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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 1170304 times)

Dark.Revenant

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Major fix.  Old saves will probably break.


Version 1.3.2
  • Blackrock Driveyards no longer causes pirates to be spawned without SS+ features
  • Hegemony attacks Interstellar Imperium more often
« Last Edit: May 25, 2014, 01:55:21 AM by Dark.Revenant »
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Dark.Revenant

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Needed update to go along with the Imperium update.


Version 1.3.3
  • Improved Imperium Olympus spawn and shop rates
  • Removed TITAN and Apocalypse from Askonia (the Olympus can still drop)
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Dark.Revenant

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Minor update, once more for Imperium purposes.  You can keep your saves, too.


Version 1.3.4
  • Added Light Ballista Rack to fleet randomization
« Last Edit: May 27, 2014, 03:10:20 AM by Dark.Revenant »
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Mazuo

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Code
java.lang.RuntimeException: Weapon spec [ii_smallballista] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript$GoodInfo.checkRestock(SSP_BabylonStationResupplyScript.java:893)
at data.scripts.world.imperium.SSP_BabylonStationResupplyScript.advance(SSP_BabylonStationResupplyScript.java:855)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Crash from save started in 1.3.3.  Expect starting a new campaign will resolve, just thought you should see.
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Dark.Revenant

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You just need to download the latest Interstellar Imperium, since that update introduces ii_smallballista
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Mazuo

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Didn't keep up with the release I see, my bad.  1.0.1 was so recent I thought it was the latest.  I'll correct that, thanks.
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Taverius

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Found a meatship for sale at Sindrian Diktat HQ :)
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Sleepyfish

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Which one? Also, I think that it is unpreventable to find all ships in Askonia. Meaty goodness, mmh mmh mm!
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Taverius

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The armored one :)
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #129 on: May 29, 2014, 12:06:07 AM »

Pirates Plus is now integrated!


Version 1.4
  • Integrated and incorporated Pirates Plus by Cycerin
  • Buffalo Mk II supplies/day reduced to 2.5
  • Vigilance supplies/day reduced to 1.75
  • Fixed target leading pip
  • Meatships no longer spawn at Askonia
  • Code maintenance
« Last Edit: May 29, 2014, 12:12:26 AM by Dark.Revenant »
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CaveBacon

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #130 on: May 29, 2014, 01:24:14 PM »

This mod is wonderful, and is fast becoming my preferred way to play the game.
I'm really glad to see Pirates Plus (and Targeting Pip!) integrated.

Are there any plans to integrate Shadowyards Heavy Industries? 
In my experience they play nicely with vanilla balance and are an interesting alternative high-tech faction to Tri-Tachyon.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #131 on: May 29, 2014, 02:09:07 PM »

Yes, they are planned, along with Mayorate.
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Sabaton

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #132 on: May 31, 2014, 05:21:57 AM »

 Do you plan to add some of the spirites Helmut posted on the Spiral Arms thread?
 Spiky phase ships and custom faction ships are the bees knees.
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Doogie

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #133 on: May 31, 2014, 09:06:45 AM »

Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

Also, you should add TuP ships :P
(its your call of course)
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The Soldier

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #134 on: May 31, 2014, 09:28:37 AM »

I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.
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