Fractal Softworks Forum

Starsector => Mods => Topic started by: Dark.Revenant on April 20, 2016, 01:41:53 AM

Title: [0.8.1a] DynaSector 1.4.7
Post by: Dark.Revenant on April 20, 2016, 01:41:53 AM
Download DynaSector 1.4.7 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.7.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.7.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



What is DynaSector?
DynaSector integrates mod content into the game, dynamically.  For every supported mod, DynaSector changes market and variant compositions to increase the variety of content you see in the Sector.  DynaSector includes a variant randomization engine, enhanced bounties, improved submarkets, and a new character creation system.


Changes to Vanilla Content
  • Fixed faction hostility event
  • Improved person bounty event
  • Vanilla/mod submarket overhaul
  • Debris field cleanup fix
  • New campaign start choices
  • Variant randomization
  • Salvage generation plugin (Derelicts)
  • Revamped salvage from battles
  • Compatibility integration for numerous vanilla hullmods
  • Officer level-up plugin replacement for custom max levels (scripts)
  • Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  • Improved Mjolnir projectile appearance
  • Updated vanilla fleet spawners


Supported Mods
Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) by Cycerin
Style: Fast, flashy, strike-oriented, and stylish.  Green and slate color scheme.
Content: Lots of great ships, tons of great weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.  A couple impractical - but very powerful - ships.
Flavor: High-quality; slightly vanilla-unfriendly.


Diable Avionics (http://fractalsoftworks.com/forum/index.php?topic=10046.0) by FlashFrozen and Tartiflette
Style: Striking and animesque.  Missile-heavy and fighter-heavy.  Red color scheme.
Content: Lots of solid ships, lots of solid weapons.
Campaign: Moderate impact.
Balance: Mid-vanilla to upper-vanilla.  Powerful fighters.
Flavor: Slightly vanilla-unfriendly.


Exigency (http://fractalsoftworks.com/forum/index.php?topic=6509.0) by MesoTroniK
Style (Exigency): Sleek, organic, and exotic.  Fighter-heavy and extremely missile-heavy.  Blue color scheme.
Style (Ahriman Association): Rocky, clunky, and esoteric.  Fighter-heavy and missile-heavy.  Gray color scheme.
Content: Several great ships, lots of great weapons; highly-scripted.
Campaign: Moderate impact; well-polished.
Balance (Exigency): Upper-vanilla.  Relies on unique mechanics.
Balance (Ahriman Association): Mid-vanilla.
Flavor: High-quality; moderately vanilla-unfriendly.


Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0) by Dark.Revenant and HELMUT
Style: Tough and versatile; relies on tactics and smart loadouts.  Gold and white color scheme.
Content: Tons of solid ships, lots of solid weapons.
Campaign: High impact; well-polished.  Includes events and unique content.
Balance: Mid-vanilla.
Flavor: Vanilla-friendly.


Junk Pirates / P.A.C.K. / ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=161.0) by mendonca
Style (Junk Pirates): Cobbled together and unusual; schizophrenic design.  Red and cyan color scheme.
Style (P.A.C.K.): Fragile but powerful; masses easily.  Varied color scheme.
Style (ASP Syndicate): Practical hybrid civilian-military designs.  Light blue color scheme.
Content: Tons of ships, some weapons.
Campaign: Low impact.
Balance: Low-vanilla to mid-vanilla.
Flavor: Slightly vanilla-friendly.


The Knights Templar (http://fractalsoftworks.com/forum/index.php?topic=8095.0) by Dark.Revenant and Cycerin
Style: Slow, esoteric, extremely tough, and extremely powerful.  White color scheme.
Content: A few great ships, several great weapons; highly-scripted.
Campaign: Moderate impact; well-polished.  Includes events.
Balance: Top-tier.  Boss faction; equipment is hard to acquire and use.
Flavor: Vanilla-unfriendly.


Outer Rim Alliance (http://fractalsoftworks.com/forum/index.php?topic=11646.0) by Tartiflette
Style: Tough high-tech broadsides.  Purple and gold-trim color scheme.
Content: Several solid ships, several solid weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Moderately vanilla-friendly.


Scy Nation (http://fractalsoftworks.com/forum/index.php?topic=8010.0) by Tartiflette
Style: Fast and purpose-built.  Blue and gray color scheme.
Content: Lots of great ships, tons of solid weapons; highly-scripted.
Campaign: Moderate impact; well-polished.  Includes unique content.
Balance: Low-vanilla to upper-vanilla.
Flavor: Slightly vanilla-unfriendly.


Shadowyards Reconstruction Authority (http://fractalsoftworks.com/forum/index.php?topic=3491.0) by MShadowy
Style: Sleek, nimble, and strong where it counts.  Green and cyan color scheme.
Content: Lots of solid ships, lots of solid weapons.
Campaign: Moderate impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Moderately vanilla-friendly.


Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) by Dark.Revenant
Style: Vanilla.
Content: Tons of solid ships, lots of solid weapons.
Campaign: Low impact; well-polished.  Includes a quest-line.
Balance: Lower-vanilla to upper-vanilla.
Flavor: Vanilla-friendly.


Tiandong Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=9583.0) by MesoTroniK
Style: Cheap and dependable.  Dark green color scheme.
Content: Lots of solid ships, several solid weapons.
Campaign: Low impact; well-polished.  Includes unique content.
Balance: Lower-vanilla to mid-vanilla.
Flavor: Vanilla-friendly.


Tyrador Safeguard Coalition (http://fractalsoftworks.com/forum/index.php?topic=5492.0) by Machine
Style: High-tech, but hardy; emphasizes drones.  Light green color scheme.
Content: Tons of ships, several weapons.
Campaign: Low impact; well-polished.
Balance: Mid-vanilla to upper-vanilla.
Flavor: Vanilla-friendly.


Underworld (http://fractalsoftworks.com/forum/index.php?topic=11002.0) by Dark.Revenant
Style (Pirates): Brutally-effective rust-buckets.  Brown color scheme.
Style (Cabal): Garish, but effective.  Purple color scheme.
Content: Lots of solid ships.
Campaign: Low impact; well-polished.  Includes unique content.
Balance (Pirates): Derp-tier to mid-vanilla.
Balance (Cabal): Upper-vanilla.
Flavor: Moderately vanilla-friendly.



Other Downloads
Blackrock Drive Yards 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.94 RC1 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.19.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.8.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
The Knights Templar 0.9.8f (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Outer Rim Alliance 0.79 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.41 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.7 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=11018.0)
Tiandong Heavy Industries 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Tyrador Safeguard Coalition 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Underworld 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.8 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
SpeedUp 0.5.0 (http://fractalsoftworks.com/forum/index.php?topic=13394.0)
Steiner Foundation 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)


(http://i.imgur.com/wuYEFc5.png) (http://www.sc2mafia.com/Starsector/donate/index.html)


Change Log
Version 1.4.7 (November 11, 2018)
- Updated for Tiandong
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for PACK

Version 1.4.6 (August 5, 2018)
- Fixed crash when Underworld is not enabled
- Updated for Shadowyards
- Updated for Diable Avionics

Version 1.4.5 (April 24, 2018)
- Integrated various features from SWP
  * Compatibility integration for numerous vanilla hullmods
  * Officer level-up plugin replacement for custom max levels (scripts)
  * Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  * Improved Mjolnir projectile appearance

Version 1.4.4 (April 23, 2018)
- Scavenger fleets failing to despawn are cleaned up periodically
- Fixed small bug with named bounty reports in Nexerelin
- Fix to debris field buildup, back-ported from Starsector 0.9a
- Moderately increased reliance on defense-oriented weapons/fighters for most archetypes
- Increased reliance on hull mods, especially ITU/DTC
- Updated for Scy
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Fully de-supported Citadel and Mayorate

Version 1.4.3 (January 26, 2018)
- Updated for Shadowyards
- Updated for Ship/Weapon Pack
- Updated for Tyrador Safeguard Coalition

Version 1.4.2 (January 10, 2018)
- Updated for Shadowyards

Version 1.4.1 (December 1, 2017)
- Added randomizer theming to Random Battle and Custom Battle
- Fixed rare profiler crash with capital-case memory options
- Improved theming for Scy and Shadowyards
- Minor fleet randomization enhancements
- Adjusted Interstellar Imperium fighter weights
- Certain factions have adjusted rates for Ballistic/Missile/Energy weapons in markets
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for Junk Pirates, PACK, and ASP Syndicate

Version 1.4.0 (October 1, 2017)
- Added support for Tyrador Safeguard Coalition
- factions.csv, weapon_categories.csv, ship_roles.csv, and fighter_wings.csv now merge with other mods that define them
- Fixed minor bugs
- Fixed occasional problem where slots might be filled with inappropriate weapons (such as annihilators on side mounts)
- Vain attempt to fix save instability
- Assassination bounties will only spawn for hostile factions
- Adjusted theming system for allied factions
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Updated for Shadowyards
- Updated for Diable Avionics
- Updated for Outer Rim Alliance

Version 1.3.2 (June 19, 2017)
- Removed unnecessary textures
- Fixed eternal war bug (from vanilla)
- Adjustments to person bounties, again

Version 1.3.1 (June 13, 2017)
- Fixed crash bugs
- Improved memory bitching

Version 1.3.0 (June 11, 2017)
- Removed ship randomization (individual factions can already accomplish this through faction.json editing)
- Fleet and variant randomization now uses a consistent random seed, so the results can't be easily re-rolled by saving and loading
- Significantly reduced baseline tech-mixing for variant generation
- Expanded fleet theme system, particularly for faction-tech themes
- Faction themes now depend on various world factors, such as lore of the market the fleet originates from (for example, Umbra is likely to spawn Diktat-themed pirates)
- Readjusted early game difficulty compensation measures
- Adjusted bounties to match new vanilla expectations
- Fixed SCY start
- Fixed LPC spawn rate in markets
- Bounties against mercenaries and deserters now have a low negative reputation impact
- Fixed bounty spawning, especially early bounties
- Various improvements to bounty reward calculation, including increased rewards for bounties far from the core worlds

Version 1.2.0 (June 5, 2017)
- Updated to support Starsector 0.8.1a
- Updated for Diable Avionics
- Updated for Shadowyards Reconstruction Authority
- Updated for Interstellar Imperium
- Updated for Knights Templar
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for SCY
- Updated for Blackrock Drive Yards
- Weapon matching / mirroring improved
- Improved slot-assigning priority for certain ships
- Support for fighter wings in randomized variants
- Improved hullmod handling in numerous ways
- Enhanced named bounties (feature transfer from Starsector+)
- Made Pather bounties slightly rarer and more aggressive
- Enhanced large vanilla fleet compositions (feature transfer from Starsector+)
- Improved Nexerelin compatibility
- Patrol fleets of captured markets now have variants incorporating some of the original faction's tech
- Submarkets of captured markets now sell equipment from the old faction's tech
- Improved new game dialog

Version 1.1.0 (April 11, 2017)
- Outer Rim Alliance integrated
- Code cleanup

Version 1.0.8 (April 7, 2017)
- Alliances in Nexerelin now influence variant creation by mixing faction tech
- Minor adjustments to variant archetype selection algorithm
- Bug fixes

Version 1.0.7 (March 26, 2017)
- Updated Imperium support
- Updated Underworld support
- Updated Templar support

Version 1.0.6 (February 6, 2017)
- Variants in the campaign are only generated when the player interacts with a fleet (memory and performance savings)
- Updated Blackrock support
- Updated Imperium support
- Updated Templar support
- Updated Diable support
- Updated Scy support
- Improved externalization of weapon details

Version 1.0.5 (January 8, 2017)
- Updated Imperium support
- Updated Scy support
- Updated Underworld support
- Various minor fixes

Version 1.0.4 (September 17, 2016):
- Adjusted pirate tech weights
- Exigency/Ahriman support update
- Tiandong support update
- General improvements
- Variant naming improvements

Version 1.0.3 (May 21, 2016):
- General compatibility update
- Faction table updates for THI and SWP

Version 1.0.2 (April 23, 2016):
- Fix weapon group duplication bug

Version 1.0.1 (April 22, 2016):
- Fix an ID change
- Improve weapon grouper system

Version 1.0.0 (April 20, 2016):
- Initial release (split from Starsector+)
- startOptions.json now called DYNASECTOR_OPTIONS.ini
- Improved fleet generation and variant randomizer to make faction weapon loadouts more thematic to the type of fleet being created
- Variant randomizer updated for new BRDY hullmod behavior


Credits
Dark.Revenant
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: xenoargh on April 20, 2016, 06:56:18 AM
So, are we gonna need to make a special Dark.Revenant sub-dir for all of this?  Great job!

Seriously though, cool to see this stuff broken out a bit, code-wise; surely this will make overall maintenance less of a hassle (at least, until Alex breaks the core again, hah).  At least you didn't go down the Vacuum road and have to rebuild from scratch every year or so, lol!

I'd probably have de-coupled the smart Variant randomizer entirely btw; that by itself is pretty much worth having around even if the rest of this gets borked tomorrow.  But I haven't read the code for this so I have no idea whether it's pretty explicitly laid out as a series of libraries or not.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Dark.Revenant on April 20, 2016, 08:37:35 AM
The rest of the features pretty much exist to support the variant randomizer, frankly.  Splitting it out is possible but ultimately pointless.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Chronosfear on April 21, 2016, 12:55:26 PM
Smal. issue on this Threat :

The link to "Underworld" links to Tiandong Heavy Industries.

Splitting SS+ into multiple smaller parts is a good idea.
SS+ must be a mess, since you added hell a lot of stuff
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Az the Squishy on April 21, 2016, 09:44:49 PM
My hopes are the integration of Metelson Industries,

That just made me grin ear to ear, heh.

Otherwise, Can't wait to try it out.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Dark.Revenant on April 21, 2016, 10:42:54 PM
@ Mr. K

Neutrino is a good candidate now that the implications of SS+ aren't as exclusive.

Metelson needs to stabilize a bit first, but I could see it being added in at some point.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: MesoTroniK on April 21, 2016, 10:54:53 PM
Also, how do I get the unofficial update for Tiandong, or is it better to wait?

Page 8 of its thread, and the unofficial update works well enough to hold folks over until I finish the real one.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Orikson on April 22, 2016, 12:26:28 AM
Neutrino is a good candidate now that the implications of SS+ aren't as exclusive.

Metelson needs to stabilize a bit first, but I could see it being added in at some point.

Ok, thanks for replying! My post will be deleted once you see this.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Orikson on April 22, 2016, 12:29:19 AM
Also, how do I get the unofficial update for Tiandong, or is it better to wait?

Page 8 of its thread, and the unofficial update works well enough to hold folks over until I finish the real one.

Ok, I had used the one on the first page of the thread, and it worked fine (was that the unofficial one as well?)

Also, good luck and take your time modding! They're all lovely ships.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: Orikson on April 22, 2016, 05:41:17 AM
Another question. In this Dynasector, does it have changes to the player's skill?

I tested out this with mods and by itself, but I'm unable to pin point the exact error. It said Cargo Expansion missing.
Title: Re: [0.7.2a] DynaSector 1.0.0
Post by: gofastskatkat on April 22, 2016, 07:36:12 AM
Another question. In this Dynasector, does it have changes to the player's skill?

I tested out this with mods and by itself, but I'm unable to pin point the exact error. It said Cargo Expansion missing.

had that issue as well, do you have the NGO mod? because it requires SS+ and that is one of the hull mods from SS+
Title: [0.7.2a] DynaSector 1.0.1
Post by: Dark.Revenant on April 22, 2016, 07:34:59 PM
Download DynaSector 1.0.1 (https://www.mediafire.com/?d12tfayjc07e7r7)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.1.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!

