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Author Topic: [0.7.2a] Starsector+ 3.6.1  (Read 566019 times)
Dark.Revenant
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« on: January 26, 2014, 12:08:21 AM »


Download Starsector+ 3.6.1
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.3 (Updated))

Git Repository

Edit SSP_OPTIONS.ini to enable or disable Starsector+ 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.

This mod is not guaranteed to work without 2GB+ memory allocation!

Having problems?  Visit the Mod Troubleshooting Guide!



Main Features
- Balance changes
- New skills
- Overhauled bounty system
- Vengeance fleets
- Campaign improvements
- Not compatible with total conversions



Other Features
  • The ship limit is replaced with a soft cap based on supplies per month
  • Your officers can die in battle
  • Crew requires salary payments
  • Extra crew grants bonuses to CR recovery
  • Fixes to some vanilla bugs


Change Log
Version 3.6.1 (February 6, 2017)
  • Additional trade fleets
  • Improved vengeance fleet behavior
  • Fixed various minor bugs
  • All factions with bounties can issue named bounties, not just DynaSector-supported factions

Version 3.6.0
  • Removed vent speed experiment
  • Removed target leading pip (bugfix)
  • Reverted market procurement mission "improvements"

Version 3.5.2
  • Fixed level scaling

Version 3.5.1
  • General compatibility update

Version 3.5.0
  • startOptions.json now called SSP_OPTIONS.ini
  • Numerous features split to GraphicsLib, Ship/Weapon Pack, Underworld, DynaSector, and Audio Plus
  • Increased commission bounty payment to 500 credits
  • Improved Market Procurement mission
  • Improved Vengeance fleet pacing
  • Made procurement missions and hireable officers scale to the number of markets in the sector
  • Buffed Repair Gantry
  • Bug fixes galore

(Older versions included in internal change log)


Credits
Dark.Revenant for general development
Tartiflette for in-battle jump point artwork, and some misc. icons/splashes
« Last Edit: February 06, 2017, 12:59:53 AM by Dark.Revenant » Logged

Foxer360
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« Reply #1 on: January 26, 2014, 12:34:05 AM »

Not bad. Keep up the good work!
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c plus one
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« Reply #2 on: January 26, 2014, 09:10:44 AM »

Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes minor tweaks to gameplay and metagame mechanics to solve common complaints about Starsector, and is purposed to look and feel like vanilla Starsector, enhancing your experience with the game.

The above is something i've been thinking about for a while. i dont have the leisure time or the l33t skillz for this sort of thing, so i'm quite relieved that you're going ahead with this project. if your new Phase DD (so useful! Grin ) plus the changes to cargo haulage are any clue, this is going to be a very helpful mod.
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you are playing them wrong then..

Don't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.
Dark.Revenant
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« Reply #3 on: February 05, 2014, 03:32:20 AM »

Updated.  New stuff!
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HELMUT
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« Reply #4 on: February 05, 2014, 06:49:58 AM »

I'm not that much of a fan of the Revenant, the connections between each parts are kinda weird... The Achille look much more interesting with its odd shape. Also, the Trebuchet sprite is lovely! I'll try to play it when i'll have some time.
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Dark.Revenant
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« Reply #5 on: February 06, 2014, 09:12:23 PM »

Added a youtube video demonstration:
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Uomoz
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« Reply #6 on: February 06, 2014, 09:34:02 PM »

Looks very good! All those new toys sure look very powerful in a lot of situations.
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HELMUT
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« Reply #7 on: February 07, 2014, 09:21:26 AM »

Haven't really tried the Revenant, however the Achilles seems very powerful, especially the long range variant. You can lob a massive amount of lrms across the map on a target, even a lone Achilles can take down without a scratch big meanies like the Dominator. It remind me a bit of Kadur's ships, low tech missiles boats that can swarm the screen with lrms. It's pretty much unstoppable unless you are largely outnumbered.

I have yet to try a missile based fleet with those in the campaign but i'm pretty sure it will be very powerful. That's going to be fun.
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Dark.Revenant
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« Reply #8 on: February 07, 2014, 04:11:12 PM »

It's a hard counter to the Dominator, but ships like the Aurora are pretty much immune to LRM spam.  If you have proper shielding and/or point defense systems, dealing with a fire-support Achilles is not a problem.

I had to do several takes with the Achilles to get it to succeed against that frigate fleet, by the way.  It's really easy to mess up and get creamed since it has terrible armor coverage.
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HELMUT
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« Reply #9 on: February 07, 2014, 04:25:48 PM »

After trying going mass Achilles in campaign, it's not as OP as i thought. Good thing. Its biggest weakness is that it's a Cruiser and it cost a lot of logistics points to deploy it. also, other than its 8 missiles turrets, it's a pretty terrible ship stat wise.

So disregard what i said earlier, it seems balanced.
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Dark.Revenant
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« Reply #10 on: February 07, 2014, 07:10:28 PM »

Look dude! I don't know how to integrate it with LazyLib.

I'm being crucial here so please be honest.  Tongue

I have no idea what you were trying to say, but in order to make the mod work you need to download LazyLib and activate it (it's a mod) along with Starsector+.
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ValkyriaL
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« Reply #11 on: February 07, 2014, 08:11:21 PM »

Seems like mister Liquidstang made a new account... or we just received a new member that reminds of him. Roll Eyes
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Dark.Revenant
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« Reply #12 on: February 16, 2014, 06:29:48 AM »

After much toil and trouble, I have finished the next update.  No new ships or weapons, but there is a lot of content nonetheless.

  • Integrated and updated arcibalde's Vanilla Addon mod (over 400 new variants!)
  • NPC fleets now have randomized skills, aptitudes, crew veterancy, and a flagship
  • Added Small Unit Tactics, Wing Command, and Logistical Oversight skills to the Leadership skill tree
  • Added Engine Power Limiter, Expanded Flight Decks, Cargo Expansion, Extended Fuel Tanks, Additional Crew Quarters, Minimized Logistics, and Maximized Ordinance hull mods
  • Revamped character creation difficulty settings; start in a shuttle, a frigate, a destroyer, or a cruiser + small fleet
  • Balance changes!
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Pazuzu
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« Reply #13 on: February 16, 2014, 09:29:59 AM »

looks good, but can't download from that link
403: forbidden
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HELMUT
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« Reply #14 on: February 16, 2014, 10:30:49 AM »

If there was be a new update for Starsector, this mod would probably be the closest thing that looks like it. I really like all the small yet important changes of this mod, i especially like the revamped skill tree, the logistic branch is now much more interesting rather than just more fleet points. Also, the new variants make each fight a completely new kind of battle, i love it. I'm currently trying to fly a TT carrier based fleet to see how the new Trident and Longbow feels.

You should ask Zaphide for an eventual Exerelin add-on.

Pazuzu, i don't have this error, something with you firewall maybe?
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