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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1256297 times)

Histidine

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1140 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 or SMOL mod managers to automatically install them from the 7z archives, that should basically always work.
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Lisiwizard

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1141 on: June 18, 2023, 03:50:28 AM »

I see! It autoconverted the data into files and works now. Thank you!
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NOVAC

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1142 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! :)
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Dark.Revenant

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1143 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.
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Arghy

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1144 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.
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cdcerber

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1145 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?
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Dark.Revenant

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1146 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.
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Killsode

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1147 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..
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Dark.Revenant

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1148 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.
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Killsode

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1149 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.
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Arghy

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1150 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.
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Killsode

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1151 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?
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Arghy

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1152 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.
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Dark.Revenant

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1153 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.
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Toxcity

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Re: [0.96a] Ship/Weapon Pack 1.14.0
« Reply #1154 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).
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