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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 1325151 times)

MesoTroniK

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1155 on: February 21, 2015, 04:15:32 PM »

Lprsti99, I would also like to add that starting as ExigencyCorp really would not work out right now as they have no base of operations quite yet.

Aklyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1156 on: February 21, 2015, 07:04:40 PM »

While I'd love to have the sort of 'Start with a faction' thing Lprsti99 suggests (and I think Exerelin had?), I can see DR's point.
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1157 on: February 21, 2015, 09:07:10 PM »

There was an oversight in the new values; it's being toned down significantly in the coming update.
I see. I'm still getting pirates and mercs trying to intercept me even having lost the bounty. Is that normal?
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Deathfly

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1158 on: February 22, 2015, 01:43:16 AM »

Hey DR, I just found that I can install Logistical Conservation mod on Rook, and... well, you know what will happen, right? :)
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Dark.Revenant

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[0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1159 on: February 22, 2015, 02:23:36 AM »

A number of improvements and new features!  Combat (skill tree) is reworked!

You should try out the new starting options, which include things like random system placement, rarer ships, and easier boarding.

Special mention goes out to the system randomizer: it uses a smart algorithm that places each system in a relative zone.  The zones are Core Worlds, Middle Systems, Outer Territories, and Far Rim.  Systems in the database (includes most currently-released mods) are profiled to prefer certain zones; Corvus, for example, is usually Core, Askonia is Middle, Eos is usually Outer, and Antioch will appear in the Far Rim.  The algorithm will also try to cluster factions together, adding extra shape and structure to the star map.

If you were looking for a more hardcore experience, rare ships mode is for you.  Buying ships becomes difficult because your options are severely limited.  On the flip-side, you can turn on easier boarding, so you can capture the ships you want.


Download Starsector+ 2.6.5
Download Mirror
- or -
Download Starsector+ 2.6.5 (Vanilla Music Only)
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.05) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 to keep your progress.

We also recommend Version Checker 1.4b to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Faction Downloads
Download Interstellar Imperium 1.7.2 (Updated!)
Download The Knights Templar 0.9.4
Download Blackrock Drive Yards 0.7.3 (Updated!)
Download Exigency Incorporated 0.7
Download Shadowyards Reconstruction Authority 0.5.2.2 (slightly out-of-date)
Download The Mayorate 0.8.1 (slightly out-of-date)
Download Citadel 0.7.5 (slightly out-of-date)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.5 (Updated!)

Recommended Mods
Common Radar 1.1e
Console Commands 2.3
Version Checker 1.4b
Simulator Overhaul 1.0c
Save Transfer 1.4

Version 2.6.5
  • performanceSettings.json moved to the root folder
  • startSettings.json added
  • Added options for random star system locations in startSettings.json
  • Added advanced difficulty options to startSettings.json:
    • "rareShips" makes ships, especially large military ships, much harder to find in markets (you're also recommended to also increase the price of ships/weapons)
    • "easierBoarding" makes boarding ships significantly easier (lower chance for clean escape, self destruct, etc.), recommended when using rare ships mode
    • "startingPositiveRepScale" and "startingNegativeRepScale" influence how much the starting choices matter for reputation
  • Major skill changes:
    • Evasive Action is redone
    • Most Combat skill (and Gunnery Implants) perks are now fleet-wide
    • Most Combat skill (and Gunnery Implants) perks have been nerfed
    • Some Combat skill level bonuses have been increased
  • Updated integration for P.A.C.K.
  • Fixed Assault Shuttles making it harder to launch assault shuttles
  • Fixed pirate spawning bug
  • Significantly reduced AI aggressiveness when pursuing the player
  • Made player bounty fleets more likely to be in the player's speed/weight class
  • Tactical Laser range decreased to 800 from 1000
  • Autopulse Laser damage increased to 150 from 125; flux increased to 125 from 100 (upcoming vanilla change)
  • Changed Xyphos to mount a Pulse Laser (upcoming vanilla change)
  • Claw now mounts a Light Blaster (modified Heavy Blaster)
  • Fixed Minimized Logistics for Mobile Autofactory and Mobile Resupplier
  • Added mission Conflict of Interest
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TartarusMkII

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1160 on: February 22, 2015, 02:29:22 AM »

Congrats! Thank you so much!
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FabianClasen

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1161 on: February 22, 2015, 12:16:07 PM »

What does "slightly out-of-date" mean? Can you run the game with those factions or not?
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Aklyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1162 on: February 22, 2015, 01:01:15 PM »

What does "slightly out-of-date" mean? Can you run the game with those factions or not?
They work fine in the game.
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Creepin

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1163 on: February 22, 2015, 01:02:47 PM »

Is it as intended that under 2.6.5 neutrals lose their "Neutral" prefix, fielding "Mercenary Patrol" instead of "Neutral Mercenary Patrol", "Fast Picquet" instead of "Neutral Fast Picquet" and so on?
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1164 on: February 22, 2015, 01:09:55 PM »

Because if anything shows "Neutral" it's a bug because the "Neutral" faction doesn't exist.  You're most likely thinking of the Citadel system, which used to have that bug.
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Creepin

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1165 on: February 22, 2015, 01:15:22 PM »

Because if anything shows "Neutral" it's a bug because the "Neutral" faction doesn't exist.  You're most likely thinking of the Citadel system, which used to have that bug.
Just checked vanilla and neutral fleets indeed doesn't had any prefix, be it "Neutral" or "Independent". Guess my memory playing tricks then, sorry for that and thanks for the fast response :)
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TheKillerWolf

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1166 on: February 22, 2015, 01:53:09 PM »

I was looking for the easier boarding option and cant seem to find it.  Do i have to pick certain choices or just go hard mode?

EDIT ignore me im blind it seems
« Last Edit: February 22, 2015, 01:55:30 PM by TheKillerWolf »
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Shoat

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1167 on: February 22, 2015, 01:56:32 PM »

I was looking for the easier boarding option and cant seem to find it.  Do i have to pick certain choices or just go hard mode?

It's in the startoptions.json file in the mod folder.
As has been mentioned before on this very page of the thread, the in-game start options thing is not easy to work with, so it should be understandable why new options don't immediately (or ever?) put in there.
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1168 on: February 22, 2015, 02:05:04 PM »

It's more just that there will be so many options (and already are, basically), that putting it in that limited menu is impractical.
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« Reply #1169 on: February 22, 2015, 04:07:19 PM »

Is it just me or are engines made of glass now? Like 25 damage is enough for a full burnout if it lands in the right spot. Its ridiculous. Like it doesn't even feel proper, number wise. 50% isn't enough to do that. Honestly, I like most of these changes, pretty much except for the Evasive Action tree, and Precision Fire. I don't think any of that needs to be fleet wide. Not only does Precision Fire cancel with Evasion, but it also adds a huge gap between those with 5 combat and those without, not to mention it makes EMP damage far less appealing, seeing as literally everyone now has 50% damage to weapons. Doesn't seem very well thought out to me.
« Last Edit: February 22, 2015, 04:23:23 PM by HeartofDiscord »
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