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Author Topic: DeathSG Minimash V1.3d! Up for grabs!  (Read 109964 times)

Nechrom

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #270 on: March 23, 2012, 06:46:21 PM »

Every new game I start since 1.3d won't spawn any gunrunners or their station :/
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Uomoz

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #271 on: March 23, 2012, 07:24:45 PM »

What would be the quickest way to disable the junk pirates and nomads in this mod?

I hate to be a ***, but I feel that I have to point out that Starfarer's built-in mod selector list is precisely for this -- Mashup-style mods are a tradeoff between integration and granularity, and if you want more control I would suggest not using any mashups (but instead downloading, installing and selecting mods individually).

I would also like to point out that Nomads at least is self-contained and has no dependencies other than the vanilla content.

I agree with you Trylobot, single mods give you a wide array of customization while using Mashups gives you a more "refined" campaign but without any control on the content (tweaked to aggregate many different spawns that otherwise would clutter the map).
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Plasmatic

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #272 on: March 24, 2012, 02:13:11 AM »

Every new game I start since 1.3d won't spawn any gunrunners or their station :/

I was having the same problem, they simply wont ever spawn. something is blocking them, but hell if I know what..
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"Better to remain silent and be thought a fool than to speak out and remove all doubt"
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Archduke Astro

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #273 on: March 24, 2012, 01:41:32 PM »

That is very distressing news. My preferred style of campaign gameplay relies heavily upon the Gun Runners being intact and functional. Ouch!

And now I see that in the thread's first post, DeathSG has just announced that he no longer has time to oversee the successful operation of this mod compilation. :o I sure hope that some modding-talented angel swoops in to rescue this excellent Minimash!
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

Apophis

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #274 on: March 24, 2012, 04:12:42 PM »

i'll look at this
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Apophis

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #275 on: March 24, 2012, 04:36:03 PM »

this is the fixed version
Minimash 1.3e
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Upgradecap

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #276 on: March 24, 2012, 04:38:28 PM »

Well, I'm not really using this mash mostly because it trails so far off the original mods. Don't really like it so.
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Nechrom

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #277 on: March 24, 2012, 04:58:02 PM »

this is the fixed version
Minimash 1.3e
I'm afraid there is still no GR station or fleets.
My guess is there's quite a lot of code missing in the Corvus.java.

EDIT: Scratch that. They only took ages to show up.
« Last Edit: March 24, 2012, 07:05:23 PM by Nechrom »
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Archduke Astro

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #278 on: March 24, 2012, 10:29:20 PM »

EDIT: Scratch that. They only took ages to show up.
Would you be more specific, please? Are we talking like sometime in cycle 207, 208, or even later?
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

Nechrom

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #279 on: March 24, 2012, 10:54:37 PM »

EDIT: Scratch that. They only took ages to show up.
Would you be more specific, please? Are we talking like sometime in cycle 207, 208, or even later?
No, not that late.
I didn't check when I noticed them. But my new save is at 206.5.2 and they've been around for some time now.
Guess they just didn't show up in the initial system generation.
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Archduke Astro

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #280 on: March 24, 2012, 11:54:26 PM »

I didn't check when I noticed them. But my new save is at 206.5.2 and they've been around for some time now.
Guess they just didn't show up in the initial system generation.
Thanks for the clarification. I'm glad that the Gun Runners' advent wasn't as late as I feared, though it still sounds really annoying to have it as late as it presently is. I wonder what's causing the delay.....
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

Apophis

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #281 on: March 25, 2012, 02:07:55 AM »

they arrive 30 days after system generation
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craftomega

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #282 on: March 27, 2012, 03:51:48 AM »

Edit This is DeathSG and i'm sad to say that i'm unable to continue expanding the mod because i really dont have the time. So i'm putting the minimash up for grabs for whoever that wants to help to keep it going! And once again i'm terribly sorry!

Ill take it up.
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cp252

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Re: DeathSG Minimash V1.3d! Up for grabs!
« Reply #283 on: March 27, 2012, 12:02:29 PM »

Glad to hear it Craftomega. Now choose a fitting new faction and add them to the mod to show you can.  ;)
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