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Messages - SainnQ

Pages: [1] 2 3 ... 15
1
Mods / Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
« on: July 04, 2017, 06:39:26 AM »
>Drop Booster equipped interceptors

Tart, bruh.
Bruh.

Just make a game already. Dear god.   :o :o

2
Modding / Re: "The Infrastructure Mod" [TIM]
« on: June 02, 2017, 07:37:15 AM »
>Buy Shares


Look here bub, don't you go getting my hopes up for some macro economics in mah starsector, y'hear?

3
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 05:17:06 PM »
Are you running 32-bit or 64-bit Java?  I've just made a small update to the code; might resolve this issue.  I'll test and see if I can replicate the problems here.

64-bit Java 8 (That may be my problem I'm using Java 8)

4
Modding / Re: "The Infrastructure" [mod]
« on: May 29, 2017, 02:46:11 PM »
I've heard the name "Soren" a lot, I can't quite recall why.
Thanks for the heads up.

Soren's the mod creator for Dessault Mikoyan Engineering

One of the premier mods along the lines of Diable Avionics by Tartiflette

Mesotronic manages his own higher quality mod by the name of Exigen Industries(I think)

5
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 02:43:09 PM »
Ok, I'm somewhat confused is A,B & C meant to be ran together, or in parts of the users choosing?

Quote
The mod consists of three parts, all which can be installed separately (i.e., if you hate A, but like B, you're not forced to use A)

^ Surely that explains it clearly enough?

It was, but I can't seem to run them altogether.

Locks up at New Game loading.

6
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 03:24:07 AM »
Ok, I'm somewhat confused is A,B & C meant to be ran together, or in parts of the users choosing?

7
Mods / Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
« on: May 28, 2017, 04:49:29 AM »
Could you have a look at the Multi-Beamer Node PD weapons?

(They still do not shoot at drones or fighters/bombers)

I am using 9.5a, unless there is a new patch out that I cannot find, as this seems to be the latest.

I think he's holding off on another patch until either content is finished, or a new build of star is released.

Whichever comes first.

It's one of the reasons Blackrock Drive Yards isn't updated too, he's been rebalancing things, and adding a bunch of new content

8
I also want to clarify Soren specifically asks folk to not share modified copies of his mod with the playerbase for fear of unreasonable expectations when troubleshooting.

And while he doesn't outright tell anyone not to modify things, the fact remains.
Careful what you mod, there be dragons abound.


Edit: Thank you guys for helping. Can we request thread deletion?

9
I wasn't aware of a game limitation on fighter wing sizes.

I was quite literally attempting to go full *** on fighter wing sizes just to see how things played out.
Infact after parring everything down to normal levels

There is no longer any instability.
I was really hoping I could field some ridiculous fighter swarms too.
Ah well.

10
So I decided to tinker with my copy of the most recent .8a Compatible build of Dessault Mikoyan Engineering.

I'd changed the amount of fighters in a wing, and missile ammunition/weapon damage values

Now the game works fine, flawlessly even.

Until I try to approach the mod faction's main star system Nikolaev

I throws me this error everytime.

Spoiler
java.lang.ArrayIndexOutOfBoundsException: 10
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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)
[close]


Even weirder if I can use the console mod to teleport me directly inside the system, even do some trading on the stations in system, and then it'll randomly throw me the above crash.

11
Mods / Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
« on: May 26, 2017, 05:33:17 PM »
B-but I need aesthetic and proper fighter wings.
 ;D

12
Mods / Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
« on: May 26, 2017, 05:22:05 PM »
Soren since I'm an asshat who doesn't rightly care for faction balance, especially with things like Knights Templar

I've nothing really wrong with the balance, Fighters being OP I believe is more a result of how strong the re-work by Alex was.

OP on the ships overall seems starved is since you can no longer add 30% more OP via skills and it's been nerfed down to only 10%. But I like a -alot- of hullmod flexibility instead of trying to min-max weaponry loadouts. I've always felt the variety of effective and worthwhile low OP weaponry was incredibly sparse.

I've another unrelated question granted.

Spoiler
I modified fighter wing sizes, and maybe tweaked ammunition amounts for missiles along with increasing damage for a couple weapons.

Would you know why I can no longer get anywhere near Nikolaev? The error is below. It's fine if you've no interest in trouble shooting it.
[close]


Spoiler
623849 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 10
java.lang.ArrayIndexOutOfBoundsException: 10
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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)
[close]

13
Mods / Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
« on: May 26, 2017, 06:23:30 AM »
The fighters are way to strong...like..way to strong. Also, the ships that spit out drones need a limit on the drones or increasing replacement time like fighters.


But yeah, the fighters have to go sir.


how about you provide some specific construction criticism

Instead of

NERF NAO.  >:(

14
Would anyone know what is required to see changes made to a fighter wing reflect themselves in the Campaign?

I decided to root around and make some basic changes to fighter wing resupply cost & fighters per wing, the game runs fine, until I move to the main system associated with the manufacturer of said fighter wings.

I get a Fatal Error 10

15
Mods / Re: [0.8a] Dassault-Mikoyan Engineering v.0.9.5a
« on: May 20, 2017, 02:18:31 PM »
Super Carrier? Yes Please.

Yes. Very much.

Edit:I forgot to ask, would this Super-Carrier be similar to the Astral in it's Fighter Bay quantity?

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