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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: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)  (Read 285621 times)

IMustRegroupMyForces

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #90 on: April 12, 2023, 10:18:02 AM »

ScintillaX has 2 system slot but only one slot spawning arc ,is this a bug?
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Foraven

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #91 on: May 26, 2023, 02:33:46 PM »

Sad this mod won't be updated anymore, I liked this pack. Anyone plans on taking it on? I probably could attempt to update it myself...
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A_Random_Dude

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #92 on: May 26, 2023, 02:45:04 PM »

For now, it works fine on current version if you use the latest magiclib version on discord (should be 1.1.1). Alternatively, 1.1.0 here works too. Just has some minor bugs that have yet to be ironed out.
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Foraven

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #93 on: May 26, 2023, 02:46:57 PM »

For now, it works fine on current version if you use the latest magiclib version on discord (should be 1.1.1). Alternatively, 1.1.0 here works too. Just has some minor bugs that have yet to be ironed out.

Nice to know, thanks :).
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MnHebi

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #94 on: October 07, 2023, 05:10:52 AM »

https://drive.google.com/file/d/1Yaarw34SUiLhTtGWMFsNAxOtKvKQsHAo/view?usp=sharing

Updated to 0.96a, updated magiclib import references, changed ship hull probabilities so factions don't get spammed with Torchships designs.
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BradArmstrong

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #95 on: November 24, 2023, 12:50:56 AM »

https://drive.google.com/file/d/1Yaarw34SUiLhTtGWMFsNAxOtKvKQsHAo/view?usp=sharing

Updated to 0.96a, updated magiclib import references, changed ship hull probabilities so factions don't get spammed with Torchships designs.

Actual hero, thanks.
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AnXel LG

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #96 on: March 14, 2024, 02:49:18 AM »

In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?

By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR
« Last Edit: March 14, 2024, 02:54:41 AM by AnXel LG »
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JamesTripleQ

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #97 on: March 14, 2024, 05:59:39 AM »

In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?

By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR

Yeah this was an issue some ship packs had when transitioning to 0.96: when the doctrines got updated, ship weights got updated as well and this left some modded ships spawning way more than they should. As a matter of fact, the first version of the 0.96 Seeker update by MnHebi (before the PMD version was made) had the diktat use exclusively tumbleweeds due to ship roles and weights changing.
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AnXel LG

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #98 on: March 14, 2024, 10:45:38 AM »

In my last playthrough of the Knights of Ludd I used T.A.D.A. alongside Luddic Enhancement by King Alfonzo. Unfortunately, Luddic Strike Fleets and general patrol detachments ONLY used the Niagara Battle Wall as capital ships. Is somehow T.A.D.A. overwritting the files in L.E. so as to not allow the awesome resprites of the Legion and Onslaught to appear in fleet composition?

By the way, thanks MnHebi for your bootleg uptade, but it is indeed spamming Niagaras in Luddic Church fleet doctrine. That really is the only handicap I've found using it under 0.97a STARSECTOR

Yeah this was an issue some ship packs had when transitioning to 0.96: when the doctrines got updated, ship weights got updated as well and this left some modded ships spawning way more than they should. As a matter of fact, the first version of the 0.96 Seeker update by MnHebi (before the PMD version was made) had the diktat use exclusively tumbleweeds due to ship roles and weights changing.

I sure will miss my Urchin Suppresors, Long Range Arbalests, Dioscuri Cannons. They fited nicely with the low tech and pirate factions, but I also want to enjoy the great work that King Alfonzo did with the resprites of Luddic Enhancement, so I'll put T.A.D.A. in stand-by for the time being. Thanks for the feedback and BURN BRIGHT !!
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