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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 1108542 times)

KailaRaZhu

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #300 on: December 05, 2018, 08:04:15 AM »

https://bitbucket.org/modmafia/ship-weapon-pack/commits/c90296d416f4c31fedc389c4fee1d69419e2d36b
https://bitbucket.org/modmafia/ship-weapon-pack/commits/828189186673a7c82eaf2e311a36c796052e8ec9

To give you an idea of scale.
A true hero.

"Great heroes can be found even here, in mud and rain."

The volume of commits required in order to bring the mod up to speed that you've already mowed through is quite intimidating to the uninitiated, don't lose faith brave knight of the digital code.
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Bunshichi Tawara

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #301 on: December 06, 2018, 05:29:43 AM »

Well I'll be sad to see IBB go, hunting down those powerhouse of ships and adding them to my fleet was very fun for me.

But as some have stated you could potentially just make IBB a separate mod project to continue updating when you have time.  :)
« Last Edit: December 06, 2018, 05:32:09 AM by Bunshichi Tawara »
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RealMartyRobbins

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #302 on: December 06, 2018, 07:52:04 AM »

Personally I couldn't give much of a damn about IBB. I love this mod for what it's supposed to add: ships and weapons. As long as the unique ship variants from IBB are obtainable in one way or another I'm perfectly satisfied. IBB is just a cherry on top.
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cjuicy

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #303 on: December 06, 2018, 04:16:22 PM »

As much as I love IBB, the amount of work required to re-integrate seems quite daunting. While the choice is ultimately yours, I would suggest dropping the non-IBB patch when ready. IBB can wait.
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It's been a long time, but I still love ya!

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AeusDeif

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #304 on: December 07, 2018, 06:45:32 AM »

I would also be happy to see these ships in game again, I don't mind having them without the IBB aspect until that's ready too.
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Captain Draco

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #305 on: December 11, 2018, 11:00:13 PM »

IBB ships are nice addition but they  are well...  just extra addition one can play without now given that colony management and exploration came onto the fore with 0.9 update.  But without extra ships all factions aside from Hegemony with its XIVs and Evil Corp with its modern ships (which i don't much care of) feel and play so... generic now. You pick League you got generic ships, you pick Dictate you don't even see Lion Guard ships, you pick Church you get again end up with vanilla Dominators and such independents and Pirates use too.   
« Last Edit: December 11, 2018, 11:02:49 PM by Captain Draco »
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arwan

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #306 on: December 13, 2018, 03:18:15 AM »

i just checked out the amount of work that is needed to get the mod up to a working condition... my lord. i for one will do my part when it gets there. your work will not go un appreciated and it will be part of my mod list.
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Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Baxter

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Re: [0.8.1a] Ship/Weapon Pack 1.7.2
« Reply #307 on: December 14, 2018, 07:59:11 PM »

IBB's nice because getting special ships is cool but tbh I need stuff like the Victory class more in my game currently. IBB will have to wait.

Is adding blueprints for all the ships in your mod something the game automates or is it manual only?
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Dark.Revenant

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[0.9a] Ship/Weapon Pack 1.8.0
« Reply #308 on: December 16, 2018, 03:43:25 PM »

Updated!  New sprites, new balance, new descriptions, new IDs for almost everything, took out some unnecessary hullmods, etc.

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.

Thanks to HELMUT and special thanks to Tartiflette for the updated sprites!!


Download Ship/Weapon Pack 1.8.0
Download Mirror
(Requires LazyLib 2.4b) (Updated!)
(Requires GraphicsLib 1.3.0) (Updated!)

- Supported by DynaSector 1.4.6 (Not yet compatible) -

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 (Not yet compatible) 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 1.8.0
- Added ORA Ascension to Duel of the Century
- Magnificent Seven can now select Persean League ships
- Gunnery Control AI rebalance (now increases shot speed by 50%)
- Added Lion's Guard Blueprint Package
- Nautilus is now a base blueprint, civilian hull that has 10 max burn and More OP to play with
- Zenith now has the Plasma Burn system and significantly improved turning speed
- Beholder's drones reworked; no more rear PD but increased arc, Terminator Core, and IPDAI
- Chronos max burn increased to 8 from 7
- Increased Victory to 55 supplies/rec from 50 and 650/1250 min/max crew
- Decreased Zenith min crew to 125 from 175
- Decreased Vortex min crew to 50 from 70
- Increased Eos max crew to 300 from 250
- Enforcer (LP) now has Accelerated Ammo Feeder
- Various minor stats and prices updated across the board
- Renamed Radiant to Solar
- Removed all (D) skins
- Dramatically reduced the number of preset variants
- Reworked nearly every remaining preset variant
- Removed Skeleton Crew, Expanded Cargo, Expanded Crew Quarters, and Expanded Fuel Tanks hullmods
- Extreme Modifications is now considered a logistics hullmod
- Excelsior's main weapon now works at a narrower flux range and costs slightly less flux to fire, but has lower damage (overall easier to use but not significantly more powerful)
- Made Excelsior's campaign-level CR stats a little more forgiving
- Fixed/standardized file and ID prefixes
- Added cool trails to certain weapons
- New Vanguard sprite
- New Punisher sprite
- New Excelsior sprite
- Updated Contender Cannon sprite
- Reworked Vanguard; main weapon is now a hardpoint, reduced OP to 80 from 90, added Heavy Ballistics Integration
- Changed Punisher's central hardpoint into a composite slot
- Reworked a whole bunch of descriptions
- Works in Starsector 0.9a
« Last Edit: December 16, 2018, 05:24:24 PM by Dark.Revenant »
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peperoni_playboy

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #309 on: December 16, 2018, 03:57:05 PM »

Glad to see SWP is back, the new sprites look great.
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Shodan13

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #310 on: December 16, 2018, 06:17:09 PM »

Woo!
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Hussar

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #311 on: December 16, 2018, 07:20:56 PM »

EEEEEEEEK~ Now I can start the new "vanilla friendly" playthrough I've wanted! A huge thanks for your work Dark.Revenant!
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dis astranagant

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #312 on: December 16, 2018, 08:14:20 PM »

Enforcer (LP) now has Accelerated Ammo Feeder

My body is ready
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Bunshichi Tawara

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #313 on: December 16, 2018, 09:29:14 PM »

out of curiosity, with the IBB now disabled is it still possible to spawn boss ships into my fleet ?  

Edit: Nvm seems its still possible. now to continue my adventures as the Dreaded Pirate Captain of the ISS Banana.
« Last Edit: December 16, 2018, 09:54:39 PM by Bunshichi Tawara »
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joppe_k

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #314 on: December 17, 2018, 01:35:00 AM »

Wow! These new sprites look amazing. I can't wait to start a new run with this installed. A big Thank You to everyone involved!
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