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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 301546 times)

Dark.Revenant

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[0.8.1a] DynaSector 1.4.2
« Reply #225 on: January 10, 2018, 01:13:38 AM »

Go play Shadowy's mod.

Download DynaSector 1.4.2
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!






Version 1.4.2
- Updated for Shadowyards
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Dark.Revenant

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[0.8.1a] DynaSector 1.4.3
« Reply #226 on: January 26, 2018, 10:22:56 PM »

Updated to match with various mods that also updated.

WARNING: Tyrador 1.5.0 has a bug in its mod_info.json.  Change "id":"TS_CoalitionDEV" to "id":"TS_Coalition".

Download DynaSector 1.4.3
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!






Version 1.4.3
- Updated for Shadowyards
- Updated for Ship/Weapon Pack
- Updated for Tyrador Safeguard Coalition
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Nikopol

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Re: [0.8.1a] DynaSector 1.4.3
« Reply #227 on: February 01, 2018, 09:09:10 AM »

Hello, I play Starsector with Dynasector and another 30 mods and can't figure out how to disable weapon mixing for different races in markets. I don't know if it is Nexerelin or Dynasector thing. What should I edit/change to have only Hegemony weapons on Hegemony markets and no others? And the same for other races? Also where do I edit to have plenty weapons? I like to make my own configs and really HATE to have my predefined weapons replaced by some random/alien ones. Also is it possible to use the Dynasector scaled variants and procedural variants and still have race pure markets? ;-)
Thanks!
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Tartiflette

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Re: [0.8.1a] DynaSector 1.4.3
« Reply #228 on: February 01, 2018, 09:37:43 AM »

Hello, I play Starsector with Dynasector and another 30 mods and can't figure out how to disable weapon mixing for different races in markets. I don't know if it is Nexerelin or Dynasector thing. What should I edit/change to have only Hegemony weapons on Hegemony markets and no others? And the same for other races?
That's a feature of the base game.
Quote
Also where do I edit to have plenty weapons?
You can't really do that. Unless you edit the markets to be larger but that will mess up the economy.
Quote
I like to make my own configs and really HATE to have my predefined weapons replaced by some random/alien ones.
Untick "use better weapon if available".
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Nikopol

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Re: [0.8.1a] DynaSector 1.4.3
« Reply #229 on: February 01, 2018, 11:17:40 AM »

Thanks Tartiflette for clarifying. I thought by editing weapon_categories.csv in dynasector I can change it, but no.
And what about Templars? Templars don't have mortars and other inferior weapons in markets like all the other races do. How was it done? There must be a way...
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Dark.Revenant

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Re: [0.8.1a] DynaSector 1.4.3
« Reply #230 on: February 02, 2018, 09:20:38 AM »

I had to specifically code a new submarket for the Templars to do that.
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Nikopol

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Re: [0.8.1a] DynaSector 1.4.3
« Reply #231 on: February 02, 2018, 10:46:42 AM »

Thanks Dark.Revenant. Would you please share your know how, so I can replicate? Nevermind, found it.
« Last Edit: February 03, 2018, 09:10:01 AM by Nikopol »
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Dark.Revenant

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[0.8.1a] DynaSector 1.4.4
« Reply #232 on: April 23, 2018, 04:51:45 AM »

Other than the standard suite of updates to bring in line with other mods, there are two big changes.

First, campaign clutter is greatly reduced, which should make saving/loading far more stable than before.  (Thanks, Alex/Histidine!)

Second, enemy variants are generally more meta-aware now.  There is less reliance on weapons and more reliance on hullmods, particularly ITU/DTC.  You'll find enemies using those hullmods far more often now!  Of course, this will make looting ITU easier on the player, so all is not lost.

Download DynaSector 1.4.4
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!






Version 1.4.4
- Scavenger fleets failing to despawn are cleaned up periodically
- Fixed small bug with named bounty reports in Nexerelin
- Fix to debris field buildup, back-ported from Starsector 0.9a
- Moderately increased reliance on defense-oriented weapons/fighters for most archetypes
- Increased reliance on hull mods, especially ITU/DTC
- Updated for Scy
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Fully de-supported Citadel and Mayorate
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Dark.Revenant

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[0.8.1a] DynaSector 1.4.5
« Reply #233 on: April 24, 2018, 11:18:05 PM »

Very strongly recommend switching to this version.

Download DynaSector 1.4.5
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!






