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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: [0.97a] Iron Shell 1.1813aj  (Read 366189 times)

barackollama

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Re: [0.95a] Iron Shell 1.04
« Reply #30 on: November 05, 2021, 10:00:57 PM »

Great Job! You've sated my thirst for orange boats!
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RustyCabbage

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Re: [0.95a] Iron Shell 1.04
« Reply #31 on: November 05, 2021, 11:15:07 PM »

cant believe u'd kill my favorite starsector meme like this smh my head

Caymon Joestar

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Re: [0.95a] Iron Shell 1.04
« Reply #32 on: November 05, 2021, 11:27:51 PM »

Yo is that Avan NPC Avanitia Shogun from the game Genshin Impact? Where does she get her Mug from
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Dazs

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Re: [0.95a] Iron Shell 1.04
« Reply #33 on: November 06, 2021, 03:45:12 AM »

The tooltip acolytes have prophesied this day!

Ruddygreat

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Re: [0.95a] Iron Shell 1.04
« Reply #34 on: November 06, 2021, 05:15:05 PM »

have.

on a more serious note, congrats on the release!

Rody_

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Re: [0.95a] Iron Shell 1.04
« Reply #35 on: November 06, 2021, 06:36:27 PM »

the meme mod becomes reality
xiv/10 would evadepay tax again
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We reach into the void. The vast expanse becomes us.
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An average player from the Chinese Starsector community. I do translation stuff too. Visit the Chinese Forum here: https://www.fossic.org/?fromuid=213

Nilands

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Re: [0.95a] Iron Shell 1.04
« Reply #36 on: November 06, 2021, 11:10:57 PM »

Finally I can pay my taxes
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Jaghaimo

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Re: [0.95a] Iron Shell 1.04
« Reply #37 on: November 09, 2021, 05:10:57 AM »

There's a typo in name and tech/manufacturer of Piranha (XIV) - instead of XIV it is XlV (lower case L instead of upper case i). `ship_data.csv` in name and tech/manufacturer columns, and `eis_piranha.ship` in hullName.
« Last Edit: November 09, 2021, 05:16:40 AM by Jaghaimo »
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Jade Tendency

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Re: [0.95a] Iron Shell 1.04
« Reply #38 on: November 10, 2021, 04:05:55 AM »

That's on purpose, it's not a real XIV LPC.
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Jaghaimo

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Re: [0.95a] Iron Shell 1.04
« Reply #39 on: November 10, 2021, 05:17:51 AM »

While I don't mind having a fake XlV in-name, the implication of fake tech/manufacturer is that once you learn its blueprints now you will have "XIV Battlegroup" AND "XlV Battlegroup" tech/manufacturers in doctrine and custom production tab. Also, mods like Stelnet, that in upcoming release will let you search by tech/manfuacturer will make it obvious.

To make it fake, I'd give it proper "(XIV)" in the name, but set tech to Low-Tech OR give it proper "XIV Battlegroup" tech and set name to "(fake XIV)". As it is, it just looks like a typo.
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StrikeEcho

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Re: [0.95a] Iron Shell 1.04
« Reply #40 on: November 10, 2021, 05:26:19 AM »

While I don't mind having a fake XlV in-name, the implication of fake tech/manufacturer is that once you learn its blueprints now you will have "XIV Battlegroup" AND "XlV Battlegroup" tech/manufacturers in doctrine and custom production tab. Also, mods like Stelnet, that in upcoming release will let you search by tech/manfuacturer will make it obvious.

To make it fake, I'd give it proper "(XIV)" in the name, but set tech to Low-Tech OR give it proper "XIV Battlegroup" tech and set name to "(fake XIV)". As it is, it just looks like a typo.

Pretty sure that's suppose to reference Vayra's fOurTeEnth Battlegroup stuff, maybe more typos to make it more obvious?
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IAmLegion

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Re: [0.95a] Iron Shell 1.04
« Reply #41 on: November 13, 2021, 03:09:02 PM »

That's hawt.
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not a luddic path member

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Re: [0.95a] Iron Shell 1.04
« Reply #42 on: November 14, 2021, 07:13:37 PM »

Is Iron Shell incompatible with any of the mods I'm currently running? I can't get a new campaign to run unless I have this mod disabled.

Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel40",
  "raccoonarms",
  "Barack's Namelists",
  "timid_admins",
  "beyondthesector",
  "HMI_brighton",
  "Csp",
  "clearCommands",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "Dabble",
  "istl_dassaultmikoyan",
  "diableavionics",
  "Diktat Enhancement",
  "edshipyard",
  "XLU",
  "fast_engine_rendering",
  "FPE",
  "GrandColonies",
  "GMDA",
  "HMI_SV",
  "HMI",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "JDC_ziggyxiv",
  "kadur_remnant",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "mag_protect_soldier",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "wisp_perseanchronicles",
  "wyv_planetaryShieldAccessControl",
  "QualityCaptains",
  "roider",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "scy_bluesky",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "swp",
  "simpleplayerflags",
  "speedUp",
  "sun_starship_legends",
  "superweapons",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming and Station Construction",
  "transfer_all_items",
  "underworld",
  "US",
  "ungp",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "prv",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]

edit: ppl on discord helped me out it was an outdated mod incompatibility with Quality Captains that fixed itself once updated to 1.0.8 from 1.0.4
« Last Edit: November 14, 2021, 07:36:07 PM by not a luddic path member »
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is that an alpha core in your pocket or are you just excited to see me

Oni

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Re: [0.95a] Iron Shell 1.04
« Reply #43 on: November 14, 2021, 11:46:00 PM »

Now I wonder about adding it to an ongoing game... and I finally found a good system too....
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Wyvern

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Re: [0.95a] Iron Shell 1.04
« Reply #44 on: November 15, 2021, 12:00:45 PM »

So I realize this may be tricky to implement, but if it's at all doable, I'd suggest making the "Aquila Reactor Protocol" hullmod incompatible with not just Safety Overrides, but also with any hullmod that precludes the use of Safety Overrides.

There are some... kindof hilarious results you can get when you combine it with other SO-equivalent things from other mods.
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Wyvern is 100% correct about the math.
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