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Messages - gofastskatkat

Pages: [1] 2 3 4
1
Modding / Re: How to add stable locations to existing save?
« on: December 14, 2018, 09:10:34 PM »
I kinda want to piggyback off the op since my question is similar, but instead of stable locations, how would you spawn a planet? Ive found a star system where I want my main planet to be but no suitable planets for colonization...

2
Not sure what Im doing wrong (if I am doing anything wrong that is) but when I run the settings command and try to make it to where all the ships and stuff gets sent to my "Home" planet, its kinda darkened and I cant toggle it, I used the sethome one to set my home to one of my colonies, but it still wont work. What should I do or is it an issue with the .9a dev version of CC?

3
Downloaded the new main version, but the game crashes on startup because theres still references to the omega

4
Mods / Re: [0.7.2a] BDS Bismarck - Battlespace Dominator Ship
« on: June 01, 2017, 11:28:45 AM »
Its a 7.2a mod? Not the latest 8.x release? I would love to have this but if it's outdated then... yeah

5
Its working now, looked through the ships, and pretty sure that all the flux/hulls/armor stats for the ships are placeholder? And also for the fighters, the TIE/IN is 50 units faster than the A-wing, though in both's description it says the A-wing is supposed to be faster

6
To be fair, I only tried out the EZFaction stuff to see how well it works, have disabled them. Otherwise, yup, allocated 14gb of ram to SS so that shouldnt really be that much of an issue. And too many mods is almost enough haha. Also, JRE 7u79 is out of date now, so they wont let you download it from their website anymore

7
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added?

I haven't tested my mod extensively with other faction mods for example so sadly such errors may occur :/
Could you provide a list of your installed mods?
And thanks for the log message, I am almost certain of what is causing the error just by looking at it but to be sure I'd like to have a mod list and also try it myself.

Its a long list, but good luck. Also what I post in it is what theyre called when you put them into the mod folder, so you'll probably have to look them up.

Spoiler
EZFaction, Starsector FX, Arkandian, ATX, Audio Plus, Autosave, Better Beginning, Combat Alarm Sounds, Combat Chatter, Console Commands, Dassault-Mikoyan, Degenerate Poitrait, Diable, Discount Ships, EZFaction Explorer, Galatia Complete, GKsec, Graphicslib, IBO Mobile Suits, Ifed Legacy, Industrial Officers (Not sure but think this also has an error), Interstellar Imperium, Lazylib, Leading Pip, Neutrino, Oculian Berserks (from the Red Mod), ORA, Parrot, Potrait pack, both power Dolls portrait packs, Raccoon's Arms, Shadowyards, SS+, Templars, TheSilentArmada, Tore Up Plenty, UnknownSkies (potential mod compatibility error as well), UpgradedRotaryWeapons, Useable [REDACTED], Venture (A), and finally Version Checker
[close]

Just be prepared for a long load time. Also fair warning, your mod's not the only one that's causing me issues, but this one is the only that spits up an error, the others just cause the game to freeze on new game start

EDIT: Just realized that the Parrot Battlecruiser is in the discount ships pack, so you can take the Parrot mod out

8
Dont know if its because of the other mods I have, but it seems a market in the coruscant system cant be added? Error log:
Spoiler
206515 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
java.lang.NoSuchMethodError: data.scripts.world.AddMarketplace.AddMarketplace(Ljava/lang/String;Lcom/fs/starfarer/api/campaign/SectorEntityToken;Ljava/util/ArrayList;Ljava/lang/String;ILjava/util/ArrayList;Ljava/util/ArrayList;F)Lcom/fs/starfarer/api/campaign/econ/MarketAPI;
   at data.scripts.world.systems.CoruscantSystem.generate(CoruscantSystem.java:40)
   at data.scripts.world.StarWarsGen.generate(StarWarsGen.java:16)
   at data.scripts.SWRebalancedPlugin.onNewGame(SWRebalancedPlugin.java:56)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.while.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.o0oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.D.oooO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.while.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.fornew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.fornew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

9
Modding / Re: Hullmod Request
« on: May 10, 2017, 10:43:20 AM »
Im not a modder myself, but the Appro-light mod has a frigate that has a hullmod in it that makes the ship produce food. I would ask the dev of that mod to see if you can use it or for tips on how to make your own, though fair warning, he's Chinese (I think) so there may be a language barrier

10
Nice update, everything seems to be working fine. I only have one request that deals with LPC's, since they arent like the old wings now, could there be a way to add multiple LPCs of the same kind into the inventory/selected station since they stack like weapons now? I understand that this is picky to ask of, but it'd make outfitting fighter bays less annoying by having to constantly go out, re-enter allwings and storage, and go back in. Either way, thanks for the new update and keep them coming :D

11
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 26, 2017, 01:28:50 PM »
Oh yeah, just remembered that not only does the allwings not give you the wing lpc's, allcommodities doesnt give all the modspecs which are the hullmods that you need to find and buy to learn them

12
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 22, 2017, 12:41:38 PM »
Oops! Well I guess that is a bug then
it's to be expected, they're an entirely new type of inventory item.
As Sy said, Alex redesigned the fighters to where you buy their LPC's for the carrier hangars to build. He had a post about it, but that was way back in August of last year so it probably slipped out of people's minds

13
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 22, 2017, 11:50:05 AM »
Pretty sure you already know about this, but the allweapons command doesnt add the chips for the wings in that you place on carriers now

14
Mods / Re: [0.7.2a] The Silent Armada (Demo) v0.0
« on: March 14, 2017, 06:42:06 PM »
Quick question: Would people like a brief set of tips/advice in the OP on how to fly and fight the introduced ships? They are highly unique in combat, and may require a push in the right direction to function adequately. Or, would players prefer to leave the proper usage of these vessels to the same mystery as the rest of the mod, and discover it themselves by trial and error?

Why not put it in a spoiler tab thingy like others do? That way if we want to know we can see, if we want to figure it out, then we can look

15
Mods / Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
« on: February 28, 2017, 09:44:02 AM »
Looks great, would love to download and try this faction out, but the website to download from keeps timing out, doubt the problem is on your side though.

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