Version 1.4.5
- Integrated various features from SWP
  * Compatibility integration for numerous vanilla hullmods
  * Officer level-up plugin replacement for custom max levels (scripts)
  * Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  * Improved Mjolnir projectile appearance
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Kulverstukass

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #234 on: May 13, 2018, 05:43:39 AM »

Haven't had crashes in vanilla and DS description says "enhanced bounties", so i guess it's belong there

7557854 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
Spoiler
java.lang.NullPointerException
   at data.scripts.campaign.events.DS_PersonBountyEvent.findNearestHostileMarket(DS_PersonBountyEvent.java:80)
   at data.scripts.campaign.events.DS_PersonBountyEvent.pickHideoutLocation(DS_PersonBountyEvent.java:1142)
   at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:676)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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)
[close]

modlist from logfile
Spoiler
3080 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
$ Starsector Thruster FX $ [id: xxx_ss_Thruster_FX_mod] [version 9.1a]
$$ Commission Ender $$ [id: aaa_CommissionEnder] [version 1.0a]
$$ Starsector FX Core $$ [id: xxx_ss_FX_mod] [version 9.1a]
$$ Starsector Weapon FX $$ [id: xxx_ss_FX_mod_b] [version 9.1a]
*Dynasector [id: dynasector] [version 1.4.5]
Arsenal Expansion [id: raccoonarms] [version 1.4.10]
Autonomous ships [id: autonomous_ships] [version 0.6.1]
Autosave [id: lw_autosave] [version 1.0f]
Common Radar [id: lw_radar] [version 2.4c]
Dassault-Mikoyan Engineering [id: istl_dam] [version 0.9.8e]
LazyLib [id: lw_lazylib] [version 2.2]
Leading Pip [id: leadingPip] [version 1.8.2]
Outer Rim Alliance [id: ORA] [version 0.78]
Rebalanced Pilums [id: $$rebalanced_pilums] [version 1.1]
Scy Nation [id: SCY] [version 1.40]
Ship/Weapon Pack [id: swp] [version 1.7.1]
SpeedUp [id: speedUp] [version 0.5.0]
Stop Gap Measures [id: StopGapMeasures] [version v 0.6]
Transponder Reminders [id: transponder-reminders] [version 0.0.0]
Version Checker [id: lw_version_checker] [version 1.7c]
 ZZ GraphicsLib [id: shaderLib] [version 1.2.1]
[close]
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Dark.Revenant

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #235 on: May 13, 2018, 10:21:37 PM »

Turns out DS is broken if you don't have Underworld.
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Redwolf

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #236 on: May 18, 2018, 12:35:24 PM »

Just a question of semantics...

I am brand new to mods in this game and have started adding what I am reading are reputable and great mods...some amazing things done! Wow! :)
Anyway, I figured in my case it is best to stick to Vanilla friendly (or friendly'ish) factions at least at this point so I have added in your supported/recommendations: Ship pack, Tyrador, and Interstellar Imperium based upon your vanilla friendly assessment (shame Tiandong not updated to lastest game version)... however, I was wondering something -

What is the difference between "Slightly vanilla-unfriendly" and "Moderately vanilla-friendly"? - I am assuming that slightly unfriendly would be closest to vanilla friendly, is that correct?

Also the Junk Pirates are listed as "Slightly vanilla-friendly", I am assuming that is a typo and should read slightly vanilla-UNfriendly, is that right? or are Junk Pirates actually very vanilla unfriendly (as slightly friendly would suggest this?)  ???

Thanks for the hard work on this mod, in reading it seems like it is going to be most excellent!  :) :) :)
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Tartiflette

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #237 on: May 18, 2018, 10:39:13 PM »

It's generally more a matter of perception than a definitive set of features that define the "vanilla friendliness" of a mod. But usually a mod defined by "unfriendly" has either badly clashing art-style, does not care about consistent Lore, or has really "out-there" mechanics. Thus "Slightly vanilla-unfriendly" is worse than "Moderately vanilla-friendly".

In that sense, Junk Pirates has sprites that are slightly off, but for the rest falls nicely within the vanilla game.
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Redwolf

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #238 on: May 19, 2018, 12:17:14 PM »

Thanks Tartiflette  :)

So, for example, you would suggest that your Outer Rim Alliance is more vanilla friendly'ish than your Scy Nation?
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Tartiflette

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Re: [0.8.1a] DynaSector 1.4.5
« Reply #239 on: May 19, 2018, 12:43:45 PM »

Yes, ORA is pretty vanilla friendly sprite-wise despite some striking paintjobs, gameplay wise they make ample use of vanilla stuff and lore wise they fit right in. Scy in the other hand is okay+ lorewise, but while the sprites are technically close to vanilla, they use a very distinct engine type that is unique to them and gameplay wise they have a LOT of weird stuff to play with as well as being a bit exclusive to their own content (their ships work best when mounting the faction's weapons). That doesn't make them less interesting, but they do play a bit differently. As for Diable, their gameplay choices are not as bold (despite the strong emphasis on fighters) but their art style isn't as vanilla friendly despite some attempt at "vanifying" them, and their lore... Is pretty thin to say the least. Also, transforming mechs/fighters.
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