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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1125009 times)

RedBaronFlyer

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1050 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)
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Mira Lendin

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1051 on: February 21, 2022, 12:22:28 AM »

I am the 700000 page reader :P
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^^

Darkphaze

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1052 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.
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Ruddygreat

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1053 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
« Last Edit: March 04, 2022, 01:34:28 AM by Ruddygreat »
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Darkphaze

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1054 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
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Silmar

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1055 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?

« Last Edit: March 14, 2022, 03:28:52 AM by Silmar »
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SomeKindOfLifeform

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1056 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.
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OneQuestion

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1057 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.
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vok3

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1058 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.
« Last Edit: April 15, 2022, 07:42:10 PM by vok3 »
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ghostp

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1059 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)
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Histidine

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1060 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 mod), that's open to everyone and easy to use.
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Üstad

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1061 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?
« Last Edit: April 15, 2022, 03:45:31 PM by Üstad »
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Lukiose

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1062 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
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300Stalker

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1063 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
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Üstad

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1064 on: April 17, 2022, 03:33:09 PM »

Problem  solved, editing because can't delete the post.
« Last Edit: April 17, 2022, 03:38:35 PM by Üstad »
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