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Author Topic: [0.97a] Star Wars 2020 v1.0.2a  (Read 110850 times)

BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #270 on: November 04, 2022, 06:00:53 PM »

I dont know if its just me but when I clicked on download, it sent me to the patreon page and I couldnt find any download links. The mirror worked though.
Ah, somehow Patreon didn't get my files, thanks for reporting that, the files have been reuploaded.
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RegisDeddij

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #271 on: November 16, 2022, 08:46:14 AM »

Any chance of a version of this mod with no content from Disney's butchering of Starwars? No First Order, No "Holden Manoeuvre" etc... I mean, just the things from the good films?

If not, is it OK if I make one based on your excellent work?
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BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #272 on: November 16, 2022, 05:09:22 PM »

Any chance of a version of this mod with no content from Disney's butchering of Starwars? No First Order, No "Holden Manoeuvre" etc... I mean, just the things from the good films?

If not, is it OK if I make one based on your excellent work?
You can disable the First Order faction if you're using Nexerelin. I'm also ok if you make your own version of mod based on mine.
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Nicolaus99

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #273 on: November 30, 2022, 01:28:15 PM »

My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement.  It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle.  Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines".  Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit.  It has no D mods, full CR, nothing about it in the hulls mods or flavor text.  Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet.  Don't think I've seen it happen to the AI anywhere yet.  Can occur 2 or 3 times over the course of a battle.  I've put many hundreds of hours into Starsector and never seen anything like it.

Any idea what's going on? 
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BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #274 on: December 01, 2022, 01:28:16 AM »

My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement.  It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle.  Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines".  Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit.  It has no D mods, full CR, nothing about it in the hulls mods or flavor text.  Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet.  Don't think I've seen it happen to the AI anywhere yet.  Can occur 2 or 3 times over the course of a battle.  I've put many hundreds of hours into Starsector and never seen anything like it.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

Edit: Just tested it with a Paragon, the EMP beams did not knock out the engines too often, and it performed normally in out-of-combat flights. Maybe it's just a coincidence for your ISD II? However, the deflector shield of my mod doesn't block emp damage 100%, maybe other ships were firing ion shots at your engines and disabled them and ship collision can also disable engines.
« Last Edit: December 01, 2022, 01:46:44 AM by BeyondTheHorizon »
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Nicolaus99

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #275 on: December 03, 2022, 10:00:48 AM »

My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement.  It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle.  Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines".  Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit.  It has no D mods, full CR, nothing about it in the hulls mods or flavor text.  Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet.  Don't think I've seen it happen to the AI anywhere yet.  Can occur 2 or 3 times over the course of a battle.  I've put many hundreds of hours into Starsector and never seen anything like it.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

Edit: Just tested it with a Paragon, the EMP beams did not knock out the engines too often, and it performed normally in out-of-combat flights. Maybe it's just a coincidence for your ISD II? However, the deflector shield of my mod doesn't block emp damage 100%, maybe other ships were firing ion shots at your engines and disabled them and ship collision can also disable engines.

Got my hands on a 2'nd Imp2 SD just to see if the same thing happens.  Negative.  The 2'nd Imp2 SD does NOT display this behavior.  Very strange.
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Nicolaus99

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #276 on: December 05, 2022, 03:27:02 PM »

My first campaign using this mod, I've encountered an issue where an Imp2 Star Destroyer that I stole using an agent keeps having its engines frequently flame out in battle causing it to drift/turn uncontrollably with complete loss of ability to control movement.  It looks and behaves like EMP system damage but occurs even entirely out of combat - like the long flight from the edge of the map to the middle.  Recovers like EMP system damage after X amount of seconds, can happen to 1 or both rear thrusters - which caught my eye as I don't recall other ships behaving like they having multiple sources of thrust from seperate "engines".  Here, say if the right side engine of the SD burns out, the ship will drift to the right side in a circle as if the left side is still pushing alone; visually matches, left side still lit with blue thrust lighting effect, right side sparking with EMP effect and unlit.  It has no D mods, full CR, nothing about it in the hulls mods or flavor text.  Have not seen this happen with any other Star Wars ships in battle though this is the first SW capital ship in my fleet.  Don't think I've seen it happen to the AI anywhere yet.  Can occur 2 or 3 times over the course of a battle.  I've put many hundreds of hours into Starsector and never seen anything like it.

