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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1161066 times)

ANGRYABOUTELVES

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2910 on: May 05, 2017, 11:33:56 PM »

Well, you've gone and made a liar out of me. Impressive.
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dk1332

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2911 on: May 05, 2017, 11:51:00 PM »

Removed skills changes


This might be a stupid question but, are we talking about the SS+ skill bonuses?
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Dark.Revenant

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2912 on: May 06, 2017, 12:15:15 AM »

Removed skills changes


This might be a stupid question but, are we talking about the SS+ skill bonuses?

Both the change to XP rate/skill points that was in previous versions, and the new skills and skill balance changes.  All skill changes are gone.
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Ali

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2913 on: May 06, 2017, 01:45:42 AM »

Just had to drop in to say thanks so much!! for your continued efforts!! it's so v.much appreciated, takes Starsector as a great game to an epic one with quality of your mods!

Hope you'll get chance to update your other mods so i can have a fleet of Starlight cabal & maybe see IG Eagle's in the future too?

Cheers again! :)
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Serenitis

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2914 on: May 06, 2017, 11:59:42 AM »

First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
Spoiler
[close]
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Sy

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2915 on: May 06, 2017, 01:03:54 PM »

thanks for the update! :]


First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
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[close]
d-mods only reduce maintenance costs if you have the Field Repairs skill at rank 3. that's a vanilla thing.
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Serenitis

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2916 on: May 06, 2017, 01:21:44 PM »

thanks for the update! :]


First time using the the new update, and (D) mods don't seem to be applying thier maintenance reduction.
Spoiler
[close]
d-mods only reduce maintenance costs if you have the Field Repairs skill at rank 3. that's a vanilla thing.

My bad. I could have sworn it was maint first, then recovery.
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PCCL

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2917 on: May 07, 2017, 11:23:44 AM »

as someone who never quite followed this mod: what is the "overhauled" bounty system like?
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cjuicy

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2918 on: May 07, 2017, 12:34:26 PM »

as someone who never quite followed this mod: what is the "overhauled" bounty system like?

I don't remember if it was Ship/weapon pack that did it, but there are "Famous Bounties" which you accept like a mission. They pay quite a bit, and they involve special "mod-hulls" which are alternate versions of ships (Both vanilla and modded). They start as beginning destroyer fleet level, and (with mods) can go to the borderline impossible without losing a third of your fleet.

Youtuber Nemonaemo is good to watch to see just how hard some of these can get. I believe it was his Corvus mode playthrough or season 7.
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Orloth

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2919 on: May 07, 2017, 05:23:11 PM »

If this has been asked and answered I apologize as I must have missed it. Anywho, I tried to download and use the latest java 64 bit to take advantage of changing RAM amount, and the message I get shows that starsector will not work with anything but java 7. Is this something in SS+ or in the backbone of the game itself? Anyone else have this issue?
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AxleMC131

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2920 on: May 07, 2017, 05:36:11 PM »

If this has been asked and answered I apologize as I must have missed it. Anywho, I tried to download and use the latest java 64 bit to take advantage of changing RAM amount, and the message I get shows that starsector will not work with anything but java 7. Is this something in SS+ or in the backbone of the game itself? Anyone else have this issue?

It's a known issue, and not mod-related. Starsector doesn't like Java 8. At all. It works for some people, but more often than not if you try to run Starsector with Java 8 it'll throw a tantrum.
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Orloth

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2921 on: May 07, 2017, 05:37:36 PM »

Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?
« Last Edit: May 07, 2017, 05:40:23 PM by Orloth »
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AxleMC131

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2922 on: May 07, 2017, 05:44:09 PM »

Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?

Not sure. XD My level of technical support is basically nil - I only knew about the Java 8 issue because it's gone around the forums a few times already.  ;) Anyway, someone more informed than me will probably be along shortly with the answer.
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Midnight Kitsune

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2923 on: May 07, 2017, 06:15:25 PM »

Gotcha. thank you for the quick reply. Quick question then, do I need to still change the vramps folder to make mods work with the new version? Will SS+ run multiple mods or does it need Nex to be updated prior to running multiple mods again?
You will need to use an updated memory allotment and 64 bit java 7 with Starsector eventually, but I doubt that you will need it until .8.1 drops as that update is holding several mods back. Also, it will come with 64 bit java 7 instead of 32
Another thing: You don't need certain mods to use more than one mod. You only need mods like Lazy and GraphicsLibs to run mods, but those are required even if you run a single mod that needs them
« Last Edit: May 07, 2017, 06:22:41 PM by Midnight Kitsune »
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Recklessimpulse

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Re: [0.8a] Starsector+ 3.7.0
« Reply #2924 on: May 07, 2017, 06:24:10 PM »

Does anyone know what the compatible mods are?
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