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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 301585 times)

Sy

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #105 on: February 06, 2017, 06:16:03 PM »

I only sacrifice virgins.
what about virgin goats?
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #106 on: February 06, 2017, 07:07:31 PM »

I only sacrifice virgins.
what about virgin goats?
Naw... He uses lambs then makes veal from the remains
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Toxcity

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #107 on: February 06, 2017, 07:55:08 PM »

Depending on how useful the tags and code are for the Autofitter in 0.8 are, do you think you could make this use all enabled mods weapons/hullmods rather than the ones approved?
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.6
« Reply #108 on: February 06, 2017, 08:06:02 PM »

Depending on how complete the tags are and how much the auto fitter gives, it could make my life easier.  However, integrating a faction will always be a lot of work because the main constraint is figuring out who uses what technology and in what ratios.
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.7
« Reply #109 on: March 26, 2017, 05:26:54 PM »

Basic maintenance.

Download DynaSector 1.0.7
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 1.0.7
- Updated Imperium support
- Updated Underworld support
- Updated Templar support
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DrakonST

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #110 on: March 28, 2017, 05:26:03 PM »

And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".

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Toxcity

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #111 on: March 28, 2017, 08:05:38 PM »

Do you have SS+ enabled? Iirc that mod enables capitals to use safety override.
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DrakonST

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #112 on: March 28, 2017, 08:22:31 PM »

Do you have SS+ enabled? Iirc that mod enables capitals to use safety override.
It isn't sure.
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Toxcity

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #113 on: March 28, 2017, 08:26:16 PM »

May just be a bug then. My bad.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #114 on: March 28, 2017, 11:17:05 PM »

Wow, that's pretty rare.  I'll fix it, but that's actually kind of amazing.
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DrakonST

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #115 on: March 28, 2017, 11:40:27 PM »

Wow, that's pretty rare.  I'll fix it, but that's actually kind of amazing.
I very often see it in the piracy fleet. I saw even somehow two ships with this module in fight at the same time. It because I have strongly increased the fleet NPC and therefore it can be met quite often.

Just look at my enemies:
Spoiler


[close]
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.8
« Reply #116 on: April 07, 2017, 01:07:34 AM »

Alliances now cause variants generated by their respective factions to have merged properties (weapon sets, hull mod preferences, etc.).

Basically, a Blackrock-Imperium alliance means that you'll see Nevermores carrying Sledge Guns and Dictators wielding Shard Cannons.  Good luck!

Download DynaSector 1.0.8
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 1.0.8
- Alliances in Nexerelin now influence variant creation by mixing faction tech
- Minor adjustments to variant archetype selection algorithm
- Bug fixes
« Last Edit: April 09, 2017, 03:06:26 PM by Dark.Revenant »
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SainnQ

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #117 on: April 07, 2017, 04:32:10 AM »

And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".



-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?
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Mysterhay

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #118 on: April 07, 2017, 06:20:40 AM »

And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".



-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?

Ordinance points are also very high in that pic, I thought the max boost was 30% from base (level 10 of the 3 skills that add 1%OP per level, allowing conquest to top out at 410). Or is the extra to account for the player also having optimised assembly point bonus?
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Midnight Kitsune

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Re: [0.7.2a] DynaSector 1.0.7
« Reply #119 on: April 07, 2017, 09:26:27 AM »

And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".



-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?

Ordinance points are also very high in that pic, I thought the max boost was 30% from base (level 10 of the 3 skills that add 1%OP per level, allowing conquest to top out at 410). Or is the extra to account for the player also having optimised assembly point bonus?
No. The assembly bonus just makes the weapons cheaper to mount. Whatever is going on here might explain why SO is getting mounted on Caps and it looks like they might have messed with the vanilla files as the conquest has a crappier shield than that. Also, Dynasector won't use custom hullmods that aren't vanilla or Dyna enabled mods
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