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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: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 694988 times)

Vayra

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.2 available 2019-07-01)
« Reply #375 on: July 02, 2019, 10:03:02 AM »

Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.

I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then.  :D
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

KailaRaZhu

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.2 available 2019-07-01)
« Reply #376 on: July 03, 2019, 08:59:57 AM »

Yeah -- I've added a big (Dev Build) to the download link, so hopefully that warns a few more people off heh.

I'll post an "official release" when the last of these bugs are quashed -- anyone wanting a persistent save should probably wait until then.  :D

Doesn't Dev Build just mean installing Safety Overrides in your Starsector mod load out?  ::)

Honestly some people are just addicts who consider this mod to be part of the core experience now. Dev Build?! pah! Some mandatory duct tape here and there and it'll be safe to fly.

...er not that I'd know anyone like that. Yup.
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Bastion.Systems

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #377 on: July 03, 2019, 11:48:26 AM »

How well does this mod work with nex random sector? Right now the colonial factions all get equal share of planets with the others, maybe custom spawn weights would make it better?

Seems like nex now also lets factions establish colonies, will the scripts clash?



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Eidam

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #378 on: July 03, 2019, 02:17:35 PM »

Quick question about the Caliph (again *shrug*), what are the conditions to make the bounty happen? Does it happen at a certain cycle, does the Remnant need to be eliminated or is it simply just very, very rare? I managed to go through four campaigns, one up to cycle 221 and still haven't seen it.
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Vayra

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #379 on: July 03, 2019, 02:29:16 PM »

How well does this mod work with nex random sector? Right now the colonial factions all get equal share of planets with the others, maybe custom spawn weights would make it better?

Seems like nex now also lets factions establish colonies, will the scripts clash?

They already have a 0.3 (30%) spawn weight (except Ashen Keepers, oops, fixing that now) -- if it doesn't seem to be working, that might be an issue to raise in the Nexerelin thread.

The Nex colonies shouldn't cause any issues at all.

Quick question about the Caliph (again *shrug*), what are the conditions to make the bounty happen? Does it happen at a certain cycle, does the Remnant need to be eliminated or is it simply just very, very rare? I managed to go through four campaigns, one up to cycle 221 and still haven't seen it.

You can review the requirements (or change them!) in the .csv file under data/config/vayraBounties/unique_bounty_data.csv -- i believe they are:
- cycle at least 208
- player character level at least 30
- current player fleet strength at time of check at least 60 Fleet Points
- Hegemony not hostile to player
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Dostya

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #380 on: July 06, 2019, 07:53:23 PM »

So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.
« Last Edit: July 06, 2019, 07:57:11 PM by Dostya »
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Vayra

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #381 on: July 06, 2019, 11:49:04 PM »

So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.

Hmm, probably just an effect of its ridiculous (station-level) mass. I'll drop it some for the next release, we'll see if that changes anything!
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Eidam

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #382 on: July 07, 2019, 12:37:58 PM »

So I got the Caliph, kitted it out, stuck it in my fleet as a big dumb shooty object for funsies. I think there's something messed up with regards to its ramming damage. The Caliph taps a ship and the hapless fellow detonates regardless of whether it's using the ram drive or not. If it was more of a menace to the enemy than my own I'd be less unhappy, but I've repeatedly lost cruisers and carriers that end up near it. I've mothballed the thing and stuck it in storage - having the big dumb shooty thing is just too expensive in terms of lost ships.

EDIT: Oh, and after I did the save editing I had to turn the Vayra bounty intel system off too. I've had no more crashes and have kept going with my save.

I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.
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Vayra

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #383 on: July 07, 2019, 09:31:32 PM »

I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.

Hmm, that's really weird. It bears asking: did you have this save before the update that added the Caliph campaign integration and unique bounty system?
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Eidam

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #384 on: July 08, 2019, 03:48:30 AM »

I wish I had your luck, I still haven't been able to get the bounty for the Caliph to spawn after several real life days and messing around with the bounty file itself.

Hmm, that's really weird. It bears asking: did you have this save before the update that added the Caliph campaign integration and unique bounty system?

I've done several saves since then, over a dozen at least. I'm not sure if one of the other mods are interfering somehow but I only use Nexelerin and a couple faction mods. The first bounty for the Eagle spawns in the very first month almost every time but I haven't managed to get the Caliph even after editing the bounty file to make it appear in cycle 206 with level 1 player and 1 fleet point requirement.
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Selbin

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #385 on: July 10, 2019, 02:02:59 PM »

Greetings! A couple of quick things.
Thing the first: I've had to disable the mod due to issues with certain factions -always- being aggressive. This is especially upsetting when starting as, say, a member of the Ashen Keepers, who immediately annul my commission due to starting at minus 50+ standing with me and slaughter me immediately upon starting the game.

Where can one find older, stable versions of Vayra's Sector? All I can locate is the Dev version.

Edit: I use the most recent version of all the 'Lib mods, Nexerelin, Dassault-Mikoyan Engineering, Interstellar Imperium, Console Commands 3, Fix All Empty Planets 1.0, Sylphon R&D, and Missile and Sundry.
« Last Edit: July 10, 2019, 02:06:21 PM by Selbin »
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Vayra

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #386 on: July 10, 2019, 07:37:58 PM »

Greetings! A couple of quick things.
Thing the first: I've had to disable the mod due to issues with certain factions -always- being aggressive. This is especially upsetting when starting as, say, a member of the Ashen Keepers, who immediately annul my commission due to starting at minus 50+ standing with me and slaughter me immediately upon starting the game.

This is a really weird one. Just to be clear, this is the Nex start? With Random Sector, so they have planets and fleets on game start? Or do I have it wrong?
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Selbin

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #387 on: July 11, 2019, 11:15:53 AM »

Aye. My usual setup is:
Random core worlds
Enable Prism Freeport
Enable random faction standings at start (this might be the cause)

Whatever I choose, most standings are at least semi-random, but the Ashen Keepers are always super angry.
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HuoShengdi

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #388 on: July 12, 2019, 09:48:47 PM »

Not sure I like how Nexerelin interacts with the colonizing factions from this mod - half of them get hit by an invasion fleet and crushed before they can get going
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Selbin

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Re: [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02)
« Reply #389 on: July 16, 2019, 11:29:28 AM »

My other question also stands: Does anyone know how to get a previous, stable download of this mod? Because it looks -fantastic- and I'd really like to try it out without getting *** by my own faction each new game.

Apologies for the language, and thanks to Mendonica for correcting it. It was late and I was tired, but that's hardly an excuse.
« Last Edit: July 17, 2019, 07:53:08 AM by Selbin »
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