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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1328250 times)

Deathfly

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1740 on: December 06, 2015, 08:36:46 PM »

Several mods updating at almost the same time.

It's true, the mod mafia is true!

And more and more mafioso were confirmed.
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A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

tophereth

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1741 on: December 06, 2015, 08:44:19 PM »

Oh my god.  My chest.  I think i'm having a heart attack.......no.....there we go. I'm fine.


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Weltall

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1742 on: December 06, 2015, 09:13:55 PM »

I feel I found out and bought Starsector at one of it's best moments :D Learned to play it on 0.65.2 with the major mods and today finished my first successful play.. and on my second play-through I can go on the updated 0.7! Best timing ever :D
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JohnDoe

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1743 on: December 06, 2015, 09:42:40 PM »

Thank you!

Well, there goes my productivity.
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Jonlissla

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1744 on: December 06, 2015, 09:45:26 PM »

And once again, the mod mafia strikes. Several large mods updated at once.

Be afraid, everyone.

Be very afraid.
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Surge

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1745 on: December 06, 2015, 11:31:27 PM »

Luddic Lashers are the work of satan. And I thought XCOM could be harsh at times.
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Snoogy

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1746 on: December 07, 2015, 01:27:20 AM »

Is there any way to turn off crew salaries?  I prefer to be a slave-driver in space.  ::)
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Schwartz

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1747 on: December 07, 2015, 02:36:50 AM »

Nice. Those Sunders look beastly.

I'm not sure the Shield Bypass needed to be buffed though. It was already pretty good on low-tech ships, particularly AI ships. The AI just happily catches stuff with their terrible shields instead of using armour, so SB was a straight upgrade there. I guess time will tell.
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Dark.Revenant

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1748 on: December 07, 2015, 02:46:29 AM »

Nice. Those Sunders look beastly.

I'm not sure the Shield Bypass needed to be buffed though. It was already pretty good on low-tech ships, particularly AI ships. The AI just happily catches stuff with their terrible shields instead of using armour, so SB was a straight upgrade there. I guess time will tell.
It's because it costs OP, and missiles really mess up shieldless ships.
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Shyguy

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1749 on: December 07, 2015, 05:24:52 AM »

Didn't other versions of this made have a few extra options for starting choices like becoming a luddic captain or am I getting it mixed up with another mod?
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OOZ662

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1750 on: December 07, 2015, 05:27:19 AM »

Nexerelin is the one that lets you pick a faction start. It's still in beta for this version.
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Histidine

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1751 on: December 07, 2015, 06:03:20 AM »

The old SS+ had a (sort-of-optional) faction-related backstory selection as part of the character creation process (character born in the Hegemony/Tri-Tachyon/independents/Luddic Church/Pirates, could go on to work for them). But it got axed due to being too complicated to maintain.
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Shyguy

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1752 on: December 07, 2015, 08:18:11 AM »

Shame I actually enjoyed being able to have fun without being forced to play as a smuggler or bounty hunter due to the trading ships you got with the trader faction choices
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planeswalker

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1753 on: December 07, 2015, 08:53:48 AM »

Dark Revenant:

Thanks for releasing this mod, I enjoyed the previous versions on 0.65 and no doubt will do so on this one as well.

I got a question though, in the 'vanilla' starsector, you can edit skills so for example Technology will give 2-3 extra OP per level instead of just 1, or the skills like computer systems. Is it possible to edit these things in this mod as from what I've seen there is no skilldata.java like in the normal version.

Thanks
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Dark.Revenant

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Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1754 on: December 07, 2015, 09:03:17 AM »

Dark Revenant:

Thanks for releasing this mod, I enjoyed the previous versions on 0.65 and no doubt will do so on this one as well.

I got a question though, in the 'vanilla' starsector, you can edit skills so for example Technology will give 2-3 extra OP per level instead of just 1, or the skills like computer systems. Is it possible to edit these things in this mod as from what I've seen there is no skilldata.java like in the normal version.

Thanks

You're welcome!

To change the skills, you'll have to re-compile the jar (SkillData.java is in SSP.jar).
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