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

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Author Topic: [0.98a] NEON's Ship Pack (v3.0.1)  (Read 61909 times)

LocustJester

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #60 on: April 15, 2025, 06:26:47 PM »

will the new quests for legion MK.I spawn if I update this mod on an existing save?
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #61 on: April 15, 2025, 06:31:40 PM »

will the new quests for legion MK.I spawn if I update this mod on an existing save?

No, as it requires a new game to generate
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Rift

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #62 on: April 15, 2025, 08:37:01 PM »

Minor issue, the leftmost small ballistic turret on the legate is misplaced, and does not match the sprite.
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ymfah

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #63 on: April 17, 2025, 02:07:56 AM »

The PR vessels have intractable modular parts (I assume for the shield). Problem is it has a massive OP pool and the legion one even has 4 bays. I assume a legion with 8 bays isn't intended?
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #64 on: April 17, 2025, 04:06:42 AM »

The PR vessels have intractable modular parts (I assume for the shield). Problem is it has a massive OP pool and the legion one even has 4 bays. I assume a legion with 8 bays isn't intended?

Oh, yes, that's not intended, i just forgot the right tag. I'll fix that soon
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Selfcontrol

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #65 on: April 17, 2025, 04:37:57 AM »

Hi.

Both the MK1 Legion and Dominator have weird names given to their armor module (ie "Vambrace Vambrace Module" or "New Variant Module").

The Saros drones have a crew requirement of 3, which I don't think they should have since they are automated ?
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.0)
« Reply #66 on: April 17, 2025, 04:42:05 AM »

Hi.

Both the MK1 Legion and Dominator have weird names given to their armor module (ie "Vambrace Vambrace Module" or "New Variant Module").

The Saros drones have a crew requirement of 3, which I don't think they should have since they are automated ?

They have a crew requirement because their stats are modified from the Sarissa, and I forgot to set that to 0. As for the armor module names, I didn't think that they'd be visible normally, but I'll fix them when I get around to the other issues mentioned
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Meelock

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #67 on: April 19, 2025, 07:19:56 PM »

Was wondering if you would consider adding the mod to github so that people can PR changes (most notably fix missing/broken descs of some stuff). Loving the mod so far, thanks!
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Fermuto

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #68 on: April 25, 2025, 11:45:17 AM »

Great mod, seconding request to add version checker support :)
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El Jojo

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #69 on: April 26, 2025, 10:08:23 AM »

Are the new (PR) hulls supposed to have 0 shield arc despite possessing a shield ?
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #70 on: April 26, 2025, 10:16:33 AM »

Are the new (PR) hulls supposed to have 0 shield arc despite possessing a shield ?

Yes, because the shield is on the module, not the main hull.
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El Jojo

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #71 on: April 26, 2025, 10:27:12 AM »

Are the new (PR) hulls supposed to have 0 shield arc despite possessing a shield ?

Yes, because the shield is on the module, not the main hull.

Ahh apologies, the unusual setup with a separate module confused me.
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #72 on: April 26, 2025, 10:29:12 AM »

Are the new (PR) hulls supposed to have 0 shield arc despite possessing a shield ?

Yes, because the shield is on the module, not the main hull.

Ahh apologies, the unusual setup with a separate module confused me.

All good!
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zunwar

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #73 on: May 11, 2025, 12:28:27 PM »

Bug Report! & General Feedback.
1. Anger (i) Heavy Cruiser is broken inside Codex.
Spoiler
[close]

2. Please remove WIP WIP WIP WIP.
Spoiler
[close]

3. Majority of this mods derelicts ship (Explorarium) are spawning too much. its over shadowing vanilla and other modded derelicts. AKA Trinarch Battlecarrier. To elaborate on this, the Battlecarrier is spawning in derelict fleets too often. In a fleet that should have 3-5 capital ships, its taking 3 or 4 of those slots.
4. Whats the point of Wolf (H) II? its not better than a Standard Wolf-class frigate and its more expensive to maintain and deploy.

I do like most of the ships this mod adds to the sector. Keep up the good work.
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|NEON|

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Re: [0.98a] NEON's Ship Pack (v3.0.1)
« Reply #74 on: May 11, 2025, 12:35:11 PM »

Bug Report! & General Feedback.
1. Anger (i) Heavy Cruiser is broken inside Codex.
Spoiler
[close]

2. Please remove WIP WIP WIP WIP.
Spoiler
[close]

3. Majority of this mods derelicts ship (Explorarium) are spawning too much. its over shadowing vanilla and other modded derelicts. AKA Trinarch Battlecarrier. To elaborate on this, the Battlecarrier is spawning in derelict fleets too often. In a fleet that should have 3-5 capital ships, its taking 3 or 4 of those slots.
4. Whats the point of Wolf (H) II? its not better than a Standard Wolf-class frigate and its more expensive to maintain and deploy.

I do like most of the ships this mod adds to the sector. Keep up the good work.

Do you run any other mods that effect the Explorarium?
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