Arachne, Archer, Archon, Beholder, Caliber, Chronos, Eos, Liberator, Nightwalker, Punisher, Striker, Sunder (U), Victory, Vindicator, Vindicator (S) (rare), Vortex, Vulture, and Zenith
    - Drake Assault Interceptor Wing, Falx Interceptor Wing, Hexblade Heavy Fighter Wing, and Partisan Escort Interceptor Wing
    - Aegis Flak Cannon, Flare Burst Launcher, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Plasma Flamer, Tornado Hornet Launcher, and Trebuchet LRM Launcher
  * Pirates have access to:
    - Vulture (P)
    - Contender Cannon, Flare Gun, Inferno MIRV Launcher, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, and Reliant HMG
  * Derelicts have access to:
    - Wall
    - Aegis Flak Cannon, Contender Cannon, Flare Gun, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, and Tornado Hornet Launcher
  * Remnants have access to:
    - Shimmer and Solar
    - Aegis Flak Cannon, Contender Cannon, Flare Burst Launcher, Flare Gun, Heavy Ion Blaster, Hornet MRM, Inferno MIRV Launcher, Ion Torpedo Rack, Light Phase Lance, Lightning Gun, Mini-Blaster, Mini-Blaster Array, Plasma Flamer, Reliant HMG, Tornado Hornet Launcher, and Trebuchet LRM Launcher
- Updated Duel of the Century mission
  * HARD MODE if you already got 100%
  * Fixed crash on non-Nex games
- Updated numerous descriptions
- Rearranged and rebalanced IBB fights
- LunaLib support
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: PixiCode on May 26, 2023, 08:27:19 PM
This is so extremely hype, thank you!!
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on May 26, 2023, 09:00:08 PM
Alert: Please redownload if you already downloaded before this post.  Unfinished mission was accidentally left uncommented.  Does not harm saves.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Gniwu on May 27, 2023, 04:05:26 AM
Well, now I'm kicking myself for having started a new game with an 'up-versioned' old build of this just a week ago! There's so much changed here that I don't even want to imagine what would happen if I swapped mid-campaign, haha. Thank you, all the same! :)
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Drone_Fragger on May 27, 2023, 04:23:21 AM
Finally, now the real Starsector run can begin.

Once again, Thank you for every update DR, your work is really appreciated and I really don't think it can be said enough how much people enjoy your work.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Mokare on May 27, 2023, 07:04:16 AM
This is awesome! Thank you DR! Your mods are one of the, if not, best! Massive kudos!
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Inhilicon on May 27, 2023, 07:31:19 AM
Thank you for updating. Best wishes from me and my friend to you.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Haka on May 27, 2023, 12:45:07 PM
The IBB is back? Oh hell yes.

Also, That damn new Zeus sprite is so pretty its making me want to redo my own sprite work out of both admiration and jealous rage.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: IonDragonX on May 27, 2023, 12:56:54 PM
  * Victory's rear large ballistic slots are now composite slots
8) That! .. is a pretty big buff.  :o
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Lisiwizard on June 16, 2023, 09:27:07 AM
Hello. I am wondering why The Starsector louncher doesn`t show this modpack and graphicslib. I extracted the editor file with 7zip like normal and am on the newest version.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: A_Random_Dude on June 16, 2023, 10:32:01 AM
You sure it's not a nested folder? As in, a folder inside another folder. If that's the case, Starsector won't detect either mods.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: eidolad on June 16, 2023, 05:17:21 PM
Finally, now the real Starsector run can begin.

Once again, Thank you for every update DR, your work is really appreciated and I really don't think it can be said enough how much people enjoy your work.

Echoed in an infinity of mirrors.  I will add a mighty HUZZAH! that my fave capital, the Victory-class, awaits my command.  All board the .96a happy gamer train.

I can already hear her main guns spinning up the war drums of death.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Lisiwizard on June 16, 2023, 10:41:14 PM
You sure it's not a nested folder? As in, a folder inside another folder. If that's the case, Starsector won't detect either mods.
I checked just to be sure. Deleted them and then reinstalled them. Still  not showing so i cannot enable them.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Histidine on June 17, 2023, 07:10:42 PM
Screenshot the SWP and GraphicsLib mod folders in file explorer (including the address bar).

Or just use MOSS (https://fractalsoftworks.com/forum/index.php?topic=21995) or SMOL (https://fractalsoftworks.com/forum/index.php?topic=24348.0) mod managers to automatically install them from the 7z archives, that should basically always work.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Lisiwizard on June 18, 2023, 03:50:28 AM
I see! It autoconverted the data into files and works now. Thank you!
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: NOVAC on June 21, 2023, 07:37:07 PM
Yo Revenant could you start uploading the mod to Nexus Mods? It would make installing and updating a lot more convenient for us Nexus Mods users. Thank you for your hard work and dedication, we appreciate you! :)
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on June 21, 2023, 08:55:15 PM
Yo Revenant could you start uploading the mod to Nexus Mods? It would make installing and updating a lot more convenient for us Nexus Mods users. Thank you for your hard work and dedication, we appreciate you! :)
I don't have any current plans to host my mods on Nexus.  It's a non-trivial amount of effort every time I push updates, and a lot of initial setup time.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on June 22, 2023, 12:46:32 AM
Is the hubship supposed to only have 10k hull points? I haven't seen one yet but it seems odd that it'd have the same hull points as a venture considering how massive it's supposed to be.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: cdcerber on July 06, 2023, 06:01:11 PM
All ships, even unique ones I've encountered so far from IBB are getting their build-in s-mods removed when I salvage them after the fight. Is this normal since 0.96a?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on July 06, 2023, 10:47:31 PM
All ships, even unique ones I've encountered so far from IBB are getting their build-in s-mods removed when I salvage them after the fight. Is this normal since 0.96a?
S-mods are not recovered, in general.  Nexerelin changes the default behavior for some reason, but the IBBs override Nex's behavior.  This is intentional.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on July 07, 2023, 06:47:07 AM
Nexerelin changes the default behavior for some reason

Huh, didnt realize that nexerlin did that. i like it. seeing s-modded enemy ships as nothing but difficulty without any possibility of reward is a little... gaff..
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on July 07, 2023, 11:45:32 AM
Nexerelin changes the default behavior for some reason

Huh, didnt realize that nexerlin did that. i like it. seeing s-modded enemy ships as nothing but difficulty without any possibility of reward is a little... gaff..
IBBs override Nex's behavior in this regard because I want the player to be able to pick their own s-mods for IBB ships, rather than being locked into whatever random ones I picked for the default variant.  Defeating each bounty earns a Story Point anyway, which helps with affording them.

Similar story with the Cabal fleets—I override the Nex behavior so that when you get the ships, you can pick your own s-mods for them.  The reason for this is that the main way to get Cabal ships is to salvage them from battle, and the biggest selling feature of those ships is a special hullmod that increases the s-mod limit; choosing interesting builds for them is why you'd want one in the first place.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on July 07, 2023, 11:09:23 PM
Huh, didnt realize that nexerlin did that. i like it. seeing s-modded enemy ships as nothing but difficulty without any possibility of reward is a little... gaff..

IBBs override Nex's behavior in this regard because I want the player to be able to pick their own s-mods for IBB ships, rather than being locked into whatever random ones I picked for the default variant.  Defeating each bounty earns a Story Point anyway, which helps with affording them.

Oh i didnt mean it in disagreement with what you've done, your logic for IBB and Cabal is sound. I was noting it for things like 'special' fleets made of generic ships or other random S-modded fleets: if i didnt have a chance to get some Free S-Mod's there i'd see those green bars on otherwise generic fleets as nothing but a reward-less difficulty spike. On special ships it makes sense for them to come blank so you can choose what you want.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 09, 2023, 01:46:39 AM
Does this mod tweak REDACTED fleets at all beyond adding some ships? I think i fought them last like before .95 but *** hell the amount of PD they're fielding was absolutely insane. I had 2 14th legions with S-mods, a paragon with S-mods, 2 14th dominators, with support cruisers and they got utterly obliterated by a medium fleet. Missiles and fighters weren't getting within 500 range and i watched a destroyer take my paragons full firepower and stay flux neutral. I had 10 officers, 3 of them level 7 the rest level 6 with everyone having at least 1 elite skill.

I'm going to drop all carriers and missiles and try to build a pure gun fleet that has nothing but kinetic weapons then just save scum to see what works because i've never seen such brutality haha. I even tried to take on a station with that fleet and it was firing non stop while pooping out insane swarms of fighter craft haha. I remember high threat systems being attrition warfare but i don't remember losing an entire capital fleet so convincingly before.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on July 09, 2023, 04:13:18 AM
Does this mod tweak REDACTED fleets at all beyond adding some ships? I think i fought them last like before .95 but *** hell the amount of PD they're fielding was absolutely insane. I had 2 14th legions with S-mods, a paragon with S-mods, 2 14th dominators, with support cruisers and they got utterly obliterated by a medium fleet. Missiles and fighters weren't getting within 500 range and i watched a destroyer take my paragons full firepower and stay flux neutral. I had 10 officers, 3 of them level 7 the rest level 6 with everyone having at least 1 elite skill.

I'm going to drop all carriers and missiles and try to build a pure gun fleet that has nothing but kinetic weapons then just save scum to see what works because i've never seen such brutality haha. I even tried to take on a station with that fleet and it was firing non stop while pooping out insane swarms of fighter craft haha. I remember high threat systems being attrition warfare but i don't remember losing an entire capital fleet so convincingly before.

ohoho boy! Yeah i dont remember [redacted] being that nasty. could it be 0.96? have you got any other mods?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 09, 2023, 11:48:33 AM
Just colony mods, this is the only ship/weapon mod i'm currently using. Its late game and my colonys are making tons of cash so i can afford to order new capital ships just to fight REDACTED fleets. I'm guessing its the jump in AI officers from medium threat systems to high because even my exploration cruiser fleet was handling medium fleets just fine. The biggest problem is my torpedoes are absolutely useless and won't get through--like missile and fighter weapons just aren't an option which is kinda nuts.

I remember having to swap out to a heavy kinetic build back in the day to deal with radiants just to keep pressure on them but my 50DP, 3 S-mod, lv7 officer paragon was getting bullied by that 25DP cruiser which was just blowing my mind.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on July 09, 2023, 11:53:55 AM
Remnants are pretty brutal.  High-end Ordos are technically the most powerful thing to fight in vanilla right now.  SWP just gives them a couple ships (frankly, these are not upgrades; feel glad if you roll one of the SWP ships in their fleets) and access to the new SWP weapons.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Toxcity on July 10, 2023, 01:29:15 PM
Just colony mods, this is the only ship/weapon mod i'm currently using. Its late game and my colonys are making tons of cash so i can afford to order new capital ships just to fight REDACTED fleets. I'm guessing its the jump in AI officers from medium threat systems to high because even my exploration cruiser fleet was handling medium fleets just fine. The biggest problem is my torpedoes are absolutely useless and won't get through--like missile and fighter weapons just aren't an option which is kinda nuts.

