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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] High Tech Expansion v1.4.11  (Read 267433 times)

LinWasTaken

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Re: [0.95.1a] High Tech Expansion v1.4.8
« Reply #210 on: February 24, 2022, 04:40:21 AM »

"Iris" is the only thing i can complain about in this mod. everything else is great and this mod is always a must have for me.
but MAN i cannot stand seeing that ship (let alone multiple) on the enemy side, all it does is slow down the combat.
oh whats this? you are about to destroy an enemy capital after a hard fight with it destorying some of your smaller ships? too bad 2 Iris ships start body blocking you and talking your anti-shield weapons like they don't exist as well as shooting down all you missiles and let the enemy capital vent most if not all of its flux.
this is a personal request, nerf that shield at least a bit.

theDragn

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Re: [0.95.1a] High Tech Expansion v1.4.8
« Reply #211 on: March 05, 2022, 04:30:27 PM »

Good day.

Have there been plans for high-tech logistics ships? Transportation of fuel / transportation of goods? Atlas and Prometheus certainly fulfill their roles admirably, but have not the engineers of the domain era worked out the next generation of such ships?

No. Other mods do those and I don't feel any need to replicate them.

How do I edit which ships and weapons I want to use? Some hulls and weapons I don't like because of balance or aesthetic reasons.

Learn how to mod, I guess. The easy way would be to reduce the variant weighting in default_ship_roles.json, but that would still have the blueprints show up in research stations, and preset fleets (like the HVBs) would be unchanged.

"Iris" is the only thing i can complain about in this mod. everything else is great and this mod is always a must have for me.
but MAN i cannot stand seeing that ship (let alone multiple) on the enemy side, all it does is slow down the combat.
oh whats this? you are about to destroy an enemy capital after a hard fight with it destorying some of your smaller ships? too bad 2 Iris ships start body blocking you and talking your anti-shield weapons like they don't exist as well as shooting down all you missiles and let the enemy capital vent most if not all of its flux.
this is a personal request, nerf that shield at least a bit.

I bet you don't like the Monitor either, heh. Anyway, the Iris is an expensive, slow, and undergunned destroyer whose only advantage is its extreme survivability. Like Monitors, they're quite easy to kill if you separate them from whatever they're escorting.

theDragn

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Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #212 on: April 25, 2022, 03:56:32 PM »

Updated to 1.4.9.

New:
- Shoebill Heavy Cruiser: Big, slow, expensive, and tanky, this is more of a lowtech ship than some lowtech ships. System is Microvent Actuators, which causes the ship to vent with a 50% dissipation bonus for a very brief period.

Changes:
- Bombardier: Sprite rework, courtesy of Demto. Everyone say "thanks, Demto".
- Blaze Phase Fighter: moved from rare blueprint pool to hightech package, actually added auto_fighter tag this time around.
- Equality: Minor sprite improvements (I forgot who did this but it wasn't me)
- Fissure LRM: Reduced kinetic spike damage to 500; with the 0.95.1 buff to breaches this should push it further into a long-range armor stripping role. Reduced ammo regen.

You can grab the new version from the first post.

stomir

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Re: [0.95a] High Tech Expansion v1.4.3
« Reply #213 on: June 01, 2022, 01:08:35 PM »

Yes, I had plans for a capital fleet tender/cargo/fuel ship. However, my life is quite hectic right now, and it will probably be a while before I have time to work on it.
Did you ever get to making this?
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theDragn

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Re: [0.95a] High Tech Expansion v1.4.3
« Reply #214 on: June 04, 2022, 06:27:45 AM »

Did you ever get to making this?

Nope.

This mod is more or less in "maintenance mode", I'll keep it up to date and might add things that people throw at me (like the Shoebill), but I probably won't be spending much effort making entirely new stuff- most of my effort is on Apex Design Collective at the moment.

stomir

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Re: [0.95a] High Tech Expansion v1.4.3
« Reply #215 on: June 07, 2022, 07:49:20 AM »

Did you ever get to making this?

Nope.

This mod is more or less in "maintenance mode", I'll keep it up to date and might add things that people throw at me (like the Shoebill), but I probably won't be spending much effort making entirely new stuff- most of my effort is on Apex Design Collective at the moment.

I see. Thanks for the reply.
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Bob69Joe

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Re: [0.95a] High Tech Expansion v1.4.3
« Reply #216 on: June 26, 2022, 07:08:57 PM »

The omen now benefits from ship range 100% with the officer skill. Your arc weapons need more range to compensate for lack of skill.
A) No they don't. theDragn is still trying to calm them down without nerfing them too hard.
B) Don't quote an entire mod post like that, it contributes nothing.
Oh yeah, I hadn't taken a look until now. Bit late but it's gone.

