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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1332188 times)

Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2175 on: January 05, 2016, 04:48:30 PM »

Probably some driver screw-up with post processing.  Go into shaderSettings.json and turn off post processing (towards the bottom).
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OOZ662

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2176 on: January 05, 2016, 11:37:57 PM »



This is easily the most difficult thing I have ever fought in Starsector. It seems so simple, and yet with the two of them cuddled together and the twerps firing Mjolnir shells everywhere they were nigh-unstoppable. Until the one time that the unique ships didn't deploy for some reason. I'm immensely worried about what comes next.
« Last Edit: January 06, 2016, 01:06:55 AM by OOZ662 »
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

StarSchulz

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2177 on: January 06, 2016, 12:56:31 AM »

the largest fleet i ever fought had two of those luddic monstrosities in it. Once i saw three headed to Ascalon... they didn't make it  ::)

Weltall

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2178 on: January 06, 2016, 01:04:55 AM »

Yeah from the Ludds for me too it has two of them. I did NOT know at the time how big these ships were and I did not check starts of ships I did not know.. The Luddic church definitely "offed" my head. That's what I get for listening to Hegemony and going to make Ludds my enemies, in a modded game. T_T
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DonThyDong

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2179 on: January 06, 2016, 01:50:32 AM »

Disabling shaderlib fixed everything, thanks guys.
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Mudanzas Valencia

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2180 on: January 06, 2016, 07:10:32 AM »

How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)
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Garmine

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2181 on: January 06, 2016, 05:08:39 PM »

How about a hullmod "core preservation" that makes the ship always salvageable (assumming you eventually end up winning)

I'm too scared to deploy my precious unique bounty board salamander that omnifactory cannot replicate

(im gonna mod omnifactory to allow their replication, but i'll only have one in existance at a time, promise)

No need to mod it, it already supports it AFAIK. There's some config value you need to change in the mod's folder :)
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StarSchulz

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2182 on: January 06, 2016, 07:57:08 PM »

A hullmod that ensured it but that costs 5-15-25-50 op and 10% of your maximum venting and capacitor might seem fair. you are gimping your ships/fleet hoping you will always win the battle and be able to salvage them. And those numbers are pretty fair considering higher skills will more than negate those negative effects.

KopiG

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2183 on: January 07, 2016, 11:53:48 PM »

Would be cool if the Maximized Ordnance hull mod would be removed automatically if there is not enough ordnance on your ship. Of course Im not exploiting this bug when if you put the Maximized Ordnance on your ship fit it fully then you can remove the Maximized Ordnance and still use your ship even if it has negative ordnance points now.
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Nanao-kun

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2184 on: January 08, 2016, 12:09:37 AM »

Would be cool if the Maximized Ordnance hull mod would be removed automatically if there is not enough ordnance on your ship. Of course Im not exploiting this bug when if you put the Maximized Ordnance on your ship fit it fully then you can remove the Maximized Ordnance and still use your ship even if it has negative ordnance points now.
I'm pretty sure that was fixed, wasn't it?
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2185 on: January 08, 2016, 01:41:29 AM »

It doesn't update immediately, but it does, in fact, re-add itself.
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TheEndstoneGolem

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2186 on: January 08, 2016, 03:00:52 AM »

Hello,

I really want to install this on my computer, but its a mac.
Is there a way to download the file in a mac compatible version? Thanks :)
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Using an Astral with 6 Khopesh wings coz I'm that basic B)

Wyvern

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2187 on: January 08, 2016, 08:38:27 AM »

Hello,

I really want to install this on my computer, but its a mac.
Is there a way to download the file in a mac compatible version? Thanks :)

This is mac compatible as-is.  I sent you a PM with instructions the last time you asked in this thread.  What are you still having problems with?
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TheEndstoneGolem

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2188 on: January 08, 2016, 09:34:55 AM »

Thank you! I didn't see that I had a message xD. :)
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ANGRYABOUTELVES

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2189 on: January 08, 2016, 03:07:34 PM »

The Phase Lance in SSP does less damage than in vanilla. Is this intended, and if so, how can I change it back?

Edit: From searching the changelog, the only change made to the Phase Lance is a range buff from 600 to 650. Phase Lances still have 600 range; was this not implemented?

Edit 2 Phase Boogaloo: If I open up the weapondata.csv files, and copy-paste the Phase Lance line from the vanilla file to the SSP file, the burst damage goes up from about 1000 to about 1150, but it's still not as damaging as the vanilla version, which does 1250.
« Last Edit: January 09, 2016, 12:52:22 PM by ANGRYABOUTELVES »
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