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

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Author Topic: DeathSG Minimash V1.3d! Up for grabs!  (Read 130835 times)

medikohl

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #210 on: March 12, 2012, 02:38:16 PM »

Hi,

thanks for this mod.

Anyway to tell what exactly is in this and versions? Thank you!!
version 1.2

junk pirates
gun runners
aliens+planet
new mercenary faction
nomads

all in all about 70 new ships

and about 37 new weapons
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Kirsendarken

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Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
« Reply #211 on: March 12, 2012, 03:07:43 PM »

Hi i just got an odd bug, in the middle of the game, it said the Centipede Hull was missing?

is this even possible?

that is odd

I also got this crash. It occurs because the game is looking for centipede_lrm.variant, which i believe has been misnamed centipede_lrs.variant (the display name inside the file is "lrm", so I'm assuming that that is the correct varient). Renaming the varient to centipede_lrm.variant fixes the problem.
« Last Edit: March 12, 2012, 03:16:34 PM by Kirsendarken »
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Shield

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #212 on: March 12, 2012, 04:14:26 PM »

found a big bug, the behemoth class alien sentinel is immortal, you cannot hit it with weapons for some weird reason.  Also it is non targetable. only way to beat it is autoresolve battle basically
« Last Edit: March 12, 2012, 04:36:06 PM by Shield »
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chami

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #213 on: March 12, 2012, 05:17:45 PM »

found a big bug, the behemoth class alien sentinel is immortal, you cannot hit it with weapons for some weird reason.  Also it is non targetable. only way to beat it is autoresolve battle basically


I had a look in the hull file - it's because the Behemoth has its collision radius set to zero for some reason. I changed it to 330 (same as the shield radius since I don't know exactly how this works) and it worked out just fine.

The Nevermore seems to have a similar problem - the shield seems to be inside the ship, same with the collision box.

Additionally, the bug with the Centipede LRM variant is still there - it's still named centipede_lrs and will cause an error unless you rename it.
« Last Edit: March 12, 2012, 05:24:45 PM by chami »
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Arghy

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #214 on: March 12, 2012, 07:55:39 PM »

Are those bugs with the newest release?
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Shield

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #215 on: March 12, 2012, 08:09:29 PM »

Are those bugs with the newest release?
Yes as far as I know unless it has been updated
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chami

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #216 on: March 12, 2012, 08:18:58 PM »

Some things I'm wondering about:

Is the alien behemoth supposed to have a fast turn speed? Before I upped the collision radius manually in my .ship file, it was turning ridiculously fast for a capital ship with a lot of forward-oriented weaponry.

Additionally, is the Nevermore supposed to be as fast as it is? Think it was hitting around 150 combat speed boosted but without Augmented Engines, which is ridiculously fast for a capital ship.
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misterjscape

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #217 on: March 12, 2012, 08:21:33 PM »

None of these mods seem to be affecting the campaign in anyway but the missions still show up.
Is there anything I'm supposed to do beside put it in the "mods" folder?  
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Arghy

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #218 on: March 12, 2012, 10:38:55 PM »

The frigate carrier is really really silly, it stays out of weapon range kiting and unless your lucky enough to destroy every fighter/bomber on their pass you will slowly die or spend the next hour trying to kill it.
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XpanD

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #219 on: March 13, 2012, 01:03:04 AM »

None of these mods seem to be affecting the campaign in anyway but the missions still show up.
Is there anything I'm supposed to do beside put it in the "mods" folder?  

Yep. When you start the game, in the launcher window that pops up click the "Mods" option and tick the box next to the mod you want to enable. Also keep in mind that some custom factions take a while to deploy in-game, usually ~30 days.
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Arghy

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #220 on: March 13, 2012, 01:08:03 AM »

I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
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medikohl

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #221 on: March 13, 2012, 01:28:42 AM »

I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
It doesn't play nicely with other mods right now.
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Upgradecap

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #222 on: March 13, 2012, 01:40:31 AM »

I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
It doesn't play nicely with other mods right now.

But you are going to make compability with other mods?
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medikohl

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #223 on: March 13, 2012, 01:52:30 AM »

The frigate carrier is really really silly, it stays out of weapon range kiting and unless your lucky enough to destroy every fighter/bomber on their pass you will slowly die or spend the next hour trying to kill it.
I'm nerfing that right now.
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medikohl

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #224 on: March 13, 2012, 01:57:57 AM »

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