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1
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6.1)
« on: February 22, 2016, 11:15:53 AM »
Hey,would it be possible to make the unsung class elite flagship shield weaker but bigger?The shield are so small and can't be extended with hullmod,it's like so weak,the side are way to much exposed and get shreded to piece by fast firing weapon realy fast....

2
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: February 22, 2016, 10:57:06 AM »
I use all mod currently working on this version of starsector and i don't think your faction is op at all.'ecept the one without English translation)

3
Mods / Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
« on: February 22, 2016, 08:55:15 AM »
PS: Sorry for the french message. This is very huge to write, ah ah.


Oui, c'est safe d'update directement, car  j'ai juste changer le script qu'il va recharger.

Pour le second,  donc les templiers, ce n'est pas une erreur des templiers sans aucun doute, juste une exception ? mettre dans le mien. ( Pas mal de mod inclus des exceptions li? au bouclier des templiers, mais pas li? ? cela  ici)

Sans m?me avoir le code, je peux d?j? plus au moins dire que l'erreur vient du spawn du projectile qui a un null ? un endroit o? il n'est pas sens?e en avoir un. Un projectile li? ? un plugin est difficile ? renvoyer au fait... , d? ? un manque de m?thodes pour cela, d?j?, mais aussi car certains sont li? ? l'arme. (Je crois)

Sinon, mon hullmod renvoie 1/3 des projectiles (mais random, pas un compteur, donc tu peux ne jamais avoir de reflect), il le renvoie ? un degr?s (mal fait, mais bon) de 45degr?s par rapport ? l'original , un renvoie ? pleine puissance .   Je pense changer ce bouclier par autre chose, un bouclier qui pourrait juste envoyer de la foudre sur les vaisseaux proches(alli?/ennemi) si il se prend des dommages, par exemple, plus simple ? faire et pose moins de probl?mes.(Et plus classe!)


Merci pour le changelog erreur!




Ton poste est plein de ? a la place des A,lol.
Oh le reflect marche pas avec les mayorates,les projectile font 0 dmg.La foudre est mieux,c'est sur.
Et autrement pour l'artefact armor,c'est normal que je peux pas mettre sur mes vaisseaux?

4
Mods / Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.72
« on: February 22, 2016, 04:00:16 AM »
[Relics.ogg]
323867 [Thread-11] INFO  sound.H  - Playing music with id [Relics.ogg]
324019 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.TEM_WeaponScriptPlugin.advance(TEM_WeaponScriptPlugin.java:201)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

c'est ça.

C'est safe d'update ton mod directly ou je dois faire une nouvelle game?

Autrement ce serais mieux si le hullmod  vraiment reflect le projectile :p

edit;je peux plus mettre l'artefact armor sur mes ship.

5
Mods / Re: [0.7.1a] Diable Avionics 1.6 - Transforming Frigate (20/02/2016)
« on: February 21, 2016, 10:17:37 AM »
Not one but TWO pilotable ships?  Gonna have to start a new campaign over this.
No need to: it won't break any save and the ships will spawn in the markets.

Hey,i have the previous version your mod currently installed in my game already,i can update it no problem?The faction is already on the map,she will get the new ship?

6
Mods / Re: [0.7.1a] Looters factions v1.4beta /// Artefact factions v0.71
« on: February 21, 2016, 10:07:46 AM »
Hey,le jeux crash quand j'essaye de mettre des hull mods sur mes ship unique(genre,le pope archibishop)(et certain autres)le crash logs dis ça:


6983796 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.Noir_Artefact.isApplicableToShip(Noir_Artefact.java:134)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.Òõ0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.ooOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


ça veux dire que ton mod est incompatible avec beaucoup de vaisseaux uniques et d'autre mod.

Autrement le hullmod deflect shield crash le jeux quand je combat des templier apres un moment(et autre factions)

7
Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 18, 2016, 01:07:11 PM »
The Pope archibishop explode all the time when i kill it,it's not a playable ship?

