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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Combat Activators v1.3.0  (Read 81949 times)

presidentmattdamon

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Re: [0.96a] Combat Activators v1.1.0
« Reply #15 on: July 14, 2023, 01:47:53 PM »

In-game > Main Menu > Version Checker > Combat Activators > the button "Open Forum/Nexus Page" points to https://fractalsoftworks.com/forum/index.php?topic=24660.0 , which seems to be the wrong thread because it's not this thread.

[edit] Also, your mod_info.json still reads, in part:

"version": { "major":"1", "minor": "0", "patch": "5" },

[/edit]

fixed thanks, redownload
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Killsode

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Re: [0.96a] Combat Activators v1.1.0
« Reply #16 on: July 14, 2023, 06:36:22 PM »

Hey just a heads up, your page link for combat activators in version checker goes to exotica technologies instead of here
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presidentmattdamon

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Re: [0.96a] Combat Activators v1.1.0
« Reply #17 on: July 14, 2023, 09:41:55 PM »

Hey just a heads up, your page link for combat activators in version checker goes to exotica technologies instead of here

fixed redownload
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presidentmattdamon

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Re: [0.96a] Combat Activators v1.1.1
« Reply #18 on: August 10, 2023, 03:04:30 PM »

updated to 111
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AdmiralOcellatus

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Re: [0.96a] Combat Activators v1.1.1
« Reply #19 on: November 24, 2023, 11:25:34 AM »

Hi.

I am very new to this and can't seem to get the mod working.
I have all the required mods for it to run but it seems the version of the game is wrong.

Any luck I could get a hand?

Please and thank you.
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presidentmattdamon

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Re: [0.96a] Combat Activators v1.1.1
« Reply #20 on: November 25, 2023, 10:34:00 AM »

Hi.

I am very new to this and can't seem to get the mod working.
I have all the required mods for it to run but it seems the version of the game is wrong.

Any luck I could get a hand?

Please and thank you.

you can still open the game with that "yellow" warning
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presidentmattdamon

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Re: [0.97a] Combat Activators v1.1.2
« Reply #21 on: February 02, 2024, 10:43:33 PM »

updated for 0.97a
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presidentmattdamon

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Re: [0.97a] Combat Activators v1.1.3
« Reply #22 on: February 08, 2024, 08:24:53 PM »

updated to 1.1.3
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presidentmattdamon

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Re: [0.97a] Combat Activators v1.3.0
« Reply #23 on: February 15, 2024, 07:46:48 PM »

updated to 1.3.0
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Kreldin Foxclaw

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Re: [0.97a] Combat Activators v1.3.0
« Reply #24 on: March 08, 2024, 11:18:07 AM »

Hey, just came looking to download the mod as it's needed for Apex Design collective, and noticed the download link was removed, and the last edit was today. Any reason for this, and Is there anywhere I can still find the mod so i can get ADC working?

Edit : Nevermind. quoted from a post on [0.97a] Unknown Skies v1.0.3 (https://fractalsoftworks.com/forum/index.php?topic=29288.0) :

Alex: 'presidentmattdamon has been banned from the forum for distributing mods with code that deliberately corrupted savefiles under certain conditions.

We're looking at changes to the forum rules to hopefully head off this sort of situation in the future.'

So, I guess this one and all mods that require combat activators are out of action for the foreseeable future. Shame.
« Last Edit: March 08, 2024, 11:44:10 AM by Kreldin Foxclaw »
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A_Random_Dude

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Re: [0.97a] Combat Activators v1.3.0
« Reply #25 on: March 08, 2024, 11:42:34 AM »

Mod author just got banned for an unrelated drama. Until Dragn updates their mod to require magiclib's code instead (which had been ported from this mod a few weeks before all that went down), I'm afraid you won't be able to use Apex.
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Kreldin Foxclaw

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Re: [0.97a] Combat Activators v1.3.0
« Reply #26 on: March 08, 2024, 12:53:08 PM »

Mod author just got banned for an unrelated drama. Until Dragn updates their mod to require magiclib's code instead (which had been ported from this mod a few weeks before all that went down), I'm afraid you won't be able to use Apex.
Thanks for letting me know!
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TimeDiver

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Re: [0.96a] Combat Activators v1.0.5
« Reply #27 on: July 05, 2024, 10:32:54 PM »

what mods use this right now ?
Most recently? None, as Combat Activators' functionality was merged into MagicLib, so unless you have some outdated versions of certain mods (the newer versions had to be re-compile for MagicLib dependency), all of them require MagicLib instead of this.
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