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

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Author Topic: [0.9.1a] ED Shipyard 2.1.2 (crash fix)  (Read 268710 times)

Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 15/09/2019)
« Reply #30 on: September 27, 2019, 08:35:50 PM »

Version v1.5 is almost done, should be finished by the end of the week

Also Spoopy ship

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Ed

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Re: [0.9.1a] ED Shipyard 1.2.5 (updated 30/09/2019)
« Reply #31 on: September 30, 2019, 06:01:10 AM »

Version 1.5.0 is up!

Spoiler
Tell me what you think about my BEBE
addship edshipyard_wurgandal_worldeater
[close]
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.0 (updated 30/09/2019)
« Reply #32 on: October 01, 2019, 05:27:30 PM »

Updated to 1.5.1

-Doubled the Refit time of Papillon from 15 to 30 seconds
-Added Affenpinscher drone interceptor
-Added Pug drone gunboat
-Some hullmods that were not supposed to be learneable are no longer learnable
-Buffed Small Drone Hangar, it now limits carriers to 8 OP cost LCPs or less up from 5 OP
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lechibang

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #33 on: October 01, 2019, 09:22:01 PM »

The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?
« Last Edit: October 02, 2019, 04:19:58 AM by lechibang »
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #34 on: October 02, 2019, 05:24:52 AM »

The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?
You are not using the Leonberger right if you think so, the ship itself is the main weapon, try to gently RUN OVER other ships and see that happens
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #35 on: October 04, 2019, 08:48:45 PM »

Finished Maltese Repair and Terrier Ammo Refill drones, they are adorable

videos
https://imgur.com/Lmc5FS3
https://imgur.com/u8Jyz6g

Next update by Sunday... maybe.
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Basil

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #36 on: October 05, 2019, 03:37:08 PM »

Hey, those are cute. I could see myself dragging them along into unsafe encounters.
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Dwarden

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #37 on: October 05, 2019, 03:59:54 PM »

that's so great
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #38 on: October 05, 2019, 07:52:06 PM »

Thanks bros
Might take a bit more for the release, the new ship system I am making for the Groenendael is giving me trouble. And i still have to modify the Tyrant Eye AI
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Crashtronaut

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #39 on: October 06, 2019, 12:05:35 AM »

Thanks bros
Might take a bit more for the release, the new ship system I am making for the Groenendael is giving me trouble. And i still have to modify the Tyrant Eye AI


I cannot use your mod, on load I get an error saying that the orbital ring is not a valid condition. Is there a way I can remove it? I'd like to try your ships!
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DarckHange

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #40 on: October 06, 2019, 03:12:42 AM »

Bug report : I learned "Safety Removal" but it doesn't appear in my hullmods. (It doesn't appear in the command "listhullmods" either).
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #41 on: October 06, 2019, 09:04:06 AM »

Bug report : I learned "Safety Removal" but it doesn't appear in my hullmods. (It doesn't appear in the command "listhullmods" either).
Safety Removal is not supposed to be learnable, it was on the previous patch by mistake and i removed the ability to equip it in the 1.5.1 patch
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lagmagnet

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #42 on: October 06, 2019, 06:01:05 PM »

I love your ships, so happy to have found a Bernard class super tanker. Gotta be the coolest non-combat ship out there, best 1.4 million space moneys I ever spent.
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Ed

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #43 on: October 06, 2019, 08:26:38 PM »

I love your ships, so happy to have found a Bernard class super tanker. Gotta be the coolest non-combat ship out there, best 1.4 million space moneys I ever spent.
I am glad you like it (hope you don't mind tomorrow's nerf on the Bernard)


https://bitbucket.org/edmods/files/downloads/ED_Shipyard_Dev.rar
Test version for tomorrow's release if anyone here is interested in helping testing

Console commands
Frigates
addship edshipyard_collie_rescue
addship edshipyard_chin_smuggler

Destroyers
addship edshipyard_pomeranian_top
addship edshipyard_corgi_variant

Cruisers
addship edshipyard_rottweiler_tank
addship edshipyard_saluki_assault

Capitals
addship edshipyard_leonberger_assault
addship edshipyard_groenendael_variant
addship edshipyard_bernard_variant

Dreadnought
addship edshipyard_wurgandal_worldeater
« Last Edit: October 06, 2019, 08:29:20 PM by Ed »
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lagmagnet

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Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« Reply #44 on: October 06, 2019, 08:35:05 PM »

(hope you don't mind tomorrow's nerf on the Bernard)

I demand my spacemoney back
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