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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1277081 times)

ReconUnitZero

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1290 on: November 17, 2024, 09:32:49 PM »

Was looking into the Cathedral ship after being able to buy it from a station, wanted to verify if it was intentional for the main Cathedral module to have the advanced targeting core while the the rest of the modules are only using built in integrated targeting units ? Or is this because of the specific Cathedral variant I obtained ? As I know there's 2-3 other versions of this Capital Ship.
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EndRip

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1291 on: November 21, 2024, 01:06:58 PM »

How does one actually change the ship used in arcade? like a previous poster, whenever I try it just gets replaced with a "randy savage" ship. If this has intentionally been made impossible, then its possibly a mistake that it turns up in luna as a changeable setting. Furthermore, I've noticed the default superhyperion has a "_str" added onto its file name in the settings that doesn't appear in its actual file name. Whats its purpose? Unfortunately adding it onto any ship file names ive tried to change the defult to hasn't helped.
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TimeDiver

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1292 on: November 21, 2024, 01:47:34 PM »

How does one actually change the ship used in arcade? like a previous poster, whenever I try it just gets replaced with a "randy savage" ship. If this has intentionally been made impossible, then its possibly a mistake that it turns up in luna as a changeable setting. Furthermore, I've noticed the default superhyperion has a "_str" added onto its file name in the settings that doesn't appear in its actual file name. Whats its purpose? Unfortunately adding it onto any ship file names ive tried to change the defult to hasn't helped.
If you are using LunaLib? There's an in-save settings menu that you access with the F2 key (by default) or the Mod Settings menu from the first screen that appears after starting Starsector; scroll down to 'Ship/Weapon Pack' and change the 'Arcade Player Ship' (more specifically, the ship variant) value accordingly.

Example: The default 'swp_arcade_superhyperion_str' is stored in the \data\variants\arcade\ sub-folder; change that to the appropriate ship variant, but without the .variant extension; note that the Arcade mission does NOT like carriers (will CTD if any fighter wings are present on the chosen ship variant).

If not using LunaLib? The 'arcadeSettings.json' file in the Ship and Weapon Pack mod's 'root' folder (i.e. not in 'data' or another sub-folder) is what you modify instead, with the same naming convention (and no fighter wings) as described above.
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EndRip

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1293 on: November 21, 2024, 02:04:22 PM »

How does one actually change the ship used in arcade? like a previous poster, whenever I try it just gets replaced with a "randy savage" ship. If this has intentionally been made impossible, then its possibly a mistake that it turns up in luna as a changeable setting. Furthermore, I've noticed the default superhyperion has a "_str" added onto its file name in the settings that doesn't appear in its actual file name. Whats its purpose? Unfortunately adding it onto any ship file names ive tried to change the defult to hasn't helped.
If you are using LunaLib? There's an in-save settings menu that you access with the F2 key (by default) or the Mod Settings menu from the first screen that appears after starting Starsector; scroll down to 'Ship/Weapon Pack' and change the 'Arcade Player Ship' (more specifically, the ship variant) value accordingly.

Example: The default 'swp_arcade_superhyperion_str' is stored in the \data\variants\arcade\ sub-folder; change that to the appropriate ship variant, but without the .variant extension; note that the Arcade mission does NOT like carriers (will CTD if any fighter wings are present on the chosen ship variant).

If not using LunaLib? The 'arcadeSettings.json' file in the Ship and Weapon Pack mod's 'root' folder (i.e. not in 'data' or another sub-folder) is what you modify instead, with the same naming convention (and no fighter wings) as described above.

