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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: [0.8a] Starsector+ 3.7.0  (Read 1325053 times)

Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1590 on: October 06, 2015, 08:55:46 PM »

Can someone give me a quick rundown on how the boss ships/fleets actually work? Do they just spawn on map gen and sit around all day, or are they specially or randomly spawned?

[EDIT] I'm ***, read Dark's post again. I'll change my question to; what triggers the international bounty board to give a bounty? Are they permanent, can the fleets be taken by someone else, and are they sent more than once?
« Last Edit: October 06, 2015, 08:59:40 PM by HeartofDiscord »
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TheHengeProphet

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1591 on: October 06, 2015, 09:02:42 PM »

The fleets don't seem hostile to anybody, so from what I can tell, they'll hang around unmolested until killed by the player.  They've so far lasted far longer than normal bounties, but I have no idea on permanence.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1592 on: October 06, 2015, 09:39:47 PM »

They do stick around forever.  If an act of god destroys one of the fleets, the next one in line will spawn.
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Flying_Whale

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1593 on: October 10, 2015, 01:05:21 AM »

I found an error. I killed Iliad (mod. Odissey) and Nebula (mod. Aurora). Got 680 000 for that. And the game has crashed.
New boss (Olympus as far as I remember) causes this crash. The game can not find hull or something like that.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1594 on: October 10, 2015, 01:25:46 AM »

Are you using the latest version of the Interstellar Imperium?  If your version is out of date, it won't have those boss ships in there.  You can verify this by going into Interstellar Imperium\data\variants\boss.
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Flying_Whale

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1595 on: October 10, 2015, 04:03:54 AM »

Hmm, that is right, I didn't have the latest version. Thank you, Dark.Revenant)
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1596 on: October 10, 2015, 12:41:26 PM »

Im fairly sure using save transfer on a save that has an ACTIVE, unkilled boss bounty causes it to be lost if you transfer that save, as it just moves to the next bounty. I haven't gone through many of the bounties though, could be wrong. Not sure if I should post this here or in Save Transfer

Also, it would be cool if there was something under the logistics tab that let you reduce the massive rep penalties from factions hostile to the one you trade with in the same system.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1597 on: October 10, 2015, 12:48:51 PM »

Save Transfer currently doesn't transfer boss bounty progress.  The next version will.
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1598 on: October 10, 2015, 01:03:40 PM »

Alright sounds good. Not to nag, but another thing that would be cool is maybe an ICE boss now that Histidine got that up and running again. Idk, its a little bare-bones atm and I don't think he wants to be the one to work on it in the long run, so it might be good to wait till someone picks it up for real. I don't know how you handle stuff like that. Just a suggestion.
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Surge

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1599 on: October 14, 2015, 08:04:37 AM »

Stupid question I know but in my defense it's hard to trawl through 107 pages to find an answer when I could be playing starsector.

So these "boss" fleets with the mod-hull ships, is this a new feature? Because I have not yet seen one in quite a good chunk of time with an older version of SS+, and I'm pretty confident that there is a significant update out now because until recently I had never seen a Vortex either (still haven't seen the triple flak...)
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CrashToDesktop

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1600 on: October 14, 2015, 08:11:39 AM »

@Surge
Yea, it's pretty recent.  It was the previous update, it came out a little more than two weeks ago.  You have to start a new game to get them, though, since saves are incompatible between that version and the last (although you can use Save Transfer to keep your stuff).
« Last Edit: October 14, 2015, 08:13:38 AM by The Soldier »
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MesoTroniK

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1601 on: October 14, 2015, 04:43:27 PM »

I highly recommend using Version Checker :)

JohnDoe

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1602 on: October 14, 2015, 05:32:15 PM »

So, how are the boss ships in terms of OP-ness and fun-to-playpilot (with Nexerelin)? Are there any particular ones that you like?
« Last Edit: October 15, 2015, 04:43:33 AM by JohnDoe »
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OOZ662

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1603 on: October 14, 2015, 07:16:09 PM »

I've only murdered the twin Lashers so far because I never remember where they are five minutes after the news pops up. They didn't hold up well to a Victory to the face.
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Tartiflette

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1604 on: October 15, 2015, 12:20:37 AM »

Spoiler
[close]

       The Predator!

It's completely awesome looking, hyper aggressive and fun to play.
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