Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 62 63 [64] 65 66 ... 85

Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108027 times)

geminitiger

  • Commander
  • ***
  • Posts: 119
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #945 on: September 21, 2021, 12:53:40 AM »

If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.
Logged

Azizzz

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #946 on: September 21, 2021, 01:51:11 AM »

Ok i know u dont have much time but w8ting for this mod from the first day of the 0.95.Y onle use this mod and get this fatal error  Fatal: Ship hull spec[swp_vanguard]not found!Check starsector.log for more info.I did change some things in the folder where u can get more point to deploy,army size from 30 to 90 more planets to colonize and ofiters.Thx u werry much for your precious time
You need a clean install of the mod (delete old folder before extracting/copying new one). This should be done when installing any mod, except where otherwise specified.
It worked thenck u weery much :XXXX
Logged

geminitiger

  • Commander
  • ***
  • Posts: 119
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #947 on: September 21, 2021, 05:55:38 AM »

No IBB.

I have the same version issues as you, but I've run into the IBB twice so far. I'm not really busy hunting down these bounties yet, it seems rare not too rare if I don't have one to finish.
Logged

Jade Tendency

  • Lieutenant
  • **
  • Posts: 68
  • Fourth Olympus
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #948 on: September 21, 2021, 06:42:41 AM »

If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?
Logged

hydremajor

  • Captain
  • ****
  • Posts: 461
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #949 on: September 21, 2021, 07:00:14 AM »

Any chance you could split the ships and weapons in separate packages for thoses of us who just want one or the other but not both ?
Logged

Kadatherion

  • Lieutenant
  • **
  • Posts: 60
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #950 on: September 21, 2021, 09:53:11 AM »

If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?

Hey there, I was just experiencing the same and indeed I'm also using the bootleg Vayra in conjunction with this one. I was actually more worried about what these small fleets (that seem to increase in frequency as I get to the late game, past 212 I often see one or two of them in many of the new systems I explore) actually could mean: something that failed to spawn correctly, or some placeholders to anchor some script that aren't removed as intended, etc. They do indeed behave a bit oddly, as they are of the "neutral" faction but are hostile to, seemingly, pretty much everything...

They don't seem too disruptive, as they are all very small anyway, but I'm worried they could keep increasing exponentially as the cycles go by and pretty much end up breaking my save.
Logged

geminitiger

  • Commander
  • ***
  • Posts: 119
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #951 on: September 22, 2021, 02:24:53 AM »

If I run into a random named fleet for example "Brady's Fleet" out on some remote system should I murder them or leave them until I have a quest? I think these are generated by this mod.

Are you running the bootleg Vayra?
Yeah, I added both of these mods at the same time.  ;D
Logged

sunwolz

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #952 on: October 12, 2021, 12:56:21 PM »

Any chance you could split the ships and weapons in separate packages for thoses of us who just want one or the other but not both ?


God I NEED those ships. T_T
Can't play without this mods ships. *cry*
Logged

Amoebka

  • Admiral
  • *****
  • Posts: 1314
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #953 on: October 13, 2021, 01:10:59 PM »

The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Logged

sunwolz

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #954 on: October 20, 2021, 11:26:17 AM »

The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...

Okay. So apparently the mod is OUT, but all the pages are unedited.
The link is here:
https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818
« Last Edit: October 20, 2021, 11:28:45 AM by sunwolz »
Logged

T1203

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #955 on: October 20, 2021, 11:28:18 AM »

The mod is already updated for 0.95 and has been for a while. Check the last few pages.
Last few pages of ... what? Post a link. Even on Git, there is no 0.95...
An update on progress:

It's been halted for the last 3-4 weeks.  Life's been *** and going forward indefinitely I'll have far, far less time to mod than before.

I do not mean to be intrusive or insulting, I made this account because I love your work, if you don't have any time you could make the mod compatible for this version and work on any other updates later on. My playthrough right now feels so bare-bones without imperium or this mod, I love your work and I'd love to play it again, so I don't want this to be an offense, but please! Release some compatibility to this version, I love your work man. (Also I hope whatever you're goin' thru man, it gets better.)

https://cdn.discordapp.com/attachments/275764710312247296/857422388836827136/Ship_and_Weapon_Pack_Tourney.7z

From: https://discord.com/channels/187635036525166592/275764710312247296/857422390907895818
Logged

Brad080295

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #956 on: November 06, 2021, 12:06:10 PM »

Hey I just fought RA-002 Shadow from IBB but couldn't find a unique ship among his fleet. Is this a bug or is it supposed to be like this?
Logged

Brad080295

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #957 on: November 06, 2021, 12:44:30 PM »

Marjatta Nemo also didn't have a unique ship. Strangely enough they were both piloting the poseidon transport ship.
Logged

The_White_Falcon

  • Ensign
  • *
  • Posts: 34
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #958 on: November 07, 2021, 09:49:04 AM »

Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).
« Last Edit: November 07, 2021, 10:10:43 AM by The_White_Falcon »
Logged

default

  • Lieutenant
  • **
  • Posts: 80
    • View Profile
Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« Reply #959 on: November 08, 2021, 01:22:32 PM »

Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.
Logged
"There's nothing like a trail of blood to find your way back home."
Pages: 1 ... 62 63 [64] 65 66 ... 85