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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 1325433 times)

sycspysycspy

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2295 on: January 31, 2016, 05:38:49 PM »

Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.
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Histidine

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2296 on: January 31, 2016, 05:50:35 PM »

If you have campaign tips on, the game auto-pauses about 1 second after it finishes loading. Quite convenient for the purpose.
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JohnDoe

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2297 on: January 31, 2016, 05:53:44 PM »

Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
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sycspysycspy

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2298 on: January 31, 2016, 06:13:53 PM »

Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
If it's iron mode just restart the game and continue...
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Jim.jhd

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2299 on: January 31, 2016, 10:37:55 PM »

Hey D.R something I forgot to ask last time - any chance of auto-pausing the game after economy stabilization?

I'd like to be able to go make myself a coffee while that happens, if that's not too much trouble :D

Just make your coffee, you can load the game after you come back. It would auto save after the game starts.

something something ironman
If it's iron mode just restart the game and continue...

OR you can make a fight with anyone, than pause the game and exit ---- done
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Achataeon

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2300 on: January 31, 2016, 11:50:18 PM »

OR you can make a fight with anyone, than pause the game and exit ---- done

I think the man just wants to make his coffee while the sector is generated. All without having the in-game time move forward after the sector's economy has stabilized.
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JohnDoe

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2301 on: February 01, 2016, 01:25:05 AM »

Ryx Barlow's portrait is kinda cute. Would found Hegemony with.
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Tufted Titmouse

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2302 on: February 02, 2016, 12:47:04 AM »

I keep getting a submarket plugin error with the new version
Spoiler
145787 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
java.lang.NoClassDefFoundError: data/scripts/campaign/submarkets/II_EBaySubmarketPlugin
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at java.security.SecureClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.defineClass(Unknown Source)
   at java.net.URLClassLoader.access$100(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at data.scripts.SSP_ModPluginAlt.configureModdedXStream(SSP_ModPluginAlt.java:23)
   at data.scripts.SSPModPlugin.configureXStream(SSPModPlugin.java:284)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.Ö00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.showLoadGameDialog(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.submarkets.II_EBaySubmarketPlugin
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
[close]
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Deathfly

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2303 on: February 02, 2016, 12:57:20 AM »

LOL, so II got an Ebay now?
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Tufted Titmouse

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2304 on: February 02, 2016, 01:08:27 AM »

Welp, It's not SSP that's causing it, But Interstellar Imperium. Forgot to update that too. False alarm
« Last Edit: February 02, 2016, 01:11:11 AM by Jamaca627 »
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RobertusAmor

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2305 on: February 04, 2016, 11:36:48 AM »

Updating to the newest version, I've noticed a wider range of prices for supplies. I'm not sure if it's actually related to SS+, a different mod, or just random chance.

I'm used to supplies costing about 100cr at the closest market when starting a new game, give or take a few credits. Since updating, however, I usually get prices around 25cr, but I've seen as low as 4cr (!), and as high as 220cr. I don't mind, it makes things a bit more interesting, but I'm wondering if it's just random chance or if it's related to a mod update or something.

Besides updating SS+, I also updated Interstellar Imperium and added Diable. I imagine it's possible that one of those caused the change as well.

Anyone else experiencing something similar?
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2306 on: February 04, 2016, 12:59:44 PM »

I usually see 40-80.  It depends on loaded mods.
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RobertusAmor

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2307 on: February 05, 2016, 09:45:49 AM »

Huh, that's interesting. Do a lot of the faction mods touch on supply costs, in your experience?
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Tartiflette

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2308 on: February 05, 2016, 09:59:24 AM »

Huh, that's interesting. Do a lot of the faction mods touch on supply costs, in your experience?
All of them. The moment you add a market, it create a demand.
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RobertusAmor

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Re: [0.7.1a] Starsector+ 3.2.0
« Reply #2309 on: February 06, 2016, 09:12:06 AM »

All of them. The moment you add a market, it create a demand.
Oh, I hadn't considered that. I think I'll experiment with including and excluding some factions to see how that affects prices.

Thanks!
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