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Author Topic: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23  (Read 374028 times)

11bullets

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Re: [0.95a-RC12] Missing ships mod
« Reply #255 on: September 17, 2022, 12:30:31 PM »

I saw the posts about this mod being abandoned, so hoping someone else can help resolve the issue I'm having.

A ship from this mod pack is 'ghosted' in an enemy fleet and I can't destroy it because it doesn't exist on the combat map but the game thinks it exists.

Got an IBB bounty for a Luddic dude, one of the ships in the fleet is a Ragnarok class Sporeship. When I go into battle against the fleet the sporeship doesn't seem to spawn in combat, but the game *thinks* it's in there. I can completely destroy every ship in combat but it doesn't recognize that the combat's over and makes me sit there in an empty combat screen that I can't leave. Even when I rout them and they all flee the battle, I can't disengage from combat because the sporeship is still 'alive' and I have to try to engage it again, only it's empty space and I can't 'win' the combat.

I really hope I can salvage this. Is there any way to remove that ship from the enemy fleet or something like that? Also, secondarily, how would I go about removing that ship from this modpack entirely to avoid this kind of conflict in future battles? Thanks for any help.  :)
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Enez61

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Re: [0.95a-RC12] Missing ships mod
« Reply #256 on: September 20, 2022, 10:06:51 AM »

console commands mod has a NUKE command in combat
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Malignantcookie

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Re: [0.95a-RC12] Missing ships mod
« Reply #257 on: September 29, 2022, 05:07:46 PM »

Came here ask if an almost 300 fuel per lightyear was the intended fuel usage for the ragnarok class dreadnought. Found it at Prism Freeport(nexerelin mod) for 8 million and thought to myself. What a perfect ship to throw a bunch of mining drones and use as a mobile mining base. Only to see the fuel use once I jumped out of system to take it home for a refit.

I now see the posts saying the mod is abandoned. Might try to edit  the ship myself since I already am so deep in a playthrough.
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IceFire

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Re: [0.95a-RC12] Missing ships mod
« Reply #258 on: October 03, 2022, 12:26:44 PM »

Came here ask if an almost 300 fuel per lightyear was the intended fuel usage for the ragnarok class dreadnought. Found it at Prism Freeport(nexerelin mod) for 8 million and thought to myself. What a perfect ship to throw a bunch of mining drones and use as a mobile mining base. Only to see the fuel use once I jumped out of system to take it home for a refit.

I now see the posts saying the mod is abandoned. Might try to edit  the ship myself since I already am so deep in a playthrough.
You might want to edit that yourself. Depending on how far you are in your playthrough, you could just take the L and use a lot of Prometheus tankers to get it to your system.

On a different note.
Has anyone ever found a staple class as a boardable derelict. (Not as a wreck after combat) I went through the files already but i did not find a conclusive modifier that would allow the staple to be found and would prevent the dreadnoughts from not behing found.
Nevermind i found my first staple derelict while having a look around in dev mode.
« Last Edit: October 04, 2022, 10:41:39 AM by IceFire »
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iHeroLix

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Re: [0.95a-RC12] Missing ships mod
« Reply #259 on: October 24, 2022, 04:24:02 AM »

Hello all,

Until author comes back I've made some adjustments to the mod and updated it for 0.95.1a.

Here it is:https://drive.google.com/file/d/1BAvAQhZx2SL3hrJjLxXIz5aT9mvMT8if/view?usp=sharing

Adjustments:

Nagato raised total OP to 1250 (Might be way too much so let me know if so, i'll adjust) Decreased fuel usage to 100 /ly (Again might be too op let me know and i'll adjust)

Pelagornis Total OP 860 and fuel/ly 100

Ragnarok, adjusted hitbox to be more inline with the ship, raised op to 1100 and reduced fuel/ly to 200 (It's a big ship makes sense to have high fuel consumption)

I saw the posts about this mod being abandoned, so hoping someone else can help resolve the issue I'm having.

A ship from this mod pack is 'ghosted' in an enemy fleet and I can't destroy it because it doesn't exist on the combat map but the game thinks it exists.

