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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1385703 times)

Starasp

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2385 on: March 02, 2016, 05:54:14 PM »

Nerf Cabal please :(
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firelor

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2386 on: March 03, 2016, 12:28:48 AM »

first sorry if this is not the right section for this question.

second - i am getting a null error when attempting to start the game with the starsector+ mod running along with the 2 required library add-ons. after checking the log for the actual error all i get is its a java.lang.OutOfMemoryError. my question is, does any one know how to correct this memory issue or am i looking at something i may have installed incorrectly?

any help i can get would be most usefull. i am changing over from ironclads to starsector+.
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OOZ662

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2387 on: March 03, 2016, 12:53:05 AM »

java.lang.OutOfMemoryError.

You're out of memory allocated to Java. If you have a 64bit OS, follow the link in the first post of this thread that details switching to 64bit Java to use more than 2GB of memory. If you have a 32bit OS, you're going to have to play with the heap settings (just Step 4 in the aforementioned link) until you can get to a stable amount of memory by upping the allocation as high as you can without crashes and/or reducing the number of mods you use.
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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.

Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2388 on: March 03, 2016, 01:36:56 AM »

first sorry if this is not the right section for this question.

second - i am getting a null error when attempting to start the game with the starsector+ mod running along with the 2 required library add-ons. after checking the log for the actual error all i get is its a java.lang.OutOfMemoryError. my question is, does any one know how to correct this memory issue or am i looking at something i may have installed incorrectly?

any help i can get would be most usefull. i am changing over from ironclads to starsector+.

Update your graphics drivers.  This is a problem associated with incompatible drivers with ShaderLib.
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19_30s

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2389 on: March 03, 2016, 02:57:45 AM »

I don't think it is a good idea about the faction of starlight.
It has a purple and Tritachyon-like theme.There exist two modes with purple color,P9 and ApproLight.How can I distinguish it with those two since the ApproLight with a X-light name,and also with a Tritachyon-like theme ships?
Better change the color.
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ANGRYABOUTELVES

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2390 on: March 03, 2016, 10:30:34 AM »

Does the Starlight Cabal ever get new fleets? I've noticed the number of the cabal fleets decreasing steadily as I play, except for the same 3 or so doomstacks which stick around forever.

Edit: Year 3. Doomstacks are all gone. No Cabal anywhere to be found. I'm pretty sure the lack of Cabal planets means new Cabal fleets don't spawn.

Is there going to be an option to turn the Starlight Cabal off, for people who want a more vanilla-like experience?
« Last Edit: March 03, 2016, 12:17:39 PM by ANGRYABOUTELVES »
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Nanao-kun

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2391 on: March 03, 2016, 03:03:24 PM »

I quite enjoy fighting these high tech pirates. Fighting them is an interesting experience.
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2392 on: March 03, 2016, 04:38:32 PM »

Cabal fleets seem to spawn from the edges of the Hyperspace map.
Outer Terminus in the Diable mod has some issues with the harassing Staging Point Eclipse whenever the Templars aren't blockading it.
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ANGRYABOUTELVES

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2393 on: March 04, 2016, 07:45:18 AM »

Hecates are bugged and not spawning with full weapon loadouts. They've only got weapons in the back two energy turrets and none in the two synergy hardpoints.
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2394 on: March 04, 2016, 08:13:19 AM »

I've noticed several generated weapon loadouts with empty slots, it may very well be a feature.
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Serenitis

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2395 on: March 04, 2016, 10:53:04 AM »

Awww. The accelerated starts are gone.
Will they be coming back?
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2396 on: March 04, 2016, 12:01:08 PM »

Hecates are bugged and not spawning with full weapon loadouts. They've only got weapons in the back two energy turrets and none in the two synergy hardpoints.

Synergy and Composite slots are bugged right now.
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Metricton81

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2397 on: March 04, 2016, 04:02:17 PM »

Awww. The accelerated starts are gone.
Will they be coming back?
I was wondering the same thing?
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Because, unlike some other Robin Hoods, I can speak with an English accent.

SierraTangoDelta

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2398 on: March 05, 2016, 03:56:27 PM »

I just fought the Interstellar Imeprium boss with the two special mega-nuke ships, are they supposed to explode the moment they are disabled? I really wanted to capture one.
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Surge

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Re: [0.7.2a] Starsector+ 3.3.0
« Reply #2399 on: March 05, 2016, 04:52:56 PM »

I'm pretty sure they are, their description states that any disabling damage would almost certainly set off the stored explosives and propellant they use for their missiles.
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