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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 1108545 times)

Sy

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Re: [0.8.1a] Ship/Weapon Pack 1.2.2
« Reply #165 on: June 14, 2017, 12:17:49 PM »

active mods list:
Spoiler
[close]
several of your mods are out-of-date, namely: Nexerelin, Ship/Weapon Pack, Audio Plus, and GraphicsLib. and Combat Chatter doesn't have an officially compatible version for vanilla 0.8.1 at all yet.

please always make sure you're using the correct versions of all your mods (and of vanilla, current version is 0.8.1a-RC8) before reporting any issues. Version Checker can help with that (although it does so only when starting or loading into a campaign game).
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00lewnor

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Re: [0.8.1a] Ship/Weapon Pack 1.2.2
« Reply #166 on: June 14, 2017, 01:04:49 PM »

Bug report: Trying to start the arcade when the player ship has the improvised fighter bay mod and a fighter wing installed crashes the game

Spoiler
5054207 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [steel_rain.ogg]
5054613 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [Fusillade.ogg]
5054617 [Thread-10] INFO  sound.OooO  - Playing music with id [Fusillade.ogg]
5055588 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.D.B.E$o.<init>(Unknown Source)
   at com.fs.starfarer.D.B.E.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.D.B.F.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.OO00.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Mod list:
  • Lightshow for Ship/Weapon pack 1.32
  • Rebalanced pilums 1.1
  • Dynasector 1.3.1b
  • Autosave 1.0f
  • Blackrock Drive Yards 0.9.0
  • Common Radar 2.4c
  • Lazylib 2.2
  • Ship/Weapon pack 1.2.2
  • Simulator Overhaul 1.3
  • The Knights Templar 0.9.8c
  • Underworld 1.1.1
  • Unknown Skies 0.12
  • Version Checker 1.7c
  • Audio Plus 1.1.0
  • GraphicsLib 1.2.1
« Last Edit: June 15, 2017, 12:28:01 AM by 00lewnor »
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SCC

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Re: [0.8.1a] Ship/Weapon Pack 1.2.2
« Reply #167 on: June 15, 2017, 01:44:02 AM »

Spoiler
This one is funny, I caused a chain reaction somehow and 70-80 ships died very quickly... Because my PC isn't any kind of powerful it tanked my frame rate to less than 1 for several minutes. It was worth it, though!

This one, though, was in the same run, but didn't abuse that bug. It includes 3 bosses, though! 5, if you count frigates separately.

[close]
I love Arcade.

Thaago

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Re: [0.8.1a] Ship/Weapon Pack 1.2.2
« Reply #168 on: June 16, 2017, 04:32:29 PM »

With the changes in the Accelerated Ammo Feeder I think the Vanguard is slightly overpowered. Not enough to really warrant a change as it still has some weaknesses, but its on my list of very effective ships that might tip into bad territory on future game versions.
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Dark.Revenant

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[0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #169 on: June 19, 2017, 03:39:13 AM »

Breaks saves.  Warthog nerf, various fixes and changes for consistency, and overall quality improvements.  Also, a new IBB that a lot of work went into.  Special thanks to HELMUT.

Download Ship/Weapon Pack 1.3.0
Download Mirror
(Requires LazyLib 2.2)
(Requires GraphicsLib 1.2.1)

- Supported by DynaSector 1.3.2 (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 1.3.0
- Major save stability fixes
- Added new IBB (after Yamato and before Pope) with a Derelicts/Remnants fleet and extra-special flagship
- Predator IBB renamed to Apex
- Improve spawning in arcade to not be crazy
- Helios can no longer mount Converted Hangar
- Vanguard flux dissipation reduced to 200 from 250
- Major adjustment to fleet composition ratios for various factions
- Changed Warthog flares to single-flares
- Reduced Warthog armor to 150 from 200
- Renamed Cargo Expansion to Expanded Cargo
- Renamed Extended Fuel Tanks to Expanded Fuel Tanks
- Renamed Additional Crew Quarters to Expanded Crew Quarters
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OzOnyx

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #170 on: June 19, 2017, 03:42:23 AM »

Thank you for all your mods and all the work you put into keeping them updated  ;D
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Thaago

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #171 on: June 19, 2017, 07:54:14 PM »

Thank you for all your mods and all the work you put into keeping them updated  ;D

Seconded, thanks DR!
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Absolutecero

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #172 on: June 19, 2017, 09:09:40 PM »

With the nerfs to damper field could the emperor get the unnerf damper field called superior damper field or upgraded damper field.
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peperoni_playboy

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #173 on: June 20, 2017, 09:24:41 AM »

nice to see that there will be a new IBB fleet, but I just have one question: is there any way I can change how common the IBB missions are? it seems like they're much rarer than they were in the older 0.7 SWP versions.
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Raethen4e

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #174 on: June 28, 2017, 12:35:50 PM »

Speaking of the IBB, i'm just getting back into the swing of things after the 0.8 update and i didn't find this info with a cursory search, and there don't appear to be any options in the .ini that give me a clue to how this will function. How do the IBB fleets interact with the new ship capture system?

For example:
Do i need points in industry or crew/machinery to capture an IBB ship?
Will a captured IBB ship have d-mods on it like any other captured ship?
Will i be able to purchase an IBB ship from the market if i defeat it but am unable to capture it?
Is there any other information related to the capture of IBB ships i should be aware of before diving in?
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Dark.Revenant

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #175 on: June 28, 2017, 01:44:30 PM »

IBB capture works like any other ship.  I boosted the chance for them so it's more likely that they are salvageable but it's not guaranteed.
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bananana

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #176 on: July 23, 2017, 12:25:34 AM »

sup
is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
it is quite frustrating to look for those missions, especially in nexerelin.
i remember adding neutrino somehow to ibb list, but that was long ago, when it was SS+. and i forgot how.
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i do NOT want to see my name appear in the credits section of any published mod and will consider it a personal insult.

Sy

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #177 on: July 23, 2017, 05:53:20 AM »

is there a way i can edit files to add independents or pirates to the list of factions that generate bounty missions?
that's not related to this mod afaik, but yes. i think it's enough to set "postsNoBounties": to false in \Starsector\starsector-core\data\world\factions\pirates.faction. there are a couple other options in that section that can make pirates more viable as a player faction as well, just check other factions' files and see if you wanna add/change anything else.
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etherealblade

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #178 on: July 23, 2017, 07:51:32 AM »

IBB? Sorry for the new question. Whats that stand for?
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cjuicy

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Re: [0.8.1a] Ship/Weapon Pack 1.3.0
« Reply #179 on: July 23, 2017, 12:23:35 PM »

IBB? Sorry for the new question. Whats that stand for?
Interstellar Bounty Board.

They were designed as a late game challenge (Outside of just taking over the Templars or something.)

To sum it up it adds certain bounty fleets with mod-ships that are unique to that fleet. You take the bounty mission at one of several "major" factions and find them in a system. After making sure to defeat the personal ship that the bounty is posted on, you are usually given the ship in the form of salvage, along with lots of credits. If it doesn't drop, you can find it at the Prism Freeport (Or Frism Preeport if you are Nemonaemo.) for a premium price.

Examples include (Gerard?) Butler, who has two mod-Lashers with different stats and weapons. Or James Meridith with a mod-Hammerhead and mod-Sunder.
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