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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: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 904393 times)

fellabrando

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1380 on: November 07, 2020, 07:54:38 PM »

Thanks Cyber

It actually is really good now.

« Last Edit: November 07, 2020, 09:58:45 PM by fellabrando »
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Zach

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[0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1381 on: December 08, 2020, 01:16:46 AM »

Hey love the mod but can't find some of the specialty ships? I found the unsung in the research station but can't find the colossus, falken, banshee norn, and the "rm-r". Any help in finding them? Cheers!
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Kaitol

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1382 on: December 08, 2020, 04:15:42 PM »

Hey love the mod but can't find some of the specialty ships? I found the unsung in the research station but can't find the colossus, falken, banshee norn, and the "rm-r". Any help in finding them? Cheers!
I think those ones are just quite rare. I know I've salvaged Banshee Norn's on occasion, and maybe one Colossus? If you use Starship Legends it adds a storyteller npc to bars who tells you about legendary flagships, including lost derelicts and where to find them, which kinda lets you filter for the particular ship you're looking for. Still might take a while for these ones to crop up somewhere though.
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Phoryx

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1383 on: January 30, 2021, 08:06:35 AM »

I have a problem where I cant put the hullmod Shield conversion - Front but I can put the Tau upgrade, which locks the omni shields to front but have differents passives and ordnance costs. Is this an actual limitation or a bug?
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Outlander

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1384 on: January 30, 2021, 04:10:20 PM »

Is it safe to add this mod to an existing save? Or does it requite a new game to function?

Edit: Oh, it's a faction mod, so I guess it needs a new save after all.
« Last Edit: January 30, 2021, 04:16:34 PM by Outlander »
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Plasmatic

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1385 on: February 05, 2021, 02:02:34 AM »

Not sure if I'm the only one, but the download link doesn't work for me.. Firefox and chrome both say connection was refused.
its strange... I can access https://bitbucket.org/Deathfly/neutrino-corp/downloads/ just fine, and I see the files.. but when i click to download it i get redirected


Which says 403 error code forbidden.

Googling it leads to topics about a virus called Amazon Naw, but after having searched where the site said to search, I doubt that's the issue. and those posts were in 2006
« Last Edit: February 05, 2021, 05:34:48 AM by Plasmatic »
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Omnissah

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1386 on: February 07, 2021, 11:44:40 AM »

Not sure if anyone's having the same issue, but the Silverlance doesn't show up in my game.  I've tested with a consol command mod, and while the other weapons populate easily enough, 'neutrino_silverlance' doesn't show up.  I checked the mod files and it had been named 'neutrino_silverlance.wpn.bak'.  I removed the .bak and changed it to a .wpn file, but it hasn't done anything. 

Anybody know why that might be?  And if so, a way to fix it?
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Omnissah

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1387 on: February 08, 2021, 11:54:21 PM »

Ah wait, found the issue myself.  In the excel doc the Silver Lance was commented.  Uncommented it and it works just find. 

Good lord is that a heck of a weapon.  Fiddled with some of the number stats to make it a tad more realistic / less over the top.  Sorta.

Changed the range to 1500, lowered the EMP and increased the cooldown timer.  Now it's more usable on more fittings.  Feels like a heavier Neutron Lance now.  Might fiddle with it more. 
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LORDHORSES

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1388 on: March 31, 2021, 03:45:56 AM »

I hope this mod gets a 0.95a versin i realy want to use the hammer ship
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Jabroni Pepperoni

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1389 on: April 02, 2021, 11:09:31 AM »

Can't wait for this to be updated! Looking forward to playing a Neutrino Corp run again. Thank you for all the hard work on this amazing mod!
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Chairman Suryasari

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1390 on: April 03, 2021, 02:52:39 PM »

Sorry to be a bearer of bad news, FlashFrozen haven't active since June 10, 2020, 08:49:35 PM. Neutrino Corp probably will get similar treatment to Diable Avionics to get forked by other modder if FlashFrozen gives the permission.
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Darkspire91

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1391 on: April 12, 2021, 05:42:34 PM »

Sorry to be a bearer of bad news, FlashFrozen haven't active since June 10, 2020, 08:49:35 PM. Neutrino Corp probably will get similar treatment to Diable Avionics to get forked by other modder if FlashFrozen gives the permission.

That's not good. I live and breath on the Banshee missile spamming. And the Unsung is most of the time the ship that tips the fights in my favor.
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DemonicSquid

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1392 on: April 13, 2021, 10:51:25 AM »

Sorry to be a bearer of bad news, FlashFrozen haven't active since June 10, 2020, 08:49:35 PM. Neutrino Corp probably will get similar treatment to Diable Avionics to get forked by other modder if FlashFrozen gives the permission.

That's not good. I live and breath on the Banshee missile spamming. And the Unsung is most of the time the ship that tips the fights in my favor.

Simply changing the version in the mod_info file gets the mod to load up.

The ships work, apart from the Hammer which has zero OP, however, only the frigates ever show up in markets - even in Neutrino owned stations. Their fleets only seem to consist of frigates. If you want to access the ships and weapons you can spawn them in via console commands and they all seem to work okay from the limited testing I've done.

I tested this using the following mods -

- Neutrino
- Console commands
- Magic/Lazy/Graphicslib

In theory you could do a campaign with them by disabling their faction - assuming you are using Nex etc - then use a console command to give yourself the blueprints to build their stuff (or just add the ships directly). They don't work as a separate faction, and to fix that will require an actual update by someone.

EDIT: second combat with a fleet and the game crashes with a CombatAPI error.
« Last Edit: April 13, 2021, 11:04:22 AM by DemonicSquid »
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Dabclipers

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1393 on: April 13, 2021, 11:26:52 AM »

I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?
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DemonicSquid

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Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« Reply #1394 on: April 13, 2021, 11:46:45 AM »

I know nothing about coding, how difficult would yall say it would be to get it up and working fully for this version of the game?

First port of call would be to ask the mod-owner for permission to fork it - check the license they use as well. Given they haven't been active for nearly a year I'd say that was a very long shot. I'd assume fiddling about with it yourself is fine, just don't distribute it.
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