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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 1108454 times)

Histidine

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1065 on: April 17, 2022, 06:01:47 PM »

BTW you can make SWP playable without Nexerelin again by opening saves/mission_scores.json and removing the row with "swp_duelofthecentury".
(and you could put it back later if you end up playing Nex and wanting to use the Excelsior start)
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Bradley_

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1066 on: April 27, 2022, 08:44:35 AM »

Hi! How do i get back the old Chronos? It was one of my favourite ships, and i dont care about the stats (they seem to be lower?) but the actual skin and weapon placements... Give me back the old thing!!!
« Last Edit: April 27, 2022, 08:50:53 AM by Bradley_ »
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darkwarrior1000

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1067 on: May 21, 2022, 07:51:29 PM »

I've noticed something a bit strange about the boxer variant of the gunship in the IBB mission for johnny major. If you beat the entire fleet in one go you'll only get 1 boxer with no s-mods and the emperor, but if you let a boxer get away and engage it separately you can get a boxer with s-mods. Bit of a strange choice considering you could get all 4 pimped out cerberus upgrades in the Ryx Barlow bounty. Is this intentional or just some weird bug I'm running up against?
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Amoebka

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1068 on: May 22, 2022, 12:04:56 PM »

You aren't guaranteed all 4 cerberi either, or at least not with full s-mods. Only 1 ship of each type is guaranteed, everything else is luck. Whether or not they are a normal or difficult recovery, and whether or not they keep s-mods seems completely random, too.
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darkwarrior1000

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1069 on: May 22, 2022, 08:36:15 PM »

in the case of the cerberus I always get all 4 and always have the one actually named after the class of ship (hades) with the 3 s-mods. I always recover the other 3 ships(hell, dis, and sheol) with no s-mods, but in the case of the boxer as well as all the phase ships in the laplace bounty it's pure rng but it seems that the ship that bears the name of the ship class will always be recovered with the s-mods so at the very least those should be guaranteed recoverable like all the other unique modships. imagine doing the ned ludd bounty and getting the modded dominator that doesn't have the 3 s-mods.
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Exempt

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1070 on: June 01, 2022, 11:35:43 AM »

The Sporeship Boss is ABSOLUTE HORSESHIT! I'm very frustrated that it grinded 6 full fleets of mine to dust before I was able to overwhelm it with fighters by spamming Astrals. COME ON! It's virtually IMPOSSIBLE to beat on vanilla!!!
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Phalamy

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1071 on: June 03, 2022, 06:38:06 AM »

Hey yo are the special [Redacted] bounty ships like The Nova (Aka False Omega) recoverable with the Automated Ships skill?
Because if it isnt the bounty money being only 100.000 is just waaay too low. Thats less than a common random bounty.
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Sgt.Apples

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1072 on: June 04, 2022, 01:10:09 PM »

Hey yo are the special [Redacted] bounty ships like The Nova (Aka False Omega) recoverable with the Automated Ships skill?
Because if it isnt the bounty money being only 100.000 is just waaay too low. Thats less than a common random bounty.

No the Nova isnt recoverable However there is something near the bounty, look for a capital ship derelict

also its from Seeker, not SWP
« Last Edit: June 04, 2022, 01:12:05 PM by Sgt.Apples »
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technologhost

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1073 on: June 09, 2022, 04:11:29 PM »

is the sporeship supposed to turn as fast as a frigate? not only it has insane range and can attack you as soon as the fight starts but you can't even outmaneuver it and on top of that it has a fleet of 30+ ships

is it supposed to be like this?
this fight seemed very bulls*it but i countered it with bulls*it of my own, nothing PlayerDamageTakenMult":0.1 cant fix

overall i enjoy the mod, except this
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speeder

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1074 on: July 01, 2022, 11:33:49 AM »

Can I add the sporeship as quest objective in my own mod? I want to make a system that is claimed by explorarium and have the player need to defeat a explorarium station to stabilize the jump points, but the only good explorarium station I saw is the one from this mod. (the sporeship).

If you allow that, any clue how I spawn it?
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Flix

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1075 on: July 01, 2022, 02:57:53 PM »

Has anyone figured out a way to beat the "I'll Kill You All" IBB bounty? I just... it's just... forget the sporship, this bounty is beyond hard. I don't get how I can approach it. These ships have double the stats of any ship and move twice as fast, not to mention the 4x DPS on all their weapons. I have a fully decked out fleet with IBB ships and omega weapons (as many as I could find) and I can't even scratch them. It feels hopeless, like these guys were put here to be invincible. Help!
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It is possible to commit no mistakes and still lose.

Proxima-b

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1076 on: July 03, 2022, 11:36:38 AM »

Where do I find those IBB bounty? I can't find them anywhere in the game
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Ruddygreat

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1077 on: July 03, 2022, 11:56:08 AM »

Where do I find those IBB bounty? I can't find them anywhere in the game

they spawn at independent, league, hegemony & church markets in vanilla, look for the "guarded man" prompt
they also spawn in scalartech, roider, shadowyards, imperium, iron shell (and i think one other) markets if you've got those mods.

Jang

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1078 on: July 18, 2022, 12:35:07 PM »

Not sure if this is already known, but Lightning Guns miss quite a lot in the AI's hands. The AI tries to lead the shot when it doesn't need to, which causes consistent misses vs ships with good maneuverability. I've tried it in several different fleets though and it feels usable despite its tendency to miss vs maneuverable ships, so maybe beam-like accuracy would actually be too strong  ;D. The weapon feels extremely satisfying under player control, I love using it personally.
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Proxima-b

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Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1079 on: July 21, 2022, 08:42:07 AM »

I can't seem to find "Gunnery Control AI"  hull mod, where do I find it?
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