DOES NOT WORK WITH STARSECTOR+



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.63 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.12.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.5g (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.7.2a-compatible yet!)
Scy Nation 0.99e (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.0.0 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (New!)
Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Requires unofficial patch!)
Underworld 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (New!) (Updated!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (New!) (Updated!)
Combat Chatter 1.4 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (New!) (Updated!)
Save Transfer 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.4e (http://fractalsoftworks.com/forum/index.php?topic=9175.0)



Change Log
Version 1.0.1 (April 22, 2016)
- Fix an ID change
- Improve weapon grouper system
Title: Re: [0.7.2a] DynaSector 1.0.1
Post by: Kitfox88 on April 22, 2016, 08:28:42 PM
Hot damn. Thanks a ton for all your work on this stuff, man!
Title: Re: [0.7.2a] DynaSector 1.0.1
Post by: CitizenJoe on April 23, 2016, 02:03:53 AM
So not even the skill changes are being kept? Tis a sad day indeed for carrier fleets.  :'(

Really though, awesome work. We all appreciate the amount of effort you put into all of your mods Dark. Don't kill yourself working on 'em ya hear?
Title: Re: [0.7.2a] DynaSector 1.0.1
Post by: BHunterSEAL on April 23, 2016, 10:41:34 AM
Should I assume that like SS+, the standalone Target Leading Pip mod should be deactivated?
Title: Re: [0.7.2a] DynaSector 1.0.1
Post by: Dark.Revenant on April 23, 2016, 01:20:45 PM
Should I assume that like SS+, the standalone Target Leading Pip mod should be deactivated?

No, the Leading Pip mod isn't included in any of the new mods.
Title: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 23, 2016, 01:34:45 PM
Download DynaSector 1.0.2 (https://www.mediafire.com/?vitdo5kke8ywbzi)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.2.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.63 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.12.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.5g (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.7.2a-compatible yet!)
Scy Nation 0.99e (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (New!) (Updated!)
Tiandong Heavy Industries 1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Requires unofficial patch!)
Underworld 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (New!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (New!)
Combat Chatter 1.4 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (New!)
Save Transfer 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.4e (http://fractalsoftworks.com/forum/index.php?topic=9175.0)



Change Log
Version 1.0.2
- Fix weapon group duplication bug
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Ratheden on April 23, 2016, 01:49:49 PM
I love the way you did this:

Underworld by Dark.Revenant (New!)
Style (Pirates): Brutally-effective rust-buckets.  Brown color scheme.
Style (Cabal): Garish, but effective.  Purple color scheme.
Content: Lots of solid ships.
Campaign: Low impact; well-polished.  Includes unique content.
Balance (Pirates): Derp-tier to mid-vanilla.
Balance (Cabal): Upper-vanilla.
Flavor: Moderately vanilla-friendly.

Gives new players and returning players great info.  And forgetful players too!
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 23, 2016, 05:28:48 PM
Now that the mods are split up and stable, I think I can leave things as they are.

I am leaving this community for the foreseeable future, save perhaps for occasional help given to certain modders.  It was a great run, guys.  If there is desire to continue any of my mods, please contact me on Skype.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: MShadowy on April 23, 2016, 05:31:39 PM
Take care Dark.  See you round.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Kitfox88 on April 23, 2016, 09:54:01 PM
Godspeed and thanks a ton, man.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: BuckCake on April 24, 2016, 02:14:38 AM
o7 and fly safe!
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Scuttlebutt on April 24, 2016, 06:37:12 AM
;_;7
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: ahrenjb on April 25, 2016, 10:21:35 AM
Your contributions to the modding community here are incalculable, and you'll be missed. Best of luck to you in all your other endeavors.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Schwartz on April 25, 2016, 10:45:11 AM
So long, and thanks for all the ships.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 25, 2016, 11:01:10 AM
I still read and post here, it's not like I am vanishing off the face of the Earth.  I plan to at least maintain my mods at a basic level - especially II and the Templars.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Inotna on April 26, 2016, 01:44:51 AM
I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 26, 2016, 02:06:10 AM
DynaSector isn't SS+ with a new name. It won't change the skill tree.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Darenkel on April 26, 2016, 12:35:45 PM
I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!


I too miss all those things...
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: ANGRYABOUTELVES on April 27, 2016, 01:03:51 PM
I just switched to Dynasector and its supported mods from SS+ and its supported mods. (Using all supported mods except Nexerelin, plus PCB, Neutrino and Hiigaran) The things I noticed first are:

1. Combat aptitude passive that lowers combat recovery cost doesn't work anymore.
2. Some skill in leadership tree are gone (notably the one that gives bonuses to fighter wings).
3. Experience progression reverted back to vanilla? (was level 93 in SS+, after save transfer is level 75 in Dynasector)
4. Flux dynamics and its associated hull mods from the Technology skill tree has been reverted to vanilla.
5. Navigation skill doesn't have the perk that allows the use of dangerous jump points.

I'm just wondering which is intended and which is going to get updated.

BTW thanks for all the great work, DR!!
DR has said previously that all the skill balance changes were just too time-consuming to maintain, so they're not going to be updated.

Although IIRC the Navigation skill perk that allows the use of dangerous jump points is actually fully implemented in the vanilla game, it's just not displayed as a perk on the skill tree. So if you have 7+ navigation skill in vanilla, you can use the gravity well of a star as a jump point, the game just doesn't tell you that you can.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Inotna on April 28, 2016, 03:22:43 AM
Well okay then, I don't mind if the skills are reverted back to vanilla.

Still got some issues though:
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
2.No more Vengeance/Hit fleets? Or is that an SS+ feature?

I wonder if anyone else is having this issue or it's just on my end..

Thanks for that navigation skill explanation, didn't know about that.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Drglord on April 28, 2016, 04:18:35 AM
Well okay then, I don't mind if the skills are reverted back to vanilla.

Still got some issues though:
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
2.No more Vengeance/Hit fleets? Or is that an SS+ feature?

I wonder if anyone else is having this issue or it's just on my end..

Thanks for that navigation skill explanation, didn't know about that.

yeah i reverted back to SS+ the game is kinda unplayable for me without these bounties.
Yeah game is stuck to 20K and then you have to hunt them down literally as they run away from you then you get 40K, then you get like 60K etc. It's kinda ridiculous.
I have been playing for so long with SS+ that i had forgotten how vanilla was.

I guess you people should appreciate the work that darkrevenant has done and donate? I know i did :)
Anyway just semi joking there.
Yeah all these stuffs are SS+ feature so i won't be switching off it any day soon.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 28, 2016, 05:32:02 AM
1.The random bounty generator is only generating 20k credits worth of bounty every time, regardless of player fleet size. It's as if the game isn't recognizing the player's fleet size.
Vanilla bounties are tiered. Kill enough 20K and you get the 40K tier, rinse, repeat.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Inotna on April 28, 2016, 10:05:52 AM
Oh wow, that explains everything, thanks everyone for responding!  ;D ;D ;D
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: PureBlind on April 28, 2016, 11:26:50 AM
No support for Neutrino? They're one of the coolest factions.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Abyz on April 28, 2016, 11:32:55 AM
No support for Neutrino? They're one of the coolest factions.

Agreed
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Midnight Kitsune on April 28, 2016, 04:10:56 PM
No support for Neutrino? They're one of the broken and overpowered factions.
FTFY
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Abyz on April 28, 2016, 04:39:39 PM
No support for Neutrino? They're one of the broken and overpowered factions.
FTFY

But I bet you like Templars?
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Midnight Kitsune on April 28, 2016, 04:59:55 PM
No support for Neutrino? They're one of the broken and overpowered factions.
FTFY
But I bet you like Templars?
Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: kazi on April 28, 2016, 05:20:01 PM
Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!

Yeah, skill progression feels really OP past a certain point. Up to skill rank 5? Feels like meaningful progression. Go past level 5 (or god forbid, rank 10)? Game is now in easy mode.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Cyan Leader on April 28, 2016, 05:52:39 PM
What is the problem with a faction being "broken and overpowered"?

You can just, you know, not use their stuff. It's always fun to have challenging opponents.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Alphascrub on April 28, 2016, 05:54:16 PM
Yes. And you want to know why? Because the Templars are designed to be a Hard but Fair boss faction for the high level, end game player to fight and fear. They wouldn't have to be so stupidly powerful if Skills were actually freaking balanced!

Yeah, skill progression feels really OP past a certain point. Up to skill rank 5? Feels like meaningful progression. Go past level 5 (or god forbid, rank 10)? Game is now in easy mode.

Missile Spec.
30% increase of ordi points.
Lowering the cost of ordi points for every weapon. 

Things like this seems a bit out of wack.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Abyz on April 28, 2016, 05:54:36 PM
Has anyone suggested high level npc "boss" officers in Npcs fleets to compete with he player? Idk if such a thing would even be possible.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Midnight Kitsune on April 28, 2016, 06:27:40 PM
What is the problem with a faction being "broken and overpowered"?
You can just, you know, not use their stuff. It's always fun to have challenging opponents.
I have issues with broken, OP and low quality mods being mixed in with the best of the best
And all but Templars do "challenging opponents" wrong, thus leading the player to obtaining the broken, OP ships and making the game a freaking joke
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: ANGRYABOUTELVES on April 28, 2016, 06:42:00 PM
Missile Spec.
30% increase of ordi points.
Lowering the cost of ordi points for every weapon. 

Things like this seems a bit out of wack.
I like the OP increase skills just because they make loadouts that use high-end weaponry viable without having to also use safety overrides and leave slots empty. Unskilled ships just seem constantly OP starved. But I, and I think most people, agree that Missile Specialization is out of whack. Most of the Combat tree needs a rework, IMO.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Cyan Leader on April 28, 2016, 09:12:01 PM
What is the problem with a faction being "broken and overpowered"?
You can just, you know, not use their stuff. It's always fun to have challenging opponents.
I have issues with broken, OP and low quality mods being mixed in with the best of the best
And all but Templars do "challenging opponents" wrong, thus leading the player to obtaining the broken, OP ships and making the game a freaking joke

If you don't like them don't use them. If you think the ships/weapons are OP then don't use them.

When I play Dark Souls I know I have the option of getting the Drake Sword and trivializing the entire early game, but I don't.
When I play Sonic I know I have the option of getting the emeralds super quick and trivializing the entire game using Super Sonic, but I don't.
When I play Valkyria Chronicles I know I have the option to scout rush everything and A rank every mission super easily, but I don't.
When I play Ace Combat once I unlock the Falken I know I have the option to crush every enemy with its laser, but I don't.

Self regulation is the best mechanic. This is one of the reasons why RPG is such a popular genre, people with all skill levels can play and enjoy them because you can regulate the difficulty of those games by how much you grind. Neutrino and other OP factions like Approlight present more options and more interesting opponents to fight, this is something that the so called "best of the best" mods lack (apart from IBB stuff) because they are tied to vanilla balance. I'm OK with that, but don't go around saying people shouldn't support other factions because you can't control yourself when presented with their weapons/ships. We all know that running an OP fleet gets boring very quickly.

Even using their stuff can be fun if you are using their destroyers against fleets of cruisers and capitals or playing the game solo-ship.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 28, 2016, 11:11:52 PM
Neutrino is OP? I always found they die far too easily if anything manages to go around the shield, maybe I just suck but that would also means their AI sucks, only had problems in one on one fights since I couldn't really go around the shield (salamandersand Achilles be blessed for that though)

Edit:
Except for the Unsung but that is supposed to be a special ship hidden in the system Nowhere near the planet Bumf... somewhere in Nevada
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 29, 2016, 12:14:58 AM
If you don't like them don't use them. If you think the ships/weapons are OP then don't use them.

Exactly! You can't ask DR to spend dozens of hours of work to integrate make a mod he don't like the balance of, and forever maintain that compatibility through all changes and versions updates.  ;)
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 29, 2016, 01:56:42 AM
It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 29, 2016, 02:57:47 AM
It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.

Question: what does the dynasector support entail?
If I understood correctly it allows for randomized variants, right? Meaning that any ship can mount pretty much whatever it wants (well, what dynasector rolls I guess), am I correct in that statement?

If so why there is a need to "support" a mod? Couldn't dynasector just say "ok, this is a weapon, it comes from mod X, I will mostly install it on ships from that mod though I can also put it on any other ship provided that certain stuff is happening (markets being near? Recent fights?)"

Unless the whole "know what role is fulfilled by that weapon" thing must be "hardcoded".
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 29, 2016, 03:11:32 AM
Yeah... If computers where actually intelligent it would be that easy right?
Too bad you have to spoon feed them with all the exact roles, availability, availability to other factions, synergies, usual usage cases, quirks, etc of every single weapons and every single ships from every single integrated faction, plus make sure all hull files are compliant with the randomizer particular requirements. Not even mentioning it also usually entails checking that every weapon/system scripts of a mod are fully compatible with every other mods' scripts.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Deathfly on April 29, 2016, 03:27:49 AM
It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.

Soon™ due to I got a little more busier in these days.

It's a public repo.  If you want support, just fork and make a pull request.  Deathfly might be doing that soon.

Question: what does the dynasector support entail?
If I understood correctly it allows for randomized variants, right? Meaning that any ship can mount pretty much whatever it wants (well, what dynasector rolls I guess), am I correct in that statement?

If so why there is a need to "support" a mod? Couldn't dynasector just say "ok, this is a weapon, it comes from mod X, I will mostly install it on ships from that mod though I can also put it on any other ship provided that certain stuff is happening (markets being near? Recent fights?)"

Unless the whole "know what role is fulfilled by that weapon" thing must be "hardcoded".

Long story short, this thing is much more complex then you thought. It got a rating system and a ban list to make less *** randomized variants (like a Paragon with shield bypass) and let the factions more likely to stick on its own theme (like less templar ships/weapons in a pirate fleet).
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 29, 2016, 05:45:44 AM
Couldn't all that be done under the ship files or in a separate .csv (to name one) file attached to the mod (at least for things like availability, bad hullmods and weapon roles)?

Second: could be possible to create some sort of neural network (either outside DynaSector for development or inside it for on-the fly learning at the expense of computing power) to have a system that can automatically assign roles to weapons?

The "first" second method sounds like a very cubersome way and not 100% reliable (but automated), the "second" second method requires a lot of computing power (and we all know what JVM does to the computer memory), the first one is more work for modders but fairly reliable.

Also, what are the hull files "particular requirements"? And wouldn't the whole "script compatible with one another" cause a crash anyway most of the times (and thus be the mod's fault rather than DynaSector's)?
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 29, 2016, 06:20:40 AM
If you have the skills and the hundreds of hours of free time to code that , feel free to grab the repo and fork your own branches.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 29, 2016, 06:57:27 AM
If you have the skills and the hundreds of hours of free time to code that , feel free to grab the repo and fork your own branches.

You have no idea how much i'd love to do so but i cannot recognize a "hello word" anymore if someone slapped me in the face with it.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Cyan Leader on April 29, 2016, 08:43:38 AM
If you don't like them don't use them. If you think the ships/weapons are OP then don't use them.

Exactly! You can't ask DR to spend dozens of hours of work to integrate make a mod he don't like the balance of, and forever maintain that compatibility through all changes and versions updates.  ;)

I don't recall asking DR to do anything. I'm just arguing that some non vanilla-balanced mods are worth being supported, if that happens or not is not the point.

The only thing I'd like to ask is a fork with the SS+ skills, but people have made that request already.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 29, 2016, 09:00:08 AM
Mr. Nobody, don't suggest programming principles that you don't understand.

A neural network type of system is best used, currently, for pattern-matching.  Due to the nature of weapons in this game, there would be too many statistical exceptions; it is simply not possible to create one to "figure out" a weapon role with any degree of accuracy, even if we had API hooks for more statistics.  What you're thinking of is AI.

