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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Exotica Technologies v1.7.2 - updated December 3  (Read 199234 times)

QX10

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #300 on: November 19, 2023, 03:13:06 AM »

Would it be possible for Exotica to check for built-in missile weapons regarding hacked missile forge and other missile upgrades?
It seems to not do that.
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Phenir

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #301 on: November 21, 2023, 02:51:16 PM »

Hyperspec lpc does not clear hidden fighter bays and also does not prevent autofit from putting fighters in those bays.
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Rafs

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #302 on: November 22, 2023, 11:44:24 AM »

I'm having a problem where removing a core doesn't reset the OP cost of weapons and is having some weird conflicts with Reverse Engineered mods where Armament Support System is actually increasing the OP cost of weapons instead of decreasing them if it's installed after a Exotica Core, Expanded Fighter Manufactory doesn't seem to have an effect at all other than adding the extra bay, Daemon core also doesn't seem to check for those so you can install them side by side, not sure if intended or not.
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BFEL

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #303 on: November 24, 2023, 01:51:52 AM »

So any tips for farming Penance Engines? I use them in the most fun build I've ever created.

I know they drop from Luddic Path, but I vaguely think there might be more specific ones that you have to fight for them? They never seem to drop from 99% of them anyway. Do I have to *** them off enough for a vengeance fleet or something?
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Melcyna

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #304 on: November 24, 2023, 06:14:38 PM »

I got quite a few of them from just recovering the LP ships.
The higher their fleet strength and quality, the more likely I find them from their recovered ship.
I recover the ship after the fight then manually detach their penance engine with story point

since SP is not exactly free, I usually only do this during the initial phase for the fleet build up when I have barely any other exotic mod, and once I have the core fleet setup I stop spending story point and just recover them from free salvage.
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BFEL

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #305 on: November 26, 2023, 07:43:31 PM »

Huh, I've been acting under the assumption Exotica stuff doesn't change whether you recover or not, so I guess I have to recover every crappy luddic deathtrap I smack out of hyperspace then :P
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presidentmattdamon

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #306 on: November 27, 2023, 09:54:51 AM »

Huh, I've been acting under the assumption Exotica stuff doesn't change whether you recover or not, so I guess I have to recover every crappy luddic deathtrap I smack out of hyperspace then :P

yeah it doesn't change, that's why you can recover a ship that had the penance engine on it and then extract it
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DrTechman42

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #307 on: November 28, 2023, 06:51:41 AM »

I have something weird with the Derelict and Remnant upgrades. The improvement options are not there for some reason. Did I miss a change where they became unupgradable or something's wrong?
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Uther Phobos

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #308 on: November 28, 2023, 07:23:12 AM »

I have something weird with the Derelict and Remnant upgrades. The improvement options are not there for some reason. Did I miss a change where they became unupgradable or something's wrong?
Seems they can only be upgraded if you find a higher level chip. From what i've seen, it's the same for all non-default upgrades.
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Lucaefor

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #309 on: November 29, 2023, 11:19:46 AM »

Have Nanotech armour and Penance Engine been stripped from the mod or is there a bug? Both the 1.70 Sept update here and the 1.71 version hosted on GitHub no longer show them in the list of Exotics and they aren't appearing in stores or salvage.

If there's a download link to a previous version so I can rollback I'd appreciate it.
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Uther Phobos

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #310 on: November 29, 2023, 11:25:26 AM »

Have Nanotech armour and Penance Engine been stripped from the mod or is there a bug? Both the 1.70 Sept update here and the 1.71 version hosted on GitHub no longer show them in the list of Exotics and they aren't appearing in stores or salvage.

If there's a download link to a previous version so I can rollback I'd appreciate it.
Nanotech armour is definitely still there in 1.7.1. Though i don't think i've seen one just drop.

It doesn't show the more special upgrades unless they're installed or you have chips for them in inventory.
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Zygorg

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #311 on: December 01, 2023, 11:01:16 AM »

https://github.com/scardwell15/ExoticaTechnologies/issues/8
Crashing when trying to remove exotica mods/exotic mods
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presidentmattdamon

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Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« Reply #312 on: December 03, 2023, 06:36:18 PM »

https://github.com/scardwell15/ExoticaTechnologies/issues/8
Crashing when trying to remove exotica mods/exotic mods

fixed in 1.7.2 just released
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