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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1170544 times)

Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #60 on: March 05, 2014, 06:48:14 PM »

New release!  We've got a new ship, some more balance tweaks, some edits to the fleet spawning code, and my custom adaptation of Uomoz' Variant Randomizer!
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Chaos Farseer

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #61 on: March 05, 2014, 07:06:43 PM »

Man, I've got to try this out at some point. It looks extremely promising.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #62 on: March 09, 2014, 01:47:13 AM »

The next version externalizes the variant randomizer databases so you can more easily use it for your own mods.  See the factions folder, once 0.7 is released.
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #63 on: March 09, 2014, 10:48:57 AM »

Those support ships are awesome.
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SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #64 on: March 12, 2014, 05:29:10 PM »

Hmm, the cathedral class ship's picture is a bit broken for me. Would love to see what it looks like
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #65 on: March 12, 2014, 07:29:12 PM »

The sprite isn't finished yet, hence the brokenness.
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #66 on: March 13, 2014, 02:02:52 AM »

Dark.Revenant, mind elaborating on just what's wrong with the Castle's AI? Something shipsystem or hullmod-related, or missing the 'CIVILIAN' flag in its ship_data.csv entry?

I'm one of those kind of people who sees something bug-related in a mod's changelog, and then try to fix it on their own end just because; but in this case, I'm not sure what's the bug in question.
« Last Edit: March 13, 2014, 02:05:10 AM by TimeDiver »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.6
« Reply #67 on: March 13, 2014, 02:43:52 AM »

Its system has faulty AI logic.  Once the Cathedral's sprite is done I'll rig it up and upload 0.7.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #68 on: March 14, 2014, 04:42:09 AM »

Starsector+ 0.7 is released!

Introducing the Cathedral-class Grand Capital Ship, with accompanying Redeemer artillery weapon!  Special thanks to HELMUT for the amazing sprites!

Three new factions: Cult of Galactic Redemption, Knights of Ludd, and Luddic Path, with accompanying star system, Omega Serpentis!

A new super-large mission: The Great Schism.

Variant randomization weapon groups and factions are now externalized into JSON files!
« Last Edit: March 14, 2014, 04:52:28 AM by Dark.Revenant »
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #69 on: March 14, 2014, 12:44:54 PM »

Awesome. All I need now is a way to use this with other mods.  :P
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #70 on: March 14, 2014, 05:27:19 PM »

You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?
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Erick Doe

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #71 on: March 14, 2014, 07:08:40 PM »

You should add some prefix to your ships IDs. That way it limit the conflicts with others mods, for example the sentinel bomber conflict with the TuP sentinel frigate. I can play with both but won't be able to buy the bombers.

Anyway i played a bit the campaign with the Castle as a flagship, that thing is pretty damn useful. Also, is it possible to encounter a Luddite fleet fielding the Cathedral?

Does it actually conflict? TuP has prefixes on its ship IDs so it shouldn't conflict even if this mod doesnt have prefixes.
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SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #72 on: March 14, 2014, 07:15:10 PM »

The Redeemer in my opinion, is extremely underwhelming. It doesn't do much to shields or ships, considering its size and OP
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #73 on: March 14, 2014, 07:40:24 PM »

Minor bugs when poking through the .csv files (may be edited/added to as free time permits):

1. Vigilance remains at 150 armor, contrary to changelog (not increased to 250, default is not actually 125)

2. Cerberus' base value reduced from 13000 to 7000, not documented in changelog; reasoning?
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7
« Reply #74 on: March 14, 2014, 08:40:10 PM »

It took a lot of time and effort but I edited the 400+ files necessary to have the ssp_ prefix before all the ships and weapons.  You're on your own if someone overwrites a hull mod or ship system.
This completely destroys backwards compatibility with saves, by the way.  You will need to delete your 0.7 saves.

The Church sends out Crusades every once in a while; a Cathedral is the flagship of those fleets.

@SpaceRice the Redeemer is not an assault weapon; it's a fire-support weapon.  2000 energy damage with perfect accuracy and a really fast ballistic shot across the entire map is nothing to scoff at.  If it did more damage it would be too good.  For the record, 2000 energy is the most burst damage a single weapon can deal to shields; only a Reaper torpedo matches it (you can also include the Plasma Cannon if all three shots hit).  For comparison, a sabot SRM (the 2nd place contender) does 1500.  Have you actually had to fight against it at long range?  It essentially forces you to keep your shields up, even in a ship like the Onslaught, and unlike the Tachyon Lance it actually .

Updated, and fixed the stuff TimeDiver mentioned.  (The Cerberus is reduced in cost because it is so overpriced in vanilla)
« Last Edit: March 14, 2014, 08:46:16 PM by Dark.Revenant »
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