HighFleet
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SkaterFromHell aka RadiantDawn aka EternalSorrow aka EternaI_Sorrow

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SkaterFromHell

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8 comments

  1. CheatEXE
    CheatEXE
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    Can you change the model for the new radar (MR-900). There are a lot of unused radar models in the game files and just reusing the old MR-700 model is kind of a waste.
    1. SkaterFromHell
      SkaterFromHell
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      There are no "big dish" unused animated sprites. The other stuff is related to FCR or acoustic sensors, which are considerably small and belong to other types of equipment aesthetically.

      I will probably review sprites again in the future once I will be done with the stuff I'm working on now.
  2. Vilab
    Vilab
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    Hi, 

    After trying this mod i didn't notice any change on the starting vanilla ships, however i got extremely few radio intercept and city landing events in the campaign.
    1. SkaterFromHell
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      Hi, if you don't see any changes, try to reinstall the mod. Validating the game files in Steam could override the mod files.

      The mod does nothing to event generation or radio intercepts, I suppose that you just had a bad luck on them.
  3. imbatman556
    imbatman556
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    Upon install and start the following errors throw in error.txt in the highfleet folder. Is there a base dependency I'm missing? Game version 1.151, English language. Followed the instructions, unpacked objects folder, as well as made sure that I didn't have any of the .seria files open in notepad++ or similar. 

    ?0:0:6:40ERR: Link::relink failed, with id = 7949614037389991369.
    0:0:6:40ERR: Node::m_master relink failed with CANNON 220mm.
    0:0:6:40ERR: Node::m_children relink failed with EDITOR_LIBRARY.
    0:0:6:40ERR: Link::relink failed, with id = 7949614037389991369.
    0:0:6:40ERR: Node::m_master relink failed with RADAR.
    0:0:6:40ERR: Node::m_children relink failed with EDITOR_LIBRARY.
    0:0:6:41ERR: Sprite::load can't get m_animation = ferma2x2_13_back
    0:0:6:41ERR: Sprite::load can't get m_animation = ferma2x2_13_front
    0:0:6:41ERR: Sprite::load can't get m_animation = block4x4_11
    0:0:6:41ERR: Sprite::load can't get m_animation = RESCUE_SEND_PRISONERS
    0:0:6:41ERR: Sprite::load can't get m_animation = Hall_01_mask
    0:0:6:41ERR: Sprite::load can't get m_animation = Hall_01_back
    0:0:6:41ERR: Sprite::load can't get m_animation = Hall_01_front
    0:0:6:41ERR: Sprite::load can't get m_animation = Hall_01_black
    0:0:6:41ERR: Sprite::load can't get m_animation = Banner_01
    0:0:6:41ERR: Sprite::load can't get m_animation = Banner_01
    0:0:6:41ERR: Sprite::load can't get m_animation = Banner_01
    0:0:6:41ERR: Sprite::load can't get m_animation = H2_01_mask
    0:0:6:41ERR: Sprite::load can't get m_animation = H2_01_back
    0:0:6:41ERR: Sprite::load can't get m_animation = H2_01_front
    0:0:6:41ERR: Sprite::load can't get m_animation = H2_01_black
    0:0:7:95ERR: Link::relink failed, with id = -5087541538141998185.
    0:0:7:95Creature::relink failed with m_escadra, (m_escadra.id = -5087541538141998185).
    0:0:7:95ERR: Node::m_children relink failed with COMBRIDGE.
    0:0:7:95ERR: Node::m_children relink failed with .
    0:0:7:95ERR: Node::m_children relink failed with Vega.
    0:0:8:24ERR: FX load failed.
    1. SkaterFromHell
      SkaterFromHell
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      I'm also seeing this message. It doesn't seem to affect how the game is running though.

      I can hypothesize that this is the result of the game parsing parts.seria where I keep entries for new parts being added into the game. These entries may have incorrect tech fields like their ids or their master ids, but it's confortable for me to have them there since I can more easily update ships with new part values if necessary.

      If you are really, really bothered by this, you can try to remove the
      m_children=15
      {
      ...
      m_oid=<module oid>
      ...
      }
      entries from parts.seria corresponding to oids MDL_CANNON_220, MDL_RADAR_03, MDL_FCR_03 and MDL_SPO_03, and see if it makes any result. This won't break anything, since part entries in a ship file won't refer to part entries in parts.seria.

      Before the 1.0 release I'll try to fix the error log -- either by fixing or removing the entries
    2. imbatman556
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      This is what I get for making forum posts before caffeine kicks in, I am also currently unable to see any of the impacts from the mod in the game. Verified file integrity, and did a fresh uninstall-reinstall, still nada. Start, jump into the ship building and the M22, new FCR, and tweaks to weights/performance are not taking effect. 

      Ideas? 
    3. SkaterFromHell
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      1. You won't see new parts in the shipworks panel below. There's no currently known way to add a new part into the shipworks panel without replacing some already existing category, like emergency systems/cabins/etc. That's why I implemented them as a "unique loot".
      2. If you loot a new part from a destroyed SG ship, it will appear in the inventory as it should be and you'll be able to install it in career mode. Another alternative is to load a ship with a special part in shipworks and rebuild it into something different. Note that special parts use existing parts' thumbnails for now, since I suck at drawing and can't make new.
      3. Already existing non-vanilla ships won't get updated. You can try to open Config.ini and change the "CORE_LAST_LOADED_VERSION=1.15" stat to some older version, like 1.14. The game will update anything in Ships folder and create a Ships_backup where it will place backups. The game may not update all the stats though, some may still remain old and you'll have to replace the corresponding parts by yourself to apply changes.

      I'm currently working on releasing the auto-updater script which I use to automatically update ships. This should make modding easier and give players an ability to update their designs automatically.