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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: [0.8a] Starsector+ 3.7.0  (Read 1325171 times)

Dark.Revenant

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[0.8a] Starsector+ 3.7.0
« on: January 26, 2014, 12:08:21 AM »

BIG ANNOUNCEMENT

SS+ will no longer be updated going forward.  The number of worthwhile features within it has dwindled, which can just be included in other mods.  Crew salaries and probably vengeance fleets will be gone altogether.  Nexerelin will likely take the officer death and battle map enhancements.  Dynasector will improve the named bounty system.  SWP will have the few remaining vanilla balance changes.



Download Starsector+ 3.7.0
Download Mirror
(Requires LazyLib 2.2 (Updated))
(Requires GraphicsLib 1.1.0 (Updated))

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.

Having problems?  Visit the Mod Troubleshooting Guide!



Main Features
- Balance changes
- Overhauled bounty system
- Vengeance fleets
- Campaign improvements
- Not compatible with total conversions



Other Features
  • Your officers can die in battle
  • Crew requires salary payments
  • Fixes to some vanilla bugs


Change Log
Version 3.7.0 (May 6, 2017)
  • Updated to support Starsector 0.8a
  • Removed skills changes
  • Removed soft fleet size limit
  • Removed extra skill point scaling
  • Removed extra crew bonus
  • Reverted numerous weapon balance changes
  • Reverted ship changes
  • Further nerfed Hurricane MIRV cooldown from 10 to 15 seconds (vanilla is 5)
  • Decreased amount of money gained by turning in AI cores to Tri-Tachyon, Independents, and Sindrian Diktat (2-3x base to 1.25-1.5x base)
  • Increased rep reward for turning in AI cores to Tri-Tachyon (0.5x base to 0.75x base)
  • Nerfed Damper Field to be 60/55/50/45% damage reduction, depending on ship size

Version 3.6.2 (April 11, 2017)
  • Outer Rim Alliance support

Version 3.6.1 (February 6, 2017)
  • Additional trade fleets
  • Improved vengeance fleet behavior
  • Fixed various minor bugs
  • All factions with bounties can issue named bounties, not just DynaSector-supported factions

Version 3.6.0
  • Removed vent speed experiment
  • Removed target leading pip (bugfix)
  • Reverted market procurement mission "improvements"

Version 3.5.2
  • Fixed level scaling

Version 3.5.1
  • General compatibility update

Version 3.5.0
  • startOptions.json now called SSP_OPTIONS.ini
  • Numerous features split to GraphicsLib, Ship/Weapon Pack, Underworld, DynaSector, and Audio Plus
  • Increased commission bounty payment to 500 credits
  • Improved Market Procurement mission
  • Improved Vengeance fleet pacing
  • Made procurement missions and hireable officers scale to the number of markets in the sector
  • Buffed Repair Gantry
  • Bug fixes galore

(Older versions included in internal change log)


Credits
Dark.Revenant for general development
Tartiflette for in-battle jump point artwork, and some misc. icons/splashes
« Last Edit: May 10, 2017, 07:26:03 PM by Dark.Revenant »
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FasterThanSleepyfish

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
« Reply #1 on: January 26, 2014, 12:34:05 AM »

Not bad. Keep up the good work!
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c plus one

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.1
« Reply #2 on: January 26, 2014, 09:10:44 AM »

Starsector+ (Starsector Plus) adds ships and weapons that fill missing roles in Starsector, makes minor tweaks to gameplay and metagame mechanics to solve common complaints about Starsector, and is purposed to look and feel like vanilla Starsector, enhancing your experience with the game.

The above is something i've been thinking about for a while. i dont have the leisure time or the l33t skillz for this sort of thing, so i'm quite relieved that you're going ahead with this project. if your new Phase DD (so useful! ;D ) plus the changes to cargo haulage are any clue, this is going to be a very helpful mod.
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you are playing them wrong then..

Don't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.

Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #3 on: February 05, 2014, 03:32:20 AM »

Updated.  New stuff!
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #4 on: February 05, 2014, 06:49:58 AM »

I'm not that much of a fan of the Revenant, the connections between each parts are kinda weird... The Achille look much more interesting with its odd shape. Also, the Trebuchet sprite is lovely! I'll try to play it when i'll have some time.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #5 on: February 06, 2014, 09:12:23 PM »

Added a youtube video demonstration: Youtube video here!
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Uomoz

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #6 on: February 06, 2014, 09:34:02 PM »

Looks very good! All those new toys sure look very powerful in a lot of situations.
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #7 on: February 07, 2014, 09:21:26 AM »

Haven't really tried the Revenant, however the Achilles seems very powerful, especially the long range variant. You can lob a massive amount of lrms across the map on a target, even a lone Achilles can take down without a scratch big meanies like the Dominator. It remind me a bit of Kadur's ships, low tech missiles boats that can swarm the screen with lrms. It's pretty much unstoppable unless you are largely outnumbered.

I have yet to try a missile based fleet with those in the campaign but i'm pretty sure it will be very powerful. That's going to be fun.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #8 on: February 07, 2014, 04:11:12 PM »

It's a hard counter to the Dominator, but ships like the Aurora are pretty much immune to LRM spam.  If you have proper shielding and/or point defense systems, dealing with a fire-support Achilles is not a problem.

I had to do several takes with the Achilles to get it to succeed against that frigate fleet, by the way.  It's really easy to mess up and get creamed since it has terrible armor coverage.
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #9 on: February 07, 2014, 04:25:48 PM »

After trying going mass Achilles in campaign, it's not as OP as i thought. Good thing. Its biggest weakness is that it's a Cruiser and it cost a lot of logistics points to deploy it. also, other than its 8 missiles turrets, it's a pretty terrible ship stat wise.

So disregard what i said earlier, it seems balanced.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #10 on: February 07, 2014, 07:10:28 PM »

Look dude! I don't know how to integrate it with LazyLib.

I'm being crucial here so please be honest.  :P

I have no idea what you were trying to say, but in order to make the mod work you need to download LazyLib and activate it (it's a mod) along with Starsector+.
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ValkyriaL

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.2
« Reply #11 on: February 07, 2014, 08:11:21 PM »

Seems like mister Liquidstang made a new account... or we just received a new member that reminds of him. ::)
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #12 on: February 16, 2014, 06:29:48 AM »

After much toil and trouble, I have finished the next update.  No new ships or weapons, but there is a lot of content nonetheless.

  • Integrated and updated arcibalde's Vanilla Addon mod (over 400 new variants!)
  • NPC fleets now have randomized skills, aptitudes, crew veterancy, and a flagship
  • Added Small Unit Tactics, Wing Command, and Logistical Oversight skills to the Leadership skill tree
  • Added Engine Power Limiter, Expanded Flight Decks, Cargo Expansion, Extended Fuel Tanks, Additional Crew Quarters, Minimized Logistics, and Maximized Ordinance hull mods
  • Revamped character creation difficulty settings; start in a shuttle, a frigate, a destroyer, or a cruiser + small fleet
  • Balance changes!
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Pazuzu

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #13 on: February 16, 2014, 09:29:59 AM »

looks good, but can't download from that link
403: forbidden
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #14 on: February 16, 2014, 10:30:49 AM »

If there was be a new update for Starsector, this mod would probably be the closest thing that looks like it. I really like all the small yet important changes of this mod, i especially like the revamped skill tree, the logistic branch is now much more interesting rather than just more fleet points. Also, the new variants make each fight a completely new kind of battle, i love it. I'm currently trying to fly a TT carrier based fleet to see how the new Trident and Longbow feels.

You should ask Zaphide for an eventual Exerelin add-on.

Pazuzu, i don't have this error, something with you firewall maybe?
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