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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 1170299 times)

Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
« Reply #255 on: August 31, 2014, 10:22:05 AM »

The Locomotive and Ox don't show stat bonuses (it's a vanilla bug) but they do increase burn speeds.  I tested it myself; it is indeed working.  What was your fleet composition?
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TheKillerWolf

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
« Reply #256 on: August 31, 2014, 10:24:43 AM »

i got it working now it was the easy start with one added on. it showed the stats in the menu when i brought up burn details but i wasnt moving faster ( a burn 4 had caught me when i was supposed to be 5 while moving in a straight line)
« Last Edit: August 31, 2014, 10:32:45 AM by TheKillerWolf »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
« Reply #257 on: August 31, 2014, 10:36:58 AM »

It takes a second or so in campaign time to update, due to performance reasons.
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Darloth

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10 (Mayorate + Templars)
« Reply #258 on: August 31, 2014, 12:39:10 PM »

If you want a justification, it takes that long to attach the tow cables/load the ships/adjust the flux capacitors for laminar hyperfield flow.
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Dark.Revenant

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[0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #259 on: August 31, 2014, 11:16:15 PM »


Download Starsector+ 1.10.1
Download Mirror
(Requires LazyLib 1.9b (Updated!))
(Requires ShaderLib Alpha v1.7 (Updated!))

Download Interstellar Imperium 1.4 (Updated!)
Download The Knights Templar 0.9.1 (New!)
Download Blackrock Driveyards 0.6.5 (Not compatible with campaign yet! Replace the jar with this for a temporary patch.)
Download Exigency Incorporated 0.59b (Not compatible with campaign yet!)
Download Shadowyards Heavy Industries v0.4.7b Dev Version
Download The Mayorate v0.7.1 (New!)
Download Citadel 0.7 (Updated!)

We also recommend Version Checker 1.1b to notify you when an update is ready.


Version 1.10.1
  • Knights Templar tweaks
  • Duel of the Century tweaked slightly to be easier
« Last Edit: September 03, 2014, 03:22:24 AM by Dark.Revenant »
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #260 on: September 01, 2014, 11:18:50 AM »

I haven't played around with this for a bit, so I have to ask. Why does it feel like Corvus is the only place with Pirates? And where did the Independent stations go?
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Darloth

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #261 on: September 01, 2014, 12:23:52 PM »

This is mostly vanilla - are you thinking perhaps of Uomoz's mod? I know that Us'S has lots of pirates and indeed an indie trade hub in pretty much every system... I don't recall if SS+ ever had that though.  Someone please correct me if I'm wrong.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #262 on: September 03, 2014, 12:19:48 PM »

@Dark.Revenant

After adding Blackrock Driveyards 065 with your temporary patch i have only 3 music samples in game - all vanilla ones are disabled. Is this normal?

It's an artifact of the lack of a music API.  It will be fixed eventually.
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r4plez

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #263 on: September 03, 2014, 12:38:36 PM »

Thanks for quick :o response, i already removed my previous post because i have found a way to add music into game by modifying sounds.json. in Blackrock mod. Didn't noticed your replay in time..  ::)
« Last Edit: September 03, 2014, 12:44:09 PM by r4plez »
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Wyvern

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #264 on: September 04, 2014, 09:35:32 AM »

Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
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Wyvern is 100% correct about the math.

Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #265 on: September 04, 2014, 11:44:26 AM »

Just started playing with all the latest... and Templar weapons are showing up for sale, which I'm betting isn't intended.
For sale where? None of the SS+-specific stations should have them, and I know Exigency Incorporated, The Knights Templar, and the Interstellar Imperium never sell them either.
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #266 on: September 04, 2014, 12:07:59 PM »

I saw some weapons at the Hegemony station in Corvus, also saw some vanilla ships mounting Templar weapons.
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TheKillerWolf

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #267 on: September 04, 2014, 12:10:51 PM »

i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #268 on: September 04, 2014, 12:43:18 PM »

i saw some of the fighters and weapons for sale i dont think that should be a huge deal as the factions should have run ins with em and they seem priced through the roof as they should. i def feel the fighters should be left for sale unless your gonna put in a blueprint system its the only way to get them and they are cruiser levels of cost.

Their fighters are for sale on occasion in Askonia; this is indeed on purpose because you can't capture them.

The Hegemony is not supposed to be selling Templar weapons; in the future I'll adjust this so they only appear in Askonia.
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TheKillerWolf

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.10.1 (Mayorate + Templars)
« Reply #269 on: September 04, 2014, 01:38:42 PM »

that was where i saw the weapons so its not that odd i guess but i think this is a little bit i can buy the test ships lol


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