Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 35 36 [37] 38 39 ... 141

Author Topic: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644  (Read 922854 times)

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #540 on: July 12, 2013, 01:49:07 AM »

... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...

wait, 0.6 has multiple systems?!

Yeah, check out the new patch notes, dude.  ;)
I can imagine seeing entire systems controlled by single factions.

Also, Sparrow OP. Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.
Logged

Plasmatic

  • Admiral
  • *****
  • Posts: 500
  • Curious no?
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #541 on: July 12, 2013, 11:17:01 AM »

... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...

wait, 0.6 has multiple systems?!

Yeah, check out the new patch notes, dude.  ;)
I can imagine seeing entire systems controlled by single factions.

Also, Sparrow OP. Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.


I have read them, but I must've missed that part.. *Goes back to reread again*
Logged
"Better to remain silent and be thought a fool than to speak out and remove all doubt"
- Maurice Switzer

Carabus

  • Lieutenant
  • **
  • Posts: 66
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #542 on: July 12, 2013, 04:40:28 PM »

Also, Sparrow OP. Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.

I have already made them spawn two times less often in the fleets.
As for their stats MrDavidoff said they are more balanced in next Council version, so we will update them when he releases.
Logged

Pentarctagon

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #543 on: July 12, 2013, 05:03:36 PM »

I tried using this mod on a fresh install. I enable it, click Play Starsector, and as soon as the loading bar finishes I get this error:
Spoiler
[close]
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #544 on: July 12, 2013, 05:10:18 PM »

You load LazyLib along with it?
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #545 on: July 12, 2013, 05:11:16 PM »

I tried using this mod on a fresh install. I enable it, click Play Starsector, and as soon as the loading bar finishes I get this error:
Spoiler
[close]

You will need to also load the LazyLib mod (link in the first post in this thread) :)

EDIT: beaten :P
Logged

Pentarctagon

  • Ensign
  • *
  • Posts: 41
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #546 on: July 12, 2013, 05:23:17 PM »

Awesome, thanks!
Logged

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
« Reply #547 on: July 16, 2013, 01:56:16 AM »

Update time!

Many thanks to Carabus who has joined in with the development of Exerelin :)

Unfortunately it is not save compatible.

https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.56.zip

Code
v0.56
- Added asteroid mining fleets for stations
  - Mining fleets go to the nearest asteroid and slowly mine to create supplies
- Added gas mining fleets for stations
  - Mining fleets go to the nearest gas giant and slowly mine to create fuel
- Added escort ships to supply and station attack fleets
  - Extra escorts in wartime
- Added new alliance mechanics
  - If two factions are allied, they must now also each be at war with each others enemies (think coalitions)
  - Once in an alliance, a factions diplomacy is handled by the alliance until they leave the alliance
- Added starting option to set system size at 15000(small), 30000(medium) and 40000(large)
  - An additional asteroid belt is added around star per system size increase
- Added starting option to start with nine other factions
- Added starting option to respawn factions only up to the starting number (will cycle through factions)
- Added starting option to have no asteroid belts (apart from one around the star)

- Changed system to always spawn with an asteroid belt around the star
- Changed system to spawn with at least one gas giant
- Changed Patrol Fleets to take on extra assignments (raid, attack) when at war
- Changed attack, defense and patrol fleets to not have civilian ships
- Changed In System Supply Convoys (spawned form stations) to also deliver ships/weapons if delivering to player stations
- Changed Allied In System Supply Convoys to deliver allied faction ships/weapons if delivering to player stations
- Changed Rebels to always be hostile to Trade Guild

- Fixed a null reference exception with in system supply convoys
- Fixed issue with catastrophic station accidents not occurring
- Fixed (another) issue with ships/weapons not clearing properly on station takeover
- Fixed issue where factions could respawn even though respawn was off
- Fixed issue calculating last faction in certain circumstances
- Fixed issue where trade guild conversions could happen multiple times to same supply fleet
- Fixed issue with stations not updating at the correct rate
- Fixed fleet cost calculation issue
- Fixed issue with trade guild converted fleets not correctly despawning in some situations
- Fixed issue on loading save games not loading the correct settings before doing anything else

- Factions are less likely to declare war on factions that are far away
- Various resource level and transfer amount changes to account for new mining fleets
- Added some missing ships to IFed
- Removed Sparrow as a start ship for Council, and reduced the likelihood of it spawning
- Added cooldown time between system events, and the same system event cannot occur twice in a row
« Last Edit: July 17, 2013, 12:37:21 AM by Zaphide »
Logged

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #548 on: July 16, 2013, 02:08:20 AM »

Mining fleets sound cool but almost unnecessary as I've never seen stations with supply issues. (Well aside from when I play council who always seem to be on the back foot. >.>)

Liking the idea of the alliances forcing certain allegiances.

Mining fleets sound like they should add some life to the system regardless.
Logged

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #549 on: July 16, 2013, 02:37:50 AM »

Mining fleets sound cool but almost unnecessary as I've never seen stations with supply issues. (Well aside from when I play council who always seem to be on the back foot. >.>)

The other resource amounts were updated to take this into consideration. Now you should see the majority of supplies come from asteroid mining, fuel from gas mining, and crew/marines from supply convoys and generated by the station. Also, a station that is close to a gas giant and/or asteroid belt will obviously have an advantage over one that is far away.

Mining fleets sound like they should add some life to the system regardless.

That's the idea :) It's all a bit bleak and lonely in the depths of space!
Logged

theSONY

  • Admiral
  • *****
  • Posts: 673
  • Not a single Flux given
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #550 on: July 16, 2013, 04:04:53 AM »

is it just me or download isn't working ?
Logged
-the ABOMINATION - in progress

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #551 on: July 16, 2013, 04:32:02 AM »

It's not working, but i guess he is still uploading. x)
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #552 on: July 16, 2013, 05:03:02 AM »

And it's working. :)
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #553 on: July 16, 2013, 05:31:08 AM »

Yeah sorry should be all good now :)
Logged

Nanostrike

  • Captain
  • ****
  • Posts: 357
    • View Profile
Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
« Reply #554 on: July 16, 2013, 01:16:06 PM »

After playing the mod for a bit, I have one pretty large criticism:

Getting the needed weapons seems almost completely random and involves a ton of flying in circles or waiting at a planet and hoping a supply shipment gives them to you.

Depending on your faction and starting ship, with their default weapons and the possibility of not getting any weaponry you need to re-outfit your ship, you could be left nearly-useless.

Is there any way to make your faction get more of it's weapons faster or something?
Logged
Pages: 1 ... 35 36 [37] 38 39 ... 141