sM Polish Kit: Insurrection v1.6 [CE Support + Modules]
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
I don't remember exactly what the Hard Flagship mod did exactly, although as far as Insurrection and CR are concerned, they both use a setup that is similar to what I remember of it. It's probably got stronger natural evasion across all three phases, now I think of it. A truly formidable foe to face at the end of a run, so much that in the end I had to make a module to revert it back to the classic Flagship for those wanting an easier time.
- Auron1
- Posts: 224
- Joined: Thu Sep 01, 2016 7:34 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Ok, I have done a few runs and I have found something worth to be looked at.
1) Weapons missing their picture

and

same for

and

Next, a couple of typos.


Finally, some questions:

What's the correct healing factor at 4x power?
About the Clone Bay, the last power bar grants 196,252 HP for jump, but the number is too long to display the respawn rate. Can you fix that?
One last thing: what the heck are those "keys" you can find in advanced sectors? I have found 3 of them, but never a way to use them, eventually tossing them for something more useful in combat...
1) Weapons missing their picture

and

same for

and

Next, a couple of typos.


Finally, some questions:

What's the correct healing factor at 4x power?
About the Clone Bay, the last power bar grants 196,252 HP for jump, but the number is too long to display the respawn rate. Can you fix that?
One last thing: what the heck are those "keys" you can find in advanced sectors? I have found 3 of them, but never a way to use them, eventually tossing them for something more useful in combat...

Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Alright, the missing graphics is a dead giveaway that you're playing with Named Weapons enabled but not Augmented Weapons. The graphics files are pulled from AugWeapons, so if those modules aren't enabled, the Named weapons will have no graphics to use. I'll need to check to see if the Slipstream descriptions say that AugWeapons is mandatory for that or not, but I'd assume it does so.
- mr_easy_money
- Posts: 626
- Joined: Fri May 29, 2015 9:05 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
I don't think you can fix that, something to do with the fact that the text is hardcoded, but you can raise the power capacity, so the text isn't always true. if the text could be changeable it probably would have been changed already and to a nicer looking description. though I wonder if the supposed 5th level in sensors after manning the 4th actually gives you 25 seconds to your cloak...Auron1 wrote:Finally, some questions:
What's the correct healing factor at 4x power?
About the Clone Bay, the last power bar grants 196,252 HP for jump, but the number is too long to display the respawn rate. Can you fix that?
if you get far enough, and keep them for long enough, you'll see what they do...Auron1 wrote:One last thing: what the heck are those "keys" you can find in advanced sectors? I have found 3 of them, but never a way to use them, eventually tossing them for something more useful in combat...

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- Auron1
- Posts: 224
- Joined: Thu Sep 01, 2016 7:34 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Oh, I had forgotten to ask that!mr_easy_money wrote:I don't think you can fix that, something to do with the fact that the text is hardcoded, but you can raise the power capacity, so the text isn't always true. if the text could be changeable it probably would have been changed already and to a nicer looking description. though I wonder if the supposed 5th level in sensors after manning the 4th actually gives you 25 seconds to your cloak...
Since I don't know how the game is modded, I was wondering how things work.

In CE for example, the Teleport system has a fourth power bar with text "cooldown 20 sec." but the system description says it actually is "0 sec.".
My guess is that you can only choose a text already displayed in game among those available...
I have tried that three times, but nothing showed up.mr_easy_money wrote:if you get far enough, and keep them for long enough, you'll see what they do...Auron1 wrote:One last thing: what the heck are those "keys" you can find in advanced sectors? I have found 3 of them, but never a way to use them, eventually tossing them for something more useful in combat...
I was able to properly display two special weapons with the same Mod list:slowriderxcorps wrote:Alright, the missing graphics is a dead giveaway that you're playing with Named Weapons enabled but not Augmented Weapons. The graphics files are pulled from AugWeapons, so if those modules aren't enabled, the Named weapons will have no graphics to use. I'll need to check to see if the Slipstream descriptions say that AugWeapons is mandatory for that or not, but I'd assume it does so.
• The hand of Hercules, a special missile
• The Kaazak (Mantis pirate) bomb, red colored.
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Very strange, hmm... Could you show me exactly what the Mod Order you're using is? That should point out the issue in a hurry.
EDIT: Wait, okay. Hand of Hercules is the named Apollo missile and the other is the signature Power Bomb. Both of these are Insurrection weapons, so this tells me that Augmented Weapons for sMPK has not been installed. Both that and the one for Insurrection need to be in play, and their order is also fairly crucial, with the Insurrection one after the base one, and Named Weapons installed after both of them.
EDIT: Wait, okay. Hand of Hercules is the named Apollo missile and the other is the signature Power Bomb. Both of these are Insurrection weapons, so this tells me that Augmented Weapons for sMPK has not been installed. Both that and the one for Insurrection need to be in play, and their order is also fairly crucial, with the Insurrection one after the base one, and Named Weapons installed after both of them.
- mr_easy_money
- Posts: 626
- Joined: Fri May 29, 2015 9:05 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
when I say "keep them for long enough", I mean keep them all the way through. if you do that, you'll see what I meanAuron1 wrote:I have tried that three times, but nothing showed up.mr_easy_money wrote:if you get far enough, and keep them for long enough, you'll see what they do...Auron1 wrote:One last thing: what the heck are those "keys" you can find in advanced sectors? I have found 3 of them, but never a way to use them, eventually tossing them for something more useful in combat...