Thank you, your reply has helped me solve this. I was looking in the "hulls" file and taking the name of the ship I wanted from there. You made me realise that what I need is to look in the "variants" folder and take the name of a variant of the ship I want.
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lazy109

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1294 on: December 01, 2024, 03:11:41 AM »

Hello, I'm a Starsector modder from China. I'd like to create a bounty expansion pack based on SWP. I wonder if you could give your consent.
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ReconUnitZero

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1295 on: December 16, 2024, 01:51:07 AM »

Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"
« Last Edit: December 16, 2024, 02:00:25 AM by ReconUnitZero »
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Phenir

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1296 on: December 16, 2024, 09:06:45 PM »

Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"
That is the Fleet. One sporeship + a bunch of derelict and remnant ships. You can't always recover the featured ship in IBB bounties. This one, the cancer one (I'll kill you all), and I know interstellar imperium doesn't allow to recover one of the ships in one of the bounties it adds.
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ReconUnitZero

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1297 on: December 21, 2024, 02:02:14 PM »

Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"
That is the Fleet. One sporeship + a bunch of derelict and remnant ships. You can't always recover the featured ship in IBB bounties. This one, the cancer one (I'll kill you all), and I know interstellar imperium doesn't allow to recover one of the ships in one of the bounties it adds.

I used the console to field test using the Exploraium Spore ship, and I'm not sure if it's intended to be usable by the player. That being the main hull has no OP points so it cannot make use of any Hullmods, it could still be a work in progress as it seems using converted hanger on any modules causes any fighter craft to only hover around the ship rather than flying off to engage any enemies.
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Phenir

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1298 on: December 21, 2024, 04:03:25 PM »

Not sure if it was a bug or not, but the IBB - El Psi bounty didn't use it's full unique fleet, instead it was mostly derelict and remnant also had a Sporeship in their fleet. Wasn't sure if it was the setup. As it didn't feature any recoverable unique ships which is strange as the Spore ship is classified as a "Unique Exploraium"
That is the Fleet. One sporeship + a bunch of derelict and remnant ships. You can't always recover the featured ship in IBB bounties. This one, the cancer one (I'll kill you all), and I know interstellar imperium doesn't allow to recover one of the ships in one of the bounties it adds.

I used the console to field test using the Exploraium Spore ship, and I'm not sure if it's intended to be usable by the player. That being the main hull has no OP points so it cannot make use of any Hullmods, it could still be a work in progress as it seems using converted hanger on any modules causes any fighter craft to only hover around the ship rather than flying off to engage any enemies.
I said you can't recover it so it's not a surprise it acts weird under player control.
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Warm_Egg_Salad

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Re: [0.97a] SWP 1.15.1 Mobile Hubship
« Reply #1299 on: January 13, 2025, 07:36:53 PM »

I recently got the Very Mobile Hubship after doing the IBB bounty for its fleet. Is there something I need to do to get the rest of the modules, because it only has the engine module and core? If the "Very Mobile" variant is different by not having the other modules then I'm just gonna sell it and deal with not deal with the 85 deployment cost for 2 hangars mostly rear weapons.
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Killsode

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Re: [0.97a] SWP 1.15.1 Mobile Hubship
« Reply #1300 on: January 13, 2025, 11:48:18 PM »

I recently got the Very Mobile Hubship after doing the IBB bounty for its fleet. Is there something I need to do to get the rest of the modules, because it only has the engine module and core? If the "Very Mobile" variant is different by not having the other modules then I'm just gonna sell it and deal with not deal with the 85 deployment cost for 2 hangars mostly rear weapons.

There's a very mobile variant? Dont think i've ever encountered that before.
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Warm_Egg_Salad

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Re: [0.97a] SWP 1.15.1 Mobile Hubship
« Reply #1301 on: January 14, 2025, 08:40:57 AM »

I recently got the Very Mobile Hubship after doing the IBB bounty for its fleet. Is there something I need to do to get the rest of the modules, because it only has the engine module and core? If the "Very Mobile" variant is different by not having the other modules then I'm just gonna sell it and deal with not deal with the 85 deployment cost for 2 hangars mostly rear weapons.

There's a very mobile variant? Dont think i've ever encountered that before.

It's the only one i've ever seen. it's always been an IBB bounty in every game i've played with S&W. It appears around when i get to level 10, but that migth just be a lucky coincidence.
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Phenir

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Re: [0.97a] Ship/Weapon Pack 1.15.1
« Reply #1302 on: January 14, 2025, 12:39:29 PM »

Yes, there's an ibb with a few weird loadouts like crew carrier invictus, shield shunt paragon and such. One of them is a very mobile cathedral but all it has is the center and engine sections with SO built in.
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