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Messages - Sedrido

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1
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: December 10, 2023, 10:10:56 PM »
i removed the uae and the crashing stopped so i suspect it was the cause

2
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: December 01, 2023, 06:15:26 PM »
Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.
Make sure you're on the latest Starsector (0.96a-RC10) and UAF (0.74a1) if you're using that mod.


both of those boxes are checked do you think it could be the federation? ive had strange crashes with that mod before and just readded it recently

3
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 29, 2023, 07:09:48 PM »
it ok i might just have to bite the bullet go through and disable stuff until it works

4
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 28, 2023, 11:45:46 PM »
problem is i dont have arma installed so i dont think that ones causing it

5
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 28, 2023, 07:32:19 PM »
Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.
 java.lang.NoClassDefFoundError: exerelin/campaign/ui/CustomPanelPluginWithInput$ButtonEntry
   at java.lang.Class.getDeclaredConstructors0(Native Method)
   at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
   at java.lang.Class.getConstructor0(Unknown Source)
   at java.lang.Class.newInstance(Unknown Source)
   at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
   at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:63)
   at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
   at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
   at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
   at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:835)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:787)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1059)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1463)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
what do i do  :(

6
ive seen a few pictures floating around of people playing this on their steam decks and im wondering what sort of linux sorcery i need to make it playable. it would be amazing to have a game of this caliber on the go  :)

7
really like the mod so far but i have a suggestion for an ability change for the basilisk. give it a close range (500~) F ability called boarding teleporter allowing it to cause a slight amount of direct hull damage aswell as a moderate amount of emp damage through shields over its duration (lets say 10 seconds or so) perhaps at a cost to its own fire rate and repair speed. it would really give that mantis feel to it i think  ;D

8
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 02, 2021, 07:20:42 PM »
some folks way back on page 13 or so said that people autopilot because they suck at combat but for me thats not true i like sitting back watching the pretty colors (and calling back that one suicidal frigate before the horde of fighters takes it to brazil) of the fleet of ships that i lovingly customized destroy any and all challengers, incidentally that makes personal combat skills matter less to me i almost think that combat skills should grow and develop alongside other skills depending on how you fight so it feels like you arent just losing out taking them over utility skills (also can you remove the command point cost from actions using the ship you command? it just feels weird is all as you can make it do all the things you were going to give it commands for manually anyway)

9
honestly the imaginos is WAY to frail for 12 dp  horrible flux armor and hull is not a good combination no matter how op its systems are as it is now it just gets bodied either make it able to take a couple hits so it can back off for another run or buff its flux efficency massivley so it can run around like a little gremlin and shoot its gun for more than a second or perhaps a little of both other than that its an amazing mod imo  :)

10
Blog Posts / Re: Personal Contacts
« on: November 29, 2020, 05:40:51 PM »
Perhaps you could make a subset of officers called sergeants who could auto deploy to frigate/destroyer grade ships you deploy in battle without lieutenants they can start with 1 base +1 per skill for a total of 4 and to reign in their power as it would be very powerful limit them to level 10 unlike the 20 used for lieutenants

11
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.0
« on: June 29, 2020, 02:52:29 PM »
i think out of all the mods they could integrate into the game this one would be my pick it seems fairly balanced and somewhat lore friendly atleast as far as the ships go (a bit less faction wise considering their defeat and all) as the sector would surley salvage and reuse them even to current times  :)

12
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: June 09, 2020, 12:37:27 AM »
what im saying is mods like archean order give me that thing where i can just extract everything and go on my way where as this one gives me a little box telling me to open it and i cant do anything with it

13
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: June 08, 2020, 02:24:28 AM »
how to download mods that dont use the tidy little extract folder thing like archean order?

14
Mods / Re: [0.9.1a] Missing ships mod
« on: June 07, 2020, 04:14:02 PM »
Clearly im too stupid to use this mega or whatever it is how do i download the mod :c

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