I remember having to swap out to a heavy kinetic build back in the day to deal with radiants just to keep pressure on them but my 50DP, 3 S-mod, lv7 officer paragon was getting bullied by that 25DP cruiser which was just blowing my mind.

The 0.96a energy weapon buffs may be the culprit. The small and medium Burst PD lasers got OP reductions and an additional charge, while the Gravitron beam got a shield debuff (5%/8%/10% more damage for 1/2/3+ beams respectively).
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Phim on July 16, 2023, 02:32:43 PM
Is there a way to get the Better Left Burried ship, the Excelsior Prototype Hyperfrigate? Either through normal means or some cheats?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 16, 2023, 09:30:56 PM
Trebs might need some rebalancing as they perform far better than every other large missile though thats more due to the anemic selection and the AI's preference for weak PD coverage haha. Currently fielding 6 venture MK II's with them and they'll alpha down half the enemy fleet with an opening volley due to the AI trying to flee into their allies and the area explosion being massive. It's definitely a trade off for high volume fire with limited endurance which honestly vanilla large missiles should already do but fail miserably at it.

Either reducing the ammo count down to MIRV levels or reducing their non EMP damage should be the sweet spot. I already had a few fights where they ran out of ammo and it fell to my other ships to pick up the slack. A huge alpha strike that would overload the enemy fleet requiring other weapons to finish them off would be a nice balance for their ability. It does feel rather cheap and the trebs overload and destroy everything before my other ships can get into range.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on July 17, 2023, 10:41:59 AM
Trebs might need some rebalancing as they perform far better than every other large missile though thats more due to the anemic selection and the AI's preference for weak PD coverage haha. Currently fielding 6 venture MK II's with them and they'll alpha down half the enemy fleet with an opening volley due to the AI trying to flee into their allies and the area explosion being massive. It's definitely a trade off for high volume fire with limited endurance which honestly vanilla large missiles should already do but fail miserably at it.

Either reducing the ammo count down to MIRV levels or reducing their non EMP damage should be the sweet spot. I already had a few fights where they ran out of ammo and it fell to my other ships to pick up the slack. A huge alpha strike that would overload the enemy fleet requiring other weapons to finish them off would be a nice balance for their ability. It does feel rather cheap and the trebs overload and destroy everything before my other ships can get into range.

I was planning on Trebuchet changes, but this spurred me to try the following:

- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement

With no hullmods or skills, this means it'll do 2000 shield damage on a hit and sustain fire for 66 seconds.  On a Gryphon, it'll sustain fire for roughly the same amount of time that the Gryphon has PPT (5 minutes, unless you have something that makes missiles fire faster).  On a Pegasus, it'll completely overwhelm the target but run out of ammo quickly.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 17, 2023, 11:39:58 AM
It really boggles my mind how bad the vanilla MIRV is, the pilum has its place as a cheap spam weapon but even then its missiles are far too slow for no apparent reason. Getting 10 rounds base for 25 OP is absolutely absurd when i can get 20 torpedoes for 20 OP.

Trebs might need some rebalancing as they perform far better than every other large missile though thats more due to the anemic selection and the AI's preference for weak PD coverage haha. Currently fielding 6 venture MK II's with them and they'll alpha down half the enemy fleet with an opening volley due to the AI trying to flee into their allies and the area explosion being massive. It's definitely a trade off for high volume fire with limited endurance which honestly vanilla large missiles should already do but fail miserably at it.

Either reducing the ammo count down to MIRV levels or reducing their non EMP damage should be the sweet spot. I already had a few fights where they ran out of ammo and it fell to my other ships to pick up the slack. A huge alpha strike that would overload the enemy fleet requiring other weapons to finish them off would be a nice balance for their ability. It does feel rather cheap and the trebs overload and destroy everything before my other ships can get into range.

I was planning on Trebuchet changes, but this spurred me to try the following:

- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement

With no hullmods or skills, this means it'll do 2000 shield damage on a hit and sustain fire for 66 seconds.  On a Gryphon, it'll sustain fire for roughly the same amount of time that the Gryphon has PPT (5 minutes, unless you have something that makes missiles fire faster).  On a Pegasus, it'll completely overwhelm the target but run out of ammo quickly.

It's a powerful weapon but it should be at 24 OP and its salvo size of 3 makes it vulnerable to decent PD coverage. Changing its ammo to 15 would definitely balance it out giving you a nice opening weapon that's prone to running dry unless you support it with hull mods or officers. I'd honestly love to see a medium mount for a similar weapon, basically a pilum that has limited ammo. Missile options are already so anemic with a few options dominating the weird niche ones.

I also loved the concept of basically area denial nukes wiping out enemy fighter wings, it'd be a fun missile that spread into sort of a cluster bomb raining on the target for large formation saturation. The treb already does such a good job of disrupting AI formations allowing you to pick off stragglers and herd the enemy fleet away with stand off munitions haha.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 19, 2023, 10:28:23 PM
Some more trebuchet feedback now that i'm taking them into really large battles,

Their suppression is amazing and provide this really natural team with my direct damage ships. My venture MK II's sit back and lob missiles from a distance that disrupt enemy formations and bring down shields allowing my shooty cruisers(eagles, apogees, dominators) to get stuck in. As soon as you take one of those teams down(run out of missiles or my ventures get separated) it falls flat on its face. As this combined arms team i can punch up against bigger fleets but it's risky because the ventures are sitting ducks and the brawlers will get overwhelmed without missile support. If they did less direct damage the missiles would be perfect as an area suppression weapon that are useless for finishing off ships.

I fought a risky fringe point battle against a heavy pirate fleet that made my missiles run dry after an initial slaughter it became a desperate battle. Ships with a quality PD ratio survived really well while the aggressive ships died in droves. The missiles killing fighters is also a nice double edged sword that made me stagger carriers after my missile load has been spent due to friendly fire issues.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on July 20, 2023, 10:58:26 PM
Some more trebuchet feedback now that i'm taking them into really large battles,

Their suppression is amazing and provide this really natural team with my direct damage ships. My venture MK II's sit back and lob missiles from a distance that disrupt enemy formations and bring down shields allowing my shooty cruisers(eagles, apogees, dominators) to get stuck in. As soon as you take one of those teams down(run out of missiles or my ventures get separated) it falls flat on its face. As this combined arms team i can punch up against bigger fleets but it's risky because the ventures are sitting ducks and the brawlers will get overwhelmed without missile support. If they did less direct damage the missiles would be perfect as an area suppression weapon that are useless for finishing off ships.

I fought a risky fringe point battle against a heavy pirate fleet that made my missiles run dry after an initial slaughter it became a desperate battle. Ships with a quality PD ratio survived really well while the aggressive ships died in droves. The missiles killing fighters is also a nice double edged sword that made me stagger carriers after my missile load has been spent due to friendly fire issues.

I feel that the updated design Trebuchets sit in a good place.  A proper sustained area-suppression missile would be a worthwhile niche, but I think it would be somewhat inappropriate for such a missile to have 5k range.  Trebuchet, on the other hand, has a bold niche that offers an interesting gameplay dynamic: long range, low sustain, anti-everything.  I'm wary of any weapon that just invalidates a whole facet of the game, e.g. carriers.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on July 21, 2023, 01:47:20 AM
If the missiles had limited ammo you'd really only suppress fighters for a limited time until you ran outta missiles. Vanilla missiles are in such a weird spot that its hard to find a good comparison, pilum spam is pretty funny but they have no business being that slow. Closest thing i can think of is the squall for large magazine suppression but there definitely should be a middle ground. There's definitely missile boats that are really under utilized because they lack a ranged answer.

I'd love for some expanse style torpedoes with really long range, good speed, and a variety of warheads at the cost of volley size. It'd be cool to be forced to choose between warheads for the trebuchet so you could tailor your fleet.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Smilein on July 25, 2023, 01:42:34 AM
anyone have any advice on how to build the cathedral? should i be piloting it or is it better off in an officer's hands? when i pilot it i notice the hangar modules dont send out their bombers often and the main gun module keeps opening its damper field even while shielded. currently im focusing on LRM missiles on the core with unstable and just focusing on mining and launching missiles, but im unsure how to build the other modules.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Bonisagus on July 25, 2023, 05:26:56 PM
Hey I've run into the Buried Treasure quest, which looks like a really cool idea (awesome to go on a pirate-themed treasure hunt, complete with betrayals and dubious rules of engagement), however it is clearly half-finished and right now it is blocking a bar with an encounter with Jakk Tannen where the dialogue option is TBD and I have to exit it. Any way to switch off or leave the quest?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on July 30, 2023, 05:30:19 AM
I've been using SWP and doing IBB bounties a lot, but i realized some of those ships could really do with a bit of a buff. For instance, the Special lashers are actually kind of disapointing. Despite being unique, they're kinda just worse than normal lashers in use. each of them have 3 less mounts, and slightly less OP. they're almost like souped up hecates, hehehe.
Would love to see them get a bit of a touch up, as unless i want to actively go out of my way to use them they're just kinda worse than a lasher with two light-ac's and a light-ag.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on August 03, 2023, 01:20:30 AM
The hub ship is so silly and awesome haha, having a ton of trouble making it work but it might be an hilarious flag ship.

So how does that bounty mission work, the buried one? Is it some silliness where i need to bring less ships or can i just deploy less ships? I've been ignoring them but i decided to try it since i was in the area and it was a stupid little ship constantly healing haha reloaded and never looked back.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killian on August 03, 2023, 09:09:07 AM
Does this mod tweak REDACTED fleets at all beyond adding some ships? I think i fought them last like before .95 but *** hell the amount of PD they're fielding was absolutely insane. I had 2 14th legions with S-mods, a paragon with S-mods, 2 14th dominators, with support cruisers and they got utterly obliterated by a medium fleet. Missiles and fighters weren't getting within 500 range and i watched a destroyer take my paragons full firepower and stay flux neutral. I had 10 officers, 3 of them level 7 the rest level 6 with everyone having at least 1 elite skill.

I'm going to drop all carriers and missiles and try to build a pure gun fleet that has nothing but kinetic weapons then just save scum to see what works because i've never seen such brutality haha. I even tried to take on a station with that fleet and it was firing non stop while pooping out insane swarms of fighter craft haha. I remember high threat systems being attrition warfare but i don't remember losing an entire capital fleet so convincingly before.

