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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 1163171 times)

Tartiflette

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #795 on: January 19, 2015, 08:09:59 AM »

That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.
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Deathfly

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #796 on: January 19, 2015, 09:22:47 AM »

That's a vanilla problem: the bounty fleets generally spawn near a market-less planet. If that planet has a station though, there might be patrol fleets nearby that will take out the bounty immediately.

Assassinate bounties shouldn't end up like that, but they do.

And...well, when i said the bounty expire immediately, i mean the two messages pop out simultaneously like this.

somewhere:xxxxx credit bounty someone posted by someone on somebody.
bounty on somebody over.

Please forgive me for my unclear expression. It is my fault.

I just found that if this issue occurs, the portrait of the taget would must be a moded one. And I can't see Crystanitez in bounty fleets anymore so far.
Maybe there was a bug when a non-integrated faction trying to spawning some faction ships in the bounty fleet.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #797 on: January 19, 2015, 02:25:30 PM »

When i play SS+ with some non-integrated factions (like SCY and The Crystanitez) something strang happen.

i found that the non-integrated factions sametime may trying to post a person bounty. But it will expire immediately and saying some other fleet had been take it out.

i guess there are something wrong happening when the taget fleet is spawning.

SCY and The Crystanitez should be clear, because i can remember that i used to engaged a Crystanitez fleet in Acheron F and the Crystanitez ship's heavy armour very impress me.

Maybe Junk Pirates or Neutrino Corp involved in but i'm not sure.

That's a weird bug, but I found out what was causing it.  Thank you for pointing it out; I probably wouldn't have found it on my own.
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Deathfly

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #798 on: January 19, 2015, 11:02:44 PM »

Glad to help.

So i should disable the Junk Pirates and transfer my save one more time? Well, i think this is a chance to test out the SCY 0.87.
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A not-so-noob functional geneticist
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Served in Neutrino corporation as a long-term services and supports staff.

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #799 on: January 19, 2015, 11:05:32 PM »

Don't disable Junk Pirates; they're integrated in the next update anyway.
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Baleur

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #800 on: January 19, 2015, 11:11:43 PM »

Could you mention which factions are safe to use without horrible bugs, before 2.5 is released?
From the posts above, i gather that Junk Pirates and Neutrino Corp is safe?
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #801 on: January 19, 2015, 11:13:17 PM »

I don't know; generally, only mods that have that mistake/bug in their world gen code will cause those issues.
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cpmartins

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #802 on: January 20, 2015, 03:30:03 PM »

First off, thanks for the hard work you put in it for us man, really apreciate it. I`m loving it so far.

I`m looking to ease up the soft cap after level 40, but your mod apparently uses a function other than the one contained in LevelupPluginImpl inside the .jar, and for the life of me I can`t find it. Could you tell me where it is?
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #803 on: January 20, 2015, 03:37:41 PM »

It does use the LevelupPluginImpl found inside the SSP jar.  However, overwriting it is difficult.  Your best bet is to compile a new version of SSP.jar with that class changed to suit your needs.
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Denebio

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #804 on: January 22, 2015, 01:01:20 AM »

Hey guys, first let me thank all ss+ hardworking guys for great work. Secondly let me ask some annoying questions. I see info that Blackrock is updated but no such information on cycerin's blackrock post. Does it only work with SS+ on 65.1a version ?
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Tartiflette

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #805 on: January 22, 2015, 01:07:02 AM »

SOON tm
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Denebio

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #806 on: January 22, 2015, 01:09:41 AM »

SOON tm

Okay now you are teasing ... Does it work with ss+ already or must i wait ? Cant check it next 8 hours :<
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What you do when you can't defeat a boss ? Go to base, get bigger guns and return with guns blazing. Repeat if problem still occurs

Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #807 on: January 22, 2015, 01:31:38 AM »

He fell asleep before making the post.  Stay tuned.
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Psiyon

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #808 on: January 22, 2015, 05:08:40 PM »

Out of curiosity, do you have any intention of changing how ships in market inventory are handled? It's annoying to have to spend a ton of money on purchasing ships just so a market will restock itself with new ones. It would be super awesome to have some basic script that would just go through and randomly remove some ships from market inventory so that they're slowly but continually being restocked.
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Dark.Revenant

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.4
« Reply #809 on: January 22, 2015, 06:18:21 PM »

25% of ships are removed/restocked every month from every market in vanilla.  Not sure what you're asking, in that case.  Maybe a higher rate?

I'll try 50% for open/military and 75% for the black market.

Actually, I'll do one better: scale the loss based on amount of time since the last visit (with exponential distribution normalized for 1 month being a 33%/50% loss); if you refresh the market after being gone for a year, it'll be nearly 100% gone.
« Last Edit: January 22, 2015, 07:18:58 PM by Dark.Revenant »
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