Got an IBB bounty for a Luddic dude, one of the ships in the fleet is a Ragnarok class Sporeship. When I go into battle against the fleet the sporeship doesn't seem to spawn in combat, but the game *thinks* it's in there. I can completely destroy every ship in combat but it doesn't recognize that the combat's over and makes me sit there in an empty combat screen that I can't leave. Even when I rout them and they all flee the battle, I can't disengage from combat because the sporeship is still 'alive' and I have to try to engage it again, only it's empty space and I can't 'win' the combat.

I really hope I can salvage this. Is there any way to remove that ship from the enemy fleet or something like that? Also, secondarily, how would I go about removing that ship from this modpack entirely to avoid this kind of conflict in future battles? Thanks for any help.  :)

Tried looking and reproducing your bug to no avail, made some more adjustments just in case and maybe it's fixed? testing is required.


Quote
the LP Falcon seems strange: it has only 60 OP, the same amount of modular slots as the normal falcon, and there aren't any built-in hammer launchers even though the description says there are.
I haven't seen built-in hammerheads being mentioned in ship description, you sure we're talking about same falcon from this mod?
« Last Edit: October 24, 2022, 04:27:23 AM by iHeroLix »
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envenger

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Re: [0.95a-RC12] Missing ships mod
« Reply #260 on: October 30, 2022, 07:29:11 PM »

Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.
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iHeroLix

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Re: [0.95a-RC12] Missing ships mod
« Reply #261 on: November 10, 2022, 12:57:45 AM »

Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.
Shouldn't be too difficult so i can definitely look into it. Actually thinking about it, balancing those modules sounds like the difficult part ;D
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envenger

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Re: [0.95a-RC12] Missing ships mod
« Reply #262 on: November 12, 2022, 01:39:38 AM »

Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.
Shouldn't be too difficult so i can definitely look into it. Actually thinking about it, balancing those modules sounds like the difficult part ;D

Well they are super ships with 200 dp so a bit over tuned won't hurt much.
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Uther Phobos

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Re: [0.95a-RC12] Missing ships mod
« Reply #263 on: November 16, 2022, 10:06:31 PM »

Thank you for changes, I found nagato and the other carrier too weak after the smod changes. It would be great if you can make them and ragnorak have modules but that might be a lot of work.
Shouldn't be too difficult so i can definitely look into it. Actually thinking about it, balancing those modules sounds like the difficult part ;D

Well they are super ships with 200 dp so a bit over tuned won't hurt much.
For that matter by the time you can field one you're probably the undisputed king of the sector already anyway, so it being more of a victory lap should be fine. Not like you're going to be fielding much else with their deployment cost, either. (Unless you're crazy like me and play with battle sizes of 800, i could actually field two and some escorts.)

IMO the Nagato should get some missile mounts, though; probably as conversions of existing ones, since it's already crammed full. Maybe switch some to Composite or Synergy. Alternately, some build-in, the Yamato also had built-in torpedo tubes.
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Moomoomaster69

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Re: [0.95a-RC12] Missing ships mod
« Reply #264 on: December 09, 2022, 04:52:50 PM »

Have you ever thought about making high-tech versions of the Nagato and pelagornis?
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Vundaex

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Re: [0.95a-RC12] Missing ships mod
« Reply #265 on: June 10, 2023, 07:44:20 AM »

Did anyone test this with 0.96?
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Zr0Potential

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Re: [0.95a-RC12] Missing ships mod
« Reply #266 on: June 10, 2023, 04:28:46 PM »

Did anyone test this with 0.96?

Been running this since the initial update, haven't had any problems until now
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42421a

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Re: [0.95a-RC12] Missing ships mod
« Reply #267 on: June 15, 2023, 09:54:07 PM »

As of the latest starsector update 0.96a- RC10 this mod cannot be enabled. Does anyone know if this will be updated? I absolutely love this mod. Thank you!
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Shinr

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Re: [0.95a-RC12] Missing ships mod
« Reply #268 on: June 15, 2023, 10:14:08 PM »

Edit the mod's mod_info.json file (I use notepad++) and change the game version to 0.96a-RC10.
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42421a

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Re: [0.95a-RC12] Missing ships mod
« Reply #269 on: June 17, 2023, 08:17:35 PM »

This worked! Thank you so much!
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