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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1064111 times)

Reh

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #570 on: November 27, 2014, 11:21:46 PM »

Wow that was quick. You ought to be the Mod of the Month. :)

As for starting over, SS is the only game in which I don't mind starting from new. It's equally enjoyable in every stage of the game.
« Last Edit: November 27, 2014, 11:30:22 PM by Reh »
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WKOB

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #571 on: November 28, 2014, 12:42:37 AM »

Is that a high tech Sunder? Mind blown, do want.
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KvaNTy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #572 on: November 28, 2014, 12:48:44 AM »

It is my pleasure to take time out of my busy schedule to constantly update for fixes that should have been tested and resolved in the first place, and to constantly *** you guys off by forcing you to restart the game every six hours.
IRD - Instant Resolving Development. Amazing! ;D
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SS+ (Imperium, Templars, Shadowyards, Mayorate, Citadel) + SCY, P.A.C.K + RandomSector

miljan

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #573 on: November 28, 2014, 07:32:44 AM »

Have a question. If i go to vengeful reputation, is it possible in this mod to go back to normal, or I should continue to not chase running fleets?
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HELMUT

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #574 on: November 28, 2014, 07:57:14 AM »

That's a very cool Sunder sprite, then again it's made by Shellster so i'm not really surprised. What does the (U) stand for though?

By the way i noticed that i see an awful lot of Alastors in my campaign while the once popular Cerberus is pretty much extinct, is it normal? It make early game harder because the Alastor is probably the most dangerous non high-tech frigate to encounter.

It wasn't with the last SS+ version though, so maybe you fixed it already.
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WKOB

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #575 on: November 28, 2014, 08:24:06 AM »

I noticed that too, Alastors are everywhere.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #576 on: November 28, 2014, 12:39:51 PM »

I'll tone them down a bit.  The main thing is that the Cerberus was on the list of combat ships for the Pirates in vanilla, but for everyone else was a combat freighter.  I'll do the same with the pirate versions in SS+.
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Histidine

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #577 on: November 28, 2014, 11:54:33 PM »

Couple of things:
  • The feature list in the OP still says fuel usage is quadrupled.
  • Using Construction Rig to reduce the chances of an irreparably damaged ship during boarding... really doesn't work. All too often the ship just blows up and kills your Rig. Sure you could launch assault teams from a distance, but if it works the same as in vanilla then you're basically just saying "I don't really want to capture this ship at all."

    Might work better with Valkyries, though I've yet to find one.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #578 on: November 29, 2014, 12:05:12 AM »

Couple of things:
  • The feature list in the OP still says fuel usage is quadrupled.
  • Using Construction Rig to reduce the chances of an irreparably damaged ship during boarding... really doesn't work. All too often the ship just blows up and kills your Rig. Sure you could launch assault teams from a distance, but if it works the same as in vanilla then you're basically just saying "I don't really want to capture this ship at all."

    Might work better with Valkyries, though I've yet to find one.

The chance of self destruct is always 25% no matter what.  Keep that in mind.  And if you have enough rigs and valks you can get about a 60% chance of success with assault teams (the default is about 9%), so it can be worth it.  If you board, you don't need the valks and the rigs can bring you to a ~66% chance of success (up from about 30% in vanilla).  The chance of success includes the chance of self destruct, by the way.

I'll fix the thread though, thanks for mentioning that.
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OOZ662

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #579 on: November 29, 2014, 02:30:15 AM »

That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.
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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.

Oathseeker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #580 on: November 29, 2014, 05:49:36 AM »

Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?
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Reh

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #581 on: November 29, 2014, 06:13:26 AM »

Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.
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Oathseeker

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #582 on: November 29, 2014, 06:26:08 AM »

Quote
Bandwidth Limit Exceeded

The server is temporarily unable to service your request due to the site owner reaching his/her bandwidth limit. Please try again later.
Apache/2.2.27 (Unix) mod_ssl/2.2.27 OpenSSL/1.0.1e-fips mod_bwlimited/1.4 Server at www.sc2mafia.com Port 80

Guess I'll have to download this on december 1st?

Just underneath the main download link is a mirror link. It works just fine.

You're absolutely right, I should probably wear my glasses ;)
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #583 on: November 29, 2014, 11:13:34 AM »

That begs the question of whether you need to use the rig as the boarding ship as Histidine mentions or if they just need to be active fleet members.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.
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j01

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #584 on: November 29, 2014, 11:31:35 AM »

That begs the question...

No it doesn't. http://begthequestion.info/

On-topic though, I've been wondering if this mod makes any alterations to how often vanilla ships appear in the main stations, like the hegemony and tri-tachyon stations. I still haven't seen an astral anywhere after hours and hours of play, like in unmodded Starsector, but with SS+ I feel like I'm seeing other vanilla ships more often that didn't appear nearly as early and often in vanilla.
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