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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod  (Read 7208 times)

SCC

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
« Reply #15 on: January 06, 2020, 10:10:50 PM »

It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.

applejuice

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
« Reply #16 on: January 26, 2020, 08:08:12 AM »

is this mod compatible with nexerlin?
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StarsectorForumLurkerGuy

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
« Reply #17 on: January 26, 2020, 10:26:43 AM »

is this mod compatible with nexerlin?

The post just above yours confirms that it is :)
It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.
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Inventor Raccoon

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #18 on: February 23, 2020, 10:07:32 AM »

Hi, everyone. I've been working on some non-quest features lately and I thought I'd update the prerelease with the changes.

The main new feature is that battles in certain contexts can now see derelicts spawn pre-placed on the battlefield. For example, fights in Remnant systems will feature the aftermath of the Hegemony/Knights of Ludd sweeps, while core worlds fights near debris fields will have wrecks from old battles between in-system factions.

There's also general improvements to battle objectives and outposts. In addition, I've now included a fronsec_settings.ini file which allows you to toggle the different Secrets of the Frontier modules on and off, specifically the Tactical Expansion (objectives/derelicts) and Frontier Development (habitats/outposts) modules.

This update should not break saves but as always I would check for yourselves and keep a copy of Prerelease 6 until you're sure.
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TaylorItaly

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #19 on: February 23, 2020, 02:40:45 PM »

Thanx for the update.
Is it intended that with prerelease 6 Battlegroup IX does not exist as Faction , only the Blueprints can be found ?
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Inventor Raccoon

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #20 on: February 23, 2020, 02:42:05 PM »

The Ninth Battlegroup is currently part of Arsenal Expansion, not this mod.
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TaylorItaly

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #21 on: February 23, 2020, 06:05:55 PM »

That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
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TimeDiver

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #22 on: February 23, 2020, 06:08:20 PM »

That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
AO? Automatic Orders? Because nothing else comes to mind that has those letters...
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Morrokain

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #23 on: February 23, 2020, 06:21:09 PM »

AO? Automatic Orders? Because nothing else comes to mind that has those letters...

Archean Order I believe. Working on that, btw (mod compatibility). It's just going to take some time.
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TaylorItaly

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #24 on: February 23, 2020, 06:57:19 PM »

Yeah , sorry .

Archean Order is it .
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Morrokain

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #25 on: February 23, 2020, 07:05:39 PM »

Yeah , sorry .

Archean Order is it .

Oh you're fine, I was just clarifying because it was asked.
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TimeDiver

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #26 on: February 23, 2020, 08:02:54 PM »

Thanks, both of ya. I'd give a 'Like' rating, if Simple Machines supported it... but, well.
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Inventor Raccoon

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #27 on: February 26, 2020, 01:51:16 PM »

Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
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TaylorItaly

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #28 on: February 27, 2020, 08:41:30 PM »

Thanx for the update.
It is good that i don`t need Consolen Commands to end a Battle.

But in my last 25 Battles i didn`t have those Automatic Platforms any more , only derelicts like drones and other ships.
I am aware of that settings.ini and have all enabled.
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TimeDiver

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Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
« Reply #29 on: February 27, 2020, 09:25:16 PM »

Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
I am still getting the latter error (though with random factions, not just Remnants); with Remnants, those battles end cleanly (even before the re-release of PR 7), although I chalk that up to using Ruthless Sector in my mod list... is that one even compatible with Secrets of the Frontier?
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