Just colony mods, this is the only ship/weapon mod i'm currently using. Its late game and my colonys are making tons of cash so i can afford to order new capital ships just to fight REDACTED fleets. I'm guessing its the jump in AI officers from medium threat systems to high because even my exploration cruiser fleet was handling medium fleets just fine. The biggest problem is my torpedoes are absolutely useless and won't get through--like missile and fighter weapons just aren't an option which is kinda nuts.

I remember having to swap out to a heavy kinetic build back in the day to deal with radiants just to keep pressure on them but my 50DP, 3 S-mod, lv7 officer paragon was getting bullied by that 25DP cruiser which was just blowing my mind.

The 0.96a energy weapon buffs may be the culprit. The small and medium Burst PD lasers got OP reductions and an additional charge, while the Gravitron beam got a shield debuff (5%/8%/10% more damage for 1/2/3+ beams respectively).

It doesn't help that - from what I've observed - REDACTED ship loadouts can be completely random as well. So far as I can tell the game normally uses a bunch of presets most of the time, since you're dealing with standardized navies, but that's not so with certain groups. Their weapons, and I presume hullmods, can be totally random at times. There might be some general guidelines like "fit at least X% or X points of PD", but I haven't delved too deep into the code and loadout systems to say for sure.

Anyway point is I've seen a Radiant fitted with 5 Paladin PD arrays - as you can imagine, fighters and missiles couldn't get anywhere near the thing, but it had far less firepower than your average Radiant and so crumpled like so much tinfoil when its support was taken out. Conversely I've also seen one that had several (possibly a full rack of 5!) Tachyon Lances and was utterly monstrous, because the sheer amount of EMP it could put out would simply "turn off" or instantly flux-overload literally any ship it so much as glanced at; fighting it was basically a case of using one ship to bait and tank the damage whilst everyone else wailed on it before the thing's support took out the tank. God forbid the monster decide to stop focusing on disabled targets because it would just run through and turn everyone off, at that point it's reload your last save time.

Sometimes you may just run into a group that hard-counters your fleet setup, and you either have to avoid it until it despawns (if it despawns) or retool to take it out. I've lost some good ships that way even in pre-0.96.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on August 05, 2023, 04:07:34 PM
Hubship feedback:

Pro: it's an hilarious end game flag ship that you field when you can afford the fuel and supply cost of doing so, in short it's awesome. It fits well in the center of big fleet battles where you expect to lose ships.

Con: it's DP cost means you can't really field a fleet for it to be the center of. It tries too hard to be a jack of all trades and you end up with an expensive slow carrier with poor firepower. The weapon arcs aren't good and considering most ships will be able to just run away this means you end up just flying around alone while the enemy fleet picks apart your own heavily out numbered fleet.

The DP needs to be 65 at most, the core needs far better flux for the fact that it's shielding the entire ship--this would be a good fortress shield scenario. The firepower problem needs to be solved by more variants so you could dedicate it to ballistics, missiles, energy, or a carrier. Simply slapping on new paint schemes and cycling the weapon mounts would give you a flagship of every flavor. You could give each variant a built in hull mod too, give the energy focused one fortress shield, missile focused gets missile autoforge, ballistic would get heavy ballistic integration, and carrier focus could grant another 2 hangar slots. The built in weapon could be some fun too, a big siege laser or long range siege cannon.

A quick fix would be to simply give the large mounts universal with 180 arcs with some unique 0 OP cost hull mods that are exclusive to each other. It's a delightful concept and a nice design, it'd be a shame to not utilize it.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on August 05, 2023, 11:25:58 PM
Hubship feedback:

i've got to second all of this, the hubship could use some love. The ship is a really fun idea, but i dont find myself actually using it all that much at all.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Arghy on August 13, 2023, 07:11:47 PM
If i edited the hubships DP cost mid game would it cause any shenanigans?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Zalpha on August 16, 2023, 02:53:59 PM
I just wanted to say I love the Cathedral-class Hubship, it is so much fun to play and I think it comes with the mission to restore it? Anyway, tons of fun.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Kingofchebureki on August 23, 2023, 05:04:14 AM
strangely, I've been getting a fatal error regarding one of the ship systems, it doesn't appear to like me very much and crashes the game upon launching.

Source code below: 58769 [Thread-6] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: data.shipsystems.scripts.mmphasecloakstats
58886 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Any ideas about what it could be? It loads MM phasecloak and continues after that, loading normal phasecloak, shipsystemspecAPI and goes on for a couple thousand lines before ultimately crashing
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: crash7ds on August 24, 2023, 03:19:44 AM
Does Better Left Buried
Faces a lone "Hyper" frigate
Shrugs, thinking the Lashers weren't that impressive either
Laughs when it recommends a small fleet or better
"Ha! I'll show you small fleet!"
Brings my modded AI fleet, led by a Ark Geneisys Lancer (9 AI ships that all hit well above the weight class above them, 4 dessies that feel like small caps, and 5 frigs that make other dessies cry)

Watches in absolute horror as this *** tanks better than a cap, freely vents without actually needing to vent, moves likes it's high on crystal meth, deletes fighters like it's in the code, phases better than my Lancer, and laughs at any amount of damage I've somehow managed to give it by recovering hull and armor faster than I can slurp down a beer.

Jesus Christ, Jason Borne! What the actual hell did you guys feed that thing? The souls of the damned?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: crash7ds on August 24, 2023, 03:26:06 AM
If i edited the hubships DP cost mid game would it cause any shenanigans?
Should be fine to do. Make sure you exit and restart the game to see the effects take, though, since all the ship data files get loaded in on the game's boot up sequence.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Sirius on August 28, 2023, 09:41:27 PM
Hey I've run into the Buried Treasure quest, which looks like a really cool idea (awesome to go on a pirate-themed treasure hunt, complete with betrayals and dubious rules of engagement), however it is clearly half-finished and right now it is blocking a bar with an encounter with Jakk Tannen where the dialogue option is TBD and I have to exit it. Any way to switch off or leave the quest?
I'm having a similar issue right now, except he is in my fleet and this dialogue keeps popping back up with my only option being TBD or Exit dialogue. It prevents me from doing anything by popping up every few seconds.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: mudskipper on September 09, 2023, 12:44:01 PM
Please convince me that Heavy Ion Blaster is not the most OP gun, so I can use it on Versant from Diable Avionics with clear heart. Punching cruisers sitting on a frigate just feels weird
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on September 10, 2023, 04:03:56 AM
Please convince me that Heavy Ion Blaster is not the most OP gun, so I can use it on Versant from Diable Avionics with clear heart. Punching cruisers sitting on a frigate just feels weird

its 15 op for a reason! Basically a gigantic ion cannon, love the bugger.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Amoebka on September 10, 2023, 04:10:21 AM
More like an intermediate between antimatter blaster and gigacannon. 1000 energy damage is no joke. But yeah, 15 OP and low sustained DPS for a medium mount.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Inventor Raccoon on October 01, 2023, 06:13:38 AM
Hi! SWP's current version has a piece of code that causes automated droneship carriers (such as the Scintilla, Shimmer and all mod-added automated carriers) to behave more aggressively than intended and that may override other mods' attempts to affect the AI of automated ships.

I've recompiled SWP's 1.14.0 .jar with a fixed version, which can be downloaded here: GitHub download (https://github.com/InventRaccoon/secrets-of-the-frontier/raw/main/SWP%20Fixed%20Jar.zip). It's a .zip file containing a .jar that should be swapped out with the one in SWP's jars folder. It just removes most of the code involved in SWP's AI changes and a couple of unused references to Dynasector (just because I didn't want to bother setting that up as a library). It should work all fine but as always I'd recommend keeping a backup (or just redownloading the mod for the original .jar if things get weird).

A deeper wall-of-text explanation in the spoiler below, for those interested:
Spoiler
TL;DR for Dark.Revenant: clear out the pickShipAI in your ModPlugin, the only part that is necessary is the bit that makes the Nightwalker more aggressive - vanilla will give the Wall the correct AI on its own

Vanilla has a special AI configuration that's applied to automated ships and Ziggurats that don't belong to the player. This "fearless" config causes the ship to automatically become Reckless and triggers a few special AI flags - "always strafe offensively", "never back off unless venting", "don't turn undamaged armor towards enemies" and "ignore enemies when using Burn Drive". If the ship is a carrier, the same changes apply except that the ship is instead Aggressive and it's not restricting from backing off. This AI config is applied at the highest priority level for vanilla (there's a higher level designated for modded use)

For whatever reason, vanilla also sets out a redundant list of Domain derelict droneships to apply the config to. It's redundant because these ships already receive the config because they're automated - the Rampart and Guardian aren't even on the list (maybe because it had already become redundant by the time Alex implemented them). DR does similar for the Wall and its left/right modules, which is again redundant because the Wall is automated and AI configs don't matter for modules (AI personality/flags exclusively affect movement, and modules don't move).

This code isn't structured correctly, though, and it ends up applying the intended AI config to all automated ships, including carriers, and it doesn't tone down the aggressiveness for carriers. This is why the Shimmer always seems so eager to fly into the frontlines despite being tagged as a non-combat carrier.

Besides that, it's also applied at the previously mentioned priority level reserved for mods, which means that depending on which is applied first, SWP may override another mod's attempts to change automated ship behaviour (for example, Secrets of the Frontier overrides the behavior of ships piloted by some AIs to have a normal AI config rather than the hyper-aggressive one)

SWP also modifies the AI of its Nightwalker phase cruiser to act as if it's one step more aggressive than usual (unless already reckless or the AI battle tournament mod is installed). Besides the if statement it's contained within causing the previously mentioned carrier AI bug, this is all fine and it's kept in my fixed version.
[close]

EDIT: if you get an error re: console commands, redownload
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: TheMuffinOfEvil on October 09, 2023, 04:31:54 AM
Hey Dark,

First I just wanted to say that this is my absolute favorite mod for starsector and I appreciate all the hard work you and other mod makers do to add so much to the game.

I did have a question however.  Previously in .95 the Framebreaker with its insane speed boost and charge ability was my absolute favorite ship.  While I do not have any mod experience, is there anyway I could easily swap it back to that version rather than the new version with ammo feeder?

If this question is in bad taste please forgive me, I just miss my favorite ship and the playstyle that came with using it as my flagship.

Thanks,
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Serenitis on October 09, 2023, 03:05:22 PM
anyone have any advice on how to build the cathedral?

The Cathedral is a very silly ship, and I love it dearly.
It is so very slow though, and to make use of it in anything approaching a not-tedious/frustrating manner where everything just runs away and avoids you forever you need to maximise it's speed by following 4 rules:

Spoiler
Rule #1: Do not put guns (or anything else that generates flux) on the main module. Missiles only or leave the mounts empty.
Rule #2: Put makeshift shields on all the secondary modules.
Rule #3: Put Unstable Injectors on the main module.
Rule #4: Never set your fighters to 'engage' (so the UI doesn't really have a negative).


