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Author Topic: [0.95.1a] Ship/Weapon Pack 1.13.0  (Read 686349 times)

Starareo

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #645 on: February 22, 2020, 09:48:52 AM »

If I accidentally decline an IBB mission, will it show up again later?
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furl

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #646 on: February 26, 2020, 04:49:59 PM »

If I accidentally decline an IBB mission, will it show up again later?

I declined Yamato mission, it showed up again after a few months
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GigaVivian

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #647 on: March 01, 2020, 12:29:12 AM »

Heya, does anyone have any idea how you could give the Mjolnir Cannon, the same lightning effect as the Lightning Gun? Probably a really hard to implement idea; Either way I just thought it would be a cool, logical effect to add to that very similar(ly themed) gun. Especially since I personally tinker with it and other vanilla guns to make them faster and more usable.  :D
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LightningJC

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #648 on: March 04, 2020, 12:51:24 PM »

just wondering, why does diktat have the conquest XIV as prioritised
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Kh0rnet

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #649 on: March 13, 2020, 08:07:14 AM »

Still incompatible with DynaSector 1.4.7?
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #650 on: March 13, 2020, 03:50:01 PM »

Dynasector is not compatible with the current version of SS.

Davatron77

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #651 on: March 26, 2020, 08:13:24 AM »

Hi, I downloaded the mod and the ships are awesome but I can't figure out how does the IBB work. Would you share a bit on how it works?
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lgustavomp

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #652 on: March 26, 2020, 09:41:01 AM »

Hi, I downloaded the mod and the ships are awesome but I can't figure out how does the IBB work. Would you share a bit on how it works?

As far as I know, you need nexerelin. Then you go to some local bars (especially independents) and the mission will be there
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Mondaymonkey

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #653 on: March 26, 2020, 10:57:53 AM »

As far as I know, you do not need nexerelin. At least I don't have it, but bar event exist. However, it can be some kind of another mod I have, and a list is large.
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #654 on: March 26, 2020, 11:20:01 PM »

It does not require Nexerelin.

Skrimp

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #655 on: April 04, 2020, 07:37:22 AM »

Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.
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Yubbin

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #656 on: April 05, 2020, 07:40:48 AM »

Quote
Hello, I recently downloaded the updated version of this mod and I noticed that the Cathedral Capitals weren't spawning in Luddic Church Fleets. I verified it by force spawning invasion fleets with both 10.5 and 10.4 versions. I'm not sure if they're just EXTREMELY rare but I stopped spawning fleets after about 20 on version 10.5. I had one appear on the first try using 10.4.

If anyone can verify that they are indeed just very rare, that would be helpful.

Also I was spawning fleets from a size 7 Luddic planet against size 6+ enemy planets.
I have the same problem, I don't know when this started happening for me, but I think it might be a different mod changing it, because this mod hasn't been updated for a while.
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #657 on: April 05, 2020, 07:46:50 PM »

State your mod list, and I will see about trying to track down which mod is messing up.

Yubbin

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #658 on: April 06, 2020, 05:47:07 AM »

Sorry that this list is so long,
Spoiler
$$$ Lightshow 1.40
Autosave 1.1
Better Colonies 1.4
Blackrock Drive Yards 0.9.5
Captain's Log 0.0.1
Commission Crews 1.8
Console Commands 3.0
Dassault-Mikoyan Engineering 1.18a
Flux Reticle 1.0.1
Hazard Mining Incorporated 0.2.2g
Industrial Evolution 1.0
Interesting Portraits Pack 1.2
Interstellar Imperium 2.1.2
Kadur Remnant 3.1.2
LazyLib 2.4e
Leading Pip 1.8.3
Luddic Enhancement 1.2.0
MagicLib 0.28
Mayasuran Navy 8.2.9
New Beginnings 1.1.1
Nexerlin 0.9.6c
Outer Rim Alliance 0.87
Planetary Shield: Access Control 1.1
Portrait Pack v1.2.3
Practice Targets 1.3
Ruthless Sector 1.2.6
Sanguinary Anarchistic Defectors 1.0.1d
Scy Nation 1.58
Secrets of the Frontier Prerelease 7
Ship/Weapon Pack 1.10.5
SkilledUp 1.1
Starship Legends 1.3.14
Tahlan Shipworks 0.3.15a
Tiandong Heavy Industries 1.2.1a
Torchships And Deadly Armaments 0.1
Underworld 1.4.2
Unknown Skies 0.42
Upgraded Rotary Weapons 1.41
Vayra's Sector 3.1.5
Vayra's Ship Pack 1.1.4
Version Checker 2.0
Weapon Arcs 1.3.1
Weapon Group Controls 1.1.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1
[close]
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MesoTroniK

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Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« Reply #659 on: April 06, 2020, 08:57:44 PM »

No need to apologize Yubbin. So I spent some time reviewing the pertinent files of your mod list and I believe I know what is going wrong.

Of your mod list notably Vayra's Ship Pack, Torch Ships, and Luddic Enhancement all add ships to the Luddic Church's combatCapital ship picker pool. In vanilla? The only capital ship the Church uses is the Legion. But with that mod list they also use:
- Cathedral
- Onslaught
- Tyrant
- Niagara
- And maybe more? Though I don't *think* I missed anything or made any mistakes but it is possible

All of those other mod-added capitals that they use are in essence (and in some cases especially so) diluting the ship pool so the Church very rarely uses the Cathedral.
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