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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108249 times)

Dark.Revenant

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[0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #90 on: February 06, 2017, 01:01:48 AM »

Now with more balance!

Download Ship/Weapon Pack 1.1.3
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.3 (Updated!))

- Supported by DynaSector 1.0.6 (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements
« Last Edit: February 06, 2017, 01:03:36 AM by Dark.Revenant »
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Pegart

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Re: [0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #91 on: February 12, 2017, 10:08:35 AM »

Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?
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Takion Kasukedo

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Re: [0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #92 on: February 12, 2017, 02:39:51 PM »

Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Midnight Kitsune

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Re: [0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #93 on: February 12, 2017, 03:21:01 PM »

Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.
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Takion Kasukedo

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Re: [0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #94 on: February 13, 2017, 06:57:20 AM »

Hey guys. I'm new to modding Starsector and I have a question.

Do I need to create a new game/save and transfer my old progress to it in order to enable this mod? Or can I just enable it in the launcher and it will work with my old vanilla game?

New save just to be safe, or get Save Transfer.
Save Transfer needs console commands to work, which needs Lazy Lib (which is needed by 95% of the mods). All three can be dropped into the game without a new save. Then you just open the console, type "copysave" (without quotes), paste the save into a safe keeping space (like a notepad doc). Then you add the mods you want, fire up SS, copy you save from the safe location, open the console and type in "loadsave" (again no quotes) and BAM! all progress is transfered. One thing the is that you are going to want to type in "storage" (no quotes) as well since all of your stored supplies and crew are put into your fleet and ALL of your ships are also put into your fleet. Storage command will allow you to put stuff away so that your fleet doesn't just explode from accidents

Also another note: Get Version Checker! (see my sig) as it will tell you if a mod is out of date when you start the campaign.

Funny how I didn't notice that I needed to do this but eh, I don't mind doing new saves for a different experience. Thanks anywho.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Pegart

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Re: [0.7.2a] Ship/Weapon Pack 1.1.3
« Reply #95 on: February 13, 2017, 10:41:18 AM »

Thanks for the replies. Worked without a hitch with the save file transfer mod.
« Last Edit: February 13, 2017, 11:07:42 AM by Pegart »
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Dark.Revenant

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[0.7.2a] Ship/Weapon Pack 1.1.4
« Reply #96 on: March 26, 2017, 04:49:09 PM »

Wee!

Download Ship/Weapon Pack 1.1.4
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.4 (Updated!))

- Supported by DynaSector 1.0.7 (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.1.4
- Added Frankenstein IBB
- Increased Vulture supply cost to 18 from 17
- Increased Vulture price to 40000 from 38000
- Updated various scripts to remove frame rate dependence on graphical effects
- Mission balance adjusted; updated various missions
- Compatibility fix for some arcade boss shipsystems
- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)

Version 1.1.3
- Decreased Nautilus cost to 9000 from 10000
- Increased Hecate cost to 9500 from 9000
- Reduced Hecate speed to 175 from 200 and slightly reduced acceleration
- Reduced Hecate flux dissipation to 140 from 175
- Reduced Hecate shield arc to 180 from 210
- Increased Hornet MRM damage to 375 from 350
- Updated Hornet MRM AI
- Improved Archer turn acceleration/stability but reduced maximum turn rate
- Reduced Archer deceleration
- Reduced Archer peak time to 300 from 360
- Changed Archer shield to 240 degree frontal from 120 degree omni
- Increased Ion Torpedo OP to 6 from 5
- Reduced Ion Torpedo tracking
- Updated Ion Torpedo and Heavy Ion Blaster descriptions
- Fixed IBB portraits
- Some IBB system improvements
- Fixed Flare Burst AI to prevent targeting ships
- Improved Flare Burst Launcher and Flare Gun autofire AI
- Adjusted some skin prices (particularly D versions)
- Arcade mission refinements
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SCC

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Re: [0.7.2a] Ship/Weapon Pack 1.1.4
« Reply #97 on: April 01, 2017, 02:15:40 AM »

I just wanted to say that when revenant phase destroyer activates chrono boost and then goes to phase space time effectively stops and this is super cool!

Dark.Revenant

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[0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #98 on: April 11, 2017, 01:42:21 AM »

Surprise update!  SAVES WILL BREAK HORRIBLY!

Download Ship/Weapon Pack 1.1.5
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.4)

- Supported by DynaSector 1.1.0 (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.1.5
- Outer Rim Alliance support
- Made Circe cheaper to buy/use
- Arcade changes
- Improved Dynasector results (breaks saves)
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Wyvern

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #99 on: April 11, 2017, 10:45:28 AM »

- Reduced Sunder (U) OP to 95, like most other sunders (still has better shields, hybrid slots, and good engine stats)
On the one hand, boo sunder nerf.  On the other hand, yay now there are actual tradeoffs between the XIV Sunder and the (U) Sunder, rather than the high tech one being just better.

Also, yay ORA support!
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Wyvern is 100% correct about the math.

Hussar

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #100 on: April 29, 2017, 10:30:23 AM »

Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:
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Dark.Revenant

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #101 on: April 29, 2017, 06:14:37 PM »

Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
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Shodan13

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #102 on: May 02, 2017, 04:14:01 PM »

Will this get updated for 0.8? I don't mind waiting, I'm just asking is it planned for the future c:

Nope!
Why not though? Them's some excellent designs.
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SpaceRiceBowl

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #103 on: May 02, 2017, 04:19:06 PM »

There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this
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OutOfApplesauce

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Re: [0.7.2a] Ship/Weapon Pack 1.1.5
« Reply #104 on: May 21, 2017, 06:14:26 AM »

There's a bug in vanilla .80 that prevents a good chunk of mods from working. We're all waiting on .81 to fix this

I'm curious what the bug is and who else is having it.  This is the only time I've heard of said bug as the rest of the mods are slowly (but surely) updating.  Perhaps you should talk to the other mod devs and see what they're work around for it was?
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