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

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Author Topic: [0.97a] Pirate Mini Mod (1.7.6)  (Read 544026 times)

MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #165 on: May 31, 2024, 01:03:42 AM »

When mousing over the Target Assist Beam, I crashed with the error message: "Fatal: Format specifier 's' Check starsector.log for more info"
Here is the relevant part of the log:

Yo! Redownload the latest versions of PMM this is fixed there.

A test weapon accidentally got tags and had a description that referenced non existent data. Fix removes it's tags and fixes the crash.
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AnimeshkaTvar

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Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #166 on: June 18, 2024, 09:41:04 AM »

Hi, am not play anymore in Starsector, but I want to ask you about Conquest-class ship. Do you have any ideas about him?
I see, how you create unique ships, like Champion mk2, and Conquest - is my favorite long-boy ship in the game. So, if you dont have ideas about him, i wanna suggest to you one of mine goofy idea. If Conquest have something like orion device or maximum burn system, with whole ram(like low tech station shields, what does not apply to the main body) in front of him - its may be kinda funny. You know this pirates. Psychos with rum and black flag on ship

It may be not Conquest. I just want to say my not best, but idea. If you already have ideas about him, can you told me?  :-\
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AnimeshkaTvar

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Re: [0.97a] Pirate Mini Mod (1.7.5)
« Reply #167 on: June 18, 2024, 09:45:43 AM »

And yes. Champion MK2 - is fun generator. Maybe more than Harbinger(P) with Reaper-class torpedoes  :)
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #168 on: July 18, 2024, 04:42:00 AM »

Changelog for 1.7.6 (Patch)

Spoiler

- Fixes
  - Fixed toggle for masters recovery (something got messed up in the git)
  - Fixed Master recovery being possible despite Luna settings
  - Added hard toggle for Pirate Modifications Smod glow
  - Fixed possible crash when updating Luna settings
  - Fixed crash when PMM bounties expired or concluded

- Tweaks
  - Mudskipper Mk2
    - Added Heavy Ballistic Integration
      - With the change to a composite mount most of ballistic became irrelevant. This should allow the mounting of more large ballistic with the free op to add flux capacity, shielding, or range hullmods.
  - Hook Interceptor (Talon Mk2)
    - Shield was nerfed (went undocumented)
    - Shield has been further nerfed
  - Swank Heavy Fighter
    - Now sold in pirate/ black markets
    - Given proper description

- Revised Sprites
  - Satus (Thank you Snazzy!)
  - Percept (Thank you Snazzy!)

- Graphics Lib Integration
  - Added normal, surface, and material masks for all PMM ships (toggles for masks are in glib settings)

[close]
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Demulidor12

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #169 on: July 21, 2024, 07:37:54 AM »

in Linux pmm_champion2_Normal.png has to be renamed to pmm_champion2_normal.png to avoid causing a crash
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #170 on: July 22, 2024, 12:48:25 AM »

in Linux pmm_champion2_Normal.png has to be renamed to pmm_champion2_normal.png to avoid causing a crash

Crap my bad
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Actdye

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #171 on: July 29, 2024, 04:13:12 AM »

Can confirm. Glad this bug had been already reported  ;D
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Actdye

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #172 on: July 30, 2024, 09:17:22 AM »

Hello! Pirate Hound will add another fighter slot on converted fighter bay and that will shrink cargo space too. I'll attach a screenshot and a latest save (modded playthrough, archived) to work with
https://imgur.com/a/14SgsJI <- screenshot
https://drive.google.com/file/d/1YkQRjXxVCaqlrnKUg3KhWpcFrrf4PceP/view?usp=sharing <-save
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #173 on: July 30, 2024, 10:13:08 AM »

Hello! Pirate Hound will add another fighter slot on converted fighter bay and that will shrink cargo space too. I'll attach a screenshot and a latest save (modded playthrough, archived) to work with
https://imgur.com/a/14SgsJI <- screenshot
https://drive.google.com/file/d/1YkQRjXxVCaqlrnKUg3KhWpcFrrf4PceP/view?usp=sharing <-save

lmao what the hell?

lemme find out why thats happening
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LiterallyTheWizard

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #174 on: August 10, 2024, 02:32:13 AM »

The Master class Droneship appears to have an indestructible shield. Aside from that error, it also is rather agile for a derilict ship. Looks more like something that would be in a remnant fleet. Perhaps replace it's system with a burn drive.
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Killsode

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #175 on: August 10, 2024, 04:33:01 AM »

The Master class Droneship appears to have an indestructible shield. Aside from that error, it also is rather agile for a derilict ship. Looks more like something that would be in a remnant fleet. Perhaps replace it's system with a burn drive.
The Master class Droneship actually has a piggybacking subship that manages the shield, so its a almost impossible to lock onto the shield generator and see its flux levels. On the bright side, the shield will actually change color as its hardflux increases, and when the flux gets too high the shield component outright explodes.

It is definitely quite the ship to run into if you're expecting slow, shieldless exploratum drones. But it is manageable with some focused kinetic fire.
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #176 on: August 10, 2024, 08:00:49 PM »

The Master class Droneship actually has a piggybacking subship that manages the shield, so its a almost impossible to lock onto the shield generator and see its flux levels. On the bright side, the shield will actually change color as its hardflux increases, and when the flux gets too high the shield component outright explodes.

It is definitely quite the ship to run into if you're expecting slow, shieldless exploratum drones. But it is manageable with some focused kinetic fire.

Perfect explanation thank you so much! I do still think it needs more visual signs for flux built up tho. If people are having issues then it prolly needs to be more telling.

The Master class Droneship appears to have an indestructible shield. Aside from that error, it also is rather agile for a derilict ship. Looks more like something that would be in a remnant fleet. Perhaps replace it's system with a burn drive.

The ship is meant to break the derelicts rule a bit so it will likely stay close to the same mechanically. The ship is also now meant to be unrecoverable due to this (though such can be changed in the luna settings).
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Killsode

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #177 on: August 11, 2024, 01:35:00 AM »

The Master class Droneship appears to have an indestructible shield. Aside from that error, it also is rather agile for a derilict ship. Looks more like something that would be in a remnant fleet. Perhaps replace it's system with a burn drive.

The ship is meant to break the derelicts rule a bit so it will likely stay close to the same mechanically. The ship is also now meant to be unrecoverable due to this (though such can be changed in the luna settings).
[/quote]

Possible bit of feedback, perhaps the f1 info when you're looking at the fleet you're engaging should have some text saying its dangerous and does not conform to typical derelict features?
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MiniDeth3

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #178 on: August 11, 2024, 01:46:19 AM »

Possible bit of feedback, perhaps the f1 info when you're looking at the fleet you're engaging should have some text saying its dangerous and does not conform to typical derelict features?

Actually pretty good idea!
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LocustJester

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Re: [0.97a] Pirate Mini Mod (1.7.6)
« Reply #179 on: August 18, 2024, 09:05:40 AM »

not 100% sure about this but this mod seems to affect the derelict ships' tags in some ways
while normally a non-issue, when used alongside mods that add derelict blueprint packages that use those tags (like the newly updated Unofficial Rule Book mod) it causes the blueprint packs to not contain any blueprints at all
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