You fly the ship by using the zero-flux speed boost of the main module to cruise around at ~80/90-ish speed until you get close enough for your secondary modules to attack things while you take potshots at targets of opportunity with your giant cluster missile while the rest of fleet just does what it does.
When you get into range you can start using your main shield to take some heat off your modules, and throw some mines around.
The main module will eventually get filled up with flux, at which point you can turn the ship to face fresh modules at an enemy as you vent, or let it dissipate on its own as you fling missiles around.
Officers can't really take advantage of this little quirk/gimmick, so you really need to fly it yourself to do this.

The actual loadout of the secondary modules almost doesn't matter, apart from the shields.
Heavy Armour might be a good call, especially for the front module.
2x Squall + 2x Hellbore on the front module is a decent starting point.

Hornet missiles work really well due to the weight of numbers all the modules can generate.
Blackrock Gridfires are absolutey nuts if you can get hold of enough of them to fill all the suitable mounts.
Pilums and Salamanders are fine, if somewhat lacking in the extravagant displays of destruction. They're more opening creators than ship removers.
Generally I prefer to use missiles that always fire, rather than conditional ones (like Harpoons) - but that's down to my taste rather than any concrete 'science'.
They should probably be guided missiles though, so they're not arc-limited and any of them can fire at anything (and over friendlies).

Having PD is good because it eats missiles that can chip away at your modules, but it's not 100% mandatory as you have multiple layers defence already (main shields, module shields, fighters).
Elite Helmsman is very useful for flux management in order to increase your mobility.
Putting Efficiency Overhaul on the main module is good for the upkeep savings (especially fuel), but moreso for the increased recovery rate.
This also pairs well with the Field Repairs skill - any amount of free restoration after a battle is huge for a ship as hungry and slow to recover as Cathy.
[close]

All of this is however merely my opinion, and not any kind of indisputable fact.
Please use/iterate/ignore as you wish.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on October 09, 2023, 09:13:58 PM
Hey Dark,

First I just wanted to say that this is my absolute favorite mod for starsector and I appreciate all the hard work you and other mod makers do to add so much to the game.

I did have a question however.  Previously in .95 the Framebreaker with its insane speed boost and charge ability was my absolute favorite ship.  While I do not have any mod experience, is there anyway I could easily swap it back to that version rather than the new version with ammo feeder?

If this question is in bad taste please forgive me, I just miss my favorite ship and the playstyle that came with using it as my flagship.

Thanks,

Sure thing; plop this ship_data.csv into "Ship and Weapon Pack/data/hulls".
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: TheMuffinOfEvil on October 10, 2023, 05:47:45 AM
Hey Dark,

First I just wanted to say that this is my absolute favorite mod for starsector and I appreciate all the hard work you and other mod makers do to add so much to the game.

I did have a question however.  Previously in .95 the Framebreaker with its insane speed boost and charge ability was my absolute favorite ship.  While I do not have any mod experience, is there anyway I could easily swap it back to that version rather than the new version with ammo feeder?

If this question is in bad taste please forgive me, I just miss my favorite ship and the playstyle that came with using it as my flagship.

Thanks,

Sure thing; plop this ship_data.csv into "Ship and Weapon Pack/data/hulls".

Thank you so much!
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Phenir on October 12, 2023, 07:24:06 AM
I get a crash when mousing over the excelsior in duel of the century that states hullmod concord_captain not found. The mission text also says the same. I tried disabling all my mods besides swp and it's dependencies and still crash.
Spoiler
180358 [Thread-3] WARN  com.fs.starfarer.title.Object.D  - Error loading mission preview
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.title.Object.for.getPlayerFlagship(Unknown Source)
   at com.fs.starfarer.title.Object.D.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.ooOO.new.o00000(Unknown Source)
   at com.fs.starfarer.ui.ooOO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
186404 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
186457 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
186459 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
186604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$1.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o?0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetGrid.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on October 12, 2023, 10:10:16 AM
I get a crash when mousing over the excelsior in duel of the century that states hullmod concord_captain not found. The mission text also says the same. I tried disabling all my mods besides swp and it's dependencies and still crash.
Spoiler
180358 [Thread-3] WARN  com.fs.starfarer.title.Object.D  - Error loading mission preview
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.title.Object.for.getPlayerFlagship(Unknown Source)
   at com.fs.starfarer.title.Object.D.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.ooOO.new.o00000(Unknown Source)
   at com.fs.starfarer.ui.ooOO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
186404 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
186457 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
186459 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
186604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$1.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o?0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetGrid.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]

Delete your Starsector/saves/missions folder.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Phenir on October 12, 2023, 10:59:05 AM
I get a crash when mousing over the excelsior in duel of the century that states hullmod concord_captain not found. The mission text also says the same. I tried disabling all my mods besides swp and it's dependencies and still crash.
Spoiler
180358 [Thread-3] WARN  com.fs.starfarer.title.Object.D  - Error loading mission preview
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setVariant(Unknown Source)
   at com.fs.starfarer.title.Object.for.getPlayerFlagship(Unknown Source)
   at com.fs.starfarer.title.Object.D.setMission(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.notifyHotspotClicked(Unknown Source)
   at com.fs.starfarer.ui.ooOO.new.o00000(Unknown Source)
   at com.fs.starfarer.ui.ooOO.A.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.O0oO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
186404 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_main_menu.ogg]
186457 [Thread-9] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
186459 [Thread-9] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
186604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Hullmod concord_captain not found!
java.lang.RuntimeException: Hullmod concord_captain not found!
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$1.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o?0000(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.FleetGrid.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.title.Object.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]

Delete your Starsector/saves/missions folder.
Thanks that fixed it.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: avallanch on October 27, 2023, 03:53:05 AM
https://imgur.com/RZMsQoc
Hey does this happen often when the Bounty gets generated in a star that does not exists? (there is no orange star in that constellation)

Is there any command to reset it?

NVM that it was map gen gone wonky the star was in other constellation
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: johncrow1988 on October 30, 2023, 03:35:36 AM
Hey im doing the buried treasure quest and every time Captain Jakk request to speak to me since i convinced him to join my fleet i get a dialgue bug that says TBD and every time i end it it goes back to the Dialgue and cant get out?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: SCMDR_Aramantha on November 13, 2023, 02:49:35 AM
Hi, I think I have a weird glitch because when I do the IBB bounties the unique modded ships are recoverable, but their s-mods don't transfer over. Please help.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on November 13, 2023, 09:50:04 AM
Hi, I think I have a weird glitch because when I do the IBB bounties the unique modded ships are recoverable, but their s-mods don't transfer over. Please help.

IBB bounties dont recover with S-mods. Partially for balance(?) and partially so you can S-mod them however you like. I would like to see it as a config toggle though :(

Sidenote: Good god do some of the IBB ships need a buff, like the Lashers. Whenever i've tried to use them they've just kinda been worse than normal lashers.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Addicted Starfarer on November 14, 2023, 09:29:14 AM
Hi, I think I have a weird glitch because when I do the IBB bounties the unique modded ships are recoverable, but their s-mods don't transfer over. Please help.

IBB bounties dont recover with S-mods. Partially for balance(?) and partially so you can S-mod them however you like. I would like to see it as a config toggle though :(

Sidenote: Good god do some of the IBB ships need a buff, like the Lashers. Whenever i've tried to use them they've just kinda been worse than normal lashers.

i think you can solve this on your end bro, our mod authors are still human beings with their own private lives so updating the mod and adding what you want would probably take time, which is why i think we should do what we can on our end if we can, if you want the S-moded version i think you can simply do this yourself or you can simply use the console commands mod to just add this ship to your fleet, if you want the specific S-modded version of the ship then simply look for the variants folder inside the mod's variant folder ad look for the id of the ship variant you want, simply copy its variant i.d. and then use the addship command to add that variant to your fleet, the variant you'd add would probably be the same as the one in the mission, the mission code would probably use the variants i.d of the ship you want.

and if its buffing the ships simply open your mod's data folder and then open the ship's csv file and edit it there as balancing can be a daunting task to the mod authors, specially with respect to the vanilla's version of balance.

i know that this isn't my mod and this is simply a request you made, i mean no offense and simply wish to help
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Ovid on November 15, 2023, 09:38:17 PM
Could someone tell me the least buggy path through the currently incomplete Buried Treasure quest? cause right now, 3 of it's "talk-to-this NPC" paths are complete dead ends, and Jakk Tannen (or whatever the pirate's name is) can't be talked to after the initial encounter without running into a TBD dialgue exit, and as far as I can tell, if you stumble across the salvageable Excelsior, it's permanently stuck in mothballs and doesn't seem usable at all.

Here's the path I did. I found the unique silverhaired pirate in a bar, paid him to share the details of his old pirate buddy. He pointed me to a couple of leads: A pirate contact, a salvager contact, and I think if you have the Starsector story complete, you can talk to the TriTachyon corpo on Eochu Bres about the Tritach black site. Talk to the corpo, he'll tell you about someone named Da'at, but also I think a general location for the blacksite.
 Da'at doesn't exist yet, so that's a dead end.

Go to the blacksite, you'll find a wreckage field. There's a recording telling you what happened, and the AI in the recording points you in Da'at's direction, while you also see the Excelsior hyperfrigate fly in some compass-direction from the core worlds. Again, Da'at doesn't exist. And now, everytime you go to the bar, you have an encounter with Jakk Tannen (pirate silverhair) that deadends in a TBD dialogue exit.

Assuming you manage to find the recoverable Excelsior, Jakk will show up with his pirate fleet. You can try to tell him what happened to his pirate buddy, but that goes to a TBD. You can fight and kill him, but the Quest in your Intel tab says "any secrets he knew died with him". You can pay him instead of tell him, but the quest doesn't resolve. Taking the Excelsior to the Core worlds does nothing, and it's still stuck in Mothballs status.

Honestly, for as cool as this quest is, I wish there was a way to turn it off in this mod until it's actually completed. 
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Nobody on November 25, 2023, 03:43:31 AM
can you fix the cathedral ship burn light not showing in the map?  :)
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Dark.Revenant on December 10, 2023, 12:05:25 PM
can you fix the cathedral ship burn light not showing in the map?  :)

Engine limitation.  Pardon the pun.

Could someone tell me the least buggy path through the currently incomplete Buried Treasure quest? cause right now, 3 of it's "talk-to-this NPC" paths are complete dead ends, and Jakk Tannen (or whatever the pirate's name is) can't be talked to after the initial encounter without running into a TBD dialgue exit, and as far as I can tell, if you stumble across the salvageable Excelsior, it's permanently stuck in mothballs and doesn't seem usable at all.

