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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1332133 times)

Snrasha

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2220 on: January 11, 2016, 11:28:55 AM »

In vanilla, you cannot have multi-board per battle.  ( Use a cheat for have a 100% chance have a boarding and you can see, ah ah)
You can go also look in dialog script, limited per a true/false if you have obtain a board.

After, i put wrong, but when i have listen this dialog script, i have see just unique boarding per battle.
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Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Xanderzoo

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2221 on: January 11, 2016, 04:39:57 PM »

How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
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Wyvern

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2222 on: January 11, 2016, 04:42:14 PM »

How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
IBB bounties are only available at certain faction's planets; I don't remember who all exactly, but it lists them once you can find one.  Hegemony is definitely on the list.
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OOZ662

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2223 on: January 11, 2016, 04:54:55 PM »

How do I take up an IBB bounty? When I look at the missions list in a station I don't see any IBB bounties listed there.
IBB bounties are only available at certain faction's planets; I don't remember who all exactly, but it lists them once you can find one.  Hegemony is definitely on the list.

Hegemony, Sindrian, and supposedly independents. Never seen one at the latter.
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2224 on: January 11, 2016, 06:21:12 PM »

Several mod factions are also included.  You won't find them on small worlds; a place like Jangala is bound to have more than one most of the time.
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sycspysycspy

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2225 on: January 11, 2016, 07:02:11 PM »

I accidentally reached famous bounty stage 26 by using the command console, but only once. Then I could not do the trick any more. Hope you could release 3.2.0 soon, the last stage is really a hardcore challenge.
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Surge

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2226 on: January 12, 2016, 07:09:44 AM »

I gotta ask, are these (Templar) pirate fleets the work of SS+ or does Templars by itself do that now? because the first time I saw one I didn't believe it, the second time I had to fight it and I about had a heart attack when I realized how many clarents were pointed at me.
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Blaze

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2227 on: January 12, 2016, 07:41:32 AM »

Both actually, SS+ has randomized ship and fleet loadouts, so you'll occasionally run into themed fleets; but you won't see a Tiandong-themed fleet without have THI installed.
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Dark.Revenant

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2228 on: January 12, 2016, 09:43:55 AM »

I gotta ask, are these (Templar) pirate fleets the work of SS+ or does Templars by itself do that now? because the first time I saw one I didn't believe it, the second time I had to fight it and I about had a heart attack when I realized how many clarents were pointed at me.

Templar-themed pirates are rare.  If you have all the compatible mods enabled, you'd find one in every 300 pirate fleets.  That's some amazing luck.
« Last Edit: January 12, 2016, 09:47:00 AM by Dark.Revenant »
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Surge

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2229 on: January 12, 2016, 05:18:55 PM »

It was a bounty fleet too, the clarents were scary and cost me a Wolf, but beyond that it was mostly ships armed with weapons they had no business trying to use, so after they ran out of clarents it basically became free loot for me. I do like the opportunity to collect templar tech without having to actually fight the templars.
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Drglord

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2230 on: January 13, 2016, 04:48:25 PM »

Okay it seems i got a problem with IBB.
First of all i got all factions that you say are compatible enabled.
Second i was doing them by getting them mostly on prism freeport.
But they seem to run out and the last one i did was the one costing 980.000
I am pretty sure i didn't do them all cause no templars or paragon
so is that the last one? the 980.000 one?
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Wyvern

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2231 on: January 13, 2016, 05:14:22 PM »

Just got to the Luddic Path bounty fleet... and, err, it kinda felt like a joke.  Neither the Onslaught nor the Dominators were able to close, and were trivially kited to death without ever firing more than an occasional salvo of missiles.  I suggest removing the Degraded Engines hull mod, or restoring their original Burn Drive system, or perhaps both.

I mean, unless it's supposed to be a sort of a joke fight?  In which case it's fine.
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Taverius

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2232 on: January 13, 2016, 05:20:45 PM »

If you don't fly kite ships they're fairly challenging - the onslaught anyway can take a lot of punishment and dish out quite a bit too.
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Wyvern

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2233 on: January 13, 2016, 06:07:04 PM »

If you don't fly kite ships they're fairly challenging - the onslaught anyway can take a lot of punishment and dish out quite a bit too.
"Kite ship" in this case meaning "Anything smaller than a cruiser, or most cruisers, or some of the faster capital ships" - it's not that I deployed anything that was meant to kite them to death, it's just that they were too slow to close with even my normal ships-of-the-line.
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Surge

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Re: [0.7.1a] Starsector+ 3.1.2
« Reply #2234 on: January 13, 2016, 07:02:55 PM »

No you were definitely using a kite ship if they couldn't pressure you at all. Any shorter range build will be dramatically outranged by a capital ship like the Onslaught and have to take some care to avoid being shredded.
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