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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Ship/Weapon Pack 1.13.0  (Read 849193 times)

sterr

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1095 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.
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G.W. LobSTAR

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1096 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?
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Bradley_

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1097 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)
« Last Edit: October 07, 2022, 04:13:05 AM by Bradley_ »
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A_Random_Dude

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1098 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.
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Audax

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1099 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.
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hello7op

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1100 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 ?
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Killsode

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1101 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?
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e

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1102 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.
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snilldog

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1103 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?
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Dark.Revenant

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1104 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
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Garafetdin

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1105 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?
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Reshy

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1106 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.
« Last Edit: December 08, 2022, 10:39:41 AM by Reshy »
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