Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 189 190 [191] 192 193 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1325452 times)

Grizzlyadamz

  • Commander
  • ***
  • Posts: 101
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2850 on: August 05, 2016, 08:43:26 AM »

Here's Nemo's modlist: http://pastebin.com/MRgzWkpF

No Neutrino/NGO.
Logged

Weltall

  • Admiral
  • *****
  • Posts: 774
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2851 on: August 05, 2016, 08:54:14 AM »

I do not remember NGO in any of his latest plays .. and I remember he dropped Neutrino on Season 8.. what a sad day, since I think Neutrino fit him~ He did so due to issues Neutrino gave him (along with other mods)
Logged
Ignorance is bliss..

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2852 on: August 05, 2016, 09:15:15 AM »

Seems like Junk Pirates and/or Metellson Industries could be the culprit here.
Logged
 

King Alfonzo

  • Admiral
  • *****
  • Posts: 679
  • -- D O C T O R --
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2853 on: August 05, 2016, 07:18:10 PM »

Just checked. Removing Metellson, Junk or both at the same time did nothing to the procurement missions.

One thing I did do (and I'm looking at now) is muddling with some of the Nexerellin options. However, I fail to see how enabling pirate invasions would effect procurement missions.

RickyRio

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2854 on: August 30, 2016, 11:07:43 PM »

Just wanted to post that I seem to be having trouble finding the small harpoon missile pod (the 3x not the singular) in most markets. its not that it never shows up, but that its way more rare than in the base game (at least 4x less common by my own guess)
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2855 on: August 31, 2016, 01:49:55 PM »

That's probably because vanilla had tons of them and DS makes them roughly equal in proportion to other missiles.
Logged

Black Crag

  • Ensign
  • *
  • Posts: 46
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2856 on: September 12, 2016, 10:20:07 AM »

Does this include all the stuff from earlier SS+ versions or do i have to get some more mods over the SS+?

Like Dynasector, for example.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2857 on: September 12, 2016, 12:53:45 PM »

SS+ now mainly consists of skills and general balance changes, afaik. most features and content have been split and moved to Dynasector, Underworld and Ship/Weapon Pack.
Logged

Black Crag

  • Ensign
  • *
  • Posts: 46
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2858 on: September 12, 2016, 02:19:01 PM »

SS+ now mainly consists of skills and general balance changes, afaik. most features and content have been split and moved to Dynasector, Underworld and Ship/Weapon Pack.


Ah, ok. I'll just run with an old version then.

Thanks for the answer.
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2859 on: September 12, 2016, 02:48:03 PM »

... Why?

Using the old version instead of the modern setup is not ideal for a few reasons especially if you run with faction mods.

Black Crag

  • Ensign
  • *
  • Posts: 46
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2860 on: September 13, 2016, 08:17:36 AM »

Mostly because i already have the old version of most stuff and the changes doesnt seem significant enough to update.
 
... Why?

Using the old version instead of the modern setup is not ideal for a few reasons especially if you run with faction mods.
Logged

MesoTroniK

  • Admiral
  • *****
  • Posts: 1731
  • I am going to destroy your ships
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2861 on: September 13, 2016, 02:49:13 PM »

The improvements to the dynamic variant system are substantial. And supported faction mods that updated after SS+ was split up will not even function correctly.

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7174
  • Harpoon Affectionado
    • View Profile
Re: [0.7.2a] Starsector+ 3.5.2
« Reply #2862 on: September 13, 2016, 03:09:34 PM »

I recommend making the plunge into the multiple mods - it lets you pick exactly what features you want to have and is overall cleaner. They work well with faction mods too because its significantly easier to do debugging.

Just be careful of pirates with the dynamic variant system! They can be quite unexpectedly evil (which is both a welcome change and terror inducing).
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
[0.7.2a] Starsector+ 3.6.0
« Reply #2863 on: September 17, 2016, 07:08:52 PM »

Maintenance update, fixing bugs and removing stuff that doesn't quite work properly.



Download Starsector+ 3.6.0
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.2)

Git Repository

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Having problems?  Visit the Mod Troubleshooting Guide!

Version 3.6.0
  • Removed vent speed experiment
  • Removed target leading pip (bugfix)
  • Reverted market procurement mission "improvements"
Logged
Pages: 1 ... 189 190 [191] 192 193 ... 197