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Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Wed Sep 21, 2016 11:23 am
by slowriderxcorps
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.

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Wed Sep 21, 2016 10:39 pm
by Auron1
Ok, I have done a few runs and I have found something worth to be looked at.

1) Weapons missing their picture

Image
and
Image

same for
Image

and
Image


Next, a couple of typos.
Image

Image


Finally, some questions:
Image
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... :P

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Wed Sep 21, 2016 10:57 pm
by slowriderxcorps
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.

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 2:51 am
by mr_easy_money
Auron1 wrote:Finally, some questions:
Image
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?
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: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... :P
if you get far enough, and keep them for long enough, you'll see what they do...

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 9:47 am
by Auron1
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...
Oh, I had forgotten to ask that!
Since I don't know how the game is modded, I was wondering how things work. :x
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...
mr_easy_money wrote:
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... :P
if you get far enough, and keep them for long enough, you'll see what they do...
I have tried that three times, but nothing showed up.
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.
I was able to properly display two special weapons with the same Mod list:
• The hand of Hercules, a special missile
• The Kaazak (Mantis pirate) bomb, red colored.

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 1:46 pm
by slowriderxcorps
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.

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 3:01 pm
by mr_easy_money
Auron1 wrote:
mr_easy_money wrote:
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... :P
if you get far enough, and keep them for long enough, you'll see what they do...
I have tried that three times, but nothing showed up.
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

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 4:34 pm
by Auron1
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
When I wrote my message, I did save one key up to the last battle with the enemy flagship. :?

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

Image
Image

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

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 7:27 pm
by mr_easy_money
Auron1 wrote:
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
When I wrote my message, I did save one key up to the last battle with the enemy flagship. :?
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.

Re: sM Polish Kit: Insurrection v1.3 [CE Support + Modules]

Posted: Thu Sep 22, 2016 7:41 pm
by slowriderxcorps
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
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:

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