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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: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115399 times)

AxleMC131

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1095 on: May 21, 2017, 10:55:06 PM »

Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

It probably means there's a variant for a ship that was removed for this latest version. Not sure what the easy fix is, beyond deleting the save. Depends on where the variant is being called from.
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Takion Kasukedo

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1096 on: May 22, 2017, 01:07:37 AM »

Should usually be the data folder, search for the variant in the "sim_opponents.csv" if it's simulator related
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1097 on: May 22, 2017, 06:01:53 AM »

Hi. With latest mod update I get "Ship hull variant [ms_elysiumCiv_Hull] not found!" when I try to load a save, which used previous mod version.

That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
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Ceebees

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1098 on: May 22, 2017, 11:11:31 AM »

Have repeatedly killed my own Shamash with the phasegun already, 10/10 would accidentally selfdestruct again.
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Kwbr

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1099 on: May 22, 2017, 12:11:11 PM »

I'm getting an error similar to the one Takion's getting except with the civ Seski
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1100 on: May 22, 2017, 01:15:55 PM »

Again, what version have you upgraded from? Starting with 0.6.1 the "Civ" variants all got renamed and basically no longer exist, which broke save compatibility.
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Kwbr

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1101 on: May 22, 2017, 01:20:30 PM »

Oh my bad, I must've missed the 6.1 update.
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1102 on: May 22, 2017, 01:38:47 PM »

No worries, and sorry bout the trouble.
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erikem

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1103 on: May 23, 2017, 08:42:11 AM »

That's curious if you were updating from the latest prior release. What version were you upgrading from, if I may ask?
Changelog mentions 0.6.0.7.1 as the topmost version.

Any option for me to continue my save with latest mod updates?
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1104 on: May 23, 2017, 11:31:46 AM »

Unfortunately save transfer hasn't been updated yet; you may have to wait until it's ready if you want to keep your current save going.  Alternatively you may opt to keep going with 0.6.7.1 until save transfer is ready or you've finished the playthrough.
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Bastion.Systems

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1105 on: May 27, 2017, 05:18:15 AM »

There is a partially working version of save transfer posted in the mods thread, it transfers ships and skills but is funky with everything else.

I am not really a fan of the new SRA map colors, the bright blue is just confusing (looks a lot like Scy colors), as it does not appear in the SRA ship/station palette. Also I don't think it works well with the purple in the fleet border circle (+ the ratios are weird, 2 slices of blue in the back?).
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Krelian

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1106 on: June 05, 2017, 02:20:54 PM »

Any estimated eta for 1.8.1? Sorry, but this mod is mandatory for me to begin a new campaign  ::)
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MShadowy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1107 on: June 05, 2017, 02:29:17 PM »

While I was intending to take my time and add a bit of new content and fix up a lot of the really old stuff (particularly the weapons sprites, most of which need to be completely redone), I'll probably put some time on to get a minor update in place and make sure it runs nicely with Nexerelin now that that's out; I'll have time to work on it on Wednesday, so it should probably come out then.
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Krelian

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1108 on: June 07, 2017, 07:25:55 AM »

just wanted to give a random feedback: the CAS beam sound effect is the best sound in all of starsector and mods, really sounds powerful.
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cjuicy

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Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« Reply #1109 on: June 07, 2017, 07:55:32 AM »

just wanted to give a random feedback: the CAS beam sound effect is the best sound in all of Starsector and mods, really sounds powerful.
I agree. Its only rival is the Telum Autocannons from II. I try to have several ships have at least one just for that beautiful sound.
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It's been a long time, but I still love ya!

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