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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Krelian

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1
Bug Reports & Support (modded) / Re: CTD in a bounty battle.
« on: June 25, 2017, 08:43:28 PM »
That did the trick. Silly me, I had missed the last update of SCY.
Thanks a lot pal :)

2
Bug Reports & Support (modded) / CTD in a bounty battle.
« on: June 25, 2017, 01:30:01 PM »
Just got a random CTD... playing campaign.

274748 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
274748 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
299633 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
299633 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
299645 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
299785 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
299785 [Thread-10] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
299905 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: data.scripts.util.CustomMissileTargetingTool.assignTarget(Lcom/fs/starfarer/api/combat/MissileAPI;Ldata/scripts/util/CustomMissileTargetingTool$targetSeeking;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;Ljava/lang/Integer;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.ai.SCY_laserTorpedoAI.advance(SCY_laserTorpedoAI.java:118)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)




mod list:
(is there a place where I can copy paste my mod list?)




3
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 20, 2017, 03:04:37 PM »
still no news? I really miss my CAS beams :(

4
Bug Reports & Support / Re: JVM Heap
« on: June 18, 2017, 08:46:36 AM »
whoa, im so ashamed, i totally missed that there is a "Child Board"

Thanks a lot :D

5
Bug Reports & Support / JVM Heap
« on: June 18, 2017, 02:49:47 AM »
I got this weird warning while playing. Have no idea what it means, and have no idea how to allocate more memory.



Im running these mods.



I have quite the gaming PC, so requirements should not be an issue, also, im using a 64 bit OS.
Any help is appreciated. :)

6
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 11, 2017, 09:08:22 PM »
First time playing with this mod... and decided to begin in this faction (in nexerelin). I must say, the art is awesome. The pics were not representative of the beautiful sprites this ships have. really enjoying this.

7
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.1
« on: June 10, 2017, 08:47:31 PM »
thanks for the update  ;D

8
Mods / Re: [0.8a] Portrait Pack v1.2.3
« on: June 08, 2017, 08:22:32 PM »
is this safe to use in 0.8.1?

9
Dare to give an estimated ETA?

It'll be out REDACTED.

Thanks for the Cheers by the way guys. :)

epic answer is epic.
Happy birthday btw :)

10
really pretty sprites!
Dare to give an estimated ETA?

11
General Discussion / Re: Your personal modifications
« on: June 07, 2017, 07:35:04 AM »

battle mod (slows down ships and increases weapon range to what I consider more "realistic"):
disable fog of war
increase max zoom to 4
combat speed set to 0.5f
weapons:
- PD weapons get 4x range, 4x proj speed, 0.5x damage
- Missile weapons get 2x range, 4x proj speed, 0.5x proj hp
- All other weapons get 2x range, 2x proj speed
- All beams get 100x beam speed (they're PHOTONS, people!)
fighters:
- 2x max speed, acc, dec, turn, and turn acc across the board

this gives a (imo) more "naval" feel, where a battle line is drawn and ships slowly grind each other to death. Missiles are fast and dangerous (it's satisfying to watch a harpoon sail gracefully through the battlefield). Very few ships can dodge projectiles/missiles or outrun fighters (more realistic, imo). PD is made more powerful to compensate, ships are generally able to intercept a harpoon barrage from an enemy of similar weight class and, in a battle line, can form a PD network (or have dedicated PD ships) to defend each other from the inevitable harpoon salvos when someone gets high on flux

that's basically what I have always wanted starsector to be like  :o :o
just one question: those changes were made weapon by weapon, or you changed some global setting? My point is, this affect only vanilla stuff, or mods would be affected as well?

will try this as soon as I get home this afternoon ;D ;D ;D

12
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 07, 2017, 07:25:55 AM »
just wanted to give a random feedback: the CAS beam sound effect is the best sound in all of starsector and mods, really sounds powerful.

13
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 05, 2017, 02:20:54 PM »
Any estimated eta for 1.8.1? Sorry, but this mod is mandatory for me to begin a new campaign  ::)

14
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 04, 2017, 02:34:38 AM »
Thank you Alex, you made my weekend :D

15
That did the trick! Thanks for the fix. I really love the uniqueness of the designs.

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