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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1331067 times)

Jonlissla

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1560 on: September 28, 2015, 03:30:26 AM »

What determines the standard costs for supplies? In some games it's cheap like 40-50, other games the standard cost is 150 instead. I have no idea what influences this.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1561 on: September 28, 2015, 08:23:05 AM »

Economy simulation is a harsh, fickle mistress.
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Serenitis

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1562 on: September 28, 2015, 11:58:39 AM »

Monkey paw delivers.
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Sabaton

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1563 on: September 28, 2015, 12:29:13 PM »

Bounties?! For real?!

Spoiler
[close]
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Cyan Leader

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1564 on: September 29, 2015, 12:13:26 AM »

Are those ships bordable?
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Xaiier

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1565 on: September 29, 2015, 07:35:47 AM »

Are those ships bordable?

Yep, managed to pick up a Fracture yesterday (mod-Sunder).
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Midnight Kitsune

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1566 on: September 29, 2015, 01:54:17 PM »

Are those ships bordable?
Yep, managed to pick up a Fracture yesterday (mod-Sunder).
Are they Usable though? I mean don' they have insane supply costs?
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Xaiier

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1567 on: September 29, 2015, 03:25:34 PM »

Are they Usable though? I mean don' they have insane supply costs?

No, their supply costs are fine. Sure they are a bit more expensive than the average ship of their class, but they also punch well above their weight.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1568 on: September 29, 2015, 04:22:24 PM »

Only one is truly unobtainable: Olympus X.  It always vaporizes when you blow it up, since it always has another TITAN in stock.
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Takion Kasukedo

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1569 on: September 30, 2015, 02:51:33 PM »

So, I encountered an error and i'm not sure if it's Starsector+ or Exigency...

Spoiler
1319567 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:607)
   at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:366)
   at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:166)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Lemme know what you think it is.
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1570 on: September 30, 2015, 03:12:58 PM »

As I said in the other thread, it's Nexerelin.
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Xaiier

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1571 on: September 30, 2015, 08:18:06 PM »

I've run into a bit of an issue with the bounty fleets. Due to their "never retreat" mantra it's possible to get trapped in loops where they will have a few ships remaining with no CR. They won't be able to deploy so you can't kill them, but they also won't run away, forcing you to retreat and allow them to rescue some of their ships and get their CR up before you can try again. It's an extra frustration on top of an already annoying demand to hunt down and kill every one of their ships.

EDIT: I retreated and got the bounty anyways but mah loootz!!!
« Last Edit: September 30, 2015, 08:20:04 PM by Xaiier »
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Adraius

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1572 on: October 03, 2015, 02:57:59 PM »

I have a small suggestion to make: can the Flare Gun and Flare Burst Launcher have regenerating/reloading ammo a la Sabots?  At first I thoughts these would be pretty useless, but after trying them out I actually quite like them on some ships - but it's awfully hard to justify using an anti-missile weapon that's liable to run out of ammo before the attacker's missiles do.
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TheHengeProphet

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1573 on: October 03, 2015, 03:35:15 PM »

Regenerating flaregun ammo would be fun to use as a weapon in itself.  If flares hit hull, they do stupid amounts of damage...

I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).  Do any of these given mod ships come up more than once?

Also, amusing bit: One of the mod ship bounties was Gerard Butler.  I chuckled.
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Midnight Kitsune

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1574 on: October 03, 2015, 03:43:31 PM »

I've been going after these new bounties, which has turned out more frustrating than anything, because the rate of capture is just as stupid as before (even with the easier boarding marked as true).  Do any of these given mod ships come up more than once?
If you play Nexe then you can buy them in the Prism freeport. Also, you can increase your chances of boarding said ships by destroying other ships completely
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