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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95.1a] Scy V1.66rc3 (2023/03/19)  (Read 1097848 times)

TomKnollRFV

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1020 on: April 13, 2017, 08:04:27 PM »

I've got the required mods for it. No other ship mods installed.

And I wasn't paying attention to the battle, I just initiated and hit autopilot, which I wish I hadn't. I think it was Caeser's Legion..I have no idea.

I've now deleted my saved games, and started the game up. Still no way to start with Scy as a faction. Which I thought I could..and I don't really see them on the hyper space map either. Not that I exactly know if their system colours would change..

:( BUT the game codex shows the hulls and gun info. So it clearly loaded the files for that.
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AxleMC131

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1021 on: April 13, 2017, 08:12:35 PM »

I've got the required mods for it. No other ship mods installed.

And I wasn't paying attention to the battle, I just initiated and hit autopilot, which I wish I hadn't. I think it was Caeser's Legion..I have no idea.

I've now deleted my saved games, and started the game up. Still no way to start with Scy as a faction. Which I thought I could..and I don't really see them on the hyper space map either. Not that I exactly know if their system colours would change..

:( BUT the game codex shows the hulls and gun info. So it clearly loaded the files for that.

Weird weird. I can't remember what the SCY system is called, but it should be visible on the Hyperspace map. And you can only start "as a faction" with Nexerelin I believe. Otherwise you'd have to manually find them, work up a reputation and get a commission.
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TomKnollRFV

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1022 on: April 13, 2017, 08:16:47 PM »

..Well, that would explain that. I was thinking it was default. I better go exploring !
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AxleMC131

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1023 on: April 13, 2017, 08:22:31 PM »

I better go exploring !

It's a part of the game that's gonna get even bigger in the next update. ;) Have fun!
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TomKnollRFV

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1024 on: April 13, 2017, 08:24:57 PM »

Seems from messages I get about shortages the system is 'Tartarus' but when I go to Tartarus, the jump point only gives me the option to leave. I am the must unlucky person ever :P
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AxleMC131

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1025 on: April 13, 2017, 09:47:52 PM »

Seems from messages I get about shortages the system is 'Tartarus' but when I go to Tartarus, the jump point only gives me the option to leave. I am the must unlucky person ever :P

O.o Wait. Tartarus is a system inside a system. There's something clever you have to do...

Where is it giving you only the "Leave" option? From Hyperspace?
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Midnight Kitsune

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1026 on: April 13, 2017, 10:34:50 PM »

So some where in the 60+ pages of comments this may be answered..

Saw this mod, thought it looked neato! Download..install..boot up..

Uhm; where do I encounter the new ships? Do I need to start an entirely new game for that to work, or will my current one work? I'm curious is all. I had one random Legion encounter <I think it said Legion> but it was just standard low tier pirate hulls that quickly died to my swarm of autocannon equipped ships and I saw nothing in loot that was new..

So! Help? :P
Yeah, you need a new game most of the time, which is why Save Transfer exists
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adimetro00

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1027 on: April 26, 2017, 06:10:34 PM »

Hey, Tartiflette. With the new multi-hull modular ship system of 0.8a, How will you make the armored ship's armor and keto's gun and fighter bay with that system?
Seeing that they can break off individually by damage, how will you integrate these ships to the new multi-hull system?
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cjuicy

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1028 on: April 26, 2017, 06:38:51 PM »

Hey, Tartiflette. With the new multi-hull modular ship system of 0.8a, How will you make the armored ship's armor and keto's gun and fighter bay with that system?
Seeing that they can break off individually by damage, how will you integrate these ships to the new multi-hull system?
Most likely [REDACTED]
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Tartiflette

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1029 on: April 26, 2017, 11:03:44 PM »

It always has been the plan to switch to Modules and ditch TwigLib, and since they work almost the same way it only took minutes to do the conversion. Now I have to wait for 0.8.1 due to some bug to release the update.
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Igncom1

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1030 on: May 27, 2017, 10:47:55 AM »

I'm looking forward to getting this mod once it updates! All your mods have such great quality! The DA and ORA are great additions to starsector.
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Tartiflette

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Re: [0.7.2a] Scy V1.20 (11/04/2017)
« Reply #1031 on: May 27, 2017, 11:20:58 AM »

Thanks, it's almost working on my end, just need a couple of fixes and that 0.8.1 update to release....
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Tartiflette

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Re: [0.8.1a] Scy V1.30 (03/06/2017)
« Reply #1032 on: June 03, 2017, 02:58:06 PM »


   Modules are here, and TwigLib is gone! While it allowed Scy to feature breakable ships years before the base game it was somewhat cumbersome and it is a relief to finally be able to rely on an official system rather than hacks and shenanigans. With the advent of Sustained Burn, larger systems are now possible, thus Acheron and Tartarus are now a single massive binary system rather than interconnected distinct ones.

   Enjoy!


REQUIRES

Compatible with LazyWizard's Version Checker.
Compatible with Histidine's Nexerelin and Corvus mode.
Compatible with Dark.Revenant's GraphicLib
Integrated with Dark.Revenant's DynaSector

CHANGELOG:
Spoiler
v1.3

0.8.1 update

Everything has changed...

No more Twiglib
[close]
« Last Edit: June 03, 2017, 05:21:32 PM by Tartiflette »
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Hussar

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Re: [0.8.1a] Scy V1.30 (03/06/2017)
« Reply #1033 on: June 03, 2017, 03:00:13 PM »

I'm ecstatic to see this update :D
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Tartiflette

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Re: [0.8.1a] Scy V1.31 (03/06/2017)
« Reply #1034 on: June 03, 2017, 05:23:00 PM »

Quick hotfix because of some last minute issues I didn't noticed between the last Starsector Dev and the actual 0.8.1 release.
« Last Edit: June 03, 2017, 05:26:11 PM by Tartiflette »
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