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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1161938 times)

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #585 on: November 29, 2014, 12:10:17 PM »

SS+ adds ships to markets; many of these are SS+ ships but some are vanilla ships, faction ships, etc.
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OOZ662

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #586 on: November 29, 2014, 01:34:52 PM »

That begs the question...

No it doesn't. http://begthequestion.info/

It's unfortunate you weren't around to keep ye olde English from evolving. I think it sounds cooler.

They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.
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ciago92

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #587 on: November 29, 2014, 09:39:39 PM »


They need to be involved in the boarding party.  You can select multiple ships for this, you know.

I actually didn't know that. I'm curious what caused me to never try; might be something for Alex to reinforce.

what? I had no clue. Definitely needs to be on the tooltips somewhere
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Cromodus

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #588 on: November 30, 2014, 11:36:36 AM »

Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

Edit:

Reinstalled everything, it works. I think starsector.bat was messed up.
« Last Edit: November 30, 2014, 02:43:18 PM by Cromodus »
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LazyWizard

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #589 on: November 30, 2014, 11:54:31 AM »

Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.
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Ratheden

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #590 on: November 30, 2014, 12:42:23 PM »

I too have had it say it failed, but when you check each file one by one, the checker says they are all up to date.
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Cromodus

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #591 on: November 30, 2014, 02:08:03 PM »

Version Checker 1.2 (Doesn't work really well, btw)

Sorry to intrude, but could you give more detail on this? If there's something wrong with that mod I'd be glad to fix it. :)

If you're referring to SS+, ShaderLib, Interstellar Imperium and the Templars failing their update checks, that's because DR's personal site is down and that's where his version files are hosted.

Ok, that's exactly what happened. Thanks.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #592 on: November 30, 2014, 02:34:38 PM »

Problem: With the newest updates of all mods compatible with Starsector +, I can't load even a freshly created game: Mods are incompatible or something else is wrong.

I have these mods:

Starsector + 2.2
Citadel 0.7.4b
Imperium 1.5.1
Lazylib 2.0b
Shadowyards 0.5.2.2
Templars 0.9.3e
Mayorate 0.8.1
Version Checker 1.2 (Doesn't work really well, btw)
Shaderlib 1.01

My friend has the exact same configuration except for Starsector + 2.1.2 and he's not having any issues.

Edit:

I tried with SS+ 2.1.2 and it doesn't work either.

You need more memory allocation for Starsector.
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miljan

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #593 on: November 30, 2014, 03:19:27 PM »

I see that battle size is locked on 400 in options. Can I change it somehow to 500, as in vanilla?
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #594 on: November 30, 2014, 03:22:17 PM »

It's deliberately set to 400 for balance/consistency.  You can force it to a different number in settings.json.
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miljan

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #595 on: November 30, 2014, 03:57:22 PM »

Thanks, found it
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miljan

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #596 on: December 02, 2014, 06:55:32 AM »

After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #597 on: December 02, 2014, 07:34:17 AM »

After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.
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TartarusMkII

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #598 on: December 02, 2014, 07:47:23 AM »

After playing a little I think Revenant-class Phase Destroyer with his phase and teleport is somewhat unbalanced and annoying.  Been fighting against big fleets where their main flagship is this, and I literally can't do anything against him. My whole fleet (after killing everything else), follows him, so he is always phased so I can not attack him, and he can not attack me so he wait until his flux goes to max, and than teleports a whole screen away, vents in sec and goes back to same thing watching each other. The problem is my fastest ships with almost 300 speed can not catch him when he teleports, so we were watching each other for 10 min, until he decided to retreat.

Also that ship is the fastest in the whole game, as there is no chance to catch him ever how far and often he can teleport.

Suggestion, maybe remove teleportation.

I don't have those problems when fighting revenants.  Since it is a big Hyperion, I'm putting a CR timer on it, though.  I'll see if I like making the startup of the teleport vulnerable to hits, as well.

I'd love it if most teleporting things bigger than a frigate had a very brief pause before teleporting where they could get hit by things. I think it's pretty fair!
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OOZ662

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.2
« Reply #599 on: December 02, 2014, 08:10:39 AM »

Phase cloaking has always been a no-go for me. I'm too fumbly to make it work right myself, but I refuse to fight an AI vessel with it unless he's crippled and surrounded.
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