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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Emergent Threats/IX Revival v1.0.6a  (Read 316756 times)

vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #375 on: April 17, 2025, 11:14:25 AM »

Hey love the mod. Just had to jump in because with a new PC and the new update, i had to go round and reinstall all my mods and i keep noticing bits missing.

I'm pretty sure the laser collimator(?) and the twin tactical laser were from this mod. Have they been removed?
They got moved from IX Revival to standard ET so they are no longer an IX weapon but can be found on Tri-Tach and general markets.

Killer11760

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #376 on: April 17, 2025, 06:15:58 PM »

Ah, I see. looks like I messed up the install and only put in the IX battlegroup, and not the emergent threats folder. damn. Welp, at least now I know the issues fixed for my next playthrough  :P
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mlseviers

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #377 on: April 18, 2025, 10:48:36 PM »

Don't know if this count as a bug, I tried to fail the Faith and Fury by promising to stop Kato. Then I went to finish Project Mayfly directly without picking up his captured carrier(Pride of Kazeron). After defeating Kato I can't find the ship on Chalcedon.
« Last Edit: April 18, 2025, 11:21:01 PM by mlseviers »
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #378 on: April 19, 2025, 09:59:53 AM »

Don't know if this count as a bug, I tried to fail the Faith and Fury by promising to stop Kato. Then I went to finish Project Mayfly directly without picking up his captured carrier(Pride of Kazeron). After defeating Kato I can't find the ship on Chalcedon.
That does seem like a bug, however Johan will remotely disable the ship to 0% CR permanently if you betray him, so you're not missing much.

bufonerrante

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #379 on: April 21, 2025, 02:50:07 AM »

I don't know if it's because of this mod, or the one from Indies Expansion but the main hullmod (AI subsistem integration) that serves to install the other hullmods appears to me that it is incompatible with another hullmod that I don't have installed on the ship (metaphalic, from Tahlan Shipworks), the hullmod with which it supposedly has incompatibility is the automation overhaul (and the only hullmod with that name that I found is the droneship automation Indies Expação Overhaul) so I assumed that would be the mod that supposedly inquires from the installation

I don't really know if it's a bug or which of the two mods causes it, but I'd be glad if you took a look at it, if it's not your mod to go comment on the other one and see if it can be fixed
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spaceEel

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #380 on: April 21, 2025, 04:28:38 AM »

If the special bounty radiant is automated it gets its dp reduced to 30 but only if ascended tactical ai hullmod is present, Im guessing thats not intended?
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Bany

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #381 on: April 21, 2025, 05:28:41 AM »

If the special bounty radiant is automated it gets its dp reduced to 30 but only if ascended tactical ai hullmod is present, Im guessing thats not intended?
Wanted to ask the same thing. :) ????
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Rift

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #382 on: April 22, 2025, 06:10:46 PM »

The Warp Drone Assembler and Constructor are pretty overpowered. The combination of good effect vs. both shields and armor, and the near un-interceptability of the second stage makes spamming them incredibly effective. In their current state they compare pretty favorably vs the Resonator MRM, which costs substantially more. I'd suggest increased OP cost, and a reduction in either speed or HP of the second stage.
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Wolas3214

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #383 on: April 22, 2025, 08:02:48 PM »

Can't seem to find the synthesis/andradanism officers for second in command. is it just poor luck with the spawns at their markets or do you need to enable some option/do some quest?
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006559

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #384 on: April 24, 2025, 01:46:13 AM »

Can Nova appear in IX battle groups? :D
« Last Edit: April 24, 2025, 02:05:40 AM by 006559 »
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Simbach Vazo

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #385 on: April 24, 2025, 08:42:16 AM »

May be a niche request but could one have a luna toggle to disable the (REDACTED) variants of the Odyssey / Onslaught etc.? They just feel really weird.
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G r o o v y

hidefreek

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #386 on: April 26, 2025, 02:31:16 AM »

Looks like a new unified targeting core hullmod is incomparable with Convertte Shuttle (Beam) hullmod
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Jihelu

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #387 on: April 28, 2025, 04:52:37 AM »

Can't seem to find the synthesis/andradanism officers for second in command. is it just poor luck with the spawns at their markets or do you need to enable some option/do some quest?

When you pick your first officer you should be able to pick them, but they do show up.


How do reactive combat shields work? I can't seem to understand them. Do they only gain their buff after 60% hard flux?
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Gantradies

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #388 on: April 30, 2025, 07:59:51 PM »

ive, noticed the bounty/quest chain seems to randomly break-
i think an NPC fleet keeps offing the white whale fleet before i can even hope to be ready for the fight xD

whilst it does feel like something that could happen with a bounty board, it does,
feel a little, unfun-
is there a way to trigger/force a respawn?
i didnt even see the notification that the bounty failed this time, and after a good 6 hours of prepping my fleet when i finally had some cash...
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #389 on: May 02, 2025, 02:56:04 PM »

New patch is up. This should fix the "HasItem" crash that's been happening to players using the IX Revival mod without running Nex.
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