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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1332312 times)

Marcus Garvey

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2070 on: December 25, 2015, 11:11:16 PM »

They don't show up automatically, they are found in the mission boards now. Hegemony, Sindrian, independent, and InterstellarImperium stations should have them.

Ah, okay, thanks!
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OOZ662

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2071 on: December 25, 2015, 11:38:30 PM »

After four hours of trying, I finally captured the Cortex. Time to throw fighters at everything. Though it's a bit odd; the one fight I've had it in so far it was diving at things with its PD weapons, so I figured it didn't have the CARRIER hint set...but looking at the CSV, it does. I wonder if Maneuvering Jets cause it to just automatically want to be close. If so, maybe that explains the over-suicidalness of things with burn drives. Either way, I pine for a timid officer even more...
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Weltall

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2072 on: December 26, 2015, 12:12:38 AM »

Maybe it just wants to be a Renegade and fly in the middle of the battle, shooting with it's tiny weapons! XD
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Pahomus

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2073 on: December 26, 2015, 02:32:55 AM »

Sup, guys.
Got some problems:
32050 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [E:\games\Starsector\starsector-core\..\mods\Starsector Plus\data\hulls\ssp_albatross.ship]
32376 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Key [type] has invalid value [HYBRID] in [{"id":"WS0001","mount":"TURRET","locations":[34.5,-26.5],"arc":280,"type":"HYBRID","angle":-45,"size":"MEDIUM"}]
java.lang.RuntimeException: Key [type] has invalid value [HYBRID] in [{"id":"WS0001","mount":"TURRET","locations":[34.5,-26.5],"arc":280,"type":"HYBRID","angle":-45,"size":"MEDIUM"}]
   at com.fs.starfarer.loading.float.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2074 on: December 26, 2015, 04:12:33 AM »

Easiest 333k I've ever made

Spoiler
[close]

Thank you for adding faction assasinations  :)
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sycspysycspy

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2075 on: December 26, 2015, 10:22:40 AM »

After how long will a bounty misson be expired. I have a bounty misson cancelled after 3 months or longer...
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isaacssv552

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2076 on: December 26, 2015, 01:23:50 PM »

After four hours of trying, I finally captured the Cortex. Time to throw fighters at everything. Though it's a bit odd; the one fight I've had it in so far it was diving at things with its PD weapons, so I figured it didn't have the CARRIER hint set...but looking at the CSV, it does. I wonder if Maneuvering Jets cause it to just automatically want to be close. If so, maybe that explains the over-suicidalness of things with burn drives. Either way, I pine for a timid officer even more...
I haven't played Starsector+ 3.1.2 yet but in 3.0.0 the Cortex will advance even with a timid or cautious officer. It's less likely to actually engage enemies on purpose but it still fails to stay far enough behind the front lines in many battles.
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2077 on: December 26, 2015, 03:58:17 PM »

After how long will a bounty misson be expired. I have a bounty misson cancelled after 3 months or longer...

IBB missions, once accepted, last six months.
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sycspysycspy

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2078 on: December 27, 2015, 04:33:28 AM »

Any Idea how to use the famousbountystage command? I think I could set its value from 1 to 26, I will give it a try if I could retry the mission I have missed.
« Last Edit: December 27, 2015, 05:15:27 AM by sycspysycspy »
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2079 on: December 27, 2015, 06:03:13 AM »

Hehehe...

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sycspysycspy

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2080 on: December 27, 2015, 07:16:52 AM »

Hehehe...


so officers will be able to die in the future ssp?
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Snrasha

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2081 on: December 27, 2015, 07:20:38 AM »

This man is the devil in person!!
(I want this update '.')
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Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

SpacePoliticianAndaZealot

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2082 on: December 27, 2015, 09:19:07 AM »

Makes sense, since all the officers in NPC fleets go down with their ship.


Not that I care, though: I fly solo all the time :P
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TaLaR

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2083 on: December 27, 2015, 09:35:43 AM »

Yeah, but 20 seems to be the most common level among enemy officers (at least with both SS+ and Nex), while getting your ones to 20 in SS+ takes forever (even with level 59 character my top officer was 19).

Since you can never guarantee that AI won't do something stupid and die, i hope permadeath officers are optional.
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adecoy95

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2084 on: December 27, 2015, 09:44:22 AM »

hey apoligies for posting this again so soon, but i was still curious how the process of mining happens in this mod, if anyone knows what ship i need i would appreciate it. what faction would help too
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