I'm used to reply functions on boards, but I'll tidy up what I quote.
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Afrolicious

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Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #217 on: September 23, 2022, 01:12:46 PM »

Hello, I've encountered a problem with one of the special bounties. Specifically the "Epsilon AI" which is piloting a Titanium class ship which I've never seen before.

After accepting the bounty and attempting to save I receive the following error message:


message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember


Since the game doesn't actually crash i don't have an actual log file to upload. But any ideas for a fix would be appreciated!
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theDragn

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Re: [0.95.1a] High Tech Expansion v1.4.9
« Reply #218 on: September 27, 2022, 01:58:59 PM »

Hello, I've encountered a problem with one of the special bounties. Specifically the "Epsilon AI" which is piloting a Titanium class ship which I've never seen before.

After accepting the bounty and attempting to save I receive the following error message:


message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.fleet.FleetMember.readResolve()
class               : com.fs.starfarer.campaign.fleet.FleetMember


Since the game doesn't actually crash i don't have an actual log file to upload. But any ideas for a fix would be appreciated!

Pretty sure the root cause isn't my fault- I don't have any ships called that, or anything called an epsilon AI. My guess is that a ship from another mod you had spawned in the bounty (the bounty gets fleshed out with some random ships from the faction's doctrine) and somehow had an issue. Without knowing what mod that stuff is from, I can't help you much.

theDragn

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #219 on: October 10, 2022, 03:13:10 AM »

Updated to 1.4.10. Nothing new. Two weapon reworks and a bugfix.

Bugfix: The Shoebill no longer causes Mac users to crash (lmao)

Changes:
- Fissure LRM: Reworked into a long-range giga-Breach. No longer splits; sprint stage velocity reduced. Deals a large amount of unreduced armor damage over a large area.
- Ahab Harpoon Stream: Reworked into Ahab Harpoon Repeater. Fires three Harpoons at once. Lots of ammo, quick fire time, but small salvos are easy to intercept.
- Toroidal Plasma Railguns: Reduced OP (12 -> 11 and 26 -> 22). They're kinda weak (and intended to be weak) despite their range, so they shouldn't have premium OP costs.


Damonvi

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #220 on: October 17, 2022, 10:12:48 AM »

i think i'm getting a crash error when i startup the game.

some error that has to do with
Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.weapons.proj.drgFissureOnHit]
java.lang.RuntimeException: Error loading [data.weapons.proj.drgFissureOnHit]

i've only updated a couple mods, and this was one of them.

while writing this, i rolled the mod version back to 1.4.9, fixed the start up crash. might want to double check the fissure missile
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theDragn

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #221 on: October 18, 2022, 01:14:15 AM »

i think i'm getting a crash error when i startup the game.

Code
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.weapons.proj.drgFissureOnHit]
java.lang.RuntimeException: Error loading [data.weapons.proj.drgFissureOnHit]

No clue what's going on there but it works fine on my end (and presumably a few dozen other people's, since you're the first to report it), so the best I can do is provide the basic troubleshooting steps- make sure you're on the most recent version of starsector, redownload, and delete the HTE folder before extracting the new version.

Shogouki

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #222 on: November 07, 2022, 07:43:24 PM »

Hey I had a question about how to acquire the Cover-Ops ships without Varya's Sector installed.  I saw that it was said that if you have MagicLib installed that you can get them via bounties but I was wondering does that mean bounties via the IBB representatives in the bars or the unsanctioned bounty board?
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Ruddygreat

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #223 on: November 08, 2022, 03:20:50 AM »

Hey I had a question about how to acquire the Cover-Ops ships without Varya's Sector installed.  I saw that it was said that if you have MagicLib installed that you can get them via bounties but I was wondering does that mean bounties via the IBB representatives in the bars or the unsanctioned bounty board?

IBB representatives are from SWP, the unsanctioned bounty board is magiclib

Shogouki

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Re: [0.95.1a] High Tech Expansion v1.4.10
« Reply #224 on: November 08, 2022, 11:21:25 AM »

Hey I had a question about how to acquire the Cover-Ops ships without Varya's Sector installed.  I saw that it was said that if you have MagicLib installed that you can get them via bounties but I was wondering does that mean bounties via the IBB representatives in the bars or the unsanctioned bounty board?

IBB representatives are from SWP, the unsanctioned bounty board is magiclib

Thanks!
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