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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1328888 times)

Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.1
« Reply #2055 on: December 24, 2015, 04:30:53 PM »

I've noticed the bounty missions being offered on Hegemony markets only.
That's because they only appear on IBB member faction markets.  There's a list of them in the mission description.

Can you buy the Cathedral Class huge capital ship from the Luddic Church? Or you must be hostile with them and board it (get lucky to get the option)?
You can, extremely rarely.  Infernus and Cathedral are not on the you-can't-buy-this list anymore, mainly because it's more trouble than it's worth to restrict them.

Guys I have like 800 excess elite crewmen in my fleet but I dont see that my Cathedral class ship is recovering more CR. Is this working? Is it just a display bug?
It's because crew no longer cost supplies.  A bug.
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OOZ662

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Re: [0.7.1a] Starsector+ 3.1.1
« Reply #2056 on: December 24, 2015, 04:47:19 PM »

I've noticed the bounty missions being offered on Hegemony markets only.
That's because they only appear on IBB member faction markets.  There's a list of them in the mission description.

Given Blackrock apparently isn't a member and starts out hostile to Hegemony and TT and just *** off Sindria in my game, I guess I just have to hope Tiandong is on that list. Or start getting really sneaky with transponder trickery.
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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.

Dark.Revenant

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[0.7.1a] Starsector+ 3.1.2
« Reply #2057 on: December 24, 2015, 05:11:38 PM »

*** Christmas.

You'll have to transfer your save, by the way, due to a convenience feature I added breaking backwards compatibility.


Download Starsector+ 3.1.2
Download Mirror
- or -
Download Starsector+ 3.1.2 (No Music)
Download Mirror
(Requires LazyLib 2.1)
(Requires ShaderLib Beta 1.1.2)

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

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

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

Faction Downloads
Download Blackrock Drive Yards 0.8.1
Download Citadel Conglomerate 0.8.3 Dev 2
Download Exigency Incorporated 0.7.1b (Not working yet!)
Download Interstellar Imperium 1.9.2
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0
Download The Knights Templar 0.9.5d (Updated!)
Download The Mayorate 0.9.1
Download Scy Nation 0.98D
Download Shadowyards Reconstruction Authority 0.6
Download Tiandong Heavy Industries 1.0.6 (Updated!)


Recommended Mods
Common Radar 2.1
Console Commands 2.7
Save Transfer 1.7.0
Simulator Overhaul 1.2
Version Checker 1.6
Steiner Foundation 1.0 (New!)
Combat Chatter 1.0 (New!)

Optional Mods
Nexerelin 0.7.1 (Updated!)

Version 3.1.2
  • Fixed excess crew bonus
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hunters1

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2058 on: December 24, 2015, 08:14:14 PM »

2 quick question no idea if this was asked before or if its an SS+ or just a base game thing but
1. is respawn location based on how friendly you are with a certain faction?
2. if yes where can i change faction starting points so i can put fleaden at 0

« Last Edit: December 24, 2015, 08:15:46 PM by hunters1 »
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2059 on: December 24, 2015, 09:33:36 PM »

2 quick question no idea if this was asked before or if its an SS+ or just a base game thing but
1. is respawn location based on how friendly you are with a certain faction?
2. if yes where can i change faction starting points so i can put fleaden at 0
1. Yes
2. No idea. It's automatically chosen by the game.
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hunters1

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2060 on: December 24, 2015, 11:27:18 PM »

im not using nexelerin so its the base value for each faction and the guy who made fleaden had his maxed out at the start tho i think i found the location for this
EDIT: will ask the modder how to change it
« Last Edit: December 24, 2015, 11:43:42 PM by hunters1 »
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DinoZavarski

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2061 on: December 25, 2015, 07:00:16 AM »

Is the new version supposed to bleak saves? After upgrading to to 3.1.2 i get the following error when attempting to load SS+/Nexerlin save (game started with 3.1.0):

Code

97294 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: You cannot add SS+ to an existing campaign!
java.lang.RuntimeException: You cannot add SS+ to an existing campaign!
        at data.scripts.SSPModPlugin.onGameLoad(SSPModPlugin.java:302)
        at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
        at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
        at com.fs.starfarer.ui.M.dismiss(Unknown Source)
        at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
        at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.interfacesuper.super(Unknown Source)
        at com.fs.starfarer.ui.H.processInput(Unknown Source)
        at com.fs.starfarer.ui.Objectsuper.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(Thread.java:745)


Had to download to 3.1.0 to use save tranfer.
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CrashToDesktop

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2062 on: December 25, 2015, 07:04:20 AM »

@DinoZavarski

The second line of Dark's post did say you had to use Save Transfer.
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Ceebees

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2063 on: December 25, 2015, 07:34:51 PM »

Not to seem ungrateful for a christmas update i hope, but i feel like common civilian fleets at game launch probably aren't intended to have access to Templar ships?

Spoiler
[close]
« Last Edit: December 25, 2015, 07:38:25 PM by Ceebees »
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Nanao-kun

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2064 on: December 25, 2015, 07:36:34 PM »

Not to seem ungrateful for a christmas update i hope, but i feel like common civilian fleets at game launch probably aren't intended to have access to Templar ships.

Spoiler
[close]
They must take security very seriously. Either that or they happen to be carrying some seriously wealthy passengers. :P
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Weltall

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2065 on: December 25, 2015, 07:42:22 PM »

That moment in the future, where missions to transfer passengers will appear, and the player will have Templar ships in his fleet while executing the mission.
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Marcus Garvey

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2066 on: December 25, 2015, 08:44:34 PM »

Haven't seen a single IBB bounty(with nexerelin enabled), is this a recent nexerelin bug or are they just broken with the current SS+?
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StarSchulz

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2067 on: December 25, 2015, 08:51:30 PM »

They don't show up automatically, they are found in the mission boards now. Hegemony, Sindrian, independent, and InterstellarImperium stations should have them.

OOZ662

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2068 on: December 25, 2015, 09:36:09 PM »

Though they're supposed to show up on independant boards, I've never seen them there. Being Blackrock-aligned without Imperium installed, I have to get mine from Sindria.

That said, 0-CR fighter squadrons in IBB bounty fleets will still "fight" you forever in certain instances. In my case I failed to board the mod-Heron and it escaped. Chasing it down and killing its remaining escorts left it to deploy once and immediately explode via malfunction, which left a 0-CR Warthog squadron to forever re-engage me without actually deploying.
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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.

Weltall

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2069 on: December 25, 2015, 09:45:58 PM »

Holy.. I did not think the Infernus was so badass.. but if this butt is covered, since the shield is small, it can definitely kick ass.. the fleet of Templar that attacked me seems to have learned that.. Of course it had only one Archbishop and two Paladins, afar from the small one. But I learned something. I turned off all my weapons and let both the bishop and the paladin unload their flux on my shield and when I saw they were almost full I vented and started shooting. The Archbishop was harder due to the darn wings and it seemed more robust, but the Paladin.. .. .. I would hate to see a fleet of many Infernus XD
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