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 ... 72 73 [74] 75 76 ... 85

Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108392 times)

sterr

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1095 on: October 01, 2022, 12:13:36 AM »

Ok, I might be an idiot, but... what is the omega drive on the super zero actually doing? I can't see any difference when it's activated except the ship gets blurry.
Logged

G.W. LobSTAR

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1096 on: October 03, 2022, 06:08:32 AM »

Cool mod, but the Wolf frigate being used by the Luddic Path seems to not fit very well. Why would Luddites use a high tech ship?
Logged

Bradley_

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1097 on: October 07, 2022, 04:04:29 AM »

Sorry, i must have missed the answer to this, but how do i get the old chronos ship? (and also old vindicator, and a lot of other ships look much worse now than i remember)
« Last Edit: October 07, 2022, 04:13:05 AM by Bradley_ »
Logged

A_Random_Dude

  • Commander
  • ***
  • Posts: 230
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1098 on: October 07, 2022, 05:14:12 AM »

You move their sprites (and possibly the other relevant files if the ship changed significantly) from an older version of the mod to the up to date one. If you don't have it, you can't get them back.
Logged

Audax

  • Commander
  • ***
  • Posts: 137
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1099 on: October 11, 2022, 01:30:05 PM »

Duel of the century was rough to attain, it took 2 hours to finally get it. My piloting skills weren't that great but got used to it at some point. My one gripe is the bright background against bright energy attacks, I had to put my face up the screen just to see them projectiles.

hello7op

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1100 on: October 20, 2022, 10:31:17 PM »

Can I ask if this mod can add into middle of a save or new game only ?
Logged

Killsode

  • Captain
  • ****
  • Posts: 398
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1101 on: October 20, 2022, 11:09:56 PM »

Can I ask if this mod can add into middle of a save or new game only ?

New game. might half-function if you add it midway?
Logged

e

  • Captain
  • ****
  • Posts: 288
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1102 on: October 23, 2022, 06:31:04 AM »

I'd like to make a request: To add the "original" cathedral-class, the explorer-class as a unique ship you can find or something like that, as it would be nice to have a big ship that has no Luddic Church branding on it and instead a more neutral color scheme like lowtech or midtech, also probably without all the downgrades the church applies to their branded ships in an effort to remove heretical technology or whatever.
Logged

snilldog

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1103 on: November 11, 2022, 01:41:07 PM »

I permanently dismissed all the available bounties because I didn't want the ships and now I can't access the IBB anymore. Can anyone help?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1104 on: November 12, 2022, 05:25:44 PM »

I permanently dismissed all the available bounties because I didn't want the ships and now I can't access the IBB anymore. Can anyone help?

Console Commands:
famousbountystage 0
Logged

Garafetdin

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1105 on: November 16, 2022, 12:44:27 PM »

I need an advice. I have been trying to clear "Duel of the Century" for a total of 6 hours (2 hours yesterday, 4 today). I am not using any other mods besides SWP, so I am trying to beat it the way it was designed to be beaten, without having other mods simplify the fight. I am clearly doing something wrong, but I just can't pin point what it is. The most I ever killed was 5 hyperions. After that I get surrounded by 6 and can't really do anything - I run out of flux, try to get some more, get overloaded because there is too much ordnance flying around. I also didn't touch the default loadout of excelsior as it looks like it is the best thing for the fight.

I've seen some videos on YouTube of people clearing the challenge, but those had at the very least 5 of the hyperions replaced with other mod ships, making it easier, while also being impossible for me as my computer can not handle this many mods at the same time.

So, can somebody give me an advice how to tackle this challenge? Like, which hyperions to take out first, which save for later, how to use the missiles (currently I save them for when I am low on flux and there is no asteroids around to give myself a quick reload). Maybe I should change something in the loadout?
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1100
  • White
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1106 on: December 08, 2022, 10:13:39 AM »

Another suggestion for the hub ship, but maybe make it give an effect that works somewhere between a Salvage Gantry and an Efficiency Overhaul since it's basically a mobile space station, it could carry ships around inside it without needing to spend as many resources or as much fuel.  Something like "Mobile Drydock" where you can add in hullmods that require a dock, as well as reducing the maintenance and travel costs due to delegating it to the space station.
« Last Edit: December 08, 2022, 10:39:41 AM by Reshy »
Logged

Emodan

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1107 on: December 10, 2022, 08:59:27 PM »

hello
i have recently been working on a pet project and maybe sometime in the distant future I would like to use some of your ships in a XIV reskin mod...
is it alright with you if i do post them or would you rather I not share them?
i will give all due credit
please email me to let me know: [email protected]
Logged

kokuto

  • Ensign
  • *
  • Posts: 34
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1108 on: January 16, 2023, 08:25:32 AM »

I encountered this strange issue for the first time ever. After updating all my mods to start a new playthrough for 2023, IBBs completely stopped showing up. Due to things like NEX and Magiclib being updated too, while my mod list is largely the same as the last time I played and observed IBBs, I cannot tell if its merely mod conflict somehow or something else in the more fundamental interactions of the mods.

The only couple of new mods I added were faction and ship pack type mods which I don't think should affect this mod either. Its very strange.

Edit: I merely removed three mods from my list and then IBBs became active again. So I shall have to test which of these three mods was the culprit.
« Last Edit: January 16, 2023, 10:14:55 AM by kokuto »
Logged

qingfeng

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« Reply #1109 on: January 20, 2023, 07:40:29 AM »

Can the cathedral start be upgraded, like the special start of pirate expansion
Logged
Pages: 1 ... 72 73 [74] 75 76 ... 85