You could theoretically pull the requirement for integration out of DynaSector and into individual mods.  However, a ton of scripts would need to be redone for csvs to seed them rather than an internal enum or whatever.  Plus, it would be a logistical nightmare due to the fact that the main spreadsheet is an O(n^2) size - a row for every ship/weapon, and a column for every faction.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 29, 2016, 09:33:32 AM
I don't recall asking DR to do anything. I'm just arguing that some non vanilla-balanced mods are worth being supported, if that happens or not is not the point.
And again, I'm reminding you that until someone else create their own fork to integrate whatever faction they like, the only mods "worth being supported" are the ones DR deem worthy to, and apparently his criteria are different than yours.

While you didn't explicitly asked for anything, you implied that (every?) decently made faction mods could be integrated regardless of balance, and then let people pick their choice. But things don't work that way: not only doing so would represent an inordinate amount of work, but the maintenance workload of the mod would also increase exponentially with each supported faction. Like with SS+, there are only so many factions that can be supported at once before the mod becomes a second job to keep working (precisely what happened to SS+).

Even if you don't personally think every factions should be supported, your argument is strongly misleading in that direction.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 29, 2016, 10:24:56 AM
enum

Aaannd here i'm out of my area of expertise (Applied Nothing). Although looking at a guide online i can't for the life of me discern the difference between it and just setting a constant but that's not the point of the post.

For the NN thing, well, i only know that stuff goes in, magic happens, results come out (thought it could say something along the lines of "this weapon has big KE damage and low fire rate, most similar weapons seem to be used for this role, thus i can assume this weapon has this role.

Debating whether to delete my "contribution" (ignoramus talk about stuff he knows absolutely nothing of #toomanytocount) or leaving it for "entertainment" value.

Ktnxbye i guess

edit
Spoiler
Wish there was some way to make a reply not bump a thread
[close]
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Cyan Leader on April 29, 2016, 10:40:10 AM
I don't recall asking DR to do anything. I'm just arguing that some non vanilla-balanced mods are worth being supported, if that happens or not is not the point.
the only mods "worth being supported" are the ones DR deem worthy to

Not really, anyone can make a fork now to add support to other mods.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on April 29, 2016, 11:50:48 AM
I will reject pull requests to add mods that are poor in quality, since each added mod makes ongoing maintenance and subsequent integration more difficult.  Neutrino qualifies as good enough to add but not good enough to do myself.  Something like ORI would not be a candidate for inclusion even if the author did all the initial work.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Ratheden on April 29, 2016, 12:00:57 PM
From a newbs point of view, the super 10 abilitys rock.  they let us balacance to the super big ships.
No boubt from a experianced player player point of view the 5+ skills are just fine, but thanks to DR he allows balance to be brought the game for all player types.

The mix of factions is awesome as well.  i love that neutrino requires a whole new playstyle to be learnes just to play. i was a great challange.

my thanks to anyone who mods.  you make the game so much better.

DBL thanks to Dark.Reavenant, love all that that you do.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Tartiflette on April 29, 2016, 12:09:39 PM
Not really, anyone can make a fork now to add support to other mods.

That's exactly what I said, isn't it?
until someone else create their own fork to integrate whatever faction they like

So we are on the same page: if anyone wants a mod integrated that isn't on DR shortlist do it yourself, the source code is provided for that.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Drglord on April 29, 2016, 01:02:20 PM
Since i find dark's opinion weigh alot i am going to ask does he find neutrino unbalanced ? (cause it is my favorite race i guess cause they are OP right?)
Also do you find ORI a bag of mess? OP stuff inside? Cause i will remove them then. (I did find the TESTER kinda ridicously powerful fast and agile)
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Drglord on April 29, 2016, 01:04:22 PM
Also i am guessing without Mobile HQ 2 or 3 battles in a row become quite impossible but they are not hunt and kill fleets anymore right? Cause i tried to go through SS+ without a HQ and it was IMPOSSIBLE i would run into 4 kill fleets from one system to another (starfarer mode).
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Mr. Nobody on April 30, 2016, 05:06:57 AM
Since i find dark's opinion weigh alot i am going to ask does he find neutrino unbalanced ? (cause it is my favorite race i guess cause they are OP right?)
Also do you find ORI a bag of mess? OP stuff inside? Cause i will remove them then. (I did find the TESTER kinda ridicously powerful fast and agile)


After a look at ORI I can say one thing.
That's one way to look at a 40k mod alright.

Spoiler
for those who don't get it, in 40k the humans have massive ships mixed with cathedrals, ORI has a chatedral with engines strapped on it
[close]
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: CaptainWinky on April 30, 2016, 07:02:20 AM
Also i am guessing without Mobile HQ 2 or 3 battles in a row become quite impossible but they are not hunt and kill fleets anymore right? Cause i tried to go through SS+ without a HQ and it was IMPOSSIBLE i would run into 4 kill fleets from one system to another (starfarer mode).

There are no kill fleets in Dynasector.  If anyone is still using SS+ for whatever reason, there is a config option to disable kill fleets.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: adimetro00 on May 05, 2016, 06:14:15 PM
kazi's Mayorate has update, and it's now compatible with 0.7.2a. You should update the op to reflect it.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on May 05, 2016, 06:40:58 PM
Eventually.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: adimetro00 on May 07, 2016, 10:42:25 PM
Do you have any plans to integrate more faction into this mod? if so, what faction mod would you plan to integrate next update?
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Dark.Revenant on May 07, 2016, 10:53:37 PM
Yes.  There are three-four factions I plan to integrate.  You haven't heard of them.
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: Surge on May 13, 2016, 11:11:10 PM
translation: the mod mafia has 3-4 new factions in the works for us!
Title: Re: [0.7.2a] DynaSector 1.0.2
Post by: adimetro00 on May 16, 2016, 04:02:51 PM
Heyy... Tiandong has updated!
Title: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on May 21, 2016, 02:08:16 PM
Routine update.

Download DynaSector 1.0.3 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.3.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation (http://fractalsoftworks.com/forum/index.php?topic=8726)!

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.63 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.12.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.5h (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Updated!)
Scy Nation 0.99e (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (Updated!)
Tiandong Heavy Industries 1.1 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Underworld 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.5 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2b (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Steiner Foundation 1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)



Change Log
Version 1.0.3
- General compatibility update
- Faction table updates for THI and SWP
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: adimetro00 on May 21, 2016, 05:56:13 PM
holy ***, you updated! but... no new compatible factions?
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Surge on May 23, 2016, 09:03:24 AM
Not sure where to post this, having an odd big where bounty fleets don't scale. Even if I have a heavy cruiser it only generates 20k bounties that run away on sight.
I'm using:
BRDY
combat chatter
Diable
Dynasector
Graphicslib
II
Junk pirates
Lazylib
Leading pip
Mayorate
Neutrino
Nexerlin
Portrait pack
Scy
Shadowyards
S&W pack
THI
Twiglib
Underworld
Upgraded Rotary Weapons.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on May 23, 2016, 06:48:31 PM
That's vanilla behavior.  Auto-scaling bounties is a SS+ feature.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Surge on May 23, 2016, 09:34:57 PM
Oh....OH GOD.

This THI play through is gonna be way harder than I thought.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Kevin Flemming on May 25, 2016, 12:15:28 PM
I'm not sure if this is a Dynasector thing, but it seems like it. I'm receiving a warning about optimal fleet size. Currently testing a mod, gave myself a load of ships and noticed it pop up.

Can I disable that at all? Editing some of the options perhaps?

Pointless chatter:
Spoiler
Eventually, I like to aim for a slightly-larger fleet than normal. As many as I can possibly get without gimping myself (at least too much). Tend to have quite a few smaller Frigates to chase down the pansies who run away. Most are just backups and reinforcements, if I need them.
[close]
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on May 25, 2016, 12:44:30 PM
That's SS+
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Kevin Flemming on May 25, 2016, 12:47:46 PM
That's SS+

Ah, found it. Thanks, DR. ;D
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: adimetro00 on May 25, 2016, 08:03:15 PM
The factions i would like to see integrated are:
Mettleson Industries
Pegasus Belt Council
P9 Colony
Neutrino Inc
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Deshara on June 02, 2016, 02:17:37 PM
first three arent done enough to be worth the integration effort and neutrino isnt balanced enough to be integrated
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: adimetro00 on June 04, 2016, 10:33:13 PM
Hey, if something supports ss+ can it support this mod?
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Deshara on June 04, 2016, 11:54:40 PM
If it did support SS+ it could support this mod for sure. However, is the current version of the mod still supports SS+ then it doesn't support this mod; this mod is the current iteration of what used to be SS+ so SS+ is the outdated version of this
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on June 05, 2016, 01:46:20 AM
DynaSector and SS+ are different mods and they work together.  SS+ as it is currently mostly does rebalancing.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Randy on July 01, 2016, 11:53:09 PM
i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on July 02, 2016, 04:52:20 PM
i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
That's the whole point of the mod -- more variety.  There's no reason that other factions might have a couple of the other factions' ships laying around.  Almost nobody in this sector is doing well enough that they can afford to throw away perfectly good ships.

That said, if you don't like that, you can disable fleetIntegration and/or marketIntegration.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Randy on July 02, 2016, 11:37:34 PM
i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
That's the whole point of the mod -- more variety.  There's no reason that other factions might have a couple of the other factions' ships laying around.  Almost nobody in this sector is doing well enough that they can afford to throw away perfectly good ships.

That said, if you don't like that, you can disable fleetIntegration and/or marketIntegration.

when entire pirate fleets are nothing but high tech and mod ships its kinda hard to get started
I am thinking it just needs to have the rates tinkered with
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on July 03, 2016, 02:06:36 PM
i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
That's the whole point of the mod -- more variety.  There's no reason that other factions might have a couple of the other factions' ships laying around.  Almost nobody in this sector is doing well enough that they can afford to throw away perfectly good ships.

That said, if you don't like that, you can disable fleetIntegration and/or marketIntegration.

when entire pirate fleets are nothing but high tech and mod ships its kinda hard to get started
I am thinking it just needs to have the rates tinkered with

You do realize that mod ships can be worse than vanilla ships, right?  Junk Pirates and PACK ships, which you've likely seen as "mod ships" in pirate fleets, are generally pretty weak.  For the sake of curiosity I generated some maximum-quality-factor pirate armadas, and the result involved a mix of Tiandong; Junk Pirates; PACK; various low tech, midline, and high tech ships; and a smattering of other factions like Imperium, Scy, and Blackrock.

They're kitchen sink fleets and they don't have very good weapons, either.  Even this example is an extreme case in case a pirate market somehow has 10 stability.
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Randy on July 04, 2016, 12:23:46 AM
i noticed that pirate fleets dont have much pirate ships anymore and i can buy other mods ships at the jangala military shop
That's the whole point of the mod -- more variety.  There's no reason that other factions might have a couple of the other factions' ships laying around.  Almost nobody in this sector is doing well enough that they can afford to throw away perfectly good ships.

That said, if you don't like that, you can disable fleetIntegration and/or marketIntegration.

when entire pirate fleets are nothing but high tech and mod ships its kinda hard to get started
I am thinking it just needs to have the rates tinkered with

You do realize that mod ships can be worse than vanilla ships, right?  Junk Pirates and PACK ships, which you've likely seen as "mod ships" in pirate fleets, are generally pretty weak.  For the sake of curiosity I generated some maximum-quality-factor pirate armadas, and the result involved a mix of Tiandong; Junk Pirates; PACK; various low tech, midline, and high tech ships; and a smattering of other factions like Imperium, Scy, and Blackrock.

They're kitchen sink fleets and they don't have very good weapons, either.  Even this example is an extreme case in case a pirate market somehow has 10 stability.

well i dont use pack or junk pirates so i see lots of scy some imperium and blackrock and mayorite ships its to the point that pirate ships like d classes are more rare then the mod ships
Title: Re: [0.7.2a] DynaSector 1.0.3
Post by: Dark.Revenant on July 04, 2016, 01:38:54 AM
There is only so much I can do to change that.  What, do you expect me to just force pirates to use only D ships like in vanilla?  The variety would be boring for the game's most common enemy.  At the end of the day, a high-stability market will try to spawn higher quality ships; even after I jacked up the weights, they still spawn "mod ships".
Title: [0.7.2a] DynaSector 1.0.4
Post by: Dark.Revenant on September 17, 2016, 07:49:04 PM
This is a general update, mainly intended to support updates to the Tiandong mod.

Download DynaSector 1.0.4 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.4.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.63 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.13.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.6 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Scy Nation 0.99e (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (Updated!)
Tiandong Heavy Industries 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Underworld 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.2 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2b (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.5c (http://fractalsoftworks.com/forum/index.php?topic=9175.0)



Change Log
Version 1.0.4 (September 17, 2016):
- Adjusted pirate tech weights
- Exigency/Ahriman support update
- Tiandong support update
- General improvements
- Variant naming improvements
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: adimetro00 on December 06, 2016, 04:01:56 PM
Because there's the new update, would you please update this mod?
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: Nanao-kun on December 06, 2016, 04:43:20 PM
Because there's the new update, would you please update this mod?

What new update?
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: Beobachter on December 06, 2016, 04:48:52 PM
Because there's the new update, would you please update this mod?

What new update?

I think he means the 0.8 patch notes, which are not an actual update in the game's code.
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: AidenTetra on December 14, 2016, 06:23:06 PM
Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: Midnight Kitsune on December 14, 2016, 07:37:00 PM
Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D
Is your install up to date? The latest install is .7.2 RC3
Title: Re: [0.7.2a] DynaSector 1.0.4
Post by: Orikson on December 14, 2016, 08:35:24 PM
Hello!

I am new to these forums, but not to StarSector. I have decided to try out some mods, but I only have activated LazyLib 2.1, GraphicsLib 1.0.2, Version Checker 1.6, and Dynastar 1.0.4. I just wanted to get the basics down before I start overloading the game with new ships, weapons, etc. My issue is that the StarSector loading screen will pop up; however, right at the tail end of the loading bar the game will crash and an error stating "FATAL: Synergy" will appear. Can anybody help me figure out what this means? Thank you for your time and any response! :D

This may help you: http://fractalsoftworks.com/forum/index.php?topic=11462.0
Title: [0.7.2a] DynaSector 1.0.5
Post by: Dark.Revenant on January 08, 2017, 02:15:07 AM
General update for supporting various other mods.

Download DynaSector 1.0.5 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector_1.0.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.5.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.5 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.65 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.14.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.6b (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Scy Nation 1.1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.0.5 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (Updated!)
Tiandong Heavy Industries 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Underworld 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.3 (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2b (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)



Change Log
Version 1.0.5
- Updated Imperium support
- Updated Scy support
- Updated Underworld support
- Various minor fixes
Title: Re: [0.7.2a] DynaSector 1.0.5
Post by: grinningsphinx on February 02, 2017, 05:50:39 PM
How does this play with Tore up Plenty?
Title: Re: [0.7.2a] DynaSector 1.0.5
Post by: Midnight Kitsune on February 02, 2017, 07:48:21 PM
How does this play with Tore up Plenty?
It doesn't as TuP is not integrated into Dynasector due to low quality level
Title: [0.7.2a] DynaSector 1.0.6
Post by: Dark.Revenant on February 06, 2017, 01:07:09 AM
A whole lot of mods got updated integration, but most of all...  Large memory/performance improvement!