Here's the path I did. I found the unique silverhaired pirate in a bar, paid him to share the details of his old pirate buddy. He pointed me to a couple of leads: A pirate contact, a salvager contact, and I think if you have the Starsector story complete, you can talk to the TriTachyon corpo on Eochu Bres about the Tritach black site. Talk to the corpo, he'll tell you about someone named Da'at, but also I think a general location for the blacksite.
 Da'at doesn't exist yet, so that's a dead end.

Go to the blacksite, you'll find a wreckage field. There's a recording telling you what happened, and the AI in the recording points you in Da'at's direction, while you also see the Excelsior hyperfrigate fly in some compass-direction from the core worlds. Again, Da'at doesn't exist. And now, everytime you go to the bar, you have an encounter with Jakk Tannen (pirate silverhair) that deadends in a TBD dialogue exit.

Assuming you manage to find the recoverable Excelsior, Jakk will show up with his pirate fleet. You can try to tell him what happened to his pirate buddy, but that goes to a TBD. You can fight and kill him, but the Quest in your Intel tab says "any secrets he knew died with him". You can pay him instead of tell him, but the quest doesn't resolve. Taking the Excelsior to the Core worlds does nothing, and it's still stuck in Mothballs status.

Honestly, for as cool as this quest is, I wish there was a way to turn it off in this mod until it's actually completed. 
The quest isn't meant to be able to be taken.  There's no fix if you've already started it, but downloads of SWP since about 10 hours post-release should have had it disabled.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: LetTheGalaxyBurn on December 14, 2023, 05:51:03 PM
In the next update will TTX Laplace and El Psi drop unique core like SOTF Barrow, Sierra, and Nightingale?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Killsode on December 15, 2023, 04:29:05 AM
In the next update will TTX Laplace and El Psi drop unique core like SOTF Barrow, Sierra, and Nightingale?

probably not? entirely different mods. Although some kind of mod crossover would be interesting. Bringing it up with the dev of SOTF is a good idea though.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Kiba on December 22, 2023, 11:03:02 AM
Is there a list off all the IBB missions?
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Shogouki on December 22, 2023, 01:52:27 PM
Is there a list off all the IBB missions?

The IBB missions will vary depending on what other mods you have installed as many have their own additions that get added to the board.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: Kiba on December 23, 2023, 06:00:49 AM
ok but for the missions which are included in SWP?
I beat El Psi yesterday and had already done the Zeus/Ares/Nike one aswell. Was just wondering if there is anything else. El Psi was a bit dissapointing, as there are no significant rewards. But it was a fun and tough fight. I was lucky this playthrough to have full Omega Ziggy though. 4 Resonators 6 AMSRM Tachyon+RCE (I actually have 2 RCE but I liked the combo) And this thing can just slap everything that gets thrown at it.
Title: Re: [0.96a] Ship/Weapon Pack 1.14.0
Post by: mark.sucka on January 05, 2024, 05:54:36 PM
I was looking at the change log, but didn't see anything that stood out as explaining this quirk.

In a prior run, maybe a year back, I thought I had a Cathedral, and was working through adding a Converted Hangar to each of the modules to really ham out an absurd point defense screen of mining pods.  Basically 2 from the core, quasi-2 from each fighter module (when reserve wing spits out an extra wing), and another 4 from each of the other 4 modules (bastion, 2 gunnery sides, and the engine).

Now on this run, I'm getting an error when trying to add converted hangar, saying hullmod conflict.

I see in the hull data that the cathedral_front has an empty builtInWing, which might explain the inability to add the converted hangar hullmod, but I don't see any such data in the other sections.

So I guess a 3-part question:
1) What is causing the inability to add the converted hangar hullmod to the other sections that don't already have fighter bays?
2) Is this an intentional design?  For balancing purposes or to prevent performance issues with the ship potentially spawning 16 wings (thinking about interaction from mods like Modern Carrier Swarm Core hullmod, etc.)
3) Was this changed?  Or was Cathedral always unable to support converted hangar on these modules?  Maybe I was thinking about some other multi-module capital ship where I was adding converted hangars for extra wings.
Title: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Dark.Revenant on January 07, 2024, 05:30:59 PM
Just another yearly update.  New art and some balance adjustments.  Enjoy!

(https://i.imgur.com/ElkfwSh.png) (https://i.imgur.com/eFlKUAZ.png) (https://i.imgur.com/hCBXhtU.png) (https://i.imgur.com/vKcuaBZ.png) (https://i.imgur.com/vxh6Ylf.png)
Alfonzo

(https://i.imgur.com/3Wl58aN.png)
BigBeans

(https://i.imgur.com/HSXC9Ef.png) (https://i.imgur.com/LM9kJ7E.png) (https://i.imgur.com/OKnTwKN.png)
Alfonzo

(https://i.imgur.com/bEzRE3s.png) (https://i.imgur.com/1e8OTCh.png)
Demto

(https://i.imgur.com/OG5zrrF.png)
Selkie

Download Ship/Weapon Pack 1.15.0 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.15.0.7z)
Download Mirror (https://drive.google.com/file/d/1Wmm9oW5UxrexvcEKYBdrt4WhXoE4-qe4/view?usp=sharing)
(Requires LazyLib 2.8 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.8.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)



Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.15.0
- Added a MagicBounty of questionable ship variants
  * Requires level 8+ and appears after 1 cycle
- New/updated artwork:
  * Alastor (LG), Vigilance (LG), Champion (LG), Vulture (LG), Conquest (LG), Pony (IBB Mule), Dawnstar (IBB Aurora), and Carpal (IBB Tarsus) by King Alfonzo
  * Fracture (IBB Sunder), Phillipshead (IBB Hammerhead), and Lightning Gun by Demto
  * Zeus (IBB Paragon) by Selkie
  * Albatross by BigBeans
- New Lion's Guard skins: Alastor (LG) and Vulture (LG)
- Carpal (IBB Tarsus) reworked, new layout and LIDAR Array + Damper Field systems
- Lightning Gun visual enhancement
- Trebuchet LRM:
  * Fixed the damage to the target - the extra EMP arc wasn't doing non-EMP damage, now it does proper Energy damage like it's supposed to
  * Base damage and EMP increased to 1000/1500 from 900/900
  * Ammo halved to 15 from 30 (reminder: no regen)
  * Visual enhancement
- Ion Torpedo:
  * Increased AOE radius to 350 from 300
  * Fixed the damage to the target - the extra EMP arcs were doing Fragmentation damage, now it does Energy damage like it's supposed to
  * Visual enhancement
- Heavy Ion Blaster:
  * Now does fragmentation damage, rather than energy damage
  * Brightened the lights
- Drake armor increased to 50 from 40, top speed increased to 250 from 225, maneuverability slightly increased
  * Weapon reworked for more effectiveness: high spread, shorter cooldown, 50% more damage
  * Now has Decoy Flare Launcher (Single)
- Excelsior will not absorb projectiles/missiles from weapons with the "dummy_proj" tag, nor GAS_CLOUD projectiles
- Fixed issue where you could inadvertently install Extreme Modifications on a ship with more than the maximum number of s-mods (e.g., by capturing it), permanently worsening the ship for no benefit
- El Psi bounty no longer spawns Guardians
- Duel of the Century mission no longer ends prematurely via retreat order
  * Updated mod-added frigate replacements
- Minor description fix for Extreme Modifications
- Bug fix related to drone fighters/ships AI
- Slight performance optimization when SWP weapons/ships are not present in a battle
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Dadada on January 08, 2024, 05:55:09 AM
Awesome! Thank you and everyone involved for the update.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: SirStargateur on January 12, 2024, 12:56:24 PM
Wall-Class Drone Battleship is completely overpower, only 30 supply put an alpha core captain, or play 2 of them and it's incredible, I advice to increase the deployment cost. No shield yeah sound bad but actually he can solo tons of ships before go down haha. It's a crazy wall of destruction.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: BigBeans on January 16, 2024, 06:12:34 PM
Hey DR, just letting you know, on the front page in the skins section you've put the new vigilance skin in the wrong section and left the old one in too.

Also you've credited me in the Lions Guard section and I didn't do any of the new ones
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: cerberus00 on January 16, 2024, 09:36:23 PM
So the Jakk Tannen quest has completely trashed my saves somehow. It wants me to go to Tribeca to talk to Da'at but he's not on the planet. It still wants me to talk to some smuggler in Hybrasil but when I open comms with her there's no options. Inevitably it will corrupt into a TBD bug and trash almost every bar I go into because Tannen is not in my fleet to dismiss. Is there any way to recover this run?
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Dark.Revenant on January 16, 2024, 10:02:05 PM
So the Jakk Tannen quest has completely trashed my saves somehow. It wants me to go to Tribeca to talk to Da'at but he's not on the planet. It still wants me to talk to some smuggler in Hybrasil but when I open comms with her there's no options. Inevitably it will corrupt into a TBD bug and trash almost every bar I go into because Tannen is not in my fleet to dismiss. Is there any way to recover this run?

No.  Also it shouldn't even be possible to get the quest in the first place, at least not in 1.15.0.  But if you already have it, I think the run is hosed.

Hey DR, just letting you know, on the front page in the skins section you've put the new vigilance skin in the wrong section and left the old one in too.

Also you've credited me in the Lions Guard section and I didn't do any of the new ones
Fixed.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: lustfull on January 20, 2024, 07:29:51 AM
Bug report: when transfering to the cathedral ship in ongoing battle with or without an officer on board of the ship, my skills only apply to the core ship and not the other parts of the ship, letting them empty or still applying the skills of the NPC.

For the Wall class, if I use neural integrator on the ship , only the core ship get my skills letting the two sides part without skills.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: A_Random_Dude on January 20, 2024, 09:26:18 AM
It's not a bug, that's how the game works really. The modules count as separate ships that are "glued" to the main hull, which is the only one you can actually control as a player.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: lustfull on January 21, 2024, 07:48:26 AM
It's not a bug, that's how the game works really. The modules count as separate ships that are "glued" to the main hull, which is the only one you can actually control as a player.

If this can't be fixed, at least it would be great to justify that in the game with a little Hullmod in the ship that would explain this.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Shogouki on January 21, 2024, 12:12:01 PM
It's not a bug, that's how the game works really. The modules count as separate ships that are "glued" to the main hull, which is the only one you can actually control as a player.

If this can't be fixed, at least it would be great to justify that in the game with a little Hullmod in the ship that would explain this.

I think that these kinds of ships have just been around in the modding community so long that it's just considered normal. 
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Cracked Emerald on January 21, 2024, 01:05:25 PM
Is the ship from better left buried unrecoverable? I'm pretty sure i should be able to, since i have always recover IBBs to true.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: lustfull on January 21, 2024, 03:06:03 PM
Is the ship from better left buried unrecoverable? I'm pretty sure i should be able to, since i have always recover IBBs to true.

