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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: [0.95a] Roider Union 1.2.2  (Read 136841 times)

Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #195 on: June 13, 2021, 12:40:50 AM »

so roider bases are permanent fixtures once they spawn?

ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.

kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #196 on: June 13, 2021, 05:40:21 AM »

Random roider bases are always independent and don't bother you about your transponder.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #197 on: June 13, 2021, 07:35:33 AM »

do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #198 on: June 13, 2021, 09:54:52 AM »

Yes. They never respawn.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #199 on: June 13, 2021, 11:21:51 AM »

huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.
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mora

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Re: [0.95a] Roider Union 1.2.2
« Reply #200 on: July 08, 2021, 04:36:26 AM »

The Roider versions of the Phaeton and Colossus Mk.II logistics stats are still based on 0.9.1a. The Phaeton gained more 200 more fuel capacity and now costs 4DP while the Colossus uses 4 fuel per/LY instead of 3.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #201 on: July 08, 2021, 05:20:33 AM »

Thanks! Fixed those up.
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Farya

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Re: [0.95a] Roider Union 1.2.2
« Reply #202 on: July 10, 2021, 02:44:25 AM »

What about another refit of Salvage Rig for Roiders? That one would be adapted for long range exploration - with added crew quarters (even if cramped ones) and a couple of small turrets/build-in drones.
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Island

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Re: [0.95a] Roider Union 1.2.2
« Reply #203 on: July 10, 2021, 11:16:03 AM »

Awesome mod, can't play without spike drivers and fighter clamps now.

Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.

I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #204 on: July 10, 2021, 05:52:39 PM »

Awesome mod, can't play without spike drivers and fighter clamps now.

Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.

I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?

Hmm, I bet the current code allows random events in the first pass, so it looks right when I start up a new game, but then wipes them from then on-out. I intend to look at it again either way.
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