Oh well, I guess it's time to start a new game then! It will take some time to get back to level 42 ¬.¬
Is it possible to configure *which* factions spawn in a game now?
See the OP for instructions for turning on/off the vanilla factions. For modded factions, just don't load the mod at the same time if you wish the faction not to appear
Also, awwwwwwwwwwwww:
- Fixed allowing use of mothballed ships for mining or station boarding
I may be missing something but is there anything other than a mining pod that can mine stuff?
I was admittedly mothballing them... but I'd still like to see them not take up tons of resources when they're idle :/ In reality they would be docked somewhere (assuming some big ships also present), not flying around eating up supplies when not in use.
Zorg Worker Sphere will also allow mining.
As they are quite handy to have in your fleet when somewhere away from your stations I'm actually OK with the high supplies/day cost
Basically your taking a combat potential hit for a longer potential deployment time.
On the boarding mechanics - my main issue so far has been the massive cost of maintaining marines, which has made it pretty much impossible for me to capture anything myself (as I can only support about 100 dudes...), I presume this is resolved by the supply cost adjustment?
Yes, I had left the old Vanilla variables in by mistake. When it was lowered for 0.6.1a I forgot to lower the Exerelin one.
It would also be good to get more/better feedback during boarding actions (say, "15 marines died, 500 enemy marines remain" or something) and/or have some way of judging the combat strength of a hostile station before boarding ("defence rating high/medium/low" on hover-over would probably do). I'm not really sure how the boarding mechanics work in the background but it seems like kind of a coin toss at the moment.
Yeah not a bad idea
The mechanics are kind of similar to Risk (if anyone has played that), and yeah pretty much a coin toss (although many coin tosses over a short period of time). Defenders and attackers get a dice roll. Defender wins on a draw. How much you win by is how many marines are killed on the enemy side (so 6 v 1 would mean 5 marines killed). This is repeated a number of times per game day, resulting in the message you see.
Advanced Tactics (? I forget the Leadership Skill level 5 perk) increases your attacking marines effectiveness by 100%, so they can roll up to a 12, meaning they have a much higher chance of winning combat.
YEY new update, a reason to turn the game on again
Q: I've read in the changelogs that you can board stations with marines. how to do this, what do i need to buy, how doas this work?
See the Quick Guide in the OP for details on baording and what is required
Hey there! I've played previous versions of this mod and thoroughly enjoyed it, but it won't work for me since the big Starsector 0.6x update. I've downloaded the new Exerelin, lazylibs and all of the factions and each time I try to run the mod I get this error:
"Starsector 0.6.1a
Fatal: Ship hull spec [exerelin_atlas_algae] not found!
Check starsector.log fr more info."
This happens once I've run the .exe, the progress bar appears for a few seconds with no progress made, then it CTD's with the above error notification in a little window. The only choice is to click OK, deactivate the mod and run Starsector in vanilla mode.
I have no idea where starsector.log might be, I've uninstalled and re-downloaded Starsector and the mods (gawd knows how many times). Anyone got any ideas?
Hmm most other people that have had this (or similar errors) have not been deleting the old Exerelin mod folder before installing the new version. You will need to delete the old Exerelin mod folder, download the latest version and then place it in the mod folder.