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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1326650 times)

Ruddygreat

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1230 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

Cyan Leader

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1231 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?
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Raaaain

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1232 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
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Msgunner

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1233 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.
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Ruddygreat

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1234 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.

Msgunner

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1235 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.
« Last Edit: February 23, 2024, 05:28:25 PM by Msgunner »
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Twilight Sentinel

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1236 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.
« Last Edit: February 23, 2024, 08:10:33 PM by Twilight Sentinel »
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Nobody

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1237 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  :(
« Last Edit: February 28, 2024, 02:52:47 AM by Nobody »
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Riterew

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1238 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.
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Serenitis

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1239 on: February 28, 2024, 04:29:27 AM »

Quote
Version 1.12.1 (December 25, 2020)
- Renamed Revenant to Nightwalker
Try updating the mod.
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Oranor

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1240 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?
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Raaaain

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1241 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
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Oranor

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1242 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!
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Raaaain

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1243 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?
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Oranor

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1244 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

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