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Starsector 0.9.1a is out! (05/10/19); Blog post: GIF Roundup (04/11/20); The forum will be down for maintenance from the night of Monday, August 10th into Tuesday, EST

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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 232354 times)

Cyan Leader

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #270 on: June 02, 2019, 08:14:46 AM »

How so?
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MesoTroniK

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #271 on: June 02, 2019, 11:29:00 PM »

Have you seen the variants the autofitter makes? heh

Midnight Kitsune

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #272 on: June 02, 2019, 11:31:19 PM »

Have you seen the variants the autofitter makes? heh
Give them specifics Meso. Not everyone can understand DR's Dark Code
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
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Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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MesoTroniK

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #273 on: June 02, 2019, 11:31:54 PM »

I mean what the autofitter comes up with on average is a far cry from the dynamic variants Dynasector puts out.

Midnight Kitsune

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #274 on: June 02, 2019, 11:32:50 PM »

I mean what the autofitter comes up with on average is a far cry from the dynamic variants Dynasector puts out.
I'm asking for specifics man
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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SCC

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #275 on: June 02, 2019, 11:33:33 PM »

In 0.9, autofit was truly terrible, making many ships way less threatening than they could be. Supposedly some of its bugs have been fixed in 0.9.1 and I haven't played terribly much of the current version, so I can't say yet if it's been improved, but terrible accidents still happen. I think I've seen some other bad cases, but nothing quite beats this.

Midnight Kitsune

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #276 on: June 02, 2019, 11:36:56 PM »

In 0.9, autofit was truly terrible, making many ships way less threatening than they could be. Supposedly some of its bugs have been fixed in 0.9.1 and I haven't played terribly much of the current version, so I can't say yet if it's been improved, but terrible accidents still happen. I think I've seen some other bad cases, but nothing quite beats this.
Wow! OK, it is as bad as I thought it was! Damn!
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Avanitia

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #277 on: June 02, 2019, 11:37:19 PM »

Autofit added in 0.9 undersizes mounts way too often. That causes enemy ships to have subpar loadouts, such as Conquest with Heavy Mortars instead of Mk IX or Hellbores, which would be way more effective. It makes battles often easier, because AI loadouts aren't that good compared to what player can come up with.

It also likes to add hullmods for some reason, going as far as choosing weapons cheaper in OP to add something like Reinforced Bulkheads or other hullmods...
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Alphascrub

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #278 on: June 26, 2019, 02:27:37 PM »

Autofit added in 0.9 undersizes mounts way too often. That causes enemy ships to have subpar loadouts, such as Conquest with Heavy Mortars instead of Mk IX or Hellbores, which would be way more effective. It makes battles often easier, because AI loadouts aren't that good compared to what player can come up with.

It also likes to add hullmods for some reason, going as far as choosing weapons cheaper in OP to add something like Reinforced Bulkheads or other hullmods...

It definitely does some strange things and for some reason really really prioritize pd weaponry.

Ill see if I can find some screen shots. But I clearly remember an onslaught with pd weapons and flare launchers all over it. With only, PD and Flare launchers.
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daariusivey

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #279 on: August 14, 2019, 06:28:23 PM »

everytime i try to start game with it, it crashes and says "fatal: ship hull variant {kite_stock} not found.

what do i do?
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Death_Silence_66

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #280 on: August 14, 2019, 07:00:31 PM »

everytime i try to start game with it, it crashes and says "fatal: ship hull variant {kite_stock} not found.

what do i do?
Wrong game version. The current version of starsector is 0.9.1a, while this mod only supports 0.8.1a.
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YakLivesMatter

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #281 on: August 15, 2019, 08:41:18 AM »

You know if there are any plans on updating it? 9.1a has been out for a while.
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SCC

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #282 on: August 15, 2019, 10:21:29 AM »

And this mod is fairly complicated as well, and updating it got a whole lot harder with autofit in play, and DR has several other mods he works on. He isn't going to abandon Dyna, but it still will take him a long time to remake it.

MesoTroniK

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #283 on: August 15, 2019, 11:19:38 PM »

Fairly complicated is an understatement, it is a tome of black magic and sorcery.

Anyways good things come to those who wait friends.

Semondice

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Re: [0.8.1a] DynaSector 1.4.7
« Reply #284 on: August 17, 2019, 07:12:37 AM »

Hey, just downloaded the latest version of Varya mod packs and Nexerelin, got some trouble with Dynasector. I could go without it, but would like to avoid to have a sector with some 4+ modded factions not working propperly. It doesn't even load the game to begin with, it gives "error kite_variant not found, see starsector.log" (not verbatim). Anyone incurring in the same problem?

Ah, also, just downloaded the game a week ago, and i'm totally behind the idea, kinda addicted.
Also, first post in the forum.
Also also, not english motherlenguagist, so sorry for the typos and awfull spelling here and there :3
Have a nice day!
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