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Author Topic: [0.95.1a] Ship/Weapon Pack 1.13.0  (Read 686390 times)

The_White_Falcon

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #960 on: November 07, 2021, 09:49:04 AM »

Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).
« Last Edit: November 07, 2021, 10:10:43 AM by The_White_Falcon »
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default

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #961 on: November 08, 2021, 01:22:32 PM »

Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.
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"There's nothing like a trail of blood to find your way back home."

Spareribs

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #962 on: November 13, 2021, 06:37:32 AM »

The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...

Okay. So apparently the mod is OUT, but all the pages are unedited.
The link is here:
https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818

Can i safely incorporate this into an existing save or do i need to make a new one?
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The_White_Falcon

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #963 on: November 14, 2021, 02:46:06 PM »

Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.

Ah, so that was the problem.  I was indeed testing the ships in a normal campaign save.  It is still strange that it seems to forgo it's enemy target to instead switch to the player/own team with just those 2 moves.
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Histidine

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #964 on: November 14, 2021, 04:23:51 PM »

Can i safely incorporate this into an existing save or do i need to make a new one?
Pure ship/weapon packs (no new factions or fancy stuff) can usually be added safely to an existing save. I think SWP specifically can (though I can't guarantee it).
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Mira Lendin

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #965 on: November 15, 2021, 08:24:48 PM »

Remember that when importing ships you might have to import their built-in hullmods as well, otherwise you have to remove them from the ship file, this might cause some ships to play differently being significantly weaker than before.
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Angryredhead

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #966 on: November 16, 2021, 06:08:12 PM »

I installed the new update compatible with 0.95 and encountered this error while simulating against a punisher class light cruisers:

Fatal: data.scripts.plugins.MagicTrailPlugin.AddtrailMemberAdvanced(Lcom/fs/starfarer/api/combat/combatentity/API;FLcom/fs/starfarer/api/graphics/SpriteAPI;Log/Lwjgl/util/Vector2;FFFFFFFFLjava/awt/color;Ljava/awt/color;FFFFIIFFFFLorg/Iwjgl/util/vector/vector2f;Ljava/util/Map;Lcom/fs/starfarer/api/combat/combatenginelayers;Fjv

Not sure if the mod itself is the issue or perhaps Graphicslib? I haven't had troubles with any other ships outside this mod. Any help would be appreciated!
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Histidine

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #967 on: November 17, 2021, 04:37:58 PM »

Update your MagicLib.
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Angryredhead

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #968 on: November 21, 2021, 02:50:49 PM »

Thanks for the help Hist, but I updated all my mods, clean install on them all and the same bug is happening on repeat under the same circumstances every single time.  :-\
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Amoebka

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #969 on: November 21, 2021, 07:17:03 PM »

Does SWP even use magiclib? It didn't use to.
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Nighteyes

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #970 on: December 14, 2021, 01:46:32 AM »

Will this mod no longer be updated? 95.1a-RC5 crashes when loading a new game while this mod is running.
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connortron7

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #971 on: December 14, 2021, 05:09:15 AM »

Will this mod no longer be updated? 95.1a-RC5 crashes when loading a new game while this mod is running.
Why are you trying to load a 9.1 mod into a 95.1 game?

Nighteyes

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #972 on: December 14, 2021, 06:04:27 AM »

Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
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planeswalker

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #973 on: December 14, 2021, 06:34:40 PM »

Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.

From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
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IonDragonX

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Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #974 on: December 14, 2021, 06:45:32 PM »

Quote
Why are you trying to load a 9.1 mod into a 95.1 game?
Because it was a nice mod and I was hoping it would still work.
There is a 'compatible version' on the starsector discord, you can find the link in one of the posts above, its not a full update though.
From what i've read Darkrevenent is working on updating SWP this month so if you can wait, might as well.
I've heard the contrary. As long as he'll be okay, we are still in 'interesting times', then I can wait basically forever.
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