Any idea what's going on?
That's strange, haven't encountered this issue with ISD 2 so far, I will run a few tests to see what happened.

Edit: Just tested it with a Paragon, the EMP beams did not knock out the engines too often, and it performed normally in out-of-combat flights. Maybe it's just a coincidence for your ISD II? However, the deflector shield of my mod doesn't block emp damage 100%, maybe other ships were firing ion shots at your engines and disabled them and ship collision can also disable engines.

I think I have figured out what is going on.  It is my own fault and the Star Wars mod has nothing to do with it.  I believe it stems from the "Starship Legends" mod that I also have installed for this campaign.  It gives 8 random modifiers/traits to every ship (like Strong Shields -8% damage or Bad Engine - 5% mad speed).  I had come to disregard these lists of traits but upon that particular Imp2 SD was "Cursed: 4% spontaneous malfunction chance".  /sigh  I never imagined there would be such a crippling and permanent effect that spawns in that trait list and I failed to look closely enough to spot it. 

My humble apologies.  Though, given the history of Star Destroyers in the films, there is a terrible irony in my first Imp2 SD of which I was so proud of, spinning in a circle out of control on one thruster.  Still surprises me that there even ARE multiple sources of thrust registering under the hood in game.
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DecimaMASAdmiral

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #277 on: December 09, 2022, 05:50:59 AM »

Your an legend for adding such wonderful and high quality vessels, if i may however make a humble request for you to add the Conqueror ISD (the one with the Mini DS laser in it) and the Imperial Escort Carrier the Storm Commandos use? If i may i would say i would be better to add them as a HV Bounty to somewhat balance the OPness of a mini DS 1 laser on an ISD even if you naturally increase DP and maintenance costs. partly related maybe add some more one off ships like that Correllian Corvette with a hanger bay in it? Secondly maybe adding some Commissioned Crew perks? I am sure you probably have your own plan for the mod and I look forward to seeing it but I just wanted to add my 2 cents, keep up the good work and I look forward to the next update!
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WeWickYou

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #278 on: December 11, 2022, 05:23:26 AM »

Hello,

Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?

Still very thankfull for a good quality mod :).
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BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #279 on: December 12, 2022, 07:25:23 PM »

Your an legend for adding such wonderful and high quality vessels, if i may however make a humble request for you to add the Conqueror ISD (the one with the Mini DS laser in it) and the Imperial Escort Carrier the Storm Commandos use? If i may i would say i would be better to add them as a HV Bounty to somewhat balance the OPness of a mini DS 1 laser on an ISD even if you naturally increase DP and maintenance costs. partly related maybe add some more one off ships like that Correllian Corvette with a hanger bay in it? Secondly maybe adding some Commissioned Crew perks? I am sure you probably have your own plan for the mod and I look forward to seeing it but I just wanted to add my 2 cents, keep up the good work and I look forward to the next update!
Sure, I think the Conqueror and Imperial Escort Carrier are achievable. But they may come after the Onager-class Star Destroyer as I promised a player before. Can you elaborate on the "Commissioned Crew perks"? Is it a player skill or something and what's the effect of it?
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BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #280 on: December 12, 2022, 07:38:01 PM »

Hello,

Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?

Still very thankfull for a good quality mod :).
The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
As for the weapon range, the station should have targeting supercomputer so the range should be enough, I will look into what happened. BTW, I'm looking for how to "spawn fleet" with a station in the vanilla game, hopefully, I can find the way soon.
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BeyondTheHorizon

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #281 on: December 12, 2022, 07:43:08 PM »

I think I have figured out what is going on.  It is my own fault and the Star Wars mod has nothing to do with it.  I believe it stems from the "Starship Legends" mod that I also have installed for this campaign.  It gives 8 random modifiers/traits to every ship (like Strong Shields -8% damage or Bad Engine - 5% mad speed).  I had come to disregard these lists of traits but upon that particular Imp2 SD was "Cursed: 4% spontaneous malfunction chance".  /sigh  I never imagined there would be such a crippling and permanent effect that spawns in that trait list and I failed to look closely enough to spot it. 

