Bastard Sword of the Stars 2.5a

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Luke Skywalker
Posts: 8
Joined: Wed Nov 18, 2015 9:31 pm

Re: Bastard Sword of the Stars 2.5a

Post by Luke Skywalker » Fri May 19, 2017 7:44 pm

Yes, this works :D
You are the best!

Relax please, at least I am more than happy with the fusion tech start.

Have a good weekend everyone!

Alpha Centauri
Posts: 769
Joined: Fri Apr 06, 2012 5:30 pm

Re: Bastard Sword of the Stars 2.5a

Post by Alpha Centauri » Fri May 19, 2017 10:12 pm

I get the same crash here - so that's good. Now just process of elimination to see why it happens at all :P

FIXED IT!

This is the updated standard master tech list:
http://www.mediafire.com/file/5inuyaoip ... hList.tech

If you want to play from fission age, then this is the file you want in your TechTree folder.

I'm updating MediaFire to have the updated version.

I'm not updating version number for this - so the new link will be for 2.5a which is fixed, but you can't tell except if you have this version - it doesn't crash when you create a game :D

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SpardaSon21
Posts: 1857
Joined: Mon Nov 03, 2008 6:24 am

Re: Bastard Sword of the Stars 2.5a

Post by SpardaSon21 » Sat May 20, 2017 2:59 am

I tried to start up a game with the 100% chances file, and it also crashed on start.

EDIT: Thanks for this, by the way.

Delta of Isaire
Posts: 5
Joined: Fri May 12, 2017 4:22 pm

Re: Bastard Sword of the Stars 2.5a

Post by Delta of Isaire » Sat May 20, 2017 6:23 am

You are the best, Alpha. Thanks for fixing it :)

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Knecht Ruprecht
Posts: 106
Joined: Tue Aug 16, 2011 2:30 pm

Re: Bastard Sword of the Stars 2.5a

Post by Knecht Ruprecht » Mon Jul 17, 2017 11:03 am

Just tried out your mod for the first time and I already like it alot! This will again tie me to SOTS for at least a few weeks, I guess. :D

Can't imagine any other game that got me that much bang for the buck (came to SOTS after the Complete Collection was already quite cheap).

On a side note: Is the muzzle effect for the light autocannon supposed to be just a line of purple rings? Or was that the placeholder for "missing" effects? It's been quite a while...

Alpha Centauri
Posts: 769
Joined: Fri Apr 06, 2012 5:30 pm

Re: Bastard Sword of the Stars 2.5a

Post by Alpha Centauri » Mon Jul 17, 2017 11:14 am

The light AC bullets travel very fast - and they're a fairly dark color - so you'd have to pause and move the camera around to really see them.

The "rings" is the firing effect, but there are bullets. :P

I think that's why Kerberos went with oversized blue bullets for their ballistics - you can see them! :D

Honestly - if I could figure out how to make them be silvery, or at least more of a reflective bluish, I'd do that. But I don't think such effects are available for the weapon effects. They're pretty cleverly implemented, but things like "reflectivity" (or albedo) aren't built in to SOTS prime's effects editors.

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Knecht Ruprecht
Posts: 106
Joined: Tue Aug 16, 2011 2:30 pm

Re: Bastard Sword of the Stars 2.5a

Post by Knecht Ruprecht » Mon Jul 17, 2017 12:49 pm

So you're going for "electromagnetic railgun" effects on all ballistics? I suppose it is more realistic, although to be honest I loved the way ships went into combat "guns blazing" when I played ACM. :P

First combat with BSOTS I thought I did something wrong with the installation because of the very discreet muzzle effects. :oops:

My first-150-years-impression so far (playing Hiver and having only encountered Liir AI so far):
I love what you did to trade management and station building restrictions. I do not play very good or efficient and do not like micro'ing every aspect of my empire, I am mostly here for the tactical combat and the eyepleasure of large space battles and the satisfaction of blasting enemy fleets to pieces.

The tech tree feels much improved over what I remember from other mods and I like how you spread out some aspects over multiple techs (dual-barrel versions of weapons, station types, sections for different ship sizes). Making higher-tier CNC available to destroyers looks interesting, although I have not yet tried putting an all-destroyer fleet against an all-cruiser one.

As I am nowhere near "endgame", I am still curious how that will be balanced out against AI. What always bothered me with vanilla (and most mods) was the abundance of AI ships in endgame, coupled with auto-resolve often broken, especially playing mods (e.g. ACM torpedoes). I remember some very long and tedious battles with dozens of very similar combat rounds. I know that playing "better" or "more aggressive" right from the start helps to keep the AI in check, but that's just not how I enjoy the game. (A shame I never liked SOTS2, despite trying every few months. What that DID right was the fleet limitation.)

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