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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer  (Read 455595 times)

Warnoise

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #645 on: March 02, 2021, 04:25:29 AM »

Where do you guys find the regalia blueprints?
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Wyvern

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #646 on: March 02, 2021, 07:52:43 AM »

Where do you guys find the regalia blueprints?
It's a specific exploration content thing.
Spoiler
There's a particular ship you need to find and recover and then keep in your fleet for a while; its location is randomized, but at least somewhat predictable.
Spoiler
Check black hole systems. Thoroughly - the Halbmond will turn up in one of them somewhere, but it's frequently well away from the central black hole.
[close]
[close]
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Wyvern is 100% correct about the math.

Warnoise

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #647 on: March 06, 2021, 06:01:25 AM »

Where do you guys find the regalia blueprints?
It's a specific exploration content thing.
Spoiler
There's a particular ship you need to find and recover and then keep in your fleet for a while; its location is randomized, but at least somewhat predictable.
Spoiler
Check black hole systems. Thoroughly - the Halbmond will turn up in one of them somewhere, but it's frequently well away from the central black hole.
[close]
[close]

Spoiler
I checked all black hole systems and the only ship I found is one with a German name (rigveza or something like that) which didn't give me the option to recover.

Is the ship only on black hole systems? If yes, do they usually spawn near planets/wormholes or in some random spots in the system?
[close]
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Wyvern

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #648 on: March 06, 2021, 02:26:15 PM »

Spoiler
I checked all black hole systems and the only ship I found is one with a German name (rigveza or something like that) which didn't give me the option to recover.

Is the ship only on black hole systems? If yes, do they usually spawn near planets/wormholes or in some random spots in the system?
[close]
Spoiler
It's usually near something - planet or asteroid belt - but not always. I've found it once orbiting far beyond the edge of an outer asteroid belt; a bit further out than even the furthest wormhole's orbit, and far enough that my fleet at the time would've missed it if I hadn't been flying around the outside of the belt and pinging sensor burst every couple of in-game days. Bringing capital ships with enhanced sensors is recommended.
[close]
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Wyvern is 100% correct about the math.

Korekong

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #649 on: March 28, 2021, 03:17:11 AM »

Update pls. Great mod BTW!
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Nia Tahl

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Re: [0.9.1a] Tahlan Shipworks 0.4.1
« Reply #650 on: March 28, 2021, 05:03:59 AM »

Update pls. Great mod BTW!

Have some patience
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

ayylmao4lulz

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FYI one of the files in the mod is incorrectly capitalized, which makes loading the mod on linux crash.

graphics/tahlan/weapons/deco/tahlan_Izanami_glow_01.png

needs to have the "I" lowercased

graphics/tahlan/weapons/deco/tahlan_izanami_glow_01.png

Heads-up, this is back. Works fine with a quick rename though, for any fellow *nix users who are having this issue.
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Nia Tahl

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #652 on: March 29, 2021, 10:54:34 AM »

0.95a compatibility. Have fun!
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

Inhilicon

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #653 on: March 29, 2021, 11:59:11 AM »

^ Sweet! I wanted to ask some things, if that's okay. When Nexerelin is updated to work with 9.5a, will you have to update your stuff again? Questions about secret ships below.

Spoiler
The Karma or Kaivalya ships (idk what to call them, the Explorarium-drone-colored rare ships), what if get unlucky and I never get the chance to recover them? Are there blueprints? Can they appear in Explorarium encounters?
[close]
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Lenrir59

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #654 on: March 29, 2021, 01:20:03 PM »

Seems like the Korikaze needs some adjusting since the skill tree has made any automated ship have 0% CR, with the skill giving 100% CR divided by the number of automated ships. Makes fielding two of them with the Yuki slightly tricky.
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Nia Tahl

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #655 on: March 29, 2021, 01:52:11 PM »

^ Sweet! I wanted to ask some things, if that's okay. When Nexerelin is updated to work with 9.5a, will you have to update your stuff again? Questions about secret ships below.

Spoiler
The Karma or Kaivalya ships (idk what to call them, the Explorarium-drone-colored rare ships), what if get unlucky and I never get the chance to recover them? Are there blueprints? Can they appear in Explorarium encounters?
[close]

Story points

Seems like the Korikaze needs some adjusting since the skill tree has made any automated ship have 0% CR, with the skill giving 100% CR divided by the number of automated ships. Makes fielding two of them with the Yuki slightly tricky.

It's on my radar, yes.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

#Negi

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #656 on: March 29, 2021, 06:10:14 PM »

I like the Infernus, despite them habitually wrecking my first colony in most playthroughs, their ships feel great but not pirate, that spice doesn't fit the vanilla pirates.  (And not just for their special hull mod, the unique ships look scary and feel great to pilot, especially the Dun Scaith and Castigator.  The Bronco in ai hands always felt thought it was invincible and would fly off solo and die, officer was supposedly 'steady'.  Haven't tried the high tech ships yet.  Just wanted to say great job, and thank you. 
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ShadowVoid

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #657 on: April 03, 2021, 10:07:08 AM »

Is there anyway one can go about enabling only certain ships/blueprints/weapons in a mod? I have been getting more and more into modding my game and I guess the last step (before creating a mod myself) would be to be able to personalize what I want from a mod to be in a campaign, specially when it's a mod with so much content such as yours. For example (if you need one) I'm planning to start another campaign soon in 0.95 but I only want the Legio Infernalis and their ships/variants to spawn, I don't want anything else in the mod not even weapons. Is there anyway to do that?

Lastly thanks for making content that everyone else can enjoy!
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Chairman Suryasari

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #658 on: April 03, 2021, 02:30:23 PM »

You probably have a better chance to learn modding on Unofficial Discord server. They active all the times, I think. Modder probably doesn't want to stick around on the forum for hours to do a private lesson  ;D

https://discord.gg/whvcrPp
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Drazhya

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Re: [0.95a] Tahlan Shipworks 0.5a
« Reply #659 on: April 04, 2021, 02:35:59 PM »

It's weird to me how the Skola, Renki, Torii and Haelequin look like separated parts of a larger ship
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