Download DynaSector 1.0.6 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.6.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.6.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.71 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency Incorporated 0.7.1b (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.7.2a-compatible yet!)
Interstellar Imperium 1.14.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.5.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.6b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Scy Nation 1.11 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.0.6a2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.1.3 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Underworld 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.1 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.3 (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.3 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2b (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Version Checker 1.6 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.6d (http://fractalsoftworks.com/forum/index.php?topic=9175.0)



Change Log
Version 1.0.6
- Variants in the campaign are only generated when the player interacts with a fleet (memory and performance savings)
- Updated Blackrock support
- Updated Imperium support
- Updated Templar support
- Updated Diable support
- Updated Scy support
- Improved externalization of weapon details
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Sy on February 06, 2017, 10:44:39 AM
Large memory/performance improvement!
how many innocent goats had to be sacrificed for this, i wonder? ._.
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Dark.Revenant on February 06, 2017, 02:50:19 PM
Large memory/performance improvement!
how many innocent goats had to be sacrificed for this, i wonder? ._.

None of course.  That's so last century.

I only sacrifice virgins.
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Sy on February 06, 2017, 06:16:03 PM
I only sacrifice virgins.
what about virgin goats?
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Midnight Kitsune on February 06, 2017, 07:07:31 PM
I only sacrifice virgins.
what about virgin goats?
Naw... He uses lambs then makes veal from the remains
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Toxcity on February 06, 2017, 07:55:08 PM
Depending on how useful the tags and code are for the Autofitter in 0.8 are, do you think you could make this use all enabled mods weapons/hullmods rather than the ones approved?
Title: Re: [0.7.2a] DynaSector 1.0.6
Post by: Dark.Revenant on February 06, 2017, 08:06:02 PM
Depending on how complete the tags are and how much the auto fitter gives, it could make my life easier.  However, integrating a faction will always be a lot of work because the main constraint is figuring out who uses what technology and in what ratios.
Title: [0.7.2a] DynaSector 1.0.7
Post by: Dark.Revenant on March 26, 2017, 05:26:54 PM
Basic maintenance.

Download DynaSector 1.0.7 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.7.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.7.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.71 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency Incorporated 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Updated!)
Interstellar Imperium 1.15.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
The Knights Templar 0.9.6b (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Scy Nation 1.11 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.6a3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.1.4 (http://fractalsoftworks.com/forum/index.php?topic=11008.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Underworld 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (Updated!)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.3b (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 2.7b (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Updated!)
GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2c (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)
Version Checker 1.7 (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)


Optional Mods
Nexerelin 0.7.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)



Change Log
Version 1.0.7
- Updated Imperium support
- Updated Underworld support
- Updated Templar support
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: DrakonST on March 28, 2017, 05:26:03 PM
And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".
(http://i.imgur.com/rSpiffJ.png)
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: Toxcity on March 28, 2017, 08:05:38 PM
Do you have SS+ enabled? Iirc that mod enables capitals to use safety override.
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: DrakonST on March 28, 2017, 08:22:31 PM
Do you have SS+ enabled? Iirc that mod enables capitals to use safety override.
It isn't sure.
(http://i.imgur.com/qsmKWey.png)
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: Toxcity on March 28, 2017, 08:26:16 PM
May just be a bug then. My bad.
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: Dark.Revenant on March 28, 2017, 11:17:05 PM
Wow, that's pretty rare.  I'll fix it, but that's actually kind of amazing.
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: DrakonST on March 28, 2017, 11:40:27 PM
Wow, that's pretty rare.  I'll fix it, but that's actually kind of amazing.
I very often see it in the piracy fleet. I saw even somehow two ships with this module in fight at the same time. It because I have strongly increased the fleet NPC and therefore it can be met quite often.

Just look at my enemies:
Spoiler
(https://pp.userapi.com/c638124/v638124179/353eb/dpCZJYvrero.jpg)
(https://pp.userapi.com/c638124/v638124179/353db/3pEpKn9KFBk.jpg)
[close]
Title: [0.7.2a] DynaSector 1.0.8
Post by: Dark.Revenant on April 07, 2017, 01:07:34 AM
Alliances now cause variants generated by their respective factions to have merged properties (weapon sets, hull mod preferences, etc.).

Basically, a Blackrock-Imperium alliance means that you'll see Nevermores carrying Sledge Guns and Dictators wielding Shard Cannons.  Good luck!

Download DynaSector 1.0.8 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.0.8.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.0.8.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.71 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Interstellar Imperium 1.15.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.7 (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Scy Nation 1.11 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.0.6a3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.1.4 (http://fractalsoftworks.com/forum/index.php?topic=11018.0)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Underworld 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.3b (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.7 (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Change Log
Version 1.0.8
- Alliances in Nexerelin now influence variant creation by mixing faction tech
- Minor adjustments to variant archetype selection algorithm
- Bug fixes
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: SainnQ on April 07, 2017, 04:32:10 AM
And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".
(http://i.imgur.com/rSpiffJ.png)


-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: Mysterhay on April 07, 2017, 06:20:40 AM
And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".
(http://i.imgur.com/rSpiffJ.png)


-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?

Ordinance points are also very high in that pic, I thought the max boost was 30% from base (level 10 of the 3 skills that add 1%OP per level, allowing conquest to top out at 410). Or is the extra to account for the player also having optimised assembly point bonus?
Title: Re: [0.7.2a] DynaSector 1.0.7
Post by: Midnight Kitsune on April 07, 2017, 09:26:27 AM
And when this bug will be fixed? "Safety Overrides" on capital ships whith "Dynasector".
(http://i.imgur.com/rSpiffJ.png)


-37 Maintanence a Month
>Only 2.8 Supply a month

What in the hell are you using Quantum 3D Printing Maintenance Bays?

Ordinance points are also very high in that pic, I thought the max boost was 30% from base (level 10 of the 3 skills that add 1%OP per level, allowing conquest to top out at 410). Or is the extra to account for the player also having optimised assembly point bonus?
No. The assembly bonus just makes the weapons cheaper to mount. Whatever is going on here might explain why SO is getting mounted on Caps and it looks like they might have messed with the vanilla files as the conquest has a crappier shield than that. Also, Dynasector won't use custom hullmods that aren't vanilla or Dyna enabled mods
Title: Re: [0.7.2a] DynaSector 1.0.8
Post by: DrakonST on April 07, 2017, 12:03:37 PM
I think Dark.Revenant to you now will explain why it so. I know why on the picture very much OP but to explain laziness to me.
Title: Re: [0.7.2a] DynaSector 1.0.8
Post by: Sy on April 07, 2017, 12:04:06 PM
the conquest has a crappier shield than that.
not with SS+ balance, 1.2 is standard there.
Title: Re: [0.7.2a] DynaSector 1.0.8
Post by: Mysterhay on April 07, 2017, 12:16:28 PM
the conquest has a crappier shield than that.
not with SS+ balance, 1.2 is standard there.

Yeah, about to say, SS+ has some hull changes for several ships.

Personally I bumped up the Conquest to 18,000 hull on top of SS+ changes. Meh, it needed the love IMO.
Title: [0.7.2a] DynaSector 1.1.0
Post by: Dark.Revenant on April 11, 2017, 01:57:03 AM
Outer Rim Alliance is now integrated.  Huzzah!  In other news, this breaks Nexerelin 0.7.7; get Neverelin 0.7.7b!

Download DynaSector 1.1.0 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.1.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.1.0.7z)
(Requires LazyLib 2.1 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Citadel Conglomerate 0.8.3 Dev 2 (http://fractalsoftworks.com/forum/index.php?topic=6442.0) (Not 0.7.2a-compatible yet!)
Diable Avionics 1.71 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Interstellar Imperium 1.15.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.7b (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
Outer Rim Alliance 0.5 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (New!)
Scy Nation 1.20 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.0.6a3 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.1.5 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Underworld 1.0.5 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.0.2 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.3b (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 2.7b (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.10.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.2c (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Nexerelin 0.7.7b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Steiner Foundation 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Change Log
Version 1.1.0
- Outer Rim Alliance integrated
- Code cleanup
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: DrakonST on April 11, 2017, 05:00:11 AM
Quote
(Does not work with DynaSector 1.1.0 yet!)
You spoke about it?
Code
1081768 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
at exerelin.campaign.fleets.DSFleetUtilsProxy.injectFleet(DSFleetUtilsProxy.java:28)
at exerelin.utilities.ExerelinUtilsFleet.injectFleet(ExerelinUtilsFleet.java:32)
at data.scripts.campaign.fleets.DS_FleetInjector.injectFleet(DS_FleetInjector.java:762)
at data.scripts.campaign.fleets.DS_FleetInjector.advance(DS_FleetInjector.java:1044)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: Orikson on April 11, 2017, 06:24:28 AM
Quote
(Does not work with DynaSector 1.1.0 yet!)
You spoke about it?
Code
1081768 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
at exerelin.campaign.fleets.DSFleetUtilsProxy.injectFleet(DSFleetUtilsProxy.java:28)
at exerelin.utilities.ExerelinUtilsFleet.injectFleet(ExerelinUtilsFleet.java:32)
at data.scripts.campaign.fleets.DS_FleetInjector.injectFleet(DS_FleetInjector.java:762)
at data.scripts.campaign.fleets.DS_FleetInjector.advance(DS_FleetInjector.java:1044)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

You have to update Nexerelin.

A new version has just been released.
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: DrakonST on April 11, 2017, 06:34:39 AM
Quote
(Does not work with DynaSector 1.1.0 yet!)
You spoke about it?
Code
1081768 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
at exerelin.campaign.fleets.DSFleetUtilsProxy.injectFleet(DSFleetUtilsProxy.java:28)
at exerelin.utilities.ExerelinUtilsFleet.injectFleet(ExerelinUtilsFleet.java:32)
at data.scripts.campaign.fleets.DS_FleetInjector.injectFleet(DS_FleetInjector.java:762)
at data.scripts.campaign.fleets.DS_FleetInjector.advance(DS_FleetInjector.java:1044)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

You have to update Nexerelin.

A new version has just been released.
I know. It was just interesting to me that will occur when I make not by rules.
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: adimetro00 on May 02, 2017, 08:20:31 AM
Are you still working on this?
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: Sy on May 02, 2017, 08:52:12 AM
Are you still working on this?
he is, but there won't be an 0.8-compatible version anytime soon, for numerous reasons.
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: gruberscomplete on June 01, 2017, 05:07:27 PM
Are you still working on this?
he is, but there won't be an 0.8-compatible version anytime soon, for numerous reasons.

Can you give a rough estimate of when DynaSector will be updated after the release of 0.8.1a?
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: ANGRYABOUTELVES on June 01, 2017, 05:10:41 PM
Can you give a rough estimate of when Dynasector will be released after 0.8.1a is released?
Within six months.
why contain it? s'cool
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: gruberscomplete on June 01, 2017, 07:55:42 PM
Can you give a rough estimate of when Dynasector will be released after 0.8.1a is released?
Within six months.
why contain it? s'cool

don't be like that. can it be more like within one month??
Title: Re: [0.7.2a] DynaSector 1.1.0
Post by: Histidine on June 02, 2017, 04:46:15 AM
Desperate. Desperate.

Your turn!

sorry for spam : (
Title: [0.8.1a] DynaSector 1.2.0
Post by: Dark.Revenant on June 05, 2017, 02:39:31 AM
Sorry for the wait; DynaSector required many changes for 0.8a.  To compare, it's close to the amount of work I had to do for my other nine mods for 0.8a... combined.

Of course, what you get out of it is basically just more of the same, plus a few things stolen from SS+, so it may not really seem that way to the average player.  Rest assured that the variant randomizer now works better than it ever has before, producing variants that can approach hand-made quality.  This was necessary for several reasons, but mostly it's a byproduct of the intense increase of complexity that fighter LPCs add to the variant creation process.  Add to that things like Converted Hangar, Heavy Ballistics Integration, etc. which forced sweeping changes, the plethora of new factions, balancing fighter choices via weapon choices on carriers, stations and ships with modules - each one could be its own sweeping overhaul - and I ended up with massive internal code changes.

Also, DynaSector implements a module that allows mods to control how much debris/derelicts spawn from particular fleets or for battles involving particular fleets.  This is used liberally by Interstellar Imperium, Underworld, and Knights Templar for various reasons to avoid the game becoming too easy.  See DS_Defs.java for the memory keys to make use of this functionality in your own mods, should the need arise.

Download DynaSector 1.2.0
Download Mirror
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) (Updated!))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.8.6 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Not 0.8a-compatible yet!)
Diable Avionics 1.83 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.17.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8b (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.7 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.31 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Underworld 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.0.4 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (Updated!)
Combat Chatter 1.7.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0) (Updated!)
Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!)
GraphicsLib 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.11.0 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.2c (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Not 0.8a-compatible yet!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0) (Updated!)


Optional Mods
Nexerelin 0.8 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)



Change Log
Version 1.2.0
- Updated to support Starsector 0.8.1a
- Updated for Diable Avionics
- Updated for Shadowyards Reconstruction Authority
- Updated for Interstellar Imperium
- Updated for Knights Templar
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for SCY
- Updated for Blackrock Drive Yards
- Weapon matching / mirroring improved
- Improved slot-assigning priority for certain ships
- Support for fighter wings in randomized variants
- Improved hullmod handling in numerous ways
- Enhanced named bounties (feature transfer from Starsector+)
- Made Pather bounties slightly rarer and more aggressive
- Enhanced large vanilla fleet compositions (feature transfer from Starsector+)
- Improved Nexerelin compatibility
- Patrol fleets of captured markets now have variants incorporating some of the original faction's tech
- Submarkets of captured markets now sell equipment from the old faction's tech
- Improved new game dialog
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: Sy on June 05, 2017, 02:44:46 AM
woah, did not expect this yet.

it's close to the amount of work I had to do for my other nine mods for 0.8a... combined.
o_o

it's appreciated! <3
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: HepC on June 05, 2017, 09:58:12 AM
It seems your mod is preventing bounties from spawning. 
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: Dark.Revenant on June 05, 2017, 10:02:55 AM
They look like they spawn to me.  What exactly are you playing with?
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: HepC on June 05, 2017, 10:06:53 AM
Graphics Lib
Lazy Lib
a Portrait pack
Ship/weapon pack
and yours

I tested without yours and ship weapon pack and disabling dynasector made them start appearing again.  
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: 00lewnor on June 05, 2017, 10:23:24 AM
Bug report:

When I try to start a dynamic start with the SCY nation the game crashes while creating the new game (I believe while simulating the sector/economy immediately after generating). I can start a normal game with no problems as well as a dynamic start with the independents and Interstellar Imperium.

Starsector log:
Spoiler
157511 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 20 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_PirateFleetManager]
157524 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-24409.723, 12396.298]
157680 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at sindria, 4 total available
157969 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
158061 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
158063 [Thread-10] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [miscallenous_main_menu.ogg]
159235 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
   at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
   at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Mod list:
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: Hussar on June 05, 2017, 11:19:56 AM
same thing:

Spoiler
108352 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
   at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
   at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
   at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
   at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:624)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Same thing (also SCY start) was happening with Nexerelin, there however you could copypaste faction.json's from exerelin folders and it "worked" (in sense it didn't crashed but systems were missing). Here? Can't.
Title: Re: [0.8.1a] DynaSector 1.2.0
Post by: Tartiflette on June 05, 2017, 11:25:59 AM
Do you have the latest Scy from a couple hours ago?
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Hussar on June 05, 2017, 11:28:05 AM
Yes, i grabbed it few minutes after posting. And DA.

Same thing persists fro Dyna and Nex. Vanilla start works (and now in Nex mod systems are there) but SCY (not sure about other factions) crashes.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Dark.Revenant on June 05, 2017, 11:28:24 AM
The problems reported are DS's fault and have no workaround.  I consider them gamebreaking, so I'm pulling the download links; pretend there wasn't an update.  I didn't have time to do a final round of proper testing, so I guess now we'll have to wait until I have time.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: PCCL on June 05, 2017, 01:19:30 PM
hmm, would the Hegemony skins I made be supported by default? If not, would it be easy for me to make it compatible or would it require some action on your end?
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Dark.Revenant on June 05, 2017, 01:51:16 PM
It takes a good deal of effort to maintain DynaSector compatibility with anything, on my part, so there are stringent quality standards in place.  I'm actually not sure if Mayorate will stay in or not, but it seems like a moot point given that there's no update in sight.  With that in mind, the current mods in consideration are DME and Tyrador.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Troika on June 05, 2017, 01:53:17 PM
So basically it's not safe to use dynasector right now?
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Ryu116 on June 05, 2017, 01:56:18 PM
So basically it's not safe to use dynasector right now?

Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: ANGRYABOUTELVES on June 05, 2017, 01:56:55 PM
So basically it's not safe to use dynasector right now?
I'm using Dynasector right now and it's fine. I'm not using SCY yet, though, and the problem seems to be some sort of bad interaction between SCY and mods which add alternate starts.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: MesoTroniK on June 05, 2017, 02:50:50 PM
Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.

TUP is not good enough to be integrated.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Mesnomer on June 05, 2017, 04:01:53 PM
Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.

TUP is not good enough to be integrated.

Wow. Mind enlightening us? 'cause from what I've experienced, the ships are pretty flavorful, the faction has a unique take on building rep and it's being actively maintained and iterated upon. Those seem like pretty good qualities to me.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: ANGRYABOUTELVES on June 05, 2017, 04:16:02 PM
Is it just me, or are there barely any fighter LPCs on the markets? Especially the Gladius, I haven't been able to find any of them. There's a lot more weaponry, but very few fighter LPCs.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Dark.Revenant on June 05, 2017, 04:24:26 PM
The same arguments apply to Neutrino but I haven't integrated that either.  I'm very picky about this process due to the work involved.  I integrate the very best available, which means that something like DME comes before TUP (if ever).
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: CaptainWinky on June 05, 2017, 10:50:31 PM
Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.

TUP is not good enough to be integrated.

Wow. Mind enlightening us? 'cause from what I've experienced, the ships are pretty flavorful, the faction has a unique take on building rep and it's being actively maintained and iterated upon. Those seem like pretty good qualities to me.

I completely understand his reasoning because TUP is not well balanced and I'll be the first to admit that.  I'm glad you and others are enjoying it but it's not on the same level as the faction mods that Dyna currently supports.  You could theoretically shoehorn TUP support into your own copy of Dynasector by adding and editing some things, but it will take a while (50+ ships?  have fun) and the results may not be worth it.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: SCC on June 05, 2017, 11:02:48 PM
I would rather not have TUP... SWP has a very vanilla-like feeling, TUP does not.
Spoiler
And also I plain don't like some of their ships' looks, but vanilla feeling is more important.
[close]
I don't think this was supposed to spawn. (http://imgur.com/veeLRlG) (using DS 1.2 for arcade, I don't care about bounties... Unless there's more than just campaign issues).
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Cyan Leader on June 06, 2017, 01:19:51 AM
Uhh, "(Not working)"? Is the mod broken?
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Histidine on June 06, 2017, 05:29:43 AM
It has some moderately serious bugs, so DR pulled the download links until they can be fixed.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Mesnomer on June 06, 2017, 03:04:16 PM
The same arguments apply to Neutrino but I haven't integrated that either.  I'm very picky about this process due to the work involved.  I integrate the very best available, which means that something like DME comes before TUP (if ever).

Yeah, that's fair since you're the one doing the legwork. Thanks for 'splainin.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: DrakonST on June 06, 2017, 04:59:43 PM
I don't know. I played about 5 hours yesterday and Dynasector haven't noticed any errors in work.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: isaacssv552 on June 06, 2017, 05:41:38 PM
I don't know. I played about 5 hours yesterday and Dynasector haven't noticed any errors in work.
I think many of the bugs manifest due to inter-mod interactions. Specifically, I've heard that SCY (and some other mods) can cause DS to crash.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Death_Silence_66 on June 06, 2017, 05:49:34 PM
Been playing with SCY for ~6 hours, no issues.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Troika on June 07, 2017, 07:32:35 AM
How do I get the IBB bounties to start spawning?
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: peperoni_playboy on June 07, 2017, 07:52:45 AM
How do I get the IBB bounties to start spawning?
IBB bounties are part of ship / weapon pack. you get these bounties from the mission boards of stations/worlds.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Dark.Revenant on June 08, 2017, 02:40:25 AM
Progress report: I don't have much time to work on this on weekdays and there is a lot of stuff to get done, so don't expect an update until Friday night at the earliest.
Title: [0.8.1a] DynaSector 1.3.0
Post by: Dark.Revenant on June 11, 2017, 09:53:54 PM
Sorry for the wait, again.  There were lots of to-do items to get through.  There are some pretty fundamental changes from the last (broken) release, so this is a lot more than just a bug-fixing exercise.  The result is intended to be significantly more coherent fleets, more distinct themes (particularly where mixed fleets make some kind of lore sense), and avoiding a huge early-game difficulty spike from facing down weapons that you normally wouldn't see on early-game foes.

(https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.3.0.7z)Download DynaSector 1.3.0
(http://www.sc2mafia.com/Starsector/DynaSector%201.3.0.7z)Download Mirror
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Diable Avionics 1.83 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.17.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8c (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.71 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.31b (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Underworld 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (Updated!)
Combat Chatter 1.7.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.11.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.3 (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Change Log
Version 1.3.0
- Removed ship randomization (individual factions can already accomplish this through faction.json editing)
- Fleet and variant randomization now uses a consistent random seed, so the results can't be easily re-rolled by saving and loading
- Significantly reduced baseline tech-mixing for variant generation
- Expanded fleet theme system, particularly for faction-tech themes
- Faction themes now depend on various world factors, such as lore of the market the fleet originates from (for example, Umbra is likely to spawn Diktat-themed pirates)
- Readjusted early game difficulty compensation measures
- Adjusted bounties to match new vanilla expectations
- Fixed SCY start
- Fixed LPC spawn rate in markets
- Bounties against mercenaries and deserters now have a low negative reputation impact
- Fixed bounty spawning, especially early bounties
- Various improvements to bounty reward calculation, including increased rewards for bounties far from the core worlds
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Dark.Revenant on June 11, 2017, 09:54:32 PM
Note, this breaks saves and most likely requires a Nex update.  Sit tight if you're running Nexerelin!
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: PCCL on June 11, 2017, 09:58:52 PM
thanks for the update!

quick question since simulator overhaul is a recommended mod. How does this work with it? Will the new simulator have all sorts of custom variants your algorithm whipped up? Or is it still limited to stock?
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Dark.Revenant on June 11, 2017, 10:01:25 PM
They'll be stock variants, yeah.
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: ArthropodOfDoom on June 12, 2017, 12:13:23 AM
...I hate to be the one to tell you this, but you forgot to increment the dynasector.version file.
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Dark.Revenant on June 12, 2017, 12:22:50 AM
I didn't forget, it's just incremented to the wrong version (1.2.1).  It doesn't really matter, since it's still a higher version number than it used to be.
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Arkar1234 on June 12, 2017, 08:22:34 AM
Soo um... something's not working here... keeps crashing after I'm done loading the character and world, (a split second of the in-system-view) comes up, then crashes.

(http://i.imgur.com/Xf38L4u.jpg)

Sorry about the lack of .log, Firefox keeps crashing when ever i try to paste the whole thing in.

Mods list:
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: ANGRYABOUTELVES on June 12, 2017, 08:25:55 AM
Soo um... something's not working here... keeps crashing after I'm done loading the character and world, (a split second of the in-system-view) comes up, then crashes.

Mods list:

  • Nexereling 0.8c


Note, this breaks saves and most likely requires a Nex update.  Sit tight if you're running Nexerelin!
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Arkar1234 on June 12, 2017, 09:01:53 AM
well... shoot... Must've passed over that one.

Oh well.... good timing i guess, Nex 0.8.1 just came out.
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Sy on June 12, 2017, 09:05:26 AM
Sorry about the lack of .log, Firefox keeps crashing when ever i try to paste the whole thing in.
seems you got your solutions already, but for future troubles: never try to copy the whole .log file, as it is massive, waaay larger than simple text files usually are. just copy the last 100 or so lines, that should be enough.
Title: Re: [0.8.1a] DynaSector 1.3.0
Post by: Ryu116 on June 12, 2017, 02:51:33 PM
Sorry about the lack of .log, Firefox keeps crashing when ever i try to paste the whole thing in.
seems you got your solutions already, but for future troubles: never try to copy the whole .log file, as it is massive, waaay larger than simple text files usually are. just copy the last 100 or so lines, that should be enough.

I created the guide for anyone about how to post CTD issues in most useful ways:

http://fractalsoftworks.com/forum/index.php?topic=12569.0

Hopes this help SS community with reporting CTD reports.
Title: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 13, 2017, 12:28:23 AM
Fixed some CTDs.

Download DynaSector 1.3.1b (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.3.1b.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.3.1b.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Diable Avionics 1.83 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.17.1 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8c (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.71 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.31b (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Underworld 1.1.1 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0) (Updated!)
Combat Chatter 1.7.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0) (Updated!)
Save Transfer 1.11.3 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.3 (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Not yet updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Change Log
Version 1.3.1
- Fixed crash bugs
- Improved memory bitching
Title: Re: [0.8.1a] DynaSector 1.3.1
Post by: Mr. Nobody on June 13, 2017, 03:24:28 AM
- Improved memory bitching
Why? Wasn't the memory nagging us poor users enough already?
Title: Re: [0.8.1a] DynaSector 1.3.1
Post by: Althaea on June 13, 2017, 03:49:07 AM
Why? Wasn't the memory nagging us poor users enough already?

There have been a few reports of people getting the save-corrupting memory problem without having been warned beforehand. So yeah. Better that a few of us are mildly annoyed than some poor schmuck getting his level-40 ironman save wiped, I think.
Title: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 13, 2017, 09:18:53 AM
Note: minor update to make the memory bitching work better.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dal on June 14, 2017, 01:16:11 PM
I found a certain system with a blood red warning beacon. I understand that may be due to this mod (v1.2).

I appreciate a good challenge, but that one may be a little excessive. The number of patrols make maneuvering or sneaking away in the system very difficult, but more importantly because they respawn instantly you can get locked in endless battle if you're close enough to the source but not engaging it directly. Defeat a fleet (an armada, at that) and the next group will engage on the very next frame, with not a single moment in normal space. Retreat is not viable until you're under the disengage threshold, in which case you're probably doomed anyway. A slightly reduced number of patrols with a respawn cooldown would be significantly more manageable.

On the other hand, because of the endless battle the plunder from the system is absurd. I use it as a pit stop to stock up on fuel, supplies, and other valuables. I'll get to the boss one of these days. ;)
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 14, 2017, 07:13:14 PM
You know I didn't make the Remnants, right?  That's a vanilla feature.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: peperoni_playboy on June 14, 2017, 07:24:35 PM
he may be talking about this
Spoiler
this was posted on /stsg/ describing something called an "Attack Remnant Station". I find it hard to believe this is a vanilla entity, given the extreme amount of fleets it's generating at once.]
[close]

[attachment deleted by admin]
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 14, 2017, 07:33:35 PM
DS randomizes variants and cannot affect fleet composition, let alone number of fleets.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: peperoni_playboy on June 14, 2017, 07:35:03 PM
I didn't think it had something to do with DS, but I'm just trying to figure out if that's what Dal was talking about, and like I said I doubt this is vanilla behavior.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dal on June 14, 2017, 07:48:28 PM
I posted here because I noticed the additional components the station was using were from DS. If the system's not your doing then I guess I'll keep poking at it.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Sy on June 14, 2017, 08:04:20 PM
might wanna report it in the vanilla support forum, if you think it's doing something that is way beyond what it reasonably should be doing (and i would agree, based on that screenshot).
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Histidine on June 14, 2017, 08:11:13 PM
"Attack Remnant Station" sounds like something from a mod, and I can't say I know of it from any of the high-profile mods.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 14, 2017, 09:18:49 PM
It's as opposed to "Standard" or "Damaged".  It's a DynaSector variant, not a new type of battlestation.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Drokkath on June 15, 2017, 02:42:20 AM
Tried to start a new game yesterday due to other mods highly recommending it with this mod but upon entering a new game, the game just outright crashes upon trying to create or spawn ships aka make them visible, probably something to do with my super-ship and super-weaponry combined into one personalized modpack, plus I turned off all of the mod's features anyway.

That and I don't really want opponents to appear using my super-weaponry, so I don't even feel like trying to fix the issue as I'm not even sure what else this mod may alter or add or make the game crash and my SS modding has already starting to burn me out and I'd rather just play the darn game in peace already. I can live without this mod for a while until I'm recharged and able to read its details at some random point in the future when I feel like doing what I wanna do when I wanna do it.

Basically, CHIM:
Spoiler
(https://steamuserimages-a.akamaihd.net/ugc/487825190352175838/27B1154F7FC49AA6B32B022704BACEB3AD56D16C/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black)
[close]
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: marianojoey on June 15, 2017, 11:28:35 AM
Hi, just wanted to say that starting a game selecting SCY nation as my benefactor crashes the game to desktop right at March 1st (just before saving the data and starting the game). Obviously, I'm using last version of everything.

If I start with any other benefactor, I have no problems, and regarding SCY, I can see them out there on the map just fine (and they seem to be doing well on their own). :)

Anyway, thanks for the mod(s), and sorry for any mistakes, English isn't my main language. :)
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Drokkath on June 15, 2017, 12:20:49 PM
Hi, just wanted to say that starting a game selecting SCY nation as my benefactor crashes the game to desktop right at March 1st (just before saving the data and starting the game). Obviously, I'm using last version of everything.

Yeah, sounds like the exact issue I'm having with the mod as I tried for about 3-4 times to start and generate a new game in Scy's space and start out as one of them with latest Nexerlin, latest version of Nexerlin being what I downloaded about a day or two ago.


Welcome to the forums by the way, Marianojoey! I'm still new myself here despite the post count as I haven't played SS as long as others. Recent update to the core game got me finally interested enough to play SS about 40% of the time.


EDIT: Yup, some conflict on the Scy and/or this mod's side, just made sure if the same happens when starting out with Hegemony and it generated everything normally without a crash.

EDIT2: Arhgh, apparently now the problem has gone, just as I was about to un-pause after taking an initial screenshot and preparing the game to crash yet again and screenshot that too, the game starts out fine after loading everything in-game on-screen, heck I made sure my own personal mods aren't in error just yesterday by starting a new game without DynaSector which generated the new game just fine. Just yesterday was starting the game 3-4 times a row and it crashed every - single - time - with - DynaSector, Bleh, what a mind-messer. >_< I give up.

EDIT3: Uh, come to think of it I did download an update to Scy somewhere between yesterday and today and installed it without checking in the game. *facepalm*
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 15, 2017, 07:14:44 PM
I have no idea what you're talking about.  Scy starts fine for me.  What's your error log when it happens?
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Drokkath on June 15, 2017, 07:23:37 PM
What's your error log when it happens?

Well, I had one just yesterday but another simple mistake in one of my own mod files overwrote the log and when I tried to start a new game again (as I previously described) as part of the Scy faction with Nexerlin to replicate the crash, as like I said, I give up as I don't know what the issue was so I don't know either. What I do know is that it irritated me to no end.

>_< *facedesk*

I'm gonna blow off some steam by relaxing taking down fleets with three new personalized super-ships.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Allectus on June 15, 2017, 08:49:17 PM
Did Neutrino ever receive support?  You mentioned it was a good candidate on the first page.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Dark.Revenant on June 15, 2017, 09:02:01 PM
Nope.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: marianojoey on June 15, 2017, 09:50:23 PM
Hi, thanks for the welcome. :)

I'll check later that new patch for SCY and see what happens. :)

Logs didn't show me nothing I could understand, sadly, and deleted them. If (after downloading SCY once again) I keep having that crash, I'll post the log here to check. :)
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: Drokkath on June 16, 2017, 03:29:41 AM
@marianojoey

Good to see new people pitching in here and into the game, have noticed a lot of folk with less than 100 posts on the forums along with myself. SS sure has gotten interesting than ever before to play.


