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Author Topic: Starfarer Extended for 0.5a  (Read 62336 times)

dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #15 on: February 20, 2012, 02:24:57 AM »

0.15
added variants to campaign faction fleets:

- aghast_strike
- owl_pulse
- owl_strike
- centipede mrm
- scarab autopulse
- scarab storm
- medusa_PD

- changed sprites of 16 weapons

download
https://rapidshare.com/files/246984966/sf_extended_0.15.zip

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dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #16 on: February 21, 2012, 03:51:38 PM »

0.18
- new pirate dragoon cruiser + strike variant


- tweaked ordonance points, loadouts  and hullmods for all variants
- included settings.csv and made dev mode default to "true" to be able to zoom out more.

download:
https://rapidshare.com/files/1548768804/sf_extended_0.18.zip
« Last Edit: February 21, 2012, 04:24:39 PM by dokterschlonz »
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CaptainCato

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Re: Starfarer Extended for 0.5a
« Reply #17 on: February 21, 2012, 04:29:23 PM »

I would like to point out that when I use this mod with the TT station mod it crashes randomly at some point of the game no matter what, an errror about the TT mod, just poiting that  out.
Also good job, really cool mod, though I couldn't enjoy it with the TT one as it crashed.
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dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #18 on: February 21, 2012, 04:36:16 PM »

thats because both mods replace the "data\world\factions\tritachyon.faction" file. i guess it crashes everytime it tries to spawn the tritachyon convoy.
to fix this look in the ttstations tritachyon.faction file where it adds the convoy, copy the convoy part, delete that faction file then, and paste the convoy into sf_extendeds tritachyon.faction
you could also do it the other way around by adding the new ships and variants to the ttstations faction file and then delete the sf_extended one.
just make sure there is only one of the starfarer-core default faction files replacements in the activated mods.
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medikohl

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Re: Starfarer Extended for 0.5a
« Reply #19 on: February 22, 2012, 02:03:30 PM »

ship design, frankenship of your carrier

[attachment deleted by admin]
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Flunky

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Re: Starfarer Extended for 0.5a
« Reply #20 on: February 22, 2012, 09:35:58 PM »

Fun mod, thanks for your work making it!

One small bug I've encountered with the latest version: I captured a dragoon cruiser of the strike variant. By default it uses 172 ordnance points out of 150, so it starts with more than the maximum number of ordnance points. Considering that is has 22 points worth of cap/vents, perhaps you left those out of the calculation? I'm not sure how ordnance points for a ship is determined, to be honest. I tried to fix it myself, but could not find an easy way to do so.
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Alexander86

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Re: Starfarer Extended for 0.5a
« Reply #21 on: February 22, 2012, 11:13:13 PM »

Ugh I wish these mod conflicts would stop happening, I tried using that work around also but it doesn't work since Paul updated his mod.
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Icelom

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Re: Starfarer Extended for 0.5a
« Reply #22 on: February 23, 2012, 12:09:10 AM »

Before this update i could run extended with junk pirates now i cant it crashes on load

(So far i can run junk and tt station, with the deleted csv file... have to see)

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dokterschlonz

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Re: Starfarer Extended for 0.5a
« Reply #23 on: February 23, 2012, 03:44:44 AM »

0.20 released, see first post.

« Last Edit: March 01, 2012, 01:57:40 PM by dokterschlonz »
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Alexander86

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Re: Starfarer Extended for 0.5a
« Reply #24 on: February 23, 2012, 05:04:50 AM »

The new ships are awesome!
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Paul

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Re: Starfarer Extended for 0.5a
« Reply #25 on: February 23, 2012, 08:37:39 AM »

Your duplicate generators.csv file is breaking mod compatibility, so I'd suggest tossing it out for the next version so that your mod plays nicer with others :)

You only need a generators file if you have your own custom generator, and then you need to have it set to include only your custom generator. Having a generators file in the mod directory with the base SectorGen generator in it just conflicts with the base one and breaks the file merging the game normally does for mods.
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arc

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Re: Starfarer Extended for 0.5a
« Reply #26 on: February 23, 2012, 11:59:36 AM »

I'm having an issue with 0.20 with the autopulse laser on the scarab.  Seems like the only way I can equip the autopulse is by loading the stock autopulse variant.  If I strip the loadout or replace it with another weapon (e.g. hellbore cannon), it doesn't show up on the list when I click on the mount. 

I'm also using the junk pirates mod, if that could be causing it?

Not a huge problem by any means, just thought I'd let you know.  Love the mod, btw!

Here's a link with a couple screenshots showing the autopulse in my cargo but only hellbore showing up when I click on the empty mount:
http://imgur.com/a/sWx35
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mendonca

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Re: Starfarer Extended for 0.5a
« Reply #27 on: February 23, 2012, 12:19:15 PM »

That slot looks to be set up as 'large ballistic', and you can break slot rules in .variant files, but once you start playing about in the ship refit screen, you start being subject to the rules again ... It sees the autopulse (large energy) and doesnt match it to the large ballistic slot ...
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arc

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Re: Starfarer Extended for 0.5a
« Reply #28 on: February 23, 2012, 12:21:38 PM »

That slot looks to be set up as 'large ballistic', and you can break slot rules in .variant files, but once you start playing about in the ship refit screen, you start being subject to the rules again ... It sees the autopulse (large energy) and doesnt match it to the large ballistic slot ...

Okay, that makes sense.  Thanks! 
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Alexander86

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Re: Starfarer Extended for 0.5a
« Reply #29 on: February 23, 2012, 04:16:07 PM »

You could also just go into the file and set the mount as UNIVERSAL.
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