You can't recover it , but there is a hull to be found somewhere in the sector.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: FreedomFighter on January 21, 2024, 03:41:51 PM
Is the ship from better left buried unrecoverable? I'm pretty sure i should be able to, since i have always recover IBBs to true.

IBB, and Bounty Board ain't the same thing. If you want the Excelsior, you either have to win "Duel of the Century" mission and you can select it as a starter ship with Nex or find a derelict floating around. There is only one in the entire sector. Be warn, this ship is as strong as your own skill to pilot it. It is one of the highest skill floor modded ship.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Arghy on January 23, 2024, 01:34:22 PM
God damnit i literally just came here to see wtf that ship was, i found it after a battle in askonia between pirates and the defense fleets but didn't salvage it thinking it was a normal ship. It required a story point to salvage but it looked like that destroyer so i didn't bother haha. Eh i don't like super ships anyhow. *Wait it could have been one of big beans ships but the text was strange, it said super frigate but it looks like it coulda been that pirate frigate just named super frigate. I'll take screen shots if i come across it again.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Killsode on January 23, 2024, 05:44:53 PM
God damnit i literally just came here to see wtf that ship was, i found it after a battle in askonia between pirates and the defense fleets but didn't salvage it thinking it was a normal ship. It required a story point to salvage but it looked like that destroyer so i didn't bother haha. Eh i don't like super ships anyhow. *Wait it could have been one of big beans ships but the text was strange, it said super frigate but it looks like it coulda been that pirate frigate just named super frigate. I'll take screen shots if i come across it again.

if you found it in random battle salvage it was probably just the "killskipper"
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Arghy on January 23, 2024, 05:50:12 PM
Haha yeah it was the killskipper goddamn i woulda laughed for days if i spent a story point to salvage it thinking it was a super frigate.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: FreedomFighter on January 23, 2024, 08:59:06 PM
Haha yeah it was the killskipper goddamn i woulda laughed for days if i spent a story point to salvage it thinking it was a super frigate.

Ah yes. The SuP3R Fr1g4te. The "We have Excelsior at home".
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Killsode on January 24, 2024, 02:12:45 AM
Haha yeah it was the killskipper goddamn i woulda laughed for days if i spent a story point to salvage it thinking it was a super frigate.

i mean, its is! two medium ballistics and a medium composite with temporal shell, its really not a bad ship.
Title: Re: [0.96a] Ship/Weapon Pack 1.15.0
Post by: Arghy on January 26, 2024, 07:48:28 PM
I believe the circe needs a little tweaking:

If you gave it 100 more cargo it'd be 550 cargo vs the ventures 600 cargo. As it currently is now it can't compete with the raw majesty that is the venture, 14 dp vs 12, 115 op vs 120, 7 speed vs 8, and 600 cargo vs 450. The venture will always be this monstrous all purpose missile cruiser with armor that goes for days so even when the circe begins to compete it will never be that puzzle piece that is the venture.

The upsides would be, it doesn't need militarized subsystems so those extra 5 OP can be used for other things and no civvie hull means more speed with less signature. The downsides is it doesn't have the massive armor of the venture or an extremely flexible layout. I could honestly see giving the circe 600 cargo if it wants to live up to it's claim of the premier combat freighter considering it also doesn't have built in surveying equipment--or give it ~7 more OP so you could purchase the surveying equipment without it being built in.
Title: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Dark.Revenant on February 02, 2024, 11:54:30 PM
Not a whole lot to this update; just keeping up with the version.

Download Ship/Weapon Pack 1.15.1 (https://bitbucket.org/modmafia/ship-weapon-pack/downloads/Ship_and_Weapon_Pack_1.15.1.7z)
Download Mirror (https://drive.google.com/file/d/1VHaSOg3yc29dM0wTmZj8qy-Ds1cGSHor/view?usp=sharing)
(Requires LazyLib 2.8b (http://fractalsoftworks.com/forum/index.php?topic=5444.0))
(Requires GraphicsLib 1.9.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0))

- Supports Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.0) -
- Supports LunaLib (http://fractalsoftworks.com/forum/index.php?topic=25658.0) -

Git Repository (https://bitbucket.org/modmafia/ship-weapon-pack/src)



Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Change Log
Version 1.15.1
- Updated for Starsector 0.97a
- Added 2 OP to the LG skins for Alastor and Vigilance
- Light Phase Lance flux cost reduced by 26.67% to align with standard Phase Lance
- Removed Overdriven variant of the Archon
- Wall DP increased to 40 from 30
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: thespy24574 on February 05, 2024, 04:01:55 PM
Hey it seems my game (modded of course; Nexerelin, lunalib, magiclib, MoreMilitary Missions, PMMM, Starshiplegends, Hyperdrive, Adversary, Advanced Gunnery Control, Industiral Evolution, Lazy Lib, Leading pip, Illustrated entities, Graphics Lib, which mod and combat activators. All at 0.97 excluding nex, combat activators, illustrated entities and industrial evolution) is crashing due to the flare module. Logs weren't very specific when referencing it but every encounter I had where the enemy or friendly units had the flare module it crashed to desktop.



Perhaps theres' an issue with it? or would it be a different mod?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Dark.Revenant on February 05, 2024, 11:01:04 PM
Hey it seems my game (modded of course; Nexerelin, lunalib, magiclib, MoreMilitary Missions, PMMM, Starshiplegends, Hyperdrive, Adversary, Advanced Gunnery Control, Industiral Evolution, Lazy Lib, Leading pip, Illustrated entities, Graphics Lib, which mod and combat activators. All at 0.97 excluding nex, combat activators, illustrated entities and industrial evolution) is crashing due to the flare module. Logs weren't very specific when referencing it but every encounter I had where the enemy or friendly units had the flare module it crashed to desktop.



Perhaps theres' an issue with it? or would it be a different mod?

I cannot reproduce in the simulator.  Flare Gun seems to work fine.  Can you be more specific or post logs?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: thespy24574 on February 06, 2024, 01:58:34 PM
Hey it seems my game (modded of course; Nexerelin, lunalib, magiclib, MoreMilitary Missions, PMMM, Starshiplegends, Hyperdrive, Adversary, Advanced Gunnery Control, Industiral Evolution, Lazy Lib, Leading pip, Illustrated entities, Graphics Lib, which mod and combat activators. All at 0.97 excluding nex, combat activators, illustrated entities and industrial evolution) is crashing due to the flare module. Logs weren't very specific when referencing it but every encounter I had where the enemy or friendly units had the flare module it crashed to desktop.



Perhaps theres' an issue with it? or would it be a different mod?

I cannot reproduce in the simulator.  Flare Gun seems to work fine.  Can you be more specific or post logs?


The crash screen said "Null"

When checking logs themselves it listed this as an error:
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv

I am not sure if its from your modpack or not but this is the only error I could reliably find. On a different note I am finding more errors with Nex but this is expected given no proper .97 update with nex has been published. And the errors I found were with stuff I was expecting.

That being said; I have not crashed when in the normal space/hyperspace. ONLY in combat instances. So I am at a lost here.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Ruddygreat on February 06, 2024, 02:19:51 PM
The crash screen said "Null"

When checking logs themselves it listed this as an error:
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
120700 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv

I am not sure if its from your modpack or not but this is the only error I could reliably find. On a different note I am finding more errors with Nex but this is expected given no proper .97 update with nex has been published. And the errors I found were with stuff I was expecting.

That being said; I have not crashed when in the normal space/hyperspace. ONLY in combat instances. So I am at a lost here.

that's not the crash, the actual crash will have a FATAL warning & something about an exception
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: thespy24574 on February 06, 2024, 02:33:09 PM
The actual crash is:


Fatal: null
Check starsector.log for more info.



And then it exits the game to desktop.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: thespy24574 on February 06, 2024, 02:45:35 PM
Nevermind, I found the issue and it was with a different mod. All good here  :)
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: eidolad on February 12, 2024, 04:23:15 PM
Huuuge that my Victory ship, um, I mean, the Ship/Weapon Pack, is still alive and kicking in .97a, downloading.  I intend to sail this ship into the late game of the first r1.0 modded game release...
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Twilight Sentinel on February 16, 2024, 05:08:21 PM
I've been playing a lot with the Chronos and having quite a bit of fun with it.  I was lucky enough to recover two of them pretty early on in my campaign and have called them the Daedalus and Icarus, they're the core of my fleet and the ships that come out of every fight pulling the most weight.  This is in spite of me having a heck of a time trying to figure out what to do with the missile slots, most of the time I'm outrunning those missiles thanks to the ship system or they just get shot down by the hail of fire these two ships routinely dive into and mostly shrug off.

However I wanted to give feedback on the description and classification as a battlecruiser.  The ship simply put, is too slow and too tough to be a battlecruiser.  Those are ships that have powerful mobility and guns, but weak defenses.  In contrast to the description, the Chronos is a slow and sluggish ship that's pretty tanky ship for its cost, comparable to a heavy cruiser.  It straddles the line between heavy cruiser and battleship and could be called either an oversized heavy cruiser or an undersized battleship.  The ship system does give it brief bursts of speed and manueverability, but only while inside combat.  Outside of combat the 0-flux bonuses give it more/equal speed and maneuverability to using the ship system and, if you can change the ship AI, it shouldn't use it while out of combat.  The real value of that ship system is to give the ship a brief period where it can unleash similar firepower to a true battleship, when it otherwise is more like a heavy cruiser.

The game's battlecruisers are the Odyssey, Retribution, and Conquest, all low defense capital ships with powerful weapons and mobility systems.

So it would probably be better to call the Chronos a super heavy cruiser or light battleship, with the description focusing on it being a slow and fairly low maneuverability ship that can use the ship system to briefly gain the maneuverability of a cruisers and the firepower of a battleship.  While that system is off, it's got the worst of both worlds, the lack of maneuverability of a capital class ship, and the weaker firepower of a cruiser.  On top of the unusual weapon loadout and difficulty of combining the ship system with its missile loadout.