As for the issue, it seems it was on Scy mod's end and not with this mod's end. Gonna restart my playthrough probably now with this mod/Dynasector as I'm still curious about it.
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: marianojoey on June 16, 2017, 04:43:49 PM
I know what you mean. I started with SS back when you had experienced crew, marines were usefull for something sometimes and you had skill points separated from talent points. :)

I'm loving the way the game goes now. :)

And I'll post the crash (just had one again, after downloading -again- SCY mod) on their thread. :)
Title: Re: [0.8.1a] DynaSector 1.3.1b
Post by: adimetro00 on June 18, 2017, 08:32:26 AM
Are you planning on adding more faction mods when the 3rd faction building tournament is over? Can't wait to see more of this mod.
Title: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on June 19, 2017, 03:31:39 AM
Some gameplay adjustments and a very important fix for faction hostility events.  You'll need to start a new save to see the benefits, however.

Download DynaSector 1.3.2 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.3.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.3.2.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.84 RC3 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.17.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8c (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.72 RC2 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.32 RC2 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Underworld 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Not yet updated!)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.4 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.3 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.3.2
- Removed unnecessary textures
- Fixed eternal war bug (from vanilla)
- Adjustments to person bounties, again
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Terbulus on June 19, 2017, 04:41:20 AM
Getting a startup fail when using ds and metelson together

48015 [Thread-4] INFO  data.scripts.variants.DS_Database  - Metelson interceptor...
48110 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at data.scripts.variants.DS_Database.evaluateFleetCompositions(DS_Database.java:1327)
   at data.scripts.variants.DS_Database.init(DS_Database.java:859)
   at data.scripts.DSModPlugin.onApplicationLoad(DSModPlugin.java:225)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: ANGRYABOUTELVES on June 19, 2017, 06:48:13 AM
Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on June 19, 2017, 09:38:34 AM
Getting a startup fail when using ds and metelson together

48015 [Thread-4] INFO  data.scripts.variants.DS_Database  - Metelson interceptor...
48110 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
java.lang.RuntimeException: Ship hull variant [grudiver_wing] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at data.scripts.variants.DS_Database.evaluateFleetCompositions(DS_Database.java:1327)
   at data.scripts.variants.DS_Database.init(DS_Database.java:859)
   at data.scripts.DSModPlugin.onApplicationLoad(DSModPlugin.java:225)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

That's Metelson's fault.  It's spawning loose wings as ships, which will crash the game regardless of DS.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on June 19, 2017, 09:57:19 AM
Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.

Use the console command "BountyLevel 3"
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: ANGRYABOUTELVES on June 19, 2017, 10:29:47 AM
Did the person bounty adjustments involve not offering bounties if your commission faction isn't hostile to the person bounty fleet's faction? Because I started a new playthrough with a Diable comission, they're not hostile to any of the person bounty factions besides the Cabal, and I'm not having any person bounties spawn at all.

Use the console command "BountyLevel 3"
Thanks, that worked. That's interesting. I assume what's happening is that if you use the dynamic start and take the DA commission immediately, you don't get bounties because all the low-level bounties are pirates, and you can't increase the bounty level to the point that it's not just pirates because there are no bounties? And this bug wouldn't show up in anything resembling a normal playthrough because to get DA rep you'd need to take DA bounties. Weird.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: dk1332 on June 28, 2017, 06:56:00 PM
I need some help, I'm trying to figure out on how to set the player npc faction to use certain LPCs in their ships but for some reason no matter how many times I tried re configuring it, they won't appear in any fleet when using dynasector.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: NightfallGemini on June 28, 2017, 07:28:31 PM
I've noticed that tons and tons and tons of salvage/scavenger (not the faction) fleets have been spawning in my game. Would this be a Dynasector thing, a Nex thing or a vanilla thing? :s
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: ANGRYABOUTELVES on June 28, 2017, 07:30:23 PM
I've noticed that tons and tons and tons of salvage/scavenger (not the faction) fleets have been spawning in my game. Would this be a Dynasector thing, a Nex thing or a vanilla thing? :s
Depends on what you mean by tons; there are a lot of salvage fleets in vanilla. If you're talking about having lots of salvage fleets clustering around markets and never leaving, that's a vanilla bug that's been fixed in the development version.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: NightfallGemini on June 28, 2017, 07:36:56 PM
Yeah, that's exactly the issue I've been having. Thanks!
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: adimetro00 on July 03, 2017, 06:17:37 AM
Darkrev, are you seriously working on this mod right now? Because there's a lot of good mods popping out right now.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on July 03, 2017, 02:16:14 PM
I'm actually not.  Very busy IRL.
Title: Re: [0.8.1a] DynaSector 1.2.0 (Not working)
Post by: Erick Doe on July 11, 2017, 07:32:10 PM
Is there any chance you will consider about TUP (Tore Up Plenty) too?  Or is it too imbalanced with DS and other faction that is compatible with DS?  TUP recently got updated to work with Nexerelin.

TUP is not good enough to be integrated.

Wow. Mind enlightening us? 'cause from what I've experienced, the ships are pretty flavorful, the faction has a unique take on building rep and it's being actively maintained and iterated upon. Those seem like pretty good qualities to me.

I completely understand his reasoning because TUP is not well balanced and I'll be the first to admit that.  I'm glad you and others are enjoying it but it's not on the same level as the faction mods that Dyna currently supports.  You could theoretically shoehorn TUP support into your own copy of Dynasector by adding and editing some things, but it will take a while (50+ ships?  have fun) and the results may not be worth it.

TUP ships were designed with balance toward vanilla Starsector in mind, but not made to provide a balanced “faction” in itself. Really, it was initially just a collection of ships, and I created the Corvus Scavengers as a way of introducing these ships to the universe. But they were never intended to be a true faction or faction mod, such as Blackrock Drive Yards or Shadowyards Heavy Industries.

Though I'm impressed with what you've done with the mod, CaptainWinky. Curious to see where you will take it if you keep working on it.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Regularity on September 24, 2017, 01:25:24 PM
Is there a way to reduce the number of these events the game runs?

Code
INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for ...

I've been running into a lot more hanging/freezing games if a campaign has been running for so long. And in the game log, 90% of the last 50 entries before a game freeze are all bounty probability calculations... so I suspect they are the cause of my game freezes.

I know DynaSector has a setting for limiting the number of bounties active (default: 6), but I can't find any options for reducing probability calculations for bounties.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: StarSchulz on September 24, 2017, 01:44:53 PM
Vanilla usually has a lot of those in the logs. May i ask, what mods are you using and how much Ram you have allocated starsector, along with how much V-Ram your graphics card has? it can make a big difference in the hanging, freezing and stuttering.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on September 25, 2017, 01:41:00 AM
DynaSector doesn't do anything with StarSystemActivityTracker, since those are from the system bounties that pop up every now and then.  All DynaSector replaces is named bounties.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Regularity on September 25, 2017, 02:15:17 AM
DynaSector doesn't do anything with StarSystemActivityTracker, since those are from the system bounties that pop up every now and then.  All DynaSector replaces is named bounties.

Hmm... well, regardless, I was having game freezes (which increased in frequency the longer a campaign had been running, in in-game time). By the 2nd or 3rd in-game year the freezes were occurring every 15-30 minutes.

They stopped completely when I went into "\DynaSector\data\campaign\events.json" and edited out (deleted) the following section:

Code
    "person_bounty": {
        "probabilityMult": 1,
        "script": "data.scripts.campaign.events.DS_PersonBountyEvent"
    }

So I suspect something in the referenced script is causing the issue. There are others in the mod help forum reporting a similar freeze issue while running DynaSector (among other mods), so it's not an isolated incident. But I don't pretend to know the mod's code well enough to what specifically is causing the problem... all I know is that I went from game freezes every 15-30 minutes to absolutely no freezes even after playing several hours thanks to removing that section of code.
Title: Re: [0.8.1a] DynaSector 1.3.2
Post by: Dark.Revenant on September 27, 2017, 09:59:11 AM
I'm going to need more information than that.  I ran many instances of Starsector with the vanilla bounties and mang with Dynasector bounties - no difference in performance or save stability whatsoever, even with hours-long runs.

What is your modlist?  What actions do you take ingame for the freezes to occur?  What are your system specs?
Title: [0.8.1a] DynaSector 1.4.0
Post by: Dark.Revenant on October 01, 2017, 11:32:44 PM
A few bugs got fixed, including a hail-Mary attempt to improve save stability.  But, more importantly, Tyrador is now integrated!  Breaks saves.

(https://lh3.googleusercontent.com/VIO3YaiUzntDbbzIbE9FnIGIiigw9skRwjceUiO8rD_jkdo6n0zS3z2_z_wXTpjy2auPzKLsBTonWVkep5Tf5Pcb9POkhCxLJzTnsQUpBjgjXTFCz-3bVDUsJzs_Ssi46mwjjg)

Download DynaSector 1.4.0 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.0.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.0.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.87 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.18.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.6.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Not 0.8a-compatible yet!)
The Knights Templar 0.9.8d (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.74 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.34 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.1.2c (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=5492.0) (New!)
Underworld 1.1.3 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP5 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Updated!)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.5 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0) (Updated!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.0
- Added support for Tyrador Safeguard Coalition
- factions.csv, weapon_categories.csv, ship_roles.csv, and fighter_wings.csv now merge with other mods that define them
- Fixed minor bugs
- Fixed occasional problem where slots might be filled with inappropriate weapons (such as annihilators on side mounts)
- Vain attempt to fix save instability
- Assassination bounties will only spawn for hostile factions
- Adjusted theming system for allied factions
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Updated for Shadowyards
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: jaymc1130 on October 07, 2017, 10:46:45 AM
Why are all of Dark Revenants mods impossible to download?

Every other mod I've downloaded opened like a normal zip mod download and unzipped and I copy pasted to where I needed. All of DR's stuff opens in some totally weird way, pops up a page to click on to open or save and then when open is clicked it pops up with some blurb about viruses and bs another random page opens and closes in the background too fast for me to do anything and then all those windows close and nothing else happens.

Its just DR's mods too.

Wtf?

Le edit: Nvm, its Diable Avionics too, so seems some things integrated with it use some sort of strange unzip method? How fix? Me wantey transformer mecha ships.
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: Midnight Kitsune on October 07, 2017, 11:29:35 AM
His links are direct downloads from github. Have you tried saving the file or the mirror at all?
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: StarSchulz on October 07, 2017, 02:30:29 PM
I think the files are in the .7z format, so windows doesn't recognize it as a normal zip file. you would need a specific program to do it, i would suggest using 7-zip as it is free.

otherwise, welcome to the forum.  this guide may help you: http://fractalsoftworks.com/forum/index.php?topic=11462.0 (http://fractalsoftworks.com/forum/index.php?topic=11462.0)
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: jaymc1130 on October 07, 2017, 09:36:51 PM
I think the files are in the .7z format, so windows doesn't recognize it as a normal zip file. you would need a specific program to do it, i would suggest using 7-zip as it is free.

otherwise, welcome to the forum.  this guide may help you: http://fractalsoftworks.com/forum/index.php?topic=11462.0 (http://fractalsoftworks.com/forum/index.php?topic=11462.0)

Hey, thanks for getting back at me. Yeah, it was a weird format thing, I figured it out and got mostly everything settled as far as downloading all the cool spiffy stuff I wanted that you folks work so hard on (thx so much 4 dis btw!!!). Its nice to be here, hello people!

I've been taking a look around and trying to familiarize myself with the game and the forum. I dunno where to ask about general help questions setting up all these new mods but I suppose asking you here is a good place to start:

I can't seem to get Java JRE stuff to run for any version other than the one that came with the original game and I don't want my weak ass lap top that's running this to crash (it probably can't even really handle this but.... vanilla was so awesome and I wanted more), so I could use an assist there.

Version checker is also saying BRDY and Dassault-Mik failed their update checks but I seem to be able to do stuff and see and be a part of them in game (I tested a start as each faction for about 20 minutes just to mess around and get a feel for which ships I liked best). So I dunno what that means.

But hello and hey there and thanks and its good to be here again!
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: MesoTroniK on October 07, 2017, 09:40:48 PM
Don't change the JRE, the version that installs with Starsector is the one you use.
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: StarSchulz on October 08, 2017, 01:26:17 AM
Not all the mods have their version checker files setup right just yet, so that is normal.

Like Meso said, don't try to run the game with a different version of java, the game usually doesn't like it. It used to be important as a step in modding starsector, but as of the most recent update that isn't needed anymore. I think specifically, the 32-bit java the game came with wouldn't allow enough memory to run the game with many mods enabled.
Title: Re: [0.8.1a] DynaSector 1.4.0
Post by: jaymc1130 on October 08, 2017, 09:01:31 AM
the 32-bit java the game came with wouldn't allow enough memory to run the game with many mods enabled.

Yeah, I got a warning pop up message after finally starting a new game that 51% of the memory cap had been reached so I tried messing with the java stuff and no, the game did not like it one bit.

Fortunately I pulled the original jre out of the recycle bin and copy pasted it back and swapped the xms and xmm both to 2048 and now she's running like a champ.

At least as much like a champ as this game can run on a cheap Inspiron 15 3000 series laptop.
Title: [0.8.1a] DynaSector 1.4.1
Post by: Dark.Revenant on December 01, 2017, 09:27:18 PM
General update for supporting new mod content, including Junk Pirates / PACK / ASP.  Also includes various minor improvements and fixes.

Download DynaSector 1.4.1 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.1.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.87 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.18.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
The Knights Templar 0.9.8e (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.74 (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Scy Nation 1.34 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.1.2c (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.5.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=5492.0) (Updated!)
Underworld 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.7.3 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0) (Updated!)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.5 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.2d (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.1
- Added randomizer theming to Random Battle and Custom Battle
- Fixed rare profiler crash with capital-case memory options
- Improved theming for Scy and Shadowyards
- Minor fleet randomization enhancements
- Adjusted Interstellar Imperium fighter weights
- Certain factions have adjusted rates for Ballistic/Missile/Energy weapons in markets
- Updated for Ship/Weapon Pack
- Updated for Underworld
- Updated for Junk Pirates, PACK, and ASP Syndicate
Title: [0.8.1a] DynaSector 1.4.2
Post by: Dark.Revenant on January 10, 2018, 01:13:38 AM
Go play Shadowy's mod.

Download DynaSector 1.4.2 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.2.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.1.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.88 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.18.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.8e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.75 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.36 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.4 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.5.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Underworld 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.8 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.6 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.3 (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.2
- Updated for Shadowyards
Title: [0.8.1a] DynaSector 1.4.3
Post by: Dark.Revenant on January 26, 2018, 10:22:56 PM
Updated to match with various mods that also updated.

WARNING: Tyrador 1.5.0 has a bug in its mod_info.json.  Change "id":"TS_CoalitionDEV" to "id":"TS_Coalition".

