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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 301624 times)

Randy

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Re: [0.7.2a] DynaSector 1.0.3
« Reply #90 on: July 04, 2016, 12:23:46 AM »

i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
That's the whole point of the mod -- more variety.  There's no reason that other factions might have a couple of the other factions' ships laying around.  Almost nobody in this sector is doing well enough that they can afford to throw away perfectly good ships.

That said, if you don't like that, you can disable fleetIntegration and/or marketIntegration.

when entire pirate fleets are nothing but high tech and mod ships its kinda hard to get started
I am thinking it just needs to have the rates tinkered with

You do realize that mod ships can be worse than vanilla ships, right?  Junk Pirates and PACK ships, which you've likely seen as "mod ships" in pirate fleets, are generally pretty weak.  For the sake of curiosity I generated some maximum-quality-factor pirate armadas, and the result involved a mix of Tiandong; Junk Pirates; PACK; various low tech, midline, and high tech ships; and a smattering of other factions like Imperium, Scy, and Blackrock.

They're kitchen sink fleets and they don't have very good weapons, either.  Even this example is an extreme case in case a pirate market somehow has 10 stability.

well i dont use pack or junk pirates so i see lots of scy some imperium and blackrock and mayorite ships its to the point that pirate ships like d classes are more rare then the mod ships
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.3
« Reply #91 on: July 04, 2016, 01:38:54 AM »

There is only so much I can do to change that.  What, do you expect me to just force pirates to use only D ships like in vanilla?  The variety would be boring for the game's most common enemy.  At the end of the day, a high-stability market will try to spawn higher quality ships; even after I jacked up the weights, they still spawn "mod ships".
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.4
« Reply #92 on: September 17, 2016, 07:49:04 PM »

This is a general update, mainly intended to support updates to the Tiandong mod.

Download DynaSector 1.0.4
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.

Having problems?  Visit the Mod Troubleshooting Guide!






Change Log
Version 1.0.4 (September 17, 2016):
- Adjusted pirate tech weights
- Exigency/Ahriman support update
- Tiandong support update
- General improvements
- Variant naming improvements
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adimetro00

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #93 on: December 06, 2016, 04:01:56 PM »

Because there's the new update, would you please update this mod?
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Nanao-kun

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #94 on: December 06, 2016, 04:43:20 PM »

Because there's the new update, would you please update this mod?

What new update?
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Beobachter

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #95 on: December 06, 2016, 04:48:52 PM »

Because there's the new update, would you please update this mod?

What new update?

I think he means the 0.8 patch notes, which are not an actual update in the game's code.
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AidenTetra

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #96 on: December 14, 2016, 06:23:06 PM »

Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #97 on: December 14, 2016, 07:37:00 PM »

Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D
Is your install up to date? The latest install is .7.2 RC3
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Orikson

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Re: [0.7.2a] DynaSector 1.0.4
« Reply #98 on: December 14, 2016, 08:35:24 PM »

Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D

This may help you: http://fractalsoftworks.com/forum/index.php?topic=11462.0
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Link: https://discord.gg/eb5UC

Dark.Revenant

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[0.7.2a] DynaSector 1.0.5
« Reply #99 on: January 08, 2017, 02:15:07 AM »

General update for supporting various other mods.

Download DynaSector 1.0.5
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.

Having problems?  Visit the Mod Troubleshooting Guide!






Change Log
Version 1.0.5
- Updated Imperium support
- Updated Scy support
- Updated Underworld support
- Various minor fixes
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grinningsphinx

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Re: [0.7.2a] DynaSector 1.0.5
« Reply #100 on: February 02, 2017, 05:50:39 PM »

How does this play with Tore up Plenty?
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.5
« Reply #101 on: February 02, 2017, 07:48:21 PM »

How does this play with Tore up Plenty?
It doesn't as TuP is not integrated into Dynasector due to low quality level
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.6
« Reply #102 on: February 06, 2017, 01:07:09 AM »

A whole lot of mods got updated integration, but most of all...  Large memory/performance improvement!

Download DynaSector 1.0.6
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.

Having problems?  Visit the Mod Troubleshooting Guide!






Change Log
Version 1.0.6
- Variants in the campaign are only generated when the player interacts with a fleet (memory and performance savings)
- Updated Blackrock support
- Updated Imperium support
- Updated Templar support
- Updated Diable support
- Updated Scy support
- Improved externalization of weapon details
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Sy

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #103 on: February 06, 2017, 10:44:39 AM »

Large memory/performance improvement!
how many innocent goats had to be sacrificed for this, i wonder? ._.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #104 on: February 06, 2017, 02:50:19 PM »

Large memory/performance improvement!
how many innocent goats had to be sacrificed for this, i wonder? ._.

None of course.  That's so last century.

I only sacrifice virgins.
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