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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)  (Read 605275 times)

zaz168

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Re: [0.95.1a] Hazard Mining Incorporated (Sick of Waiting Ed., 0.3.5f)
« Reply #555 on: February 17, 2023, 10:37:39 PM »

Excuse me Sir, may I ask for your permission to translate this mod into Chinese and post it on the SS Chinese forum?  I really like the style of this mod's ships and I think such a good piece is worth promoting to more players. I will keep the author information and provide the link back to this thread.
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Chryvrius

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Re: [0.95.1a] Hazard Mining Incorporated (Sick of Waiting Ed., 0.3.5f)
« Reply #556 on: March 04, 2023, 09:20:02 PM »

Bug report;

The Messenger Rocket Pods' missiles have tracking, despite being marked as having Tracking: None
« Last Edit: March 04, 2023, 09:25:13 PM by Chryvrius »
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Chazn2

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Re: [0.95.1a] Hazard Mining Incorporated (Sick of Waiting Ed., 0.3.5f)
« Reply #557 on: March 06, 2023, 09:50:35 AM »

I'm trying to play with a mod that limits the availability of Military Grade stuff for most people, is there a way to disable the Gredo Market?
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Daynen

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Re: [0.95.1a] Hazard Mining Incorporated (Sick of Waiting Ed., 0.3.5f)
« Reply #558 on: March 07, 2023, 11:21:40 PM »

The Monjeau may be my new favorite ship.
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HopeFall

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Re: [0.95.1a] Hazard Mining Incorporated (Sick of Waiting Ed., 0.3.5f)
« Reply #559 on: March 08, 2023, 08:36:51 AM »

Any chance of a Change Log on the front page being implemented? So I can quick reference when the mod's been updated, see what's changed and make a decision if I should update or wait for another cycle? Etc?

Edit: I've always found things like Flux Overdrive to be a tad odd. While the damage increases up to 25%, you don't realistically get that since you can't fire a weapon at 100 flux. Any chance it could be changed where the max damage from the hull mod is reached at 70~80 flux instead? Naturally, if that's too strong, lowering the damage to 15~20% comparatively would make sense. I just always found it odd to have increases listed like this when you can't ever actually get the damage listed on them.
« Last Edit: March 17, 2023, 12:01:54 PM by HopeFall »
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King Alfonzo

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[0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #560 on: March 17, 2023, 07:12:10 PM »

This may or may not be of interest to you.
Code
450324 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant]
450326 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant
450326 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'hmi_obj_108_rem6' from bounty hmi_spiders. Bounty is INVALID!

Looks like in the HMI/data/variants/hmi_obj_108_rem6.variant file it's calling itself rem5 in the file.

Change the variantId to this in the above file and it should fix that error I'd assume. Though I have no idea about modding Starsector as yet this is what I'd expect.
Code
"variantId": "hmi_obj_108_rem6",

Thanks for these catches, have been fixed.

Bug report;

The Messenger Rocket Pods' missiles have tracking, despite being marked as having Tracking: None
Whoops, missed that - thanks for the catch!

I'm trying to play with a mod that limits the availability of Military Grade stuff for most people, is there a way to disable the Gredo Market?

I'm afraid not.

Any chance of a Change Log on the front page being implemented? So I can quick reference when the mod's been updated, see what's changed and make a decision if I should update or wait for another cycle? Etc?

I tend to do this by recent update rather than making a changelog, largely because that front post is already way too long.

Edit: I've always found things like Flux Overdrive to be a tad odd. While the damage increases up to 25%, you don't realistically get that since you can't fire a weapon at 100 flux. Any chance it could be changed where the max damage from the hull mod is reached at 70~80 flux instead? Naturally, if that's too strong, lowering the damage to 15~20% comparatively would make sense. I just always found it odd to have increases listed like this when you can't ever actually get the damage listed on them.

I think you have the wrong mod?

Anyway, Post All-Fonzo Update for Hazard Mining Incorporated - not a very number of big changes to be honest.

Changes with 0.3.5h

Calico
-Less flux capacity, slightly more armour and hull, more OP, ballistics turned into hybrids, given HEF ship system

Baffler
-Longer time between bursts, maybe a slightly bigger burst, lower projectile health

-Fixed the broken Spider MagicBounty
-Fixed Messengers being labelled non-tracking, when they do track.
-Some slight tweaks in the back.

-HMI will now send out Scavenger fleets; now there's a small chance that you'll run into (and be attacked by) a HMI fleet instead of a scavenger fleet in the periphery.
-Obsidian has been reworked; now there are pirate micro-factions that ply the system in small fleets. These factions have ships from vanilla, and each faction is locked to different techs, giving the early to middle-game player an opportunity to find and capture ships.

Download HERE. NOT Savegame compatible.

Regal Eagle

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #561 on: April 02, 2023, 02:19:37 AM »

Hello, I'm not sure if something broke with the last version, but when I tried to boot the game, it crashed with the following error:
Code
27020 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI (data\hulls\skins\hmi_decimator_lc.skin)]
27084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [hmi_decimator] not found!
java.lang.RuntimeException: Ship hull spec [hmi_decimator] not found!
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ă“00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)

Here is my mod list
https://prnt.sc/BSiy-Iu81dfv
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Killsode

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #562 on: April 02, 2023, 04:13:24 AM »

but when I tried to boot the game, it crashed with the following error:
java.lang.RuntimeException: Ship hull spec [hmi_decimator] not found!

