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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 207212 times)

Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.1
« Reply #15 on: April 23, 2016, 01:20:45 PM »

Should I assume that like SS+, the standalone Target Leading Pip mod should be deactivated?

No, the Leading Pip mod isn't included in any of the new mods.
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.2
« Reply #16 on: April 23, 2016, 01:34:45 PM »

Download DynaSector 1.0.2
Download Mirror
(Requires LazyLib 2.1)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Having problems?  Visit the Mod Troubleshooting Guide!






Change Log
Version 1.0.2
- Fix weapon group duplication bug
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Ratheden

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #17 on: April 23, 2016, 01:49:49 PM »

I love the way you did this:

Underworld by Dark.Revenant (New!)
Style (Pirates): Brutally-effective rust-buckets.  Brown color scheme.
Style (Cabal): Garish, but effective.  Purple color scheme.
Content: Lots of solid ships.
Campaign: Low impact; well-polished.  Includes unique content.
Balance (Pirates): Derp-tier to mid-vanilla.
Balance (Cabal): Upper-vanilla.
Flavor: Moderately vanilla-friendly.

Gives new players and returning players great info.  And forgetful players too!
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #18 on: April 23, 2016, 05:28:48 PM »

Now that the mods are split up and stable, I think I can leave things as they are.

I am leaving this community for the foreseeable future, save perhaps for occasional help given to certain modders.  It was a great run, guys.  If there is desire to continue any of my mods, please contact me on Skype.
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MShadowy

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #19 on: April 23, 2016, 05:31:39 PM »

Take care Dark.  See you round.
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Kitfox88

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #20 on: April 23, 2016, 09:54:01 PM »

Godspeed and thanks a ton, man.
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BuckCake

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #21 on: April 24, 2016, 02:14:38 AM »

o7 and fly safe!
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Scuttlebutt

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #22 on: April 24, 2016, 06:37:12 AM »

;_;7
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ahrenjb

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #23 on: April 25, 2016, 10:21:35 AM »

Your contributions to the modding community here are incalculable, and you'll be missed. Best of luck to you in all your other endeavors.
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Schwartz

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #24 on: April 25, 2016, 10:45:11 AM »

So long, and thanks for all the ships.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #25 on: April 25, 2016, 11:01:10 AM »

I still read and post here, it's not like I am vanishing off the face of the Earth.  I plan to at least maintain my mods at a basic level - especially II and the Templars.
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Inotna

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #26 on: April 26, 2016, 01:44:51 AM »

I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!
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Tartiflette

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #27 on: April 26, 2016, 02:06:10 AM »

DynaSector isn't SS+ with a new name. It won't change the skill tree.
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Darenkel

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #28 on: April 26, 2016, 12:35:45 PM »

I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!


I too miss all those things...
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ANGRYABOUTELVES

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #29 on: April 27, 2016, 01:03:51 PM »

I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!
DR has said previously that all the skill balance changes were just too time-consuming to maintain, so they're not going to be updated.

Although IIRC the Navigation skill perk that allows the use of dangerous jump points is actually fully implemented in the vanilla game, it's just not displayed as a perk on the skill tree. So if you have 7+ navigation skill in vanilla, you can use the gravity well of a star as a jump point, the game just doesn't tell you that you can.
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