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- Auron1
- Posts: 224
- Joined: Thu Sep 01, 2016 7:34 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
When I wrote my message, I did save one key up to the last battle with the enemy flagship.mr_easy_money wrote:when I say "keep them for long enough", I mean keep them all the way through. if you do that, you'll see what I mean

EDIT:
in order to further use this reply, I have one question/problem, see pics below:


Both pictures were taken without restarting/reloading the game. As you can see, I am using the AWM mod, however the point is: why quite often some weapons appear as "null" (no description, no power required, nothing at all)? If I try to use them, FTL crashes. What Mods must I select in order to properly see those weapons?

Mods list:
1) Alpha - The sM Polish Kit
2) GFX - Remastered HUD
3) Expansion sMPK Insurrection
4) Module - Augmented Weapons for Insurrection
5) Module - Enhanced Systems for Insurrection + CR
6) Module - Hard Flagship for Ins + CR
7) Module - Hologram Integration for sMPK
8) Module - Named Weapons for Ins.
9) Module - Augmented Weapons for sMPK-CEi
10) Module - Enhanced Systems for sMPK-CEi
11) Module - Fleet Delay AE
12) Ship - The Capital Cruiser AE
13) Ship - Insurrection Player ships
14) Ship - AWM Roulette Mode for Insurrection
14) Ship - AWM Roulette Mode
Not currently used:
• Expansion - sMPK Captain's Remix
• Module - Enhanced System for sMPK
• Ship - AWM Showcase Ships
~ all CR specific mods
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
- mr_easy_money
- Posts: 626
- Joined: Fri May 29, 2015 9:05 pm
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
huh? the keys should trigger when you end the dialogue with Tully with a blue option (I think): "the keys seem to be reacting to something" or something to that effect.Auron1 wrote:When I wrote my message, I did save one key up to the last battle with the enemy flagship.mr_easy_money wrote:when I say "keep them for long enough", I mean keep them all the way through. if you do that, you'll see what I mean

Advanced Limited Time Offer! | Star Wars B-Wing Starships v1.6.1 | Garbage Bag v1.1b | Captain Surreal
Constructive criticism, not offensive criticism
- slowriderxcorps
- Posts: 469
- Joined: Thu Apr 25, 2013 8:42 am
Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]
Alright, that Mod List is definitely incorrect and is even using a thing or two that don't really do much for it at all. Assuming you're trying to run the typical full Insurrection setup, the order is something like:Auron1 wrote:Mods list:
1) Alpha - The sM Polish Kit
2) GFX - Remastered HUD
3) Expansion sMPK Insurrection
4) Module - Augmented Weapons for Insurrection
5) Module - Enhanced Systems for Insurrection + CR
6) Module - Hard Flagship for Ins + CR
7) Module - Hologram Integration for sMPK
8) Module - Named Weapons for Ins.
9) Module - Augmented Weapons for sMPK-CEi
10) Module - Enhanced Systems for sMPK-CEi
11) Module - Fleet Delay AE
12) Ship - The Capital Cruiser AE
13) Ship - Insurrection Player ships
14) Ship - AWM Roulette Mode for Insurrection
14) Ship - AWM Roulette Mode
Not currently used:
• Expansion - sMPK Captain's Remix
• Module - Enhanced System for sMPK
• Ship - AWM Showcase Ships
~ all CR specific mods
Alpha - The sM Polish Kit for AE
GFX - Remastered HUD
Expansion sMPK Insurrection
Module - Augmented Weapons for sMPK
Module - Augmented Weapons for Insurrection
Module - Enhanced Systems for Insurrection + CR
Module - Named Weapons for Insurrection
Ship Mods Go Here