Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - craftomega

Pages: [1] 2 3 ... 21
1
General Discussion / Re: Big surprises remaining for 0.9.5a
« on: February 16, 2021, 10:27:48 PM »
Of course. The release date! Your great-great-great grandchildren will be thrilled by it!

by the time it comes out. internet historian will have put out a new video

Not the best measure to use, its been 5 months so we are due for a video.

I agree, starsector wont take 2 more years to develop the new update

Called it


2
General Discussion / Re: Big surprises remaining for 0.9.5a
« on: February 13, 2021, 10:47:11 PM »
Of course. The release date! Your great-great-great grandchildren will be thrilled by it!

by the time it comes out. internet historian will have put out a new video

Not the best measure to use, its been 5 months so we are due for a video.

3
General Discussion / Re: How do we make small ships useful?
« on: September 13, 2020, 10:37:01 PM »
This is something I have been mulling over for years. My conclusion is two-fold. First, create packs of ships with certain limitations, second include escort slots on most cruisers and larger ships.

Packs of ships should be flexible; the primary goals are to provide an officer bonus to multiple ships and have multiple small ships worth together to complete an objective. Together this would make them more relevant in the late game. A pack could be any combination of destroyers and frigates with some limitations. Some possible examples could be 2 destroyers, 3-4 frigates, or 1 destroyer and 2 frigates. Certain combinations of frigates or destroyers can take on larger ships, especially if the AI was programmed for them to work together.

Escort slots for cruisers and above would also allow you to bring frigates to support larger ships. Ideally, this would be reserved for support ships to act as mobile PD or guard the flanks and rear from other frigates. A way to restrict abuse this would be to "tether" the frigates to the ship so they would be stuck on follow/defend/etc...

Both of these would allow the holy CR to remain and maybe bring some late-game relevance to smaller ships.

4
Mods / Re: [0.8.1a] Save Transfer 1.11.8 (DEAD)
« on: December 08, 2019, 05:38:48 PM »
2 days and 28 lines of code later it works
Nice! Mind posting it here?

i dont think i can or would be allowed

Why do you gotta blue ball us?

5
Is there any way to become an Governor of another factions colony that is larger then size 4 ?

And is it possible to found colonies for a faction that is not your own?

6
Is there any way to reduce the amount of faction rep you lose when you attack a fleet when your transponder is off?

Also when you defeat expeditions?

7
Suggestions / Re: Bring frigates back to the late game.
« on: November 30, 2018, 08:10:31 PM »
So I skimmed most of this thread and I know I am late to the party. There is one suggestion I did not see.

Wolfpack/Escort Groups.
"An Escort Group consisted of several small warships organized and trained to operate together providing protection for trade convoys."

You treat a group of frigates like 1 cruiser. They get 1 officer and 1 slot in the fleet. You can then swap out each ship like you would a weapon. You could then add more advanced tactics such as flanking and cycling.

8
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: October 20, 2018, 10:11:47 PM »
I don't even know how many years I have been coming on and off. But I am looking forward to the next update "Soon".

9
Mods / Re: [0.8.1a] Save Transfer 1.11.8
« on: August 06, 2018, 01:56:10 PM »
We still like to fix bugs around here, even if they're not my bugs.


We also recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!

Changes
Version 1.11.8:
- Nexerelin 0.8.3f compatibility

Thank you.

10
Mods / Re: [0.8.1a] Save Transfer 1.11.7
« on: August 05, 2018, 03:48:00 PM »
New bug
54026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinUtilsReputation
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinUtilsReputation
   at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:372)
   at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2140)
   at org.lazywizard.console.Console.runCommand(Console.java:255)
   at org.lazywizard.console.Console.parseInput(Console.java:317)
   at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
   at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
   at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
   at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinUtilsReputation
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 15 more


11
Modding / Re: Mod Update Innitiative (Raising mods from the grave)
« on: January 17, 2013, 04:11:35 PM »
Its not much of a suggestion, you'll will be adding normal shipsystem on them or doing more changes (as in custom stuff) besides setting the csv files to be compatible?

Thanks for the initiative

Hmm I will consider it, it does go agaist what I wanted to do, but I understand why people would want it.

Also a link to the original topic of each mod would be nice- for screenshots and stuff.

Done, I totally forgot about that.

I would love to see the Star Wars Mod rise from the grave.  Nothing too fancy, just integrated into the campaign.

Ill look at it tonight. (GMT)

12
Modding / Mod Update Innitiative (Raising mods from the grave)
« on: January 16, 2013, 07:50:57 PM »
As many of you are aware I am the current modder for omega minimash, and the orignal creater of starfarer plus. I have noticed that many mods are very much out of date and are no longer supported. I will be atempting to make them compatible with new updates while not changing any acual content.

Blunty I am making compatibility patches for the mods.

As I am not aware of what mods are no longer compatible I wil be focusing on those that I feel are the most worth while, but if you have any segestions please state them.

Here are the first ones.

Download Links
-The Lotus Conglomerate V1.10 http://199.91.152.147/bgf76qyotgcg/ozbx9ng3xnk7vtj/Lotus+V1.10.rar
-Starfarer Extended  http://205.196.121.141/677dc5z01j7g/fg9yj328thunplv/sf_extended.rar
-The Nomads (0.8.1) http://205.196.123.24/mvybqfj25axg/tgpi45pnsc5941t/nom.rar

Forum Links
-The Lotus Conglomerate V1.10 http://fractalsoftworks.com/forum/index.php?topic=921.0
-Starfarer Extended http://fractalsoftworks.com/forum/index.php?topic=1619.0
-The Nomads (0.8.1) http://fractalsoftworks.com/forum/index.php?topic=162.0

13
Mods / Re: StarTreker - Star Trek mod on the 2500s (0.53a)
« on: January 16, 2013, 02:15:15 AM »
I will not DL this using SVN, and most of the other populace will not.

14
General Discussion / New steam group "Starsector"
« on: January 15, 2013, 03:23:47 AM »
I made a new steam group named starsector.

Sigh... I hate to say this Alex, but we should just change the name entirely starsector just lacks something.

15
Mods / Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
« on: November 23, 2012, 11:01:29 PM »
No I am not working on this Mod right now; honestly I am waiting for the game to continue to evolve.
I will work on this Mod again once we are able to go to other solar systems. Sorry to disappoint.

Pages: [1] 2 3 ... 21