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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 1108021 times)

JamesBai03

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #240 on: May 04, 2018, 02:12:32 PM »

It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?
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AxleMC131

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #241 on: May 04, 2018, 02:33:12 PM »

It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.
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JamesBai03

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #242 on: May 04, 2018, 04:28:43 PM »

It seems that many interesting ship hulls aren't present in the codex. is there any way for them to show up?

Those will be either pirate/Pather skins, or [REDACTED] content. Dunno about the former cos skins are handled differently, but the latter you can get to show up by removing the "HIDE_IN_CODEX" tag from the ship CSV file, but I have to ask, why would you? That stuff is [REDACTED] for a reason.

its so much fun using them firsthand dont you think.
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AxleMC131

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #243 on: May 04, 2018, 07:15:17 PM »

Ah, no, because A) I never have and B) they aren't meant to be used by the player.
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JamesBai03

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #244 on: May 04, 2018, 10:15:26 PM »

ah well. I personally like to have a try at them, honestly, it's quite interesting.
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Sy

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #245 on: May 05, 2018, 03:05:13 AM »

its so much fun using them firsthand dont you think.
Ah, no, because A) I never have and B) they aren't meant to be used by the player.
are you two even talking about the same thing?

[REDACTED] refers to drone ships you fight during exploration, aka Derelicts and Remnants -- but that's a vanilla thing. SWP adds a couple new ones to those, but them not showing up in the codex is no different from the vanilla ships.

but SWP also adds lots of special IBB ships that have nothing to do with the drones, and that you can pilot yourself, assuming you manage to eliminate and recover them. those aren't shown in the codex either, because those ships are unique, not something that you can find flying around the sector outside of their exclusive bounty fleets. it also prevents spoilers for people who are new to this mod, and prefer seeing these ships for the first time during battle rather than during browsing through the codex.
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Sarissofoi

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #246 on: May 14, 2018, 02:10:47 PM »

How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?

A Random Jolteon

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #247 on: May 14, 2018, 08:07:23 PM »

How or where I can get more reliant HMG?
I level to 40 and just find 3 of them.
Anyone can help?
Uhm...everywhere? I don't remember when it's sold, but I am pretty sure 90% of the markets sell them of (at least) the black market.
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Sarissofoi

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #248 on: May 14, 2018, 11:47:16 PM »

That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.

A Random Jolteon

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #249 on: May 15, 2018, 07:13:46 AM »

That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.
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Sarissofoi

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #250 on: May 15, 2018, 12:35:04 PM »

That its the problem they are nowhere to be found.
The same goes for flare gun(I have 1).
Mighty be problem on my end tho.
...That...something messed up. In all my playthroughs with this mod, I have never had that problem.

Flares were noticeably less common, but I could still find them fairly easily.

Do you know what exactly influence chance to appear for weapons on the market?

Midnight Kitsune

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #251 on: May 15, 2018, 02:44:29 PM »

Ships have to use them in order for them to be on the market
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Inventor Raccoon

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #252 on: May 15, 2018, 02:51:04 PM »

Alternatively, weapons used by a faction's Dynasector variants will also appear (assuming Dynasector is installed)
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Sarissofoi

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #253 on: May 16, 2018, 03:05:54 AM »

Ships have to use them in order for them to be on the market
Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.

A Random Jolteon

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Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« Reply #254 on: May 16, 2018, 05:57:08 AM »

Maybe that is the reason.
I changed fleet compositions trying to make factions more different (Hegemony-low tech, PL - mid tech, TT - high tech etc). So maybe I cut it from most of the factions. Cut some ships that don't fit.
So its probably this.
Thanks for info.


Hmm...maybe make the civilian ships use them? It's a bad PD weapon IMO, but it's cheap as heck. Civilians that don't get into any danger often would probably want this.
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