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Author Topic: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)  (Read 289572 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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Killsode

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #99 on: March 30, 2024, 01:13:05 AM »

Tartiflette was such a damn trooper. We were blessed to have him, and we are lessened in his passing to other things. If you end up reading this mate, i hope life's been treating you well and that modding for Nebulous has been a blast. May have to get into that game myself.
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Levana

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #100 on: April 03, 2024, 02:11:06 PM »

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.

Is there a way to fix this relatively easily? Like, what files determine the weights and how would I edit them to make it fit better?
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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 #101 on: April 03, 2024, 02:41:32 PM »

You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)
« Last Edit: April 03, 2024, 02:43:19 PM by A_Random_Dude »
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Levana

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #102 on: April 03, 2024, 05:39:56 PM »

You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)

Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.
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AnXel LG

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #103 on: April 04, 2024, 12:17:59 AM »

You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)

Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.

Wait, What??? I wonder what you guys consider an "adequate spawning rate" because we clueless mortals are bound to get things going downhill if we mess with game files. So PLEASE, some RECIPE for adjustments would be VERY MUCH appreciated. Take pity on us, you GODS'N GODDESSES of coding  ;D
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Levana

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Re: [0.95.1a] Torchships And Deadly Armaments V0.17rc1 (2023/01/08)
« Reply #104 on: April 04, 2024, 05:33:20 AM »

You'll have to go into the mod folder, then data>wolrd>factions, then open the ".faction" files and lower the rates you see there to ensure they're in line with the new vanilla weights. I'd probably suggest removing the Niagara from the priority ships and see if that fixes the issue (haven't tested myself, but worth a try)

Works well, thank you! I had to do a lot of tuning including with other mods to make things look like I wanted, but that's probably just my own standards and the mod loadout I've got.

Wait, What??? I wonder what you guys consider an "adequate spawning rate" because we clueless mortals are bound to get things going downhill if we mess with game files. So PLEASE, some RECIPE for adjustments would be VERY MUCH appreciated. Take pity on us, you GODS'N GODDESSES of coding  ;D

From what I see, the big problem is just factions having Niagaras and such shoved in the "prioritize" category. This means that especially for factions that don't have other prioritized ships there these ships will just be far too common, so commenting those lines out with a # solves most of the problem. The other thing to keep in mind is that most ships have all their probabilities sum to 10, which means that if you want them to be less common just lower those probabilities a bit.
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