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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 302216 times)

Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #60 on: April 29, 2016, 11:50:48 AM »

I will reject pull requests to add mods that are poor in quality, since each added mod makes ongoing maintenance and subsequent integration more difficult.  Neutrino qualifies as good enough to add but not good enough to do myself.  Something like ORI would not be a candidate for inclusion even if the author did all the initial work.
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Ratheden

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #61 on: April 29, 2016, 12:00:57 PM »

From a newbs point of view, the super 10 abilitys rock.  they let us balacance to the super big ships.
No boubt from a experianced player player point of view the 5+ skills are just fine, but thanks to DR he allows balance to be brought the game for all player types.

The mix of factions is awesome as well.  i love that neutrino requires a whole new playstyle to be learnes just to play. i was a great challange.

my thanks to anyone who mods.  you make the game so much better.

DBL thanks to Dark.Reavenant, love all that that you do.
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Tartiflette

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #62 on: April 29, 2016, 12:09:39 PM »

Not really, anyone can make a fork now to add support to other mods.

That's exactly what I said, isn't it?
until someone else create their own fork to integrate whatever faction they like

So we are on the same page: if anyone wants a mod integrated that isn't on DR shortlist do it yourself, the source code is provided for that.
« Last Edit: April 29, 2016, 12:13:20 PM by Tartiflette »
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Drglord

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #63 on: April 29, 2016, 01:02:20 PM »

Since i find dark's opinion weigh alot i am going to ask does he find neutrino unbalanced ? (cause it is my favorite race i guess cause they are OP right?)
Also do you find ORI a bag of mess? OP stuff inside? Cause i will remove them then. (I did find the TESTER kinda ridicously powerful fast and agile)
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Drglord

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #64 on: April 29, 2016, 01:04:22 PM »

Also i am guessing without Mobile HQ 2 or 3 battles in a row become quite impossible but they are not hunt and kill fleets anymore right? Cause i tried to go through SS+ without a HQ and it was IMPOSSIBLE i would run into 4 kill fleets from one system to another (starfarer mode).
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Mr. Nobody

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #65 on: April 30, 2016, 05:06:57 AM »

Since i find dark's opinion weigh alot i am going to ask does he find neutrino unbalanced ? (cause it is my favorite race i guess cause they are OP right?)
Also do you find ORI a bag of mess? OP stuff inside? Cause i will remove them then. (I did find the TESTER kinda ridicously powerful fast and agile)


After a look at ORI I can say one thing.
That's one way to look at a 40k mod alright.

Spoiler
for those who don't get it, in 40k the humans have massive ships mixed with cathedrals, ORI has a chatedral with engines strapped on it
[close]
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On the left half of the Bell curve

CaptainWinky

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #66 on: April 30, 2016, 07:02:20 AM »

Also i am guessing without Mobile HQ 2 or 3 battles in a row become quite impossible but they are not hunt and kill fleets anymore right? Cause i tried to go through SS+ without a HQ and it was IMPOSSIBLE i would run into 4 kill fleets from one system to another (starfarer mode).

There are no kill fleets in Dynasector.  If anyone is still using SS+ for whatever reason, there is a config option to disable kill fleets.
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adimetro00

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #67 on: May 05, 2016, 06:14:15 PM »

kazi's Mayorate has update, and it's now compatible with 0.7.2a. You should update the op to reflect it.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #68 on: May 05, 2016, 06:40:58 PM »

Eventually.
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adimetro00

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #69 on: May 07, 2016, 10:42:25 PM »

Do you have any plans to integrate more faction into this mod? if so, what faction mod would you plan to integrate next update?
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #70 on: May 07, 2016, 10:53:37 PM »

Yes.  There are three-four factions I plan to integrate.  You haven't heard of them.
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Surge

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #71 on: May 13, 2016, 11:11:10 PM »

translation: the mod mafia has 3-4 new factions in the works for us!
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adimetro00

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Re: [0.7.2a] DynaSector 1.0.2
« Reply #72 on: May 16, 2016, 04:02:51 PM »

Heyy... Tiandong has updated!
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.3
« Reply #73 on: May 21, 2016, 02:08:16 PM »

Routine update.

Download DynaSector 1.0.3
Download Mirror
(Requires LazyLib 2.1)

Git Repository

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 1.0.3
- General compatibility update
- Faction table updates for THI and SWP
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adimetro00

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Re: [0.7.2a] DynaSector 1.0.3
« Reply #74 on: May 21, 2016, 05:56:13 PM »

holy ***, you updated! but... no new compatible factions?
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