Lastly, I think the fuel cost was set incorrectly.  It's got less crew and maintenance than any of the other capital ships in the high tech category, but consumes the same amount of fuel as a Paragon or Astral, the two largest high tech capital ships.  8 fuel would be the same as an Odyssey, but since the Chronos is smaller than that 7 would also be appropriate.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: lustfull on February 18, 2024, 07:17:59 AM
Weird behaviour of the cathedral when firing ROCKET type missile straight head with the core ship , the heavy bastion module will activate the damper field. ( It must think the rocket is about to touch it so it activate the field to protect itself)
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: lustfull on February 19, 2024, 12:11:28 PM
Bug report : the bastion module of the cathedral still fire while the damper field is active.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on February 20, 2024, 10:44:32 AM
Why are the arcade bosses still in the debug menu when arcade has been essentially defunct for the past 5 years? Unless somehow you can still access arcade without needing to use Dynasector
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Ruddygreat on February 20, 2024, 11:42:14 AM
Why are the arcade bosses still in the debug menu when arcade has been essentially defunct for the past 5 years? Unless somehow you can still access arcade without needing to use Dynasector

the arcade is a mission in the main menu, you don't need dynasector for it
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Cyan Leader on February 20, 2024, 04:55:08 PM
I would really like to have a better way to access the IBB bounties that isn't checking every bar in every market when I want to progress. How about an IBB contact that would give them out in order?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on February 21, 2024, 11:35:46 AM
Why are the arcade bosses still in the debug menu when arcade has been essentially defunct for the past 5 years? Unless somehow you can still access arcade without needing to use Dynasector

the arcade is a mission in the main menu, you don't need dynasector for it

Oh, never saw that, thanks btw
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Msgunner on February 23, 2024, 05:00:43 PM
Hello, I have been having a fantastic time with this mod but i have just hit a snag that was wondering if perhaps this isn't just on my end. I have recently found the "Cathedral" ship but it seems to be lacking any of its module except the back engines. When i try to fix it via autoload in the retrofit tab, the game crashes. I have the "HMI" mod as well: the ship "Locomotive" (the flying space center) and its modules all seem to be working fine, so i am insure where the issue lies. I have had no issue with any of the other parts of this mod. I am a bit new to all this modding and if more information is required i can try to help, for any help would be most appreciated. I would post a screenshot but i dont how to do that in this forum.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Ruddygreat on February 23, 2024, 05:08:39 PM
Hello, I have been having a fantastic time with this mod but i have just hit a snag that was wondering if perhaps this isn't just on my end. I have recently found the "Cathedral" ship but it seems to be lacking any of its module except the back engines. When i try to fix it via autoload in the retrofit tab, the game crashes. I have the "HMI" mod as well: the ship "Locomotive" (the flying space center) and its modules all seem to be working fine, so i am insure where the issue lies. I have had no issue with any of the other parts of this mod. I am a bit new to all this modding and if more information is required i can try to help, for any help would be most appreciated. I would post a screenshot but i dont how to do that in this forum.

did you recover it from a specific magicbounty?
if yes, it's supposed to be like that.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Msgunner on February 23, 2024, 05:18:48 PM
Hello, I have been having a fantastic time with this mod but i have just hit a snag that was wondering if perhaps this isn't just on my end. I have recently found the "Cathedral" ship but it seems to be lacking any of its module except the back engines. When i try to fix it via autoload in the retrofit tab, the game crashes. I have the "HMI" mod as well: the ship "Locomotive" (the flying space center) and its modules all seem to be working fine, so i am insure where the issue lies. I have had no issue with any of the other parts of this mod. I am a bit new to all this modding and if more information is required i can try to help, for any help would be most appreciated. I would post a screenshot but i dont how to do that in this forum.

did you recover it from a specific magicbounty?
if yes, it's supposed to be like that.

I did get it from a magic bounty. So i guess its supposed to only have certain  parts then?
I'll try and find it elswhere and see if that is the case. Thank you for the help.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Twilight Sentinel on February 23, 2024, 08:06:37 PM
Ran into a small bug with an IBB bounty.  The ship was in orbit around a LP battlestation that spawned in after I took the bounty.  In the fight against the bounty, it was able to pull the battlestation into the fight.  The nearby patrol ships did not join the fight, only the battlestation.

This actually lead to the battlestation being destroyed without me being able to claim the bounty on it.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Nobody on February 28, 2024, 02:44:42 AM
Hello Author
Can you please add cathedral engine burn trail on the campaign map? because its sucks when i can't see its burn trail on its engines  :(
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Riterew on February 28, 2024, 03:11:16 AM
Hello - I'm running into a weird issue I can't quite parse myself with this mod.

When enabled (Along with the required libs) I keep getting the crash ERROR:ship hull spec [swp_revenant] not found
I'm fairly new to troubleshooting Starsector mods, but I've tried digging into what I can figure out - And I can find the file is in SWP\data\hulls
I've tried removing it (After making a backup copy), tried making sense of the ship_data file but I'm very much lost. Anybody able to help?

I've tried manually turning off all my mods, slowly enabling one by one to see if Starsector will run, and it only happens when I load this exact mod.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Serenitis on February 28, 2024, 04:29:27 AM
Quote
Version 1.12.1 (December 25, 2020)
- Renamed Revenant to Nightwalker
Try updating the mod.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Oranor on March 06, 2024, 02:05:09 AM
Hello !

Just a quick message to let the author know that the "Trebuchet LRM Launcher [Large Missile]" weapon is, in my opinion, unbalanced.

Combined with the ship Pegasus, with an officer having the talent "Missile specialization" and the hull mods "ECCM Package" and "Expanded Missile Racks", the ship can easily destroy two battlecruisers very easily in less than 1min.
At the start of a battle, it single-handedly exterminates half the opposing fleet if equipped with 4 Trebuchets.

Perhaps a nerf would make it more enjoyable to use?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on March 06, 2024, 06:39:11 AM
Hello !

Just a quick message to let the author know that the "Trebuchet LRM Launcher [Large Missile]" weapon is, in my opinion, unbalanced.

Combined with the ship Pegasus, with an officer having the talent "Missile specialization" and the hull mods "ECCM Package" and "Expanded Missile Racks", the ship can easily destroy two battlecruisers very easily in less than 1min.
At the start of a battle, it single-handedly exterminates half the opposing fleet if equipped with 4 Trebuchets.

Perhaps a nerf would make it more enjoyable to use?

Eeeeehhhhh, I wouldn't say trebuchets are overpowered, your just using them on a ship that synergizes well with the trebuchet

In my opinion, they're fine with where they are, if you have sufficient pd coverage they aren't that much of an issue and their EMP isn't that bad of an issue if you have your shields up
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Oranor on March 06, 2024, 11:21:08 AM
Hello !

Just a quick message to let the author know that the "Trebuchet LRM Launcher [Large Missile]" weapon is, in my opinion, unbalanced.

Combined with the ship Pegasus, with an officer having the talent "Missile specialization" and the hull mods "ECCM Package" and "Expanded Missile Racks", the ship can easily destroy two battlecruisers very easily in less than 1min.
At the start of a battle, it single-handedly exterminates half the opposing fleet if equipped with 4 Trebuchets.

Perhaps a nerf would make it more enjoyable to use?

Eeeeehhhhh, I wouldn't say trebuchets are overpowered, your just using them on a ship that synergizes well with the trebuchet

In my opinion, they're fine with where they are, if you have sufficient pd coverage they aren't that much of an issue and their EMP isn't that bad of an issue if you have your shields up

It's obviously a problem if a battle ship costing 40 deployment points can kill a 40-point battle cruiser + a 55-point battle ship in less than 1min without the slightest difficulty. Yet they have shields and pd coverage.

The Remnant mother ships are destroyed without even having time to fire a single salvo (and they have their shields up). It's the first time I've seen such a destructive build in something like 400 hours of play, and yet I'm trying so many different things!
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on March 06, 2024, 05:45:58 PM
Hello !

Just a quick message to let the author know that the "Trebuchet LRM Launcher [Large Missile]" weapon is, in my opinion, unbalanced.

Combined with the ship Pegasus, with an officer having the talent "Missile specialization" and the hull mods "ECCM Package" and "Expanded Missile Racks", the ship can easily destroy two battlecruisers very easily in less than 1min.
At the start of a battle, it single-handedly exterminates half the opposing fleet if equipped with 4 Trebuchets.

Perhaps a nerf would make it more enjoyable to use?

Eeeeehhhhh, I wouldn't say trebuchets are overpowered, your just using them on a ship that synergizes well with the trebuchet

In my opinion, they're fine with where they are, if you have sufficient pd coverage they aren't that much of an issue and their EMP isn't that bad of an issue if you have your shields up

It's obviously a problem if a battle ship costing 40 deployment points can kill a 40-point battle cruiser + a 55-point battle ship in less than 1min without the slightest difficulty. Yet they have shields and pd coverage.

The Remnant mother ships are destroyed without even having time to fire a single salvo (and they have their shields up). It's the first time I've seen such a destructive build in something like 400 hours of play, and yet I'm trying so many different things!

Hold up, lemme actually try this out, I got like a spare 11 mil on my current playthrough

What exactly is your Pegasus loadout?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Oranor on March 06, 2024, 10:15:41 PM
Yeah sure ! Just use the autopilot.

But honestly, I think any build works as long as you put all 4 Trebuchets + the various perks that boost ship's missiles and the captain

Spoiler
(https://i.ibb.co/PMfgcLY/Pegasus.png) (https://ibb.co/BGSBypP)(https://i.ibb.co/fkyQXgM/Pegasus-Weapons-group.png) (https://ibb.co/jyQH8Nh)
[close]
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: koprus on March 06, 2024, 11:41:44 PM
IWIN button missiles right there, also the ion torpedo rack feels too strong, 1000 energy 4500 emp dmg with large AOE plus tracking and 1000 flux target raise if it hilts hull or armor, its insane, if that thing hits anything smaller than a capital its game over. I would personally remove the tracking completly since it already has large AOE and the secondary effects on hull. BTW love this mod!
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on March 07, 2024, 04:47:48 AM
Yeah sure ! Just use the autopilot.

But honestly, I think any build works as long as you put all 4 Trebuchets + the various perks that boost ship's missiles and the captain

Spoiler
(https://i.ibb.co/PMfgcLY/Pegasus.png) (https://ibb.co/BGSBypP)(https://i.ibb.co/fkyQXgM/Pegasus-Weapons-group.png) (https://ibb.co/jyQH8Nh)
[close]

Thanks! I'll test it out tonight
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Maethendias on March 11, 2024, 08:51:50 AM
"extreme modification"
am i the only one that thinks this is just absolutely awefull mechanically?

like what is the point of s modding ships when it literally just turns you into a glorified d mod junker instead?

especially when it becomes permanent, it doesnt make sense conceptually
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Spaceface on March 13, 2024, 06:07:43 AM
I made an account just to verify that this is very overpowered. A mixed fleet of Trebuchet equiped ships wipes the floor with (almost) everything. It's true that it has great synergy with a Pegasus, but it works almost as well on an Atlas MK2, Gryphon or mostly anything with a large missile slot. There also seems to be little point in combining it with any other type of missile because more Trebuchet is just straight up better. 

Yeah sure ! Just use the autopilot.

