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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Scy V1.57 (2019/09/04)  (Read 558023 times)

Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #375 on: February 04, 2015, 09:03:03 AM »

I don't know, the files appear and are selected in the commit, but after I pushed them, nothing changed on bitbucket... Will ask google to be sure though.
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Taverius

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #376 on: February 08, 2015, 06:40:02 PM »

So ... after killing Scys for fun a few times, I actually went in as a friendly and explored the system - though this is in a Neutrino game, I'll do the Scy playthrough after that.

I enjoyed the parked prototype, and the various planet/station/trading screen descriptions. Did notice some spellos and broken grammar, are the Scy star systems at a place where you feel its worthwile if I gave the text a sanity pass? Not that my english is great, but I might be able to help.
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TartarusMkII

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #377 on: February 08, 2015, 06:57:42 PM »

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Cycerin

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #378 on: February 08, 2015, 11:12:54 PM »

"Noice Spell-O's, m8"
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #379 on: February 09, 2015, 12:20:12 AM »

Zut, zut zut zut saperlipopette! (excuse my potty mouth) I really did tried to get rid of those with this release, corrected so many but it seems that me and Open Office aren't that much a good team. I had some propositions to help me with that, I suppose I may ask them again. Though it's not a small job, I have 30 default pages of text in the mod (and twice that in Lore)!
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WKOB

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #380 on: February 09, 2015, 03:57:36 AM »

I'm good for it, if you need another hand.
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Jay2Jay

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #381 on: February 09, 2015, 08:39:36 AM »

Zut, zut zut zut saperlipopette! (excuse my potty mouth) I really did tried to get rid of those with this release, corrected so many but it seems that me and Open Office aren't that much a good team. I had some propositions to help me with that, I suppose I may ask them again. Though it's not a small job, I have 30 default pages of text in the mod (and twice that in Lore)!

Step 1:copy
Step 2: paste in a word editing program
Step 3: profit.
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"The greatest pleasure is to vanquish your enemies and chase them before you, to rob them of their wealth and see those dear to them bathed in tears, to ride their horses and clasp to your bosom their wives and daughters." ~Ghengis Khan

Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #382 on: February 09, 2015, 10:08:35 AM »

That's exactly what I did, but apparently some managed to slip by.
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HeartofDiscord

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #383 on: February 09, 2015, 01:33:30 PM »

Hey, nice update, does it break saves?
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Tartiflette

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #384 on: February 09, 2015, 02:03:05 PM »

I don't think so, I didn't have any complains about that...
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HeartofDiscord

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Re: [0.65.1a] Scy V0.87 Empowered Update (31/01/2015)
« Reply #385 on: February 09, 2015, 02:08:39 PM »

I don't think so, I didn't have any complains about that...
Just tested it on a test save to be sure, and it works fine. Just wanted to be sure, and I didn't know I had a throwaway save to test with. Had to jump through a lot of hoops to fix saves recently is all. Thanks for the quick response.
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Tartiflette

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[0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
« Reply #386 on: February 12, 2015, 03:38:18 PM »

Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.

And here we go again, compatibility update! A small one this time, only weapons stuff to use the clip mechanic and CR timer on ships. Check the changelog for the detail.

Spoiler
Code
V0.88
13/02/2015
Compatibility update with Starsector 0.65.2
Ballistic weapons now use clips: "normal" ones have low ammo but rapid clip loading, while "special" ones have a lot ammo but their DPS drop sharply once they expended it and only fire on regen.
Ships have somewhat shorter peak efficiency timer, but loose CR slightly slower than vanilla.

The Keto fighter bays are now properly placed on the sprite.
Slightly buffed Keto's sub-ships health.
Minor touch-ups here and there concerning station sprites or sounds.
Some preparation work for the next big update.
[close]
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HeartofDiscord

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Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
« Reply #387 on: February 12, 2015, 03:45:36 PM »

Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.

And here we go again, compatibility update! A small one this time, only weapons stuff to use the clip mechanic and CR timer on ships. Check the changelog for the detail.

Spoiler
Code
V0.88
13/02/2015
Compatibility update with Starsector 0.65.2
Ballistic weapons now use clips: "normal" ones have low ammo but rapid clip loading, while "special" ones have a lot ammo but their DPS drop sharply once they expended it and only fire on regen.
Ships have somewhat shorter peak efficiency timer, but loose CR slightly slower than vanilla.

The Keto fighter bays are now properly placed on the sprite.
Slightly buffed Keto's sub-ships health.
Minor touch-ups here and there concerning station sprites or sounds.
Some preparation work for the next big update.
[close]
Awesome stuff man, amazingly fast update
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Morion

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Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
« Reply #388 on: February 15, 2015, 01:55:39 PM »

Here is a bug - Heavy Lamia destroyer launch its anti-missiles if enemy fighters is near, and they floating in space without target.
New carrier is amazing and look like AI can handle it.
« Last Edit: February 15, 2015, 02:04:52 PM by Morion »
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Tartiflette

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Re: [0.65.2a] Scy V0.88 Compatibility Update (13/02/2015)
« Reply #389 on: February 15, 2015, 03:57:43 PM »

That it does, though I'd have to write a custom weapon script to avoid it. Since more often that not fighters are accompanied with missiles, and it's ammo regenerate, I don't think it's a big deal: at worst they are ready to engage new missiles as soon as they come close.
As for the carrier, the only thing that make the AI handle it is that you can't interrupt the firing. And with that long range, the AI try to keep it's distances. I really had to work around it's limitations but I think it turned out okay. And it better had to, because while super useful I don't think it's a ship very fun to fly yourself (it's so much stylish to blow stuff up in Tisiphone frig or Sthenos cruiser ;D).
Anyway, thanks for the report, and I'm glad to hear you are enjoying the mod!
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