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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.6  (Read 262344 times)

vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #150 on: May 22, 2024, 10:37:41 PM »

Have a bug report and a possible fix. ?
the hullmod System Reset dropped for me (have a mod that give you some hullmods at start using the "any_hullmod_high" drops) , but when I try to look at it from cargo got a CTD
Thanks, I will update the hullmod to prevent it from dropping in the next patch. Since it's unlocked at the start of the game it normally never drops, but sometimes station raids can have the player end up with the chip.

I found out that this mod comes with a special alteration called a Signal Masker? Where can I find one?

The missions High and Might and Gaining Vantage will drop one each. They are missions 2 and 3 in the chain that starts with To Hunt A White Whale, which you can access from the bounty board starting at level 8.

yajusenpai

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #151 on: June 01, 2024, 01:44:09 AM »

Good stuff.
Especially because everyone hate IX it is quite profitable to just barge into their system, kill everyone and count credit later.
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Stormy Fairweather

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #152 on: June 01, 2024, 03:25:47 AM »

playing with nex, and started commissioned with brighton. had ix battlegroup neutral as per mod settings, and indeed they do start that way. but they keep going hostile without any event or notification. one time i had them swap to full hostile while i was in the middle of their system.

is this a known issue? how can i prevent it from happening?
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Fontanius

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #153 on: June 01, 2024, 04:40:07 AM »

I love the paint job of the IX fleet. Feels very Xbox to me, lol. I just really enjoy the interaction of green, white, and black, and I think you styled those quiet well. Good job!
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #154 on: June 02, 2024, 01:23:28 PM »

playing with nex, and started commissioned with brighton. had ix battlegroup neutral as per mod settings, and indeed they do start that way. but they keep going hostile without any event or notification. one time i had them swap to full hostile while i was in the middle of their system.

is this a known issue? how can i prevent it from happening?
Thanks for the report, I will look into this and hopefully have a fix for the next version.

I love the paint job of the IX fleet. Feels very Xbox to me, lol. I just really enjoy the interaction of green, white, and black, and I think you styled those quiet well. Good job!
Inventor Raccoon deserves the credit for that one. I'm only trying to match the original color scheme with varying degrees of success.

Takion Kasukedo

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #155 on: June 19, 2024, 06:33:31 AM »

A worthwhile mention here, but the Paragon (IX) comes with Interdictor Array built-in, but the system is Fortress Shield, meaning you need to go through the loophole of having an extra 15 OP dedicated to putting Interdictor Array back on in order to use Interdictor Array as it was meant...

15 OP that could be dedicated to...other systems.
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TimeDiver

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #156 on: June 19, 2024, 07:50:02 AM »

A worthwhile mention here, but the Paragon (IX) comes with Interdictor Array built-in, but the system is Fortress Shield, meaning you need to go through the loophole of having an extra 15 OP dedicated to putting Interdictor Array back on in order to use Interdictor Array as it was meant...

15 OP that could be dedicated to...other systems.
As of v0.6.5 of IX Revival, the Codex shows the Paragon (IX)'s ship system as Interdictor Array for me, so...

Whiskey Tango Foxtrot, over? Is a different mod overriding IX Revival, due to load order shenanigans?
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Simbach Vazo

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #157 on: June 29, 2024, 01:56:11 AM »

Love this mod, especially the Resplendent and the Iris. I was wondering if there's a specific place to get Iris blueprints, ie, if its in a specific bounty that was listed, or if I'm better off just buying Irises/scavving them.
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G r o o v y
We moddin' up in dis 'oe.

vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #158 on: June 30, 2024, 01:32:51 PM »

Love this mod, especially the Resplendent and the Iris. I was wondering if there's a specific place to get Iris blueprints, ie, if its in a specific bounty that was listed, or if I'm better off just buying Irises/scavving them.
I'm glad you like it. All the EX hulls can be found in a single very rare blueprint as random salvage loot, and the individual blueprints should also show up occasionally as salvage or Prism Station exchange loot. You could raid it from Tri-Tach industry as well since it's a known hull to them, but the blueprint isn't a mission drop.

Simbach Vazo

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Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« Reply #159 on: June 30, 2024, 07:33:17 PM »

Love this mod, especially the Resplendent and the Iris. I was wondering if there's a specific place to get Iris blueprints, ie, if its in a specific bounty that was listed, or if I'm better off just buying Irises/scavving them.
I'm glad you like it. All the EX hulls can be found in a single very rare blueprint as random salvage loot, and the individual blueprints should also show up occasionally as salvage or Prism Station exchange loot. You could raid it from Tri-Tach industry as well since it's a known hull to them, but the blueprint isn't a mission drop.

Much appreciated, friend!
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G r o o v y
We moddin' up in dis 'oe.

vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.6.6
« Reply #160 on: July 03, 2024, 04:57:05 PM »

A pretty major content update. Should in theory be compatible with v0.6.5 although a lot got changed. Balance is ongoing.

ros

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Re: [0.97a] Emergent Threats/IX Revival v0.6.6
« Reply #161 on: July 03, 2024, 05:43:45 PM »

Error "This XML file does not appear to have any style information associated with it. The document tree is shown below." When trying to download the .zip, btw.
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bigmealsushi

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Re: [0.97a] Emergent Threats/IX Revival v0.6.6
« Reply #162 on: July 03, 2024, 05:49:21 PM »

github download link broke, blob not found.
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.6.6
« Reply #163 on: July 03, 2024, 06:10:09 PM »

Download link should be fixed now.  :)

syber2150

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Re: [0.97a] Emergent Threats/IX Revival v0.6.6
« Reply #164 on: July 09, 2024, 05:54:59 PM »

great mod, but ive noticed that in version 0.6.6 if you start the game as the XIII battlegroup from konturga's multipack the game starts you with the IX blueprint package, a brainchip, a panopticon core, and the sword of the fleet skill in addition to what youre supposed to get
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