But honestly, I think any build works as long as you put all 4 Trebuchets + the various perks that boost ship's missiles and the captain

Spoiler
(https://i.ibb.co/PMfgcLY/Pegasus.png) (https://ibb.co/BGSBypP)(https://i.ibb.co/fkyQXgM/Pegasus-Weapons-group.png) (https://ibb.co/jyQH8Nh)
[close]

Thanks! I'll test it out tonight
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: captshetz on March 17, 2024, 02:25:58 PM
Came here looking for information on the history of the Vulture, but ran into trebuchet discourse.

I play heavily modded starsector with large battles, and the trebuchet does not seem unbalanced in my games (which tend to focus on fights with large [redacted] fleets).  It seems on par with hurricanes and less effective than squalls.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: digitalizedMind on March 18, 2024, 05:37:21 PM
Trebuchet LRM needs a nerf. They're like Dragonfires if you removed all of it's downsides. At least remove the high tech station cheese, as shown in this video:

https://youtu.be/c5J4xDHRv6M?si=pLUNJ7dBwkaSQPuD
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Arghy on March 19, 2024, 11:50:19 AM
Haha he already nerfed the treb already, you shoulda seen what they were doing with a venture MK II fleet. I was wiping the floor against ordos because they had i think ~20 ammo back in the day so space was just filled with fast long range missiles with more hp's.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: digitalizedMind on March 19, 2024, 01:19:11 PM
Haha he already nerfed the treb already,

So it will be weaker in the next patch? If so, good. I started using Trebuchet when I was doing my Lionsguard run, where I only used Lionsguard skins (also went for sindrian buffalos at first but gave up when i realized just how masochistic that is). I've also always liked the idea of an energy missile because ideally it would be not good, but not bad, against shields and armor. Then I noticed how Trebuchet absolutely cheeses high tech stations by destroying station modules through the shields because the AoE is literally broken. It really sucks being on the receiving end of this because I have the mod More Military Missions installed, so I often end up in battles where I am defending a station but need it to help kill things to save it. Which is basically impossible if the enemy has several Trebuchets and kills half of the modules in a minute.

In case anyone reading thinks it doesn't need a nerf, let me explain (in the eyes of a casual player):

Firstly, homing missiles generally have somewhere around 150 health (Harpoons have 150) and torpedoes generally have around 400 health (Hammers have 350) but of course there are exceptions (Breaches have 450). Trebuchet missiles have 400 health, which is not bad when combined with medium speed, but not enough to get through good PD.

Additionally, missiles may have the following roles:

The problem is that missiles generally only fill 1 or 2 of these roles. Trebuchet LRM fits ALL of them. You'd expect a jack of all trades to be a master of none, but it's always good enough. It has the same problem as Dragonfires, but worse - they are universally good missiles that are not exactly bad in any situation.

You could argue they're vulnerable to PD, but not really. Like I said, they have high health and medium speed, if a ship has good enough PD to reliably take town trebuchet salvos, a bunch of other things aren't gonna get through. I've seen someone argue "just shield tank it" my brother in christ, 1000x3 energy damage is gonna overload you, especially if you're in a low tech ship. If you check the video in my previous comment, I managed to overload a paragon with a pegasus. I've even seen people arguing "it's just good synergy between pegasus and trebuchet" No, it's overpowered synergy. I'm no expert but I don't think a 40dp ship should be able to solo a well-equipped high tech battlestation. Or be able to melt 4 capital ships in 20 seconds each. Even then, you don't need to put trebuchet on a pegasus for it to be good. Like I said I made a lionsguard fleet that spammed them, I put them on executors and champions, and even though the fleet wasn't that good the trebuchets often overloaded or killed things. And even if a trebuchet didn't kill, if even a single missile hit, it turns off a chunk of weapons and engines leaving it vulnerable.

That's all I have for now, thank you for coming to my ted talk.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Arghy on March 19, 2024, 01:44:43 PM
The problem with the current version of the treb is that it's already borderline useless unless its on an auto forge ship or in larger numbers. I do agree the EMP component seems redundant and i'd love to see multiple versions as i love long range missiles but i'm not the one who'd have to make it 2-3 different versions. Ideally you'd have a full range of specialized warheads on the same long range missile body but thats a lot of work.

My answer to the treb being absolutely OP in large numbers is just not fielding it in large numbers. Just try putting it on 1 ship and you'll see the problem with balance, it'll quickly run out of ammo and if your lucky it will kill a few things because in small numbers it's not OP. If you stick 5+ on the field you'll cackle and enjoy swathes of enemy ships getting burnt to a crisp then just retreat them when they're out of ammo and call in new ships.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: digitalizedMind on March 19, 2024, 03:20:00 PM
Just try putting it on 1 ship and you'll see the problem with balance, it'll quickly run out of ammo and if your lucky it will kill a few things because in small numbers it's not OP.

People say the same thing about squall. Either way, i'm not convinced. Even when my lionsguard fleet only had 1 trebuchet (on my flagship champion) it was still excellent at punishing ships with high flux. Energy + EMP damage means you overload if you shield-tank it and you lose armor and weapons if you armor-tank it.

In terms of ammo, Trebuchet has 15 max ammo and fires salvos of 3 missiles, giving it a base of 5 salvos. I can't say that's not bad for a large missile, but Trebuchets are very comparable to Dragonfires because they have the same problems. The Dragonfire pod also has 5 salvos, and it's a fair downside to 4000 energy damage you literally cannot avoid. Some would even say it's not fair enough. Trebuchet having low ammo is a fair downside for being extremely versatile. All large missiles have enough ammo if you get expanded missile racks and the missile skill. (Hammer barrage is arguably an exception due to it's high fire rate and low salvo count)

If you have the fire rate bonus from missile spec and the fire rate penalty from smodded EMR, that's a 17 second cooldown, combined with 15 salvos it takes you almost 5 minutes to run out of ammo, assuming you are spamming it the entire battle. Sure that's lower than a lot of ship's PPT, but it's still good enough for medium-duration fights. My Lionsguard fleet rarely ran out of ammo during battles, and even when it did, enough enemy ships died that we weren't facing a larger force anymore.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Arghy on March 21, 2024, 11:38:59 PM
Is there a reason the liberator light BB is only speed 7 instead of speed 8? I wanted to build up a fast capital force and i found it odd that this ship is the same speed as the onslaught and legion which are hands down better than it.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: J2Greene on March 22, 2024, 12:01:20 AM
Hello Mr Dark.Revenant,
It seems to me like the IBB agent encounter bar event can currently happen only in the Core Worlds.
Can it perhaps be made so that you could also meet the IBB agent at your colonies?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Ejakulateer on March 28, 2024, 02:33:32 AM
I have been using this in all my playthroughs and never noticed there is an arcade mode. It says it requires dynasector but that hasn't been updated in years. Is it still playable on 0.97a, and if so, how do I access it?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Raaaain on April 02, 2024, 01:59:47 PM
I have been using this in all my playthroughs and never noticed there is an arcade mode. It says it requires dynasector but that hasn't been updated in years. Is it still playable on 0.97a, and if so, how do I access it?

Just go to missions, it doesn't require dyna sector
Arcade is a ton of fun ngl
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: FiCho on April 07, 2024, 05:23:44 AM
So my Cathedral is missing the rest of the ship, theres just the center part. Idk what to do about it.
Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "Cryo_but_better",
  "aod_vos",
  "aotd_vok",
  "aptlysimplehullmods",
  "Planetace_AstralAscension",
  "CaptainsLog",
  "CJHM",
  "GrandColonies",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "more_hullmods",
  "ness_saw",
  "sun_perilous_expanse",
  "assortment_of_things",
  "scan_those_gates",
  "SEEKER",
  "swp",
  "mayu_specialupgrades",
  "suitablestarsystems",
  "symbiotic_void_creatures",
  "tahlan",
  "unthemedweaponsutils",
  "shaderLib",
  "KFM3"
]}
[close]

EDIT:
Okay, so now two more parts appeared but the front ones are still missing. Im confused now since I haven't done anything to try and fix it.
Btw, cathedral in missions is fine, has all the parts.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Stormy Fairweather on April 18, 2024, 06:18:07 PM
same. would spawning a new one by console work?

Spoiler
(https://i.imgur.com/yqQPh6L.png)
[close]
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: TimeDiver on April 18, 2024, 06:25:19 PM
So my Cathedral is missing the rest of the ship, theres just the center part. Idk what to do about it.
EDIT:
Okay, so now two more parts appeared but the front ones are still missing. Im confused now since I haven't done anything to try and fix it.
Btw, cathedral in missions is fine, has all the parts.

same. would spawning a new one by console work?

Spoiler
(https://i.imgur.com/yqQPh6L.png)
[close]
Have either of you tried spawning the following using Console Commands? I.E.

AddShip swp_cathedral_for
AddShip swp_cathedral_gra
AddShip swp_cathedral_mob
AddShip swp_cathedral_starter

These are the variant that have all of the modules attached.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Stormy Fairweather on April 18, 2024, 06:36:24 PM
works. not sure what that means for fixing it though, in the mod itself. tend to fix things i can, but no clue on this. modular ships are above my paygrade XD. as an aside, selecting an autofit for the one missing pieces would, obviously, crash the game.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Phenir on April 18, 2024, 08:18:34 PM
same. would spawning a new one by console work?

That's the meme bounty cathedral that's only the core and engine. It's (probably) not supposed to be repaired. Even when you fight it, it's only the core and engine.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: majk on April 22, 2024, 01:22:09 PM
Can custom ship bounties be repeated?
I adore some of those ships and i'm curious if you can get more(Pony is hilarious).
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: A_Random_Dude on April 22, 2024, 01:49:09 PM
Nope, they're unique ships. So you can only encounter them once.
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: CaptainPhoenix on April 23, 2024, 12:29:09 PM
Can custom ship bounties be repeated?
I adore some of those ships and i'm curious if you can get more(Pony is hilarious).

You could technically get blueprints for them using console commands I think the command would be something like this, "addspecial ship_bp (ship variant)" . You use "list variants" command to find the ship you want which would have the swp_ tag in front
Edit: Might also be "list ships" command
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Vundaex on April 24, 2024, 08:10:30 AM
Really cool mod! Also like the IBB, pretty nice.
Not trying to *** or anything, but the portraits used in the IBB are quite immersion breaking. AI might help ;)
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: SanityAdrift on April 27, 2024, 02:54:36 AM
In regards to ship acquisition
Isn't there a mod which lets you basically reverse engineer a BP of a ship you have in storage?
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: A_Random_Dude on April 27, 2024, 09:48:16 AM
You mean Industrial Evolution? You can reverse engineer a bp by sacrificing a number of the same hull and overwriting a bp of the same hull size, among other options
Title: Re: [0.97a] Ship/Weapon Pack 1.15.1
Post by: Arphar on April 30, 2024, 08:53:35 AM
Anybody got a nice fit for the Victory class capital?
So far I feel as though I'm piloting the worst of both an onslaught and an executor.