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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 302148 times)

Drokkath

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Re: [0.8.1a] DynaSector 1.3.1b
« Reply #195 on: June 16, 2017, 03:29:41 AM »

@marianojoey

Good to see new people pitching in here and into the game, have noticed a lot of folk with less than 100 posts on the forums along with myself. SS sure has gotten interesting than ever before to play.


As for the issue, it seems it was on Scy mod's end and not with this mod's end. Gonna restart my playthrough probably now with this mod/Dynasector as I'm still curious about it.
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For I dipt in to the future, far as my gazer eye could see; Saw the vision of the world, and all the wonder that would be.

marianojoey

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Re: [0.8.1a] DynaSector 1.3.1b
« Reply #196 on: June 16, 2017, 04:43:49 PM »

I know what you mean. I started with SS back when you had experienced crew, marines were usefull for something sometimes and you had skill points separated from talent points. :)

I'm loving the way the game goes now. :)

And I'll post the crash (just had one again, after downloading -again- SCY mod) on their thread. :)
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adimetro00

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Re: [0.8.1a] DynaSector 1.3.1b
« Reply #197 on: June 18, 2017, 08:32:26 AM »

Are you planning on adding more faction mods when the 3rd faction building tournament is over? Can't wait to see more of this mod.
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Dark.Revenant

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[0.8.1a] DynaSector 1.3.2
« Reply #198 on: June 19, 2017, 03:31:39 AM »

Some gameplay adjustments and a very important fix for faction hostility events.  You'll need to start a new save to see the benefits, however.

Download DynaSector 1.3.2
Download Mirror
(Requires LazyLib 2.2)

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!



Other Downloads
Blackrock Drive Yards 0.9.0
Diable Avionics 1.84 RC3 (Updated!)
Exigency 0.7.2 (Not 0.8a-compatible yet!)
Interstellar Imperium 1.17.2 (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8c
The Mayorate 0.9.2 (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.72 RC2 (Updated!)
Scy Nation 1.32 RC2 (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2
Ship/Weapon Pack 1.3.0 (Updated!)
Tiandong Heavy Industries 1.1.2 (Not 0.8a-compatible yet!)
Underworld 1.1.2 (Updated!)


Recommended Mods
Audio Plus 1.1.0
Combat Chatter 1.7.2 (Updated!)
Common Radar 2.4c
Console Commands 3.0 (Not yet updated!)
GraphicsLib 1.2.1
Save Transfer 1.11.4 (Updated!)
Simulator Overhaul 1.3
Version Checker 1.7c


Optional Mods
Leading Pip 1.8.1
Nexerelin 0.8.1 (Updated!)
Steiner Foundation 1.2



Version 1.3.2
- Removed unnecessary textures
- Fixed eternal war bug (from vanilla)
- Adjustments to person bounties, again
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Terbulus

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #199 on: June 19, 2017, 04:41:20 AM »

Getting a startup fail when using ds and metelson together

48015 [Thread-4] INFO  data.scripts.variants.DS_Database  - Metelson interceptor...
48110 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at data.scripts.variants.DS_Database.evaluateFleetCompositions(DS_Database.java:1327)
   at data.scripts.variants.DS_Database.init(DS_Database.java:859)
   at data.scripts.DSModPlugin.onApplicationLoad(DSModPlugin.java:225)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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ANGRYABOUTELVES

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #200 on: June 19, 2017, 06:48:13 AM »

Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.
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Dark.Revenant

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #201 on: June 19, 2017, 09:38:34 AM »

Getting a startup fail when using ds and metelson together

48015 [Thread-4] INFO  data.scripts.variants.DS_Database  - Metelson interceptor...
48110 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at data.scripts.variants.DS_Database.evaluateFleetCompositions(DS_Database.java:1327)
   at data.scripts.variants.DS_Database.init(DS_Database.java:859)
   at data.scripts.DSModPlugin.onApplicationLoad(DSModPlugin.java:225)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

That's Metelson's fault.  It's spawning loose wings as ships, which will crash the game regardless of DS.
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Dark.Revenant

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #202 on: June 19, 2017, 09:57:19 AM »

Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.

Use the console command "BountyLevel 3"
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ANGRYABOUTELVES

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #203 on: June 19, 2017, 10:29:47 AM »

Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.

Use the console command "BountyLevel 3"
Thanks, that worked. That's interesting. I assume what's happening is that if you use the dynamic start and take the DA commission immediately, you don't get bounties because all the low-level bounties are pirates, and you can't increase the bounty level to the point that it's not just pirates because there are no bounties? And this bug wouldn't show up in anything resembling a normal playthrough because to get DA rep you'd need to take DA bounties. Weird.
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dk1332

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #204 on: June 28, 2017, 06:56:00 PM »

I need some help, I'm trying to figure out on how to set the player npc faction to use certain LPCs in their ships but for some reason no matter how many times I tried re configuring it, they won't appear in any fleet when using dynasector.
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NightfallGemini

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #205 on: June 28, 2017, 07:28:31 PM »

I've noticed that tons and tons and tons of salvage/scavenger (not the faction) fleets have been spawning in my game. Would this be a Dynasector thing, a Nex thing or a vanilla thing? :s
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ANGRYABOUTELVES

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #206 on: June 28, 2017, 07:30:23 PM »

I've noticed that tons and tons and tons of salvage/scavenger (not the faction) fleets have been spawning in my game. Would this be a Dynasector thing, a Nex thing or a vanilla thing? :s
Depends on what you mean by tons; there are a lot of salvage fleets in vanilla. If you're talking about having lots of salvage fleets clustering around markets and never leaving, that's a vanilla bug that's been fixed in the development version.
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NightfallGemini

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #207 on: June 28, 2017, 07:36:56 PM »

Yeah, that's exactly the issue I've been having. Thanks!
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adimetro00

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #208 on: July 03, 2017, 06:17:37 AM »

Darkrev, are you seriously working on this mod right now? Because there's a lot of good mods popping out right now.
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Dark.Revenant

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Re: [0.8.1a] DynaSector 1.3.2
« Reply #209 on: July 03, 2017, 02:16:14 PM »

I'm actually not.  Very busy IRL.
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