My humble apologies.  Though, given the history of Star Destroyers in the films, there is a terrible irony in my first Imp2 SD of which I was so proud of, spinning in a circle out of control on one thruster.  Still surprises me that there even ARE multiple sources of thrust registering under the hood in game.
LOL, Kuat Drive Yards denied the responsibility for the quality control issue.
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V_KJ

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #282 on: December 13, 2022, 12:10:24 AM »

I think I have figured out what is going on.  It is my own fault and the Star Wars mod has nothing to do with it.  I believe it stems from the "Starship Legends" mod that I also have installed for this campaign.  It gives 8 random modifiers/traits to every ship (like Strong Shields -8% damage or Bad Engine - 5% mad speed).  I had come to disregard these lists of traits but upon that particular Imp2 SD was "Cursed: 4% spontaneous malfunction chance".  /sigh  I never imagined there would be such a crippling and permanent effect that spawns in that trait list and I failed to look closely enough to spot it. 

My humble apologies.  Though, given the history of Star Destroyers in the films, there is a terrible irony in my first Imp2 SD of which I was so proud of, spinning in a circle out of control on one thruster.  Still surprises me that there even ARE multiple sources of thrust registering under the hood in game.
LOL, Kuat Drive Yards denied the responsibility for the quality control issue.

"In accordance to the Law of Quality Control of the Galactic Empire, Kuat Drive Yards is not responsible for malfunctions post production of its ships, any and all mishaps fall entirely on the user and customer."
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DecimaMASAdmiral

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #283 on: December 13, 2022, 02:36:34 AM »

Your an legend for adding such wonderful and high quality vessels, if i may however make a humble request for you to add the Conqueror ISD (the one with the Mini DS laser in it) and the Imperial Escort Carrier the Storm Commandos use? If i may i would say i would be better to add them as a HV Bounty to somewhat balance the OPness of a mini DS 1 laser on an ISD even if you naturally increase DP and maintenance costs. partly related maybe add some more one off ships like that Correllian Corvette with a hanger bay in it? Secondly maybe adding some Commissioned Crew perks? I am sure you probably have your own plan for the mod and I look forward to seeing it but I just wanted to add my 2 cents, keep up the good work and I look forward to the next update!
Sure, I think the Conqueror and Imperial Escort Carrier are achievable. But they may come after the Onager-class Star Destroyer as I promised a player before. Can you elaborate on the "Commissioned Crew perks"? Is it a player skill or something and what's the effect of it?
Of Course I’m sorry I didn’t clarify, “Commissioned Crews” is a mod for this game that makes it to when you are Commissioned or in an Alliance with a faction you receive a minor buff to all vessels, the UAF for example gives a 5% buff to aircraft damage I think, so for your faction say the Rebel crew gets say a 5% buff to shield strength since Mon Cala ships are know for strong shields, and I’m sorry if this sounds entitled but would you also consider adding the Executor Class Terror (the one with the stealth drive like the TIE Phantom) and the Broadside cruiser? I coulda swore I put it in my request and it feels rude to ask after you were already nice enough to accept my first request. If you have any further questions I would be more then happy to help!
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WeWickYou

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Re: [0.95.1a] Star Wars 2020 v0.9.6
« Reply #284 on: December 15, 2022, 09:04:15 AM »

Hello,

Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?

Still very thankfull for a good quality mod :).
The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
As for the weapon range, the station should have targeting supercomputer so the range should be enough, I will look into what happened. BTW, I'm looking for how to "spawn fleet" with a station in the vanilla game, hopefully, I can find the way soon.

If i'm not wrong the remnant station thingy who spawn remnant fragment patrol fleet is added by TASC mod , so maybe boggled can help you on that :)
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