You forgot to Delete and then replace the old instance. btw, the decimator has been removed so its probably not save compatible.
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Network Pesci

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #563 on: April 03, 2023, 02:14:45 PM »

Loving the mod, finally decided on my previous campaign to install the full Alfonzo modlist since I liked the Covenant so much, but I've mostly been talking it up in other topics so I have no idea if you've seen it.  King Alfonzo, if you're about these days, check your PMs.

You know how back in the day they had these scary bad dudes Freddy and Jason, and then Jason went into space and got an upgrade into Jason X but Freddy never did?  Weeeeeell... I'm pretty sure he did.  I lost three capitals and five cruisers, but every last one of them was recoverable without using a single story point.  I'm going to feel real awesome and badass and smug and satisfied with myself as soon as I get done sending off these five thousand letters of condolences to the families of all of my deceased crew.  Playing StarSector makes me glad that I have about as much authority and responsibility as your average Wal-Mart cashier in real life.  Amazing battle, and I haven't even fussed with the vampires and werewolves yet, or whatever is going on with those dudes.  Is it Halloween six months early or did somebody swap out my tea with Red Water or what?

Great writing, great atmosphere, great additions to the fleet roster, great adding variation to fights that otherwise become repetitive by the end of the campaign, and best of all, the mad science that's done to make the horrors of the outer reaches.  Vanilla has some fights that are like being beaten with a stick, HMI has fights that are like being beaten with a polarized quantum warp forest.  The fan on my graphics card screams a song of praise for your mod King Alfonzo.
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sectorscythe

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #564 on: May 02, 2023, 05:22:49 AM »

Hi there, been using HMI mod for awhile and I came across a message after a *certain* battle in a *certain* system.

Spoiler
"Attention to all Domain Resurgent colonies, if you still exist... or even existed in the first place. Manchester has fallen. A pirate called Scarborough rounded up all the refugees the "wise adminstrators" didn't let in and invaded. They, they nuked Exeter to dust. However, it turns out, that our "wise administrators" were lying about Exeter being overflowing with food, and the "mighty forges of Devon" feeding their empire - they barely had enough food to feed themselves and had wasted everything else on...on YOU guys. Whatever's left of the "wise administrators" is making a last stand in order to call in all their defence assets to kill Scarborough. If your automated defence stations just left for no reason, you now know why. But, if you have any sense you WILL. NOT. Follow them.  Whoever wins there's nothing left here. Anything the Domain Resurgent hasn't wasted, Scarborough has burned. We survivors who are ditching our "wise administrators" are heading to a system south-west of Manchester - and this time, we're going to succeed where the Domain Resurgent failed."

Is that referring to the mercy, opuntia, kamikaze, obsidian and hazard system that is way down on the bottom right side of the sector? Or is it referring to something else? I searched 20~30 LY south west away from Manchester and I couldn't find anything
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SpaceDrake

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #565 on: May 02, 2023, 11:43:59 AM »

Hi there, been using HMI mod for awhile and I came across a message after a *certain* battle in a *certain* system.

Spoiler
It's referring to Brighton, which is one of the optional side-mods to HMI that was once part of the full package; the Manchester refugees are heavily implied to be the core of what would become the Brighton polity. To be honest, that spawn should probably be moved over to the Brighton package, even though there are other DomRes Goodies™ you can find elsewhere if you look.
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sectorscythe

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #566 on: May 03, 2023, 02:03:05 AM »

Thank you SpaceDrake for clarifying my *spoilers*
Spoiler
Man my goodness is it really implying that the refugees settled in what would be called Brighton system? I had all the optional HMI mods installed and I didn't think to look there to be honest. Anyway thanks again lol. Either need to go back to school for english comprehension class or something haha.
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Network Pesci

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #567 on: May 03, 2023, 05:07:04 AM »

Echoing that, thanks SpaceDrake, I was wondering that myself.

I'm now on my fourth playthrough with Alfonzo's modset and I think I've found a ship that I like even better than the Nepthys from the Covenant.  (Even better, it's guaranteed to spawn in a certain location, may or may not need a Story Point, on my current playthrough it didn't.)  The Nepthys has more staying power, but this one has nearly the mobility and evasive power (and the ability to teleport directly behind the enemy) of the humble Wolf, with the firepower of an advanced battlecruiser.

Hugo Kaboom's Ionos Build


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The Heavy Urn Pulsers have an incredible range, even though the targeting cones only project out to 1000, their blasts keep travelling and homing in for over twice the height of my screen.  I was able to solo the first form of Seele with this build by keeping my distance and only closing when it was overloaded.  Although this Ionos doesn't last as well against stations and battleships as the Nepthys, its incredible mobility means that it can basically choose to never be surrounded by smaller craft.  Not that it cares about being surrounded by anything smaller than destroyers, as the Burst Attack Lasers obliterate fighters instantly and frigates in seconds.  I put Expanded Magazines on this just to get extra shots on the Hungering Furnace Cannon.  I could probably get away without Advanced Turret Gyros, but I like being able to target frigates accurately with the Urns if they stay out of Burst Attack range.  This build is a hard counter to the enemy factions in HMI, it is equally unfair against vampires, werewolves, or robot zombies.  Take this up against the Mess, your only limit on how many fleets you can solo at once is your CR running out.
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eidolad

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #568 on: May 13, 2023, 07:24:50 PM »

hi no pressure just wondering if there was a forecast for a .96a compatibility patch (if one is needed, though my goodness .96a change notes were...substantial)
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Zr0Potential

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Re: [0.95.1a] Hazard Mining Incorporated (All-Fonzo Tourny Ed., 0.3.5h)
« Reply #569 on: May 14, 2023, 04:05:11 AM »

Has been working fine for me on 0.96 with a modinfo edit
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