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Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 6:38 am
by Cloudmoon
Why is it necessary to keep nerfing the Carnelian into the ground? In vanilla it came with a cloaking device, had an augment you could sell for 40 scrap, had a weapons system installed (but with no weapon), had more starting power bars. Then you removed the cloaking system, made the crystal vengeance sale price negligible, and added a little light crystal gun. Then you removed the light crystal gun. Then you removed the entire weapons system and the power bar that came with it.

Granted that it certainly deserved some nerfs in vanilla, but now it is hardly playable. You need a ridiculous amount of luck to even get started with this ship. Even start scumming to get a weapon doesn't help anymore since you may not find a store early; if you do it may not carry a weapons system; if it does you may not be able to afford it; if you can you may not be able to power it; if you can you still may not find a weapon that can do anything. If you really feel that the 4 pad transporter is so unbalancing that the ship should not be playable, then can't we simply redesign the ship with a 2-pad transporter?

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 7:33 am
by Mr. Mister
It comes with weapons system installed actually, I dunno what you're talking about. In fact, slowy isn't a fan of removing it because it causes an interface glitch that looks ugly.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 7:57 am
by Cloudmoon
Unless it was changed since yesterday, it definitely does not come with the weapons system. It can't be any mod but this one or CE/CEi because those are the only mods I have installed. Sleeper Service insists that CE is not to blame so it must be the Polish kit.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 8:04 am
by Cloudmoon
I do remember reading somewhere in this thread that bit about not being a fan of removing it, though. That's why I assumed it was a CE issue in the first place. But all I can tell you is that last week I had the weapons bay and this week I didn't, and the only thing I did to my mods was swap in the latest versions.

It is also conceivable that it is an ordering issue. It's not exactly clear which order you need to apply all the patches anymore now that CEi is out. It's possible that you and I are just making different ordering choices and this is a side effect somehow.

Edit: My current ordering is:

Alpha- Base Game 1.03.3
Better Planets and Backgrounds v1.31
Bulk- sM Polish Kit 1.029
Captain's Edition 1.104b
CE Additional Music Addon
Patch- sMPK for CE 1.104b
Patch- CE Player Ships 1.104b
a bunch of CEPM mods
Patch- CE Additional Music 1.104b
CE Infinite Addon 1.002
Patch- the sMPK for CE Infinite 1.002
Expanded Enemy Window 1.1

So if that is not the right order please let me know what the correct one is. And yes I know there is a slightly newer version of CEi, I just haven't started a new game with it yet and I wanted to show the mod list I was using when the weapons bay disappeared.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 8:46 am
by Mr. Mister
Check if the system's still gone after disabling the CEi-related files.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Wed Feb 26, 2014 9:50 am
by slowriderxcorps
I.. I have no idea how on earth it happened, but the Weapon control on CrysB in both the CE and CEi patches was indeed missing (but not in CE player ships). Facepunch has been applied liberally to the problem.

I ought to maybe trademark that as some kind of solution thing.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.104b and IS Patch

Posted: Thu Feb 27, 2014 5:48 pm
by slowriderxcorps
...Chrome, if you would be so kind as to not crash when I'm more than halfway through typing up a new post.

New update posted to fix a few little nuances in various places within the 'kit. I've got an idea as to potentially improve loading times after seeing various things here and there.. however, that will be for after AE.

Also included is an.. experiment. It's not my idea by any stretch of the word. But I am curious as to how it'll work, so it's included as a separate addition.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.105 and IS Patch)

Posted: Fri Feb 28, 2014 1:56 am
by Cloudmoon
Patching failed: org.jdom2.JDOMException: While processing "Patch - The sMPK for CE 1.105.ftl:data/events_ships.xml.append (wrapped)", strict parsing failed, then sloppy parsing failed: Error on line 15: At line 15, column 2: Strange attributes.

Latest version of the Polish kit gives this error. Redownloading and repatching didn't clear the problem.

Also, there is a CE Infinite version 1.005, but the patch included in the current Polish kit designates 1.004. I assume it still works but I can't test because I can't patch as noted above.

Edit: The second-most-current-version of the Polish kit (the one that was current as of this morning when I applied and tested it :) ) had the Carnelian with the weapon bay back in. Still one less fewer power bar than it had and no more light crystal gun, though, so it is still dramatically weaker than the Bravais. But at least it's playable now.

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.105 and IS Patch)

Posted: Fri Feb 28, 2014 2:53 am
by Mr. Mister
And I'm still of the opinion that you should cut the Basilisk's starting shields to lv2 to make use of the drone, but somewhat compensate with a lv2 cockpit.

As per Bravais: Sleepy doesn't want to, but what about altering the vengeance projectyle's properties to 1 shield peircing and 1 ion, apart from the 1 damage?

Re: [MOD]The sM Polish Kit 1.029 (ft CEi 1.105 and IS Patch)

Posted: Fri Feb 28, 2014 8:46 am
by slowriderxcorps
Ack, there goes me breaking things again. I think I've got what caused the error sorted out now. Thanks for the heads-up.