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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 1325223 times)

Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2835 on: June 16, 2016, 09:08:12 AM »

Could be literally anything; that's the most generic error message in the game.  Try running SS+ with just LazyLib and GraphicsLib to see if it starts then.
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Delta7

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2836 on: June 17, 2016, 07:24:56 PM »

the only other thing i had running was nexerelin, and i tried running it without nexerelin too... still the same thing happened. //shrug
i guess i could try again on a clean install. the thing is, this install was quite fresh. all i had was shaders, lazy lib, SS+ and nexerelin... eh, whateves. ill figure something out
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Delta7

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2837 on: June 17, 2016, 09:18:13 PM »

oh... uh... i think my problem was that i was using a version of starsector plus for an older release of the game .3.
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Midnight Kitsune

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2838 on: June 17, 2016, 09:40:10 PM »

oh... uh... i think my problem was that i was using a version of starsector plus for an older release of the game .3.
Get version checker then! It will tell you if your SS version is out of date AND it is hassle free! *points to sig*
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Weltall

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2839 on: July 13, 2016, 04:21:33 AM »

My heart stopped for a moment when I came back to the forums, checked the index and could not locate SS+, since it was moved to the Michelaneous section. I feel cold sweat on my face and it is 39C (102F) today. Phew..
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Grizzlyadamz

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2840 on: August 02, 2016, 06:15:54 PM »

Guys, does anyone have experience messing around with the Torch?

Looking at it, and I think something might work:
Front shield emitters
The biggest burst weapons possible
Safety overrides

Idea is, get close with the shield, hit the burst drive, and unload a deadly drive-by broadside!

Even AIs could do it!

-edit
Nope, not enough damage.

Tried getting the maneuverability jets & breaking up the kinetic/HE weaponry onto port/SB for a 1-2 overload-explode combo, but the AI seems incredibly proficient in seeing which side is which and shielding/unshielding as dictated.
Euch..


Integrated PD AI's still incredible useful though.

-e
Yeah...I think I might abandon these broadside ambitions.

At best it's a suicidal assault vessel, capable of destroying armor & maybe some hull on most frigates & some destroyers, but that's it. I doubt it could fight 2 at a time too, even one after another.
Might be more effective with OP skills in the campaign, but then so is everything else.
« Last Edit: August 02, 2016, 07:32:44 PM by Grizzlyadamz »
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Deshara

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2841 on: August 03, 2016, 12:13:09 AM »

it works as a support vessel. It can't tank but ithe works well backing a tank up
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Sy

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2842 on: August 03, 2016, 05:20:13 AM »

i think Torch is mainly supposed to be used by pirates or other low-tech AI fleets, similar to Hound. it adds a decent amount of firepower, but isn't durable or mobile enough to be reliable in player fleets.

sure, you can use Hounds/Torches if you really want (or need) to, but even something like a Lasher would be a lot more effective, without being too much more expensive.
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NightfallGemini

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2843 on: August 03, 2016, 08:05:43 AM »

i think Torch is mainly supposed to be used by pirates or other low-tech AI fleets, similar to Hound. it adds a decent amount of firepower, but isn't durable or mobile enough to be reliable in player fleets.

sure, you can use Hounds/Torches if you really want (or need) to, but even something like a Lasher would be a lot more effective, without being too much more expensive.

This. While I guess you *could* use a Torch as a frigate-tier Conquest, it just doesn't have the armor/hull to be a successful broadsides ship.
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King Alfonzo

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2844 on: August 04, 2016, 02:37:42 AM »

Discovered a problem - did some testing and figured out that SS+ makes volatiles the only good for all procurement missions. Also seen in NemoNaemo's current Tiangdong run.

Tartiflette

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2845 on: August 04, 2016, 07:59:55 AM »

That's almost certainly not an issue with SS+ but from one or more faction mod.

The economy is perfectly fine when using it with:
Blackrock
Diable Avionics
Interstellar Imperium
Neutrino Corp
Pegasus Belt Council
Scy Nation
Shadowyard Reconstruction Authority
Ship and Weapon Pack
Tiandong Heavy Industry
Underworld
« Last Edit: August 04, 2016, 08:25:46 AM by Tartiflette »
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Grizzlyadamz

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2846 on: August 04, 2016, 12:10:41 PM »

I'm running nemo's mod list as well, and for me it's supplies that are always wanted.
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King Alfonzo

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2847 on: August 04, 2016, 05:48:45 PM »

That's almost certainly not an issue with SS+ but from one or more faction mod.

That's weird, because the economy requisitions worked fine as soon as I turned off StarSector Plus. I thought it may have been SS+ because someone mentioned somewhere that SS+ removes the requisitions from being only templar cores etc. Maybe it has something to do either with Mayorate or Templar - I think they're the only two which could be the source if it's faction specific.

Have you tried starting a new game? Old games aren't affected, but new ones are.

Tartiflette

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2848 on: August 05, 2016, 12:19:45 AM »

I played dozens of game with that setup, plus-minus a couple of factions or Nexerelin Corvus mode, without any trouble... What it your faction mods list?
« Last Edit: August 05, 2016, 12:31:39 AM by Tartiflette »
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King Alfonzo

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Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2849 on: August 05, 2016, 01:13:45 AM »

The list (That I can imagine interfering with commodities) is thus:

SS+ 3.5.2
Dynasector 1.0.3
Blackrock Drive Yards 0.8.5 (With fix)
Diable Avionics 1.63
Interstellar Imperium 1.12.1
Junk Pirates / ASP / PACK 2.55
Metellson Industries A2.75
Neutrino Corporation 1.83-RC4
New Galactic order 1.04c (With fix)
Nexerellin 0.7.5c
Omnifactory 1.11b
Scy nation 0.99f
Shadowyards 0.6.0.5
Ship/Weapon Pack 1.1.0
Steiner Foundation 1.1
The Knights Templar 0.9.5h (With Fix)
The Mayorate 0.9.2
Tiangdong Heavy Industries 1.1
Underworld 1.0.2
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