8
How i get more deployment points/make battle bigger?I tried setting it in the setting.json but got Nothing in game:

"minBattleSize":1500, # in supplies-to-recover. min value for settings slider
   "defaultBattleSize":2500, # in supplies-to-recover. starting tvalue for settings slider
   "maxBattleSize":5000, # in supplies-to-recover. max value for settings slider

also if i want to make my officer/npc officer have a higher level cap i need to only change this value?:"officerMaxLevel":200, -EDIT-made the game unstable for me.

also changing this will allow me to hire 200 officer while having a max of 100 in my fleet?

   "officerMaxHireable":200,
   "officerPlayerMax":100,


edit:oh and how i make Bounty last longer?

EDIT 2:ACTUALY EDITING setting.json do not affect my game,why?Oh,i have starsector and nexerlin btw.

EDIT 3:okay,i had to edit starsector one.

edit 4: starsector have proceduraly generated NPC ship layout,how i could allow the NPC to have more ordonance points(and bigger layout,weapons,more mod)?

edit 5:I boosted the deployment points,but i am getting this crash when i try to fight a templar fleet(the crash happen during the battle):


165259 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [faction_generic_market_01_hostile_var01.ogg]
165259 [Thread-11] INFO  sound.H  - Playing music with id [faction_generic_market_01_hostile_var01.ogg]
165273 [Thread-9] INFO  sound.F  - Creating music buffer #2
169531 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 857, FP2: 211, maxFP1: 3000, maxFP2: 2000
169778 [Thread-5] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
169779 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: F:\A Starsector\starsector-core\..\mods\AI War]
169780 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: F:\A Starsector\starsector-core\..\mods\AI War]
169780 [Thread-5] INFO  data.scripts.plugins.AIW_ForcefieldPlugin  - Forcefield plugin initialized
169780 [Thread-5] INFO  data.scripts.plugins.AIW_GravityDrainPlugin  - Gravity drain plugin initialized
171263 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [TheFlagship.ogg]
171264 [Thread-11] INFO  sound.H  - Playing music with id [TheFlagship.ogg]
241035 [Thread-5] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Time elapsed: 0.4363334
307770 [Thread-5] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Time elapsed: 64.89503
323855 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Relics.ogg]
323867 [Thread-11] INFO  sound.H  - Playing music with id [Relics.ogg]
324019 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.TEM_WeaponScriptPlugin.advance(TEM_WeaponScriptPlugin.java:201)
   at com.fs.starfarer.title.ooOO.o0oO$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOO.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)



9
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: February 14, 2016, 12:00:06 PM »
Would that be possible to make the armor plate benefit from skill that regenerate health/armor?Also the armor plate benefit from skill?Or maybe only for the end tier ship?

10
Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 12, 2016, 04:19:53 PM »
Imperium fleet,ASP syndicate and tri-trachyon all had matyr/jesuit in them(+the normal ship).Bah,maybe this was random,but i have no idea templar fleet would go so far-and die to fleet weak like that-they did not launch any Crusade against them.

11
Modding / Re: [Suggestion]Better Tug ship.
« on: February 12, 2016, 03:58:59 PM »
You mean, like the Locomotive Tug from SS+?

Like the Ox-tug,but,also like this one(loco) with a better burn buff,i know some faction mod like Imperium add tug ship,but those one are combat oriented and don't realy buff the burn rate. :(

12
Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 12, 2016, 03:00:56 PM »
Ah?It's not just difficulty scaling or a bug?Because i am level 44 and now everyone have jesuit/matyr.

13
Modding / [Suggestion]Better Tug ship.
« on: February 12, 2016, 02:17:55 PM »
Add more expensive tug ship/buff existing tug ship that allow you to make your slower ship 2-4 burn(for the most costly one)faster.

I have no coding&spriting knoweldge,this is just a suggestion.

14
Mods / Re: [0.7.1a] The Knights Templar 0.9.5e
« on: February 12, 2016, 02:11:51 PM »
It's normal to see non templar faction have templar ship sometime?

15
Hey,it's not possible to make the stein be a global shop?Getting to the station cost so much supply and fuel.In a modded game with faction with their own homeworld and a bigger map,it's even worse.

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