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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1325331 times)

EI

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1050 on: February 17, 2015, 08:46:16 PM »

Ooo.

New presents to salvage... I mean, play with. :3
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You know what happens when I raise the "alarm"~ <3

Protonus

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1051 on: February 17, 2015, 08:49:46 PM »

Ooo.

New presents to salvage... I mean, play with. :3

Good lord, EI. Please don't take whatever new ships appeared in there.
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The cookies are a weird one, okay.

orost

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1052 on: February 17, 2015, 08:52:28 PM »

I met a Pirate Attack Fleet in Magec that had no weapons whatsoever (except for builtins) on any of its ships. Pacifist pirates?

Composition:

* Condor (flagship)
* Bull
* Enforcer (D)
* Longbow wing
* Dipteron wing
* Talon wing
* Buffalo
* Dram

very soon after starting a new game.

SSP + Templars + II + Blackrock + Omnifactory

Edit: another one, this time a bounty fleet.
Edit: Hah, this actually makes them more difficult to kill. All they want to do is run away, and most of that low-tech trash has burn drive systems.
Edit: Every bounty fleet (saw four) and about one in two-three other random fleets, pirate or not, appears to have been declawed.
« Last Edit: February 17, 2015, 09:09:02 PM by orost »
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EI

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1053 on: February 17, 2015, 08:52:46 PM »

Good lord, EI. Please don't take whatever new ships appeared in there.

But the Victory and Cronus... they look so... sexy~ @p@
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You know what happens when I raise the "alarm"~ <3

zsguy

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1054 on: February 17, 2015, 09:25:52 PM »

i cant open up.pls help to see what happen

Code
28966 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.SSP_MegaPulseHoming.init(SSP_MegaPulseHoming.java:103)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.O?o000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1055 on: February 17, 2015, 09:26:52 PM »

I met a Pirate Attack Fleet in Magec that had no weapons whatsoever (except for builtins) on any of its ships. Pacifist pirates?

Composition:

* Condor (flagship)
* Bull
* Enforcer (D)
* Longbow wing
* Dipteron wing
* Talon wing
* Buffalo
* Dram

very soon after starting a new game.

SSP + Templars + II + Blackrock + Omnifactory

Edit: another one, this time a bounty fleet.
Edit: Hah, this actually makes them more difficult to kill. All they want to do is run away, and most of that low-tech trash has burn drive systems.
Edit: Every bounty fleet (saw four) and about one in two-three other random fleets, pirate or not, appears to have been declawed.

Fleets spawned during the 30-day economy stabilization timelapse period apparently don't have weapons.  I have no idea why as of yet.  Expect a hotfix at some point.

Edit: Now I can't reproduce it.  What the hell?

Edit 2: Oh, hell.  Variants aren't saved.

@zsguy update the game; a hotfix was released yesterday.
« Last Edit: February 17, 2015, 09:45:43 PM by Dark.Revenant »
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zsguy

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1056 on: February 17, 2015, 09:34:11 PM »


@zsguy update the game; a hotfix was released yesterday.
[/quote]

oooh....rc2 just come up.....i just see it ..thanks for ur mods!!!
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1057 on: February 17, 2015, 09:48:37 PM »

Fleets spawned during the 30-day economy stabilization timelapse period apparently don't have weapons.  I have no idea why as of yet.  Expect a hotfix at some point.

Edit: Now I can't reproduce it.  What the hell?

Edit 2: Oh, hell.  Variants aren't saved.

@zsguy update the game; a hotfix was released yesterday.
So thats not a lasting issue right? Im super pumped to play this, lol
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Dark.Revenant

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1058 on: February 17, 2015, 10:00:55 PM »

Wait 30-60 minutes for my hotfix; then you can play.
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6
« Reply #1059 on: February 17, 2015, 10:05:11 PM »

Well if its only for the first crop of enemies it doesn't really matter. But hell, I guess I'll just wait in-case it breaks it...
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Dark.Revenant

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[0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1060 on: February 17, 2015, 10:41:21 PM »

Hotfix!


Download Starsector+ 2.6.1
Download Mirror
- or -
Download Starsector+ 2.6.1 (Vanilla Music Only)
Download Mirror
(Requires LazyLib 2.0b)
(Requires ShaderLib Beta v1.04) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer 1.4 to keep your progress.

We also recommend Version Checker 1.4b to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Faction Downloads
Download Interstellar Imperium 1.7 (Updated!)
Download The Knights Templar 0.9.4 (Updated!)
Download Blackrock Drive Yards 0.7.1 (Updated!)
Download Exigency Incorporated 0.7 (Updated!)
Download Shadowyards Reconstruction Authority 0.5.2.2 (not yet updated)
Download The Mayorate 0.8.1 (not yet updated)
Download Citadel 0.7.5 (not yet updated)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.3.1 (not yet updated)

Recommended Mods
Common Radar 1.1e (Updated!)
Console Commands 2.3
Version Checker 1.4b (Updated!)
Simulator Overhaul 1.0c
Save Transfer 1.4 (Updated!)

Version 2.6.1
  • Hotfix to make sure AI fleets actually saved their variants
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OOZ662

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1061 on: February 17, 2015, 10:50:28 PM »

Aww shoot, I came here all ready to report a fleet 5x my size that had previously kicked my face in proceeding to only deploy their fighter wing then flee like the wind when re-engaged after loading, but I see it's due to the same glitch. Thanks for the quick fixin', DR.
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Agalyon

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1062 on: February 17, 2015, 10:54:07 PM »

Thanks for the super fast fix DR, much appreciated.
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Ratheden

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1063 on: February 18, 2015, 12:55:21 AM »

First of all, thanks again for a great mod.

Is it possible to reduce the salaries ? If so how does this newb go about it?

Thanks,
Rath

It's not possible to change salaries currently.  Even if it was possible, the tooltip wouldn't change.

It's not like crew costs that much, unless you've got hundreds of elite crew or something.

Yes indeed my fleets are often maxed out on elite crew.

I hope for the day i may edit it.


Thanks for a great mod,
ratheden
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Ahne

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Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« Reply #1064 on: February 18, 2015, 06:58:33 AM »

Thanks for the update revenant!

Now i have only to wait for all the factions to update, btw. can i add other factions who are not listed as integrated factions to the mod?
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