Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 146 147 [148] 149 150 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1331801 times)

Krelian

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2205 on: January 09, 2016, 09:33:47 PM »

I have no faction with that name... I tried Junk Pirates, but the crash persist.
Logged

Krelian

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2206 on: January 09, 2016, 09:36:42 PM »

all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry.
By all, I meant every one suggested on the front page of this mod.


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2207 on: January 09, 2016, 09:39:15 PM »

all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib

Is your version of Starsector 0.7.1a-RC5?  Is your version of Citadel 0.8.3 Dev 2?  If not, you should update.
Logged

Krelian

  • Lieutenant
  • **
  • Posts: 63
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2208 on: January 09, 2016, 09:47:21 PM »

all recomended ones here

Saying "all mods" does NOT help, because it can be literally anything ever made in history.  List every mod specifically.

Sorry


Starsector+
Blackrock Driveyards
Citadel
Common Radar
Interstellar Imperium
Junk Pirates/ASP/Pack
LazyLib
Nexerelin
Scy Nation
Shadowyards
Simulator Overhaul
The Knight Templar
Tiandong Heavy Industries
Twiglib
Version Checker
ZZ MusicLib
ZZ ShadrLib

Is your version of Starsector 0.7.1a-RC5?  Is your version of Citadel 0.8.3 Dev 2?  If not, you should update.

That did the trick!
I had not noticed the Citadel download on its main page was for an older Starsector.

Thanks a lot!!
Excelent support. :)
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2209 on: January 10, 2016, 01:05:50 AM »

possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

Nope. You can let them retreat, but that's not a single battle.

But, in a script dialog, you cannot just repeat X times this phase?  I have see, this phase is a boolean, if i success change that per a random (5% have a second boarding), we can maybe....
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2210 on: January 10, 2016, 01:19:59 AM »

possible to capture more than one ship in a single battle? (for example, the two lasher uniques of butler)

Nope. You can let them retreat, but that's not a single battle.

But, in a script dialog, you cannot just repeat X times this phase?  I have see, this phase is a boolean, if i success change that per a random (5% have a second boarding), we can maybe....

You can certainly make it so that multiple ship boarding per battle is possible; it used to be that way in 0.65a (though I don't recall if it was an SS+ feature or that way from vanilla). As it currently stands, you get up to one boarding chance per battle, and that chance is guaranteed to be a "boss/bounty" unique ship if one was defeated in the fight but not entirely destroyed.
Logged
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.

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2211 on: January 10, 2016, 01:54:26 AM »

Ah yes, for that.  After, for my utility mod, maybe a day, but drop two uniques ships, this is exagered, ah ah.

Let go finish my tesla or deflect shield! ><

Else, question while i am here, it is interesting, like SS+, but different, add all special capitalship of all faction mod in a list "special"?  Because my mod add two ships with all ship of SS+(But, you need SS+ who have already this effect, so you can ignore "with all ship of SS+" because you cannot a ship of SS+ without SS+, ah ah, i believe...) , this two ship, this is two boss of my mod factions, and i have not found very many others mods who add "boss" no include in SS+ . (Except 1 or two ships, ah ah)
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Serenitis

  • Admiral
  • *****
  • Posts: 1471
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2212 on: January 10, 2016, 12:49:21 PM »

There are several missions which have multiple "unique" types of ship, but only one is able to be boarded.
Would it be possible at some point in the future to give each class of mod ship it's own bounty mission?
Logged

JohnDoe

  • Captain
  • ****
  • Posts: 320
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2213 on: January 10, 2016, 02:25:14 PM »

Well, if you also play with Nexerelin, they will be available in the Prism Freeport high-end store after you kill the bounty fleet.
Logged

Surge

  • Captain
  • ****
  • Posts: 252
  • Go big or go home.
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2214 on: January 10, 2016, 08:53:22 PM »

speaking of nexerlin, I would like to say that when adding ships to the player faction the SS+ ships have consistently been the most annoying to add, I've been at this for a few hours now and I just needed to get that off my chest.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2215 on: January 10, 2016, 10:44:38 PM »

speaking of nexerlin, I would like to say that when adding ships to the player faction the SS+ ships have consistently been the most annoying to add, I've been at this for a few hours now and I just needed to get that off my chest.

I have no idea what you're talking about.  Adding ships to the player faction?  SS+ already does that for you; just edit nexerelinOptions.json.
Logged

Surge

  • Captain
  • ****
  • Posts: 252
  • Go big or go home.
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2216 on: January 10, 2016, 11:10:59 PM »

I...wha...GOD DAMNIT.
I just spent 2 hours putting these ships in by hand and you're telling me there's a .json to do it for me in here somewhere!?
edit: well *** me...8 hours later I find I went through all that for nothing.
« Last Edit: January 10, 2016, 11:15:20 PM by Surge »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2217 on: January 10, 2016, 11:22:59 PM »

I...wha...GOD DAMNIT.
I just spent 2 hours putting these ships in by hand and you're telling me there's a .json to do it for me in here somewhere!?
edit: well *** me...8 hours later I find I went through all that for nothing.

Putting them in by hand won't do anything, by the way; the faction files get overruled by SS+ anyway.
Logged

Surge

  • Captain
  • ****
  • Posts: 252
  • Go big or go home.
    • View Profile
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2218 on: January 10, 2016, 11:33:08 PM »

Well GG me, you just lost an entire day to your own stupidity.
Logged

Mudanzas Valencia

  • Ensign
  • *
  • Posts: 47
    • View Profile
    • mudanzas valencia
Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2219 on: January 11, 2016, 11:10:32 AM »

is the new no multi-board per battle something hard coded into the vanilla? or is that a balance choice for SS+?
Logged
si desea un presupuesto para su hogar o negocio
http://www.mudanzasvalemcia.com
Sus muebles, así como nuestra reputación en Valencia, tu empresa de mudanzas economicas.
Pages: 1 ... 146 147 [148] 149 150 ... 197