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Author Topic: [0.8.1a] DynaSector 1.4.7  (Read 314318 times)

Dark.Revenant

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[0.8.1a] DynaSector 1.4.7
« on: April 20, 2016, 01:41:53 AM »

Download DynaSector 1.4.7
Download Mirror
(Requires LazyLib 2.2)

Git Repository

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 to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



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 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 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 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 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 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 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 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 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 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 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 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 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 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.







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
« Last Edit: November 11, 2018, 11:08:01 PM by Dark.Revenant »
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xenoargh

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #1 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.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #2 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.
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Chronosfear

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #3 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
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Petra the Squishy

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #4 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.
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Dark.Revenant

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #5 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.
« Last Edit: April 22, 2016, 12:32:44 AM by Dark.Revenant »
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MesoTroniK

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #6 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.

Orikson

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #7 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.
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Orikson

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #8 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.
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Orikson

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #9 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.
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gofastskatkat

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Re: [0.7.2a] DynaSector 1.0.0
« Reply #10 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+
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Dark.Revenant

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[0.7.2a] DynaSector 1.0.1
« Reply #11 on: April 22, 2016, 07:34:59 PM »

Download DynaSector 1.0.1
Download Mirror
(Requires LazyLib 2.1)

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 to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Having problems?  Visit the Mod Troubleshooting Guide!






Change Log
Version 1.0.1 (April 22, 2016)
- Fix an ID change
- Improve weapon grouper system
« Last Edit: April 22, 2016, 09:02:12 PM by Dark.Revenant »
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Kitfox88

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Re: [0.7.2a] DynaSector 1.0.1
« Reply #12 on: April 22, 2016, 08:28:42 PM »

Hot damn. Thanks a ton for all your work on this stuff, man!
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CitizenJoe

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Re: [0.7.2a] DynaSector 1.0.1
« Reply #13 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?
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BHunterSEAL

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Re: [0.7.2a] DynaSector 1.0.1
« Reply #14 on: April 23, 2016, 10:41:34 AM »

Should I assume that like SS+, the standalone Target Leading Pip mod should be deactivated?
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