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Author Topic: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)  (Read 104024 times)

Paul

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Mod updated for 0.51a. Stripped out the Tri-Tachyon parts of it, so now it's just a Gun Runners mod. I kept the additional spawns, though - not sure if they'll still be needed, will have to see how it plays out.
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Upgradecap

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Paul, mind if i copy your files to make my mod work?
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Paul

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Not sure how that would help. I didn't really have to change anything to get it working with 0.51a, mostly I just had to remove my TT station and related files (since it wouldn't make sense to have two) and move my GR station to a new planet (since Alex put the TT station where my station used to be). My scripts are only dependent on the BaseSpawnPoint, which wasn't moved in the new version.

But if it helps you, feel free.
« Last Edit: March 07, 2012, 12:39:27 PM by Paul »
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Upgradecap

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Yeah, you see , i totally screwed up in the new version :(, so i need refrence files. You're still having the station, but where? (the gunrunners)
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Paul

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Corvus I, as I said in the change log.
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Levik

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Well, that's kind of a completed the mod. It just adds my ship in the game.
http://fractalsoftworks.com/forum/index.php?topic=1452.0
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crvenimajmun

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One dumb question:does your mod works with Project Ironclads?
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arcibalde

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One dumb question:does your mod works with Project Ironclads?
Pa probaj bre pa ces videti  :P
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Creator of:
Relics MOD - vanilla balanced - Campaign integrated
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Anysy

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Since that reply made absolutely no sense to me; The Ironclad mod creates an entirely new system, and removes tritachyon and hegemony (and pirate and independant) fleets. It might be possible to shove the two together, but the Ironclad mod is a total conversion - It is not recommended to use other mods with it
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StahnAileron

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Is there any plan to update this for 0.52a? I'm getting a NULL error/CTD when the initial convoy disappears and the station is supposed to spawn. I tried rudimentary editing of the mod to change the spawn planet to Corvus IV, but that didn't work (same NULL error.) I'm guessing something is incompatible with the station spawn part of the script and 0.52a? (The inital fleet/convoy spawn seems to work fine.)

Just curious as I loved using the Helios in 0.51a and it would be wonderful to have it again in 0.52a with the lower Fleet Point cap in place now.
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Plasmatic

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I'd love to see this mod updated to work with 0.52 aswell
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Sörre

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There is a bug in the game engin and I think Alex have fixed it, so we just need to wait for a hotfix.
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StahnAileron

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There is a bug in the game engin [...]

Oh? Just out of curiosity, what is the bug? If you happen to know.
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Okim

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Since that reply made absolutely no sense to me; The Ironclad mod creates an entirely new system, and removes tritachyon and hegemony (and pirate and independant) fleets. It might be possible to shove the two together, but the Ironclad mod is a total conversion - It is not recommended to use other mods with it

And from now on it wont be selectable with other mods :)

Sörre

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There is a bug in the game engin [...]

Oh? Just out of curiosity, what is the bug? If you happen to know.

It is all in this thread: http://fractalsoftworks.com/forum/index.php?topic=2511.15

Been stalking the forum for a couple of days.
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