Download DynaSector 1.4.3 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.3.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.3.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.0 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.88 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.18.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.8e (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
The Mayorate 0.9.2 (http://fractalsoftworks.com/forum/index.php?topic=7372.0) (Not 0.8a-compatible yet!)
Outer Rim Alliance 0.75 (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Scy Nation 1.36 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.4b (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.6.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.5.0 (http://fractalsoftworks.com/forum/index.php?topic=5492.0) (Updated!)
Underworld 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.8 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.6 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.3c (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.3
- Updated for Shadowyards
- Updated for Ship/Weapon Pack
- Updated for Tyrador Safeguard Coalition
Title: Re: [0.8.1a] DynaSector 1.4.3
Post by: Nikopol on February 01, 2018, 09:09:10 AM
Hello, I play Starsector with Dynasector and another 30 mods and can't figure out how to disable weapon mixing for different races in markets. I don't know if it is Nexerelin or Dynasector thing. What should I edit/change to have only Hegemony weapons on Hegemony markets and no others? And the same for other races? Also where do I edit to have plenty weapons? I like to make my own configs and really HATE to have my predefined weapons replaced by some random/alien ones. Also is it possible to use the Dynasector scaled variants and procedural variants and still have race pure markets? ;-)
Thanks!
Title: Re: [0.8.1a] DynaSector 1.4.3
Post by: Tartiflette on February 01, 2018, 09:37:43 AM
Hello, I play Starsector with Dynasector and another 30 mods and can't figure out how to disable weapon mixing for different races in markets. I don't know if it is Nexerelin or Dynasector thing. What should I edit/change to have only Hegemony weapons on Hegemony markets and no others? And the same for other races?
That's a feature of the base game.
Quote
Also where do I edit to have plenty weapons?
You can't really do that. Unless you edit the markets to be larger but that will mess up the economy.
Quote
I like to make my own configs and really HATE to have my predefined weapons replaced by some random/alien ones.
Untick "use better weapon if available".
Title: Re: [0.8.1a] DynaSector 1.4.3
Post by: Nikopol on February 01, 2018, 11:17:40 AM
Thanks Tartiflette for clarifying. I thought by editing weapon_categories.csv in dynasector I can change it, but no.
And what about Templars? Templars don't have mortars and other inferior weapons in markets like all the other races do. How was it done? There must be a way...
Title: Re: [0.8.1a] DynaSector 1.4.3
Post by: Dark.Revenant on February 02, 2018, 09:20:38 AM
I had to specifically code a new submarket for the Templars to do that.
Title: Re: [0.8.1a] DynaSector 1.4.3
Post by: Nikopol on February 02, 2018, 10:46:42 AM
Thanks Dark.Revenant. Would you please share your know how, so I can replicate? Nevermind, found it.
Title: [0.8.1a] DynaSector 1.4.4
Post by: Dark.Revenant on April 23, 2018, 04:51:45 AM
Other than the standard suite of updates to bring in line with other mods, there are two big changes.

First, campaign clutter is greatly reduced, which should make saving/loading far more stable than before.  (Thanks, Alex/Histidine!)

Second, enemy variants are generally more meta-aware now.  There is less reliance on weapons and more reliance on hullmods, particularly ITU/DTC.  You'll find enemies using those hullmods far more often now!  Of course, this will make looting ITU easier on the player, so all is not lost.

Download DynaSector 1.4.4 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.4.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.4.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0) (Updated!)
Diable Avionics 1.91 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.19.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0) (Updated!)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.8f (http://fractalsoftworks.com/forum/index.php?topic=8095.0) (Updated!)
Outer Rim Alliance 0.78 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.40 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.6.4b (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.7.0 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=5492.0) (Updated!)
Underworld 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0) (Updated!)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.8 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.7 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.1 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.3e (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.4
- Scavenger fleets failing to despawn are cleaned up periodically
- Fixed small bug with named bounty reports in Nexerelin
- Fix to debris field buildup, back-ported from Starsector 0.9a
- Moderately increased reliance on defense-oriented weapons/fighters for most archetypes
- Increased reliance on hull mods, especially ITU/DTC
- Updated for Scy
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for Ship/Weapon Pack
- Updated for Interstellar Imperium
- Fully de-supported Citadel and Mayorate
Title: [0.8.1a] DynaSector 1.4.5
Post by: Dark.Revenant on April 24, 2018, 11:18:05 PM
Very strongly recommend switching to this version.

Download DynaSector 1.4.5 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.5.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.5.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.91 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.19.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.8f (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Outer Rim Alliance 0.78 (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Scy Nation 1.40 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.6.4b (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Ship/Weapon Pack 1.7.1 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Underworld 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.8 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.7 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=7921.0) (Updated!)
Nexerelin 0.8.3e (http://fractalsoftworks.com/forum/index.php?topic=9175.0)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
SpeedUp 0.5.0 (http://fractalsoftworks.com/forum/index.php?topic=13394.0) (New!)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.5
- Integrated various features from SWP
  * Compatibility integration for numerous vanilla hullmods
  * Officer level-up plugin replacement for custom max levels (scripts)
  * Script fixes for Ion Beam, Ion Cannon, Ion Pulser, and Tachyon Lance
  * Improved Mjolnir projectile appearance
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Kulverstukass on May 13, 2018, 05:43:39 AM
Haven't had crashes in vanilla and DS description says "enhanced bounties", so i guess it's belong there

7557854 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
Spoiler
java.lang.NullPointerException
   at data.scripts.campaign.events.DS_PersonBountyEvent.findNearestHostileMarket(DS_PersonBountyEvent.java:80)
   at data.scripts.campaign.events.DS_PersonBountyEvent.pickHideoutLocation(DS_PersonBountyEvent.java:1142)
   at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:676)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

modlist from logfile
Spoiler
3080 [Thread-4] INFO  com.fs.starfarer.StarfarerLauncher  - Running with the following mods (in order of priority):
$ Starsector Thruster FX $ [id: xxx_ss_Thruster_FX_mod] [version 9.1a]
$$ Commission Ender $$ [id: aaa_CommissionEnder] [version 1.0a]
$$ Starsector FX Core $$ [id: xxx_ss_FX_mod] [version 9.1a]
$$ Starsector Weapon FX $$ [id: xxx_ss_FX_mod_b] [version 9.1a]
*Dynasector [id: dynasector] [version 1.4.5]
Arsenal Expansion [id: raccoonarms] [version 1.4.10]
Autonomous ships [id: autonomous_ships] [version 0.6.1]
Autosave [id: lw_autosave] [version 1.0f]
Common Radar [id: lw_radar] [version 2.4c]
Dassault-Mikoyan Engineering [id: istl_dam] [version 0.9.8e]
LazyLib [id: lw_lazylib] [version 2.2]
Leading Pip [id: leadingPip] [version 1.8.2]
Outer Rim Alliance [id: ORA] [version 0.78]
Rebalanced Pilums [id: $$rebalanced_pilums] [version 1.1]
Scy Nation [id: SCY] [version 1.40]
Ship/Weapon Pack [id: swp] [version 1.7.1]
SpeedUp [id: speedUp] [version 0.5.0]
Stop Gap Measures [id: StopGapMeasures] [version v 0.6]
Transponder Reminders [id: transponder-reminders] [version 0.0.0]
Version Checker [id: lw_version_checker] [version 1.7c]
 ZZ GraphicsLib [id: shaderLib] [version 1.2.1]
[close]
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Dark.Revenant on May 13, 2018, 10:21:37 PM
Turns out DS is broken if you don't have Underworld.
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Redwolf on May 18, 2018, 12:35:24 PM
Just a question of semantics...

I am brand new to mods in this game and have started adding what I am reading are reputable and great mods...some amazing things done! Wow! :)
Anyway, I figured in my case it is best to stick to Vanilla friendly (or friendly'ish) factions at least at this point so I have added in your supported/recommendations: Ship pack, Tyrador, and Interstellar Imperium based upon your vanilla friendly assessment (shame Tiandong not updated to lastest game version)... however, I was wondering something -

What is the difference between "Slightly vanilla-unfriendly" and "Moderately vanilla-friendly"? - I am assuming that slightly unfriendly would be closest to vanilla friendly, is that correct?

Also the Junk Pirates are listed as "Slightly vanilla-friendly", I am assuming that is a typo and should read slightly vanilla-UNfriendly, is that right? or are Junk Pirates actually very vanilla unfriendly (as slightly friendly would suggest this?)  ???

Thanks for the hard work on this mod, in reading it seems like it is going to be most excellent!  :) :) :)
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Tartiflette on May 18, 2018, 10:39:13 PM
It's generally more a matter of perception than a definitive set of features that define the "vanilla friendliness" of a mod. But usually a mod defined by "unfriendly" has either badly clashing art-style, does not care about consistent Lore, or has really "out-there" mechanics. Thus "Slightly vanilla-unfriendly" is worse than "Moderately vanilla-friendly".

In that sense, Junk Pirates has sprites that are slightly off, but for the rest falls nicely within the vanilla game.
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Redwolf on May 19, 2018, 12:17:14 PM
Thanks Tartiflette  :)

So, for example, you would suggest that your Outer Rim Alliance is more vanilla friendly'ish than your Scy Nation?
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Tartiflette on May 19, 2018, 12:43:45 PM
Yes, ORA is pretty vanilla friendly sprite-wise despite some striking paintjobs, gameplay wise they make ample use of vanilla stuff and lore wise they fit right in. Scy in the other hand is okay+ lorewise, but while the sprites are technically close to vanilla, they use a very distinct engine type that is unique to them and gameplay wise they have a LOT of weird stuff to play with as well as being a bit exclusive to their own content (their ships work best when mounting the faction's weapons). That doesn't make them less interesting, but they do play a bit differently. As for Diable, their gameplay choices are not as bold (despite the strong emphasis on fighters) but their art style isn't as vanilla friendly despite some attempt at "vanifying" them, and their lore... Is pretty thin to say the least. Also, transforming mechs/fighters.
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Redwolf on May 19, 2018, 12:52:57 PM
Hey thanks again, u have been a big help :)

Just being cautious at this point as I am looking to add 4 to 5 factions to spruce up the game, but at the same time am very leery about adding something that is going to be crazy OP or just too unusual that it sort of breaks the "balance" with the vanilla factions.

Seems like a great community, thanks again :)
Title: Re: [0.8.1a] DynaSector 1.4.5
Post by: Tartiflette on May 19, 2018, 01:23:24 PM
The recommended mods are for the most part pretty well balanced, some would say better than vanilla since they have nothing as powerful as a Paragon or an Hyperion.
Title: [0.8.1a] DynaSector 1.4.6
Post by: Dark.Revenant on August 05, 2018, 05:57:41 PM
Might as well push this out while I'm at it.

Download DynaSector 1.4.6 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.6.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.6.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.92 RC1 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.19.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.7.2 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
The Knights Templar 0.9.8f (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Outer Rim Alliance 0.78 (http://fractalsoftworks.com/forum/index.php?topic=11646.0)
Scy Nation 1.40 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
Shadowyards Reconstruction Authority 0.7 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=11018.0) (Updated!)
Tiandong Heavy Industries 1.1.2 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Not 0.8a-compatible yet!)
Tyrador Safeguard Coalition 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Underworld 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.8 (http://fractalsoftworks.com/forum/index.php?topic=10399.0)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.8 (http://fractalsoftworks.com/forum/index.php?topic=8950.0) (Updated!)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.3f (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
SpeedUp 0.5.0 (http://fractalsoftworks.com/forum/index.php?topic=13394.0)
Steiner Foundation 1.2 (http://fractalsoftworks.com/forum/index.php?topic=10398.0)



Version 1.4.6
- Fixed crash when Underworld is not enabled
- Updated for Shadowyards
- Updated for Diable Avionics
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Ali on September 30, 2018, 01:46:24 PM
Hiya, i'm getting a freeze randomly during gameplay, usually within a few minutes of loading a save that i "think" is only with dynasector loaded saves...

Music keeps playin in background whilst game freezes.. i then have to control-alt-delete Starsector.. Not sure how to generate an error log?

Any help appreceiated as due to the fixes in this mod it's 1 of my must have's :/

Many thanks...
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Midnight Kitsune on September 30, 2018, 06:30:23 PM
Hiya, i'm getting a freeze randomly during gameplay, usually within a few minutes of loading a save that i "think" is only with dynasector loaded saves...

Music keeps playin in background whilst game freezes.. i then have to control-alt-delete Starsector.. Not sure how to generate an error log?

Any help appreceiated as due to the fixes in this mod it's 1 of my must have's :/

Many thanks...
Hey there, could we get your mod list, ram allocations, graphics card, VRAM amount?
As for the log, starsector autogenerates one in the fractal softworks/starsector/starsector-core folder every time you run it. So all you need to do is look for the lines that say ERROR. They usually are at the bottom of the log. The log is named starsector.log
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Ali on October 01, 2018, 10:49:20 AM
My mod list is;

Console commands
DnyaSector
Graphics lib
Lazylib
Ship& weapon pack
Underworld
No expense spared ( just adds a hullmod )

depending on playthough i'll enable;
Blackrock or
Dassault-mikoyan or
intersteller imperium etc

I started a dassault-mikoyan playthorugh without dynasector by accident and had no issues...
Similarly used savetransfer for the 1st time the other day to keep a blackrock game goin -dynasector and that hasn't frozen yet either..

i set vmparams to 6144mb for both ( i hav 24gig ram )
gfx is gtx 1050 ti
chip is i7 960
win 7 64bit

can't attach logs aas they're 50k kb :(

Not sure if i can email em somewhere?

Many thanks for any assistance..

Pc is tempremental, old, get bsod's now n again etc but as mentioned no crashes in 2 games where dynasector not enabled..
i know a long standing issue is that time will roll by with no events / mission updates etc then it'll jus all happen at once every so often.. doesn't stop a playthough thou....

Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Sy on October 02, 2018, 09:49:32 AM
My mod list is;
as general advice: get Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) to make sure your mods aren't outdated, as that can lead to a bunch of issues. and when updating any mod, always make sure to first delete the old folder before putting in the new version, do not just overwrite the previous version.

for the log, you can just copy the last ~100 lines (after a crash) into a new text file and upload that.

no idea what that "No expense spared" mod is. do you have a link?
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Ali on October 02, 2018, 11:54:06 AM
Many thanks Sy,

I'm confident mods are uptodate as i downloaded all fresh when i started playing week or so ago... & yea i always delete old files rather than over-write.

No expense spare is a mini-mod a v.kind soul here on the forum's whipped up for me!!!  ;D  http://fractalsoftworks.com/forum/index.php?topic=12617.0

log attached..

[attachment deleted by admin]
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Sy on October 03, 2018, 12:02:15 PM
did you mess with your xstream file? i can't really read logs properly, so this is mostly guesswork, but it could be something to do with that.

someone in the discord said having the full log might be needed in this case. you can upload it to any of the many file sharing services, and post the link here. uploading the save file itself might also help.
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Cyan Leader on October 14, 2018, 04:42:08 AM
For reference, will .9 kill this mod or will it still serve a function?
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Midnight Kitsune on October 14, 2018, 10:48:07 AM
For reference, will .9 kill this mod or will it still serve a function?
From what I have heard, it will still exist but with a lighter load due to vanilla .9 doing some of the work.
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Deshara on October 26, 2018, 09:49:24 PM
0.9 is only gonna make the outter sector be colonizeable, this mod'd still have a place in randomizing the inner core.
Title: Re: [0.8.1a] DynaSector 1.4.6
Post by: Sy on October 27, 2018, 04:47:01 AM
0.9 is only gonna make the outter sector be colonizeable, this mod'd still have a place in randomizing the inner core.
wrong mod, Desh. DynaSector is the one that changes loadouts (among other things), and vanilla will now have a procedural loadout system built-in, rather than rely on a couple pre-set variants.

..and the main use of Nexerelin for most people isn't randomized core worlds either. :P
Title: [0.8.1a] DynaSector 1.4.7
Post by: Dark.Revenant on November 11, 2018, 11:07:59 PM
SOON.

Download DynaSector 1.4.7 (https://bitbucket.org/modmafia/dynasector/downloads/DynaSector%201.4.7.7z)
Download Mirror (http://www.sc2mafia.com/Starsector/DynaSector%201.4.7.7z)
(Requires LazyLib 2.2 (http://fractalsoftworks.com/forum/index.php?topic=5444.0))

Git Repository (https://bitbucket.org/modmafia/dynasector/src)

Edit DYNASECTOR_OPTIONS.ini to enable or disable DynaSector features!



