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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Author Topic: [0.97a-RC11] Nes's SAW 1.11SSS  (Read 165739 times)

Fonfon

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Re: [0.96a] Nes's SAW 1.9h
« Reply #105 on: January 14, 2024, 12:28:42 PM »

Where does one get the ships? Special bounties? Or just in shops on planets?
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Nes

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Re: [0.96a] Nes's SAW 1.9h
« Reply #106 on: January 16, 2024, 04:26:08 AM »

Where does one get the ships? Special bounties? Or just in shops on planets?
Ships can be found within various faction fleets and markets, their distribution and rarity being such as to appear seamlessly integrated alongside the base game content. :)
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DDouble

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Re: [0.96a] Nes's SAW 1.9h
« Reply #107 on: February 01, 2024, 09:06:16 PM »

Hey I got a startup crash that I think originated from this mod.

Ship Hull Spec [nes_drone_borer] not found

Good mod thanks!
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Killsode

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Re: [0.96a] Nes's SAW 1.9h
« Reply #108 on: February 02, 2024, 02:36:36 AM »

Hey I got a startup crash that I think originated from this mod.

Ship Hull Spec [nes_drone_borer] not found

Good mod thanks!

If you updates NES you may have overwritten instead of delete and replace. Try redownloading, deleting the old instance, and putting in the new instance.
If this is your first time installing NES... Its something completely different but i would still suggest redownloading and installing the mod.
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NITEGHXST

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Re: [0.96a] Nes's SAW 1.9h
« Reply #109 on: February 18, 2024, 08:28:43 AM »

I got a question regarding the "livery system", I was looking through your code and in it you use a deco weapon with the id "NES_DECO_COUNTER". What does that do exactly, why did you do it that way and how is it used? Cause I want to make a livery system for my WIP mod as well and since your mod has that feature I thought of looking into your code but stumbled across this.
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"We are brothers and sisters, all the same, all as one. This Brotherhood stands on group effort.
The more you bring to the table, the more you will be rewarded for your efforts.
Having said that, WHO'S READY TO RID THIS SECTOR OF THE HEGEMONY?!"

~ Rug'ger, TNB General

Killsode

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Re: [0.96a] Nes's SAW 1.9h
« Reply #110 on: March 30, 2024, 01:22:13 AM »

Hope modding and life has been treating you well. Any chance of a version update?
Going to check if a .json edit preliminarily works and shall update my post accordingly.
Edit two days later: It did indeed work. I completely forgot about my post.
« Last Edit: April 03, 2024, 02:26:19 AM by Killsode »
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Nes

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #111 on: April 02, 2024, 04:35:30 PM »

I got a question regarding the "livery system", I was looking through your code and in it you use a deco weapon with the id "NES_DECO_COUNTER". What does that do exactly, why did you do it that way and how is it used? Cause I want to make a livery system for my WIP mod as well and since your mod has that feature I thought of looking into your code but stumbled across this.
Ah, from memory, it is mainly used for keeping livery hullmod selection properly ordered

That said, i am happy to see more people showing interest in exploring the more aesthetic side of shipmaking :)

Hope modding and life has been treating you well. Any chance of a version update?
Going to check if a .json edit preliminarily works and shall update my post accordingly.
Thanks! and infact yes!
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Nes

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #112 on: April 02, 2024, 04:41:59 PM »

1.10SSS
mainly a compatibility update for 0.97a, also a balance pass and some visual touch ups

save compatible
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Cryovolcanic

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #113 on: April 28, 2024, 02:49:45 PM »

This is a great mod. I love the starlight purple-blue color on the Volt. I also love the emphasis on making a few interesting ships rather than massive bloat of forgettable ships.

Three questions:

1) Are blueprints for these ships available? How do I get them?

2) Why do the ships have slightly different color schemes?

3) What does the Fluorspar's critical hit system do? How much damage boost does it provide? The AI for it is pretty cool, it looks like it's swinging around and backstabbing enemy ships. My Fluorspar even had an appropriate name, "ISS Luck Thief."
« Last Edit: April 28, 2024, 02:55:02 PM by Cryovolcanic »
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Nes

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #114 on: April 29, 2024, 05:25:13 AM »

This is a great mod. I love the starlight purple-blue color on the Volt. I also love the emphasis on making a few interesting ships rather than massive bloat of forgettable ships.

Three questions:

1) Are blueprints for these ships available? How do I get them?

2) Why do the ships have slightly different color schemes?

3) What does the Fluorspar's critical hit system do? How much damage boost does it provide? The AI for it is pretty cool, it looks like it's swinging around and backstabbing enemy ships. My Fluorspar even had an appropriate name, "ISS Luck Thief."

Can find blueprints in derelict stations, ruins, caches and the like, by techmining, by raiding heavy industry planets, or from hints given by the historian.

Why ships have different color schemes? Aesthetics!

Crits multiply projectile damage, with a chance to trigger when shipsystem is active. (Negligible damage projectiles like vulcan cannon shots will not print "CRITICAL!" for the sake of not bloating the screen, but will otherwise work as intended.)
Beams cant crit but instead receive a damage bonus during shipsystem similar to high energy focus.
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Cryovolcanic

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #115 on: April 29, 2024, 05:38:17 AM »

Which planets do I need to raid?

My understanding is factions only have their own blueprints. TT presumably has Volt blueprints?
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Killsode

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #116 on: April 29, 2024, 06:25:28 AM »

Which planets do I need to raid?

My understanding is factions only have their own blueprints. TT presumably has Volt blueprints?

I believe they're mostly just in the independents. You'll also be able to find them out in the sector.
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Nes

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Re: [0.97a-RC11] Nes's SAW 1.10SSS
« Reply #117 on: April 29, 2024, 06:46:47 AM »

Which planets do I need to raid?

My understanding is factions only have their own blueprints. TT presumably has Volt blueprints?
Mainly it goes:

Volt- TT
Carnelian- PL
Hammerfall- fairly widespread, everyone but TT and Church
Hermitaur- Church
Hampter- Hegemony
Fluorspar- Independents (being an of the books hush hush TT project, it is carried out by unaffiliated contractors, presumably so)

And yeah, independents generally enjoy access to most blueprints, in exchange for having no capital ships.
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CV514

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Re: [0.96a] Nes's SAW 1.9ggggggg
« Reply #118 on: May 04, 2024, 06:56:17 AM »

Any possibility of getting a rainbow-coloured Fluorspar? I need this for reasons.
That is not out of the question

My humble contribution. This thing is totally bonkers. Absolute bananas.

Fabulous
[close]
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Nes

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Re: [0.97a-RC11] Nes's SAW 1.11SSS
« Reply #119 on: May 24, 2024, 01:58:46 AM »

1.11SSS
Magic Paintjobs: vanilla ships cosmetics, manage them in "Personal" intel tab.

Should be save compatible.
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