If you want to convert a save (from vanilla or an old version), use Save Transfer (http://fractalsoftworks.com/forum/index.php?topic=8950) to keep your progress.

We also recommend Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181) to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide (http://fractalsoftworks.com/forum/index.php?topic=10931)!



Other Downloads
Blackrock Drive Yards 0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Diable Avionics 1.94 RC1 (http://fractalsoftworks.com/forum/index.php?topic=10046.0) (Updated!)
Exigency 0.7.2 (http://fractalsoftworks.com/forum/index.php?topic=6509.0) (Not 0.8a-compatible yet!)
Interstellar Imperium 1.19.0 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
Junk Pirates / P.A.C.K. / ASP Syndicate 2.8.1 (http://fractalsoftworks.com/forum/index.php?topic=161.0) (Updated!)
The Knights Templar 0.9.8f (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
Outer Rim Alliance 0.79 (http://fractalsoftworks.com/forum/index.php?topic=11646.0) (Updated!)
Scy Nation 1.41 RC1 (http://fractalsoftworks.com/forum/index.php?topic=8010.0) (Updated!)
Shadowyards Reconstruction Authority 0.7 (http://fractalsoftworks.com/forum/index.php?topic=3491.0) (Updated!)
Ship/Weapon Pack 1.7.2 (http://fractalsoftworks.com/forum/index.php?topic=11018.0)
Tiandong Heavy Industries 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Tyrador Safeguard Coalition 1.5.1 (http://fractalsoftworks.com/forum/index.php?topic=5492.0)
Underworld 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=11002.0)


Recommended Mods
Audio Plus 1.1.0 (http://fractalsoftworks.com/forum/index.php?topic=10985.0)
Combat Chatter 1.9.1 (http://fractalsoftworks.com/forum/index.php?topic=10399.0) (Updated!)
Common Radar 2.4c (http://fractalsoftworks.com/forum/index.php?topic=7526.0)
Console Commands 3.0 WIP6 (http://fractalsoftworks.com/forum/index.php?topic=4106.0)
GraphicsLib 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
Save Transfer 1.11.8 (http://fractalsoftworks.com/forum/index.php?topic=8950.0)
Version Checker 1.7c (http://fractalsoftworks.com/forum/index.php?topic=8181.0)


Optional Mods
Leading Pip 1.8.2 (http://fractalsoftworks.com/forum/index.php?topic=7921.0)
Nexerelin 0.8.4b (http://fractalsoftworks.com/forum/index.php?topic=9175.0) (Updated!)
Simulator Overhaul 1.4 (http://fractalsoftworks.com/forum/index.php?topic=3655.0)
SpeedUp 0.5.0 (http://fractalsoftworks.com/forum/index.php?topic=13394.0)
Steiner Foundation 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=10398.0) (Updated!)



Version 1.4.7
- Updated for Tiandong
- Updated for Diable Avionics
- Updated for Outer Rim Alliance
- Updated for PACK
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Midnight Kitsune on November 11, 2018, 11:29:43 PM
- Updated for Tiandong
Wait WHAT?!?! The DONG?! Does this mean the Dong is coming?!
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Tartiflette on November 11, 2018, 11:32:15 PM
Tiandong Heavy Industries 1.2.0 (http://fractalsoftworks.com/forum/index.php?topic=9583.0) (Updated!)
Apparently...
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: YuiTheModder on November 18, 2018, 06:38:09 PM
I'm eagerly awaiting a new version of this mod. :)
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: DrakonST on November 18, 2018, 06:44:44 PM
I do not think that mod am necessary. What sense in it?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Deshara on November 18, 2018, 10:35:50 PM
it can randomize the core worlds.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on November 18, 2018, 10:44:11 PM
Deshara, as you were told before Dynasector does not do such a thing and nor will it ever. That is Nex's neighborhood.

And Dynasector can still serve a place within SS, doing more advanced variant stuff than vanilla does. If you are familiar with how it worked in past versions of the game? You will realize DS did a lot of things vanilla does not do now and certainly never will. An in-theory future update of DS, would no longer make dynamic variants, it would make dynamic variants better.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: DrakonST on November 19, 2018, 02:32:14 AM
Hm... Start battle "Alex vs Dynasector"? Who will made better variant generator?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Kittah Khan on February 18, 2019, 07:18:49 AM
How many of DynaSector's fixes are still relevant in 0.9?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Hague on March 04, 2019, 07:22:18 AM
Does Dynasector implement custom buildings from markets? I noticed that Shadowyards has a custom consumer goods factory that also uses their custom high-capacitance battery trade goods. In Nexerelin with core worlds, only Shadowyards territories build their fabricators and thus only consume their own high-capacitance batteries. Would DynaSector encourage the AI to use these alternate building types?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Sy on March 04, 2019, 08:15:13 AM
Does Dynasector implement custom buildings from markets? I noticed that Shadowyards has a custom consumer goods factory that also uses their custom high-capacitance battery trade goods. In Nexerelin with core worlds, only Shadowyards territories build their fabricators and thus only consume their own high-capacitance batteries. Would DynaSector encourage the AI to use these alternate building types?
Dynasector hasn't been updated for the vanilla 0.9a release that added colony management and buildings, so no. don't use any mods that do not have [0.9] in their thread title.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Cruis.In on April 07, 2019, 07:32:06 PM
is it going to be? Not pushing, just wondering, can I add this mod to my current save after this mod has been updated to 0.9?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Terenin on April 30, 2019, 04:56:59 PM
Went through near 2-dozen mods to find the sinner and I'm sad to find it's this one :D

Looking forward to enjoying this when/if it's updated - until then, there's all you OTHER mods to enjoy.

Thank you for your work, and I'll be back here when you are. o7
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Transuni on June 01, 2019, 09:34:26 PM
I'm eagerly awaiting a new version of this mod.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Cyan Leader on June 01, 2019, 09:57:11 PM
I'm not sure if this mod will ever get updated considering .9 implemented a lot of the things it did.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on June 02, 2019, 01:51:48 AM
Dynasector does a *far* better job of those things though, it also does some stuff vanilla does not.

I imagine it will return in the future!
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Cyan Leader on June 02, 2019, 08:14:46 AM
How so?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on June 02, 2019, 11:29:00 PM
Have you seen the variants the autofitter makes? heh
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Midnight Kitsune on June 02, 2019, 11:31:19 PM
Have you seen the variants the autofitter makes? heh
Give them specifics Meso. Not everyone can understand DR's Dark Code
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on June 02, 2019, 11:31:54 PM
I mean what the autofitter comes up with on average is a far cry from the dynamic variants Dynasector puts out.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Midnight Kitsune on June 02, 2019, 11:32:50 PM
I mean what the autofitter comes up with on average is a far cry from the dynamic variants Dynasector puts out.
I'm asking for specifics man
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: SCC on June 02, 2019, 11:33:33 PM
In 0.9, autofit was truly terrible, making many ships way less threatening than they could be. Supposedly some of its bugs have been fixed in 0.9.1 and I haven't played terribly much of the current version, so I can't say yet if it's been improved, but  terrible accidents still happen (https://cdn.discordapp.com/attachments/304690022299336705/584857595425325075/unknown.png). I think I've seen some other bad cases, but nothing quite beats this.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Midnight Kitsune on June 02, 2019, 11:36:56 PM
In 0.9, autofit was truly terrible, making many ships way less threatening than they could be. Supposedly some of its bugs have been fixed in 0.9.1 and I haven't played terribly much of the current version, so I can't say yet if it's been improved, but  terrible accidents still happen (https://cdn.discordapp.com/attachments/304690022299336705/584857595425325075/unknown.png). I think I've seen some other bad cases, but nothing quite beats this.
Wow! OK, it is as bad as I thought it was! Damn!
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Avanitia on June 02, 2019, 11:37:19 PM
Autofit added in 0.9 undersizes mounts way too often. That causes enemy ships to have subpar loadouts, such as Conquest with Heavy Mortars instead of Mk IX or Hellbores, which would be way more effective. It makes battles often easier, because AI loadouts aren't that good compared to what player can come up with.

It also likes to add hullmods for some reason, going as far as choosing weapons cheaper in OP to add something like Reinforced Bulkheads or other hullmods...
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Alphascrub on June 26, 2019, 02:27:37 PM
Autofit added in 0.9 undersizes mounts way too often. That causes enemy ships to have subpar loadouts, such as Conquest with Heavy Mortars instead of Mk IX or Hellbores, which would be way more effective. It makes battles often easier, because AI loadouts aren't that good compared to what player can come up with.

It also likes to add hullmods for some reason, going as far as choosing weapons cheaper in OP to add something like Reinforced Bulkheads or other hullmods...

It definitely does some strange things and for some reason really really prioritize pd weaponry.

Ill see if I can find some screen shots. But I clearly remember an onslaught with pd weapons and flare launchers all over it. With only, PD and Flare launchers.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: daariusivey on August 14, 2019, 06:28:23 PM
everytime i try to start game with it, it crashes and says "fatal: ship hull variant {kite_stock} not found.

what do i do?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Death_Silence_66 on August 14, 2019, 07:00:31 PM
everytime i try to start game with it, it crashes and says "fatal: ship hull variant {kite_stock} not found.

what do i do?
Wrong game version. The current version of starsector is 0.9.1a, while this mod only supports 0.8.1a.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: YakLivesMatter on August 15, 2019, 08:41:18 AM
You know if there are any plans on updating it? 9.1a has been out for a while.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: SCC on August 15, 2019, 10:21:29 AM
And this mod is fairly complicated as well, and updating it got a whole lot harder with autofit in play, and DR has several other mods he works on. He isn't going to abandon Dyna, but it still will take him a long time to remake it.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on August 15, 2019, 11:19:38 PM
Fairly complicated is an understatement, it is a tome of black magic and sorcery.

Anyways good things come to those who wait friends.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Semondice on August 17, 2019, 07:12:37 AM
Hey, just downloaded the latest version of Varya mod packs and Nexerelin, got some trouble with Dynasector. I could go without it, but would like to avoid to have a sector with some 4+ modded factions not working propperly. It doesn't even load the game to begin with, it gives "error kite_variant not found, see starsector.log" (not verbatim). Anyone incurring in the same problem?

Ah, also, just downloaded the game a week ago, and i'm totally behind the idea, kinda addicted.
Also, first post in the forum.
Also also, not english motherlenguagist, so sorry for the typos and awfull spelling here and there :3
Have a nice day!
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: MesoTroniK on August 17, 2019, 08:00:39 PM
Dynasector is not updated for the latest version of Starsector.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Midnight Kitsune on August 17, 2019, 08:35:13 PM
Dynasector is not updated for the latest version of Starsector.
To add on to this:
The number in brackets in the title, in the case the [0.8.1a], indicates the the version of the game that the mod is updated for.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Histidine on August 17, 2019, 08:41:50 PM
Before you say it: I'm not sure what you claim to have seen here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg256885#msg256885) with DynaSector supposedly running in 0.9.1, but there's no way you actually got it running. It's more likely that the mod just wasn't enabled or such.
(Try it now with a clean "only DS and required libraries" modlist)
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Semondice on August 17, 2019, 09:47:28 PM
Not working, and i saw the version in the descripion when i downloaded; still, the mod was cheked in the mod section. I'm sorry, not saying you're a liar or anything, just saw it.
Anyway, not a problem, just gonna wait for the update (when it will come out, heard is a rpretty hardcore work of art of a mod)... OR try an older build to see what's about.
Thanks again!
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Argonautis on January 19, 2022, 01:41:46 AM
Hey everyone, not sure if anyone is still working on this mod. I started a new playthrough a few weeks back with quite a few mods activated and realized that some of them say that they can be enchased by this mod. Are there plans of it updating or did it got integrated into another mod and I missed that?
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Jaghaimo on January 19, 2022, 03:45:15 AM
You missed over 4 years of inactivity of this mod and 2 years in the thread, and over 4 years of base game development (since 0.8.1a).

As far as I can tell, this mod would add nothing on top of the current base game. Mods now add their content to faction known lists, which causes them to show in respective submarkets, be used in bounties, and so on.

Just use Nexerelin in 2022.
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Argonautis on January 21, 2022, 01:22:38 AM
Right, that's what I thought. been playing Starsector for years now but never tried any mods till my current playthrough. Thanks
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: YuiTheModder on March 31, 2022, 07:47:00 PM
Some things I want to say (its 03:30 ish here at the moment so sorry if this is a bit disjointed):

This mod was from my perspective one of my fundamental game-enhancement mods. It was fairly clear, easy-ish to tell when it was doing something and made my experience really fun when I had the compatible faction mods installed.

The *feel* of DynaSector is not something I have seen/had since I stopped playing with it, even to this day. Similar features to what it had are supposedly spread through current mods that are out and I have played with, but I have yet to feel like I'm playing with DynaSector again, even with some very similar vanilla features available.

As someone who has been around a bit, this mod in particular spiced up the experience for me, and sometimes I want to go back to 0.7/0.8 to play with it, but there's just too many features lost from newer versions for me to feel like I would comparatively enjoy the old versions now.

I guess what I am trying to say is I feel there is a hole that DynaSector used to occupy in the modding niches, one that hasn't been filled since its absence. Recently people have said stuff like 'oh everything DynaSector did is being done by mods or vanilla now anyway' but honestly none of those mods (and I have tried most of the relevant ones to my experience with DynaSector) (though vanilla in my opinion has made some strides in this), seem to make the sector feel quite as alive as DynaSector did years ago.


Thank you Dark.Revenant for making this gem of a mod. I know its a fair few years later, but I hope you're proud of what you accomplished with it. :)
Title: Re: [0.8.1a] DynaSector 1.4.7
Post by: Morbo513 on April 06, 2022, 03:22:56 AM
Some things I want to say (its 03:30 ish here at the moment so sorry if this is a bit disjointed):

This mod was from my perspective one of my fundamental game-enhancement mods. It was fairly clear, easy-ish to tell when it was doing something and made my experience really fun when I had the compatible faction mods installed.

The *feel* of DynaSector is not something I have seen/had since I stopped playing with it, even to this day. Similar features to what it had are supposedly spread through current mods that are out and I have played with, but I have yet to feel like I'm playing with DynaSector again, even with some very similar vanilla features available.

As someone who has been around a bit, this mod in particular spiced up the experience for me, and sometimes I want to go back to 0.7/0.8 to play with it, but there's just too many features lost from newer versions for me to feel like I would comparatively enjoy the old versions now.

I guess what I am trying to say is I feel there is a hole that DynaSector used to occupy in the modding niches, one that hasn't been filled since its absence. Recently people have said stuff like 'oh everything DynaSector did is being done by mods or vanilla now anyway' but honestly none of those mods (and I have tried most of the relevant ones to my experience with DynaSector) (though vanilla in my opinion has made some strides in this), seem to make the sector feel quite as alive as DynaSector did years ago.


Thank you Dark.Revenant for making this gem of a mod. I know its a fair few years later, but I hope you're proud of what you accomplished with it. :)

I agree overall. The thing I miss most is the diversity of NPC loadouts - currently they're all more or less homogenous with their own faction. The player's allowed to take what they want from wherever, but not NPCs for some reason. This sorta makes sense for the more doctrinally strict factions (and not so much for the likes of pirates and independents) - but even then, it'd be nice to see a few non-faction weapons amongst enemy fleets every now and then.

It'd be nice to see ships and weapons sold in open/black-markets, that don't originate from the faction operating it - giving the impression that other fleets are out there selling their loot, and giving the player a little more access to equipment they wouldn't otherwise be able to due to commission locks.