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Messages - TheNewCongalala

Pages: [1]
1
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: March 04, 2014, 01:20:12 PM »
with the new changes i do like. the Imaginos now with that alt ability is just crazy, still bits of a steep side for logistics but its a damn fine ship for early game, or late game if your into piloting it (doesn't seem do well controlled by AI against some of the other mod factions like neutrino).

Weapons wise, small and medium weapons of the black-rock are just simply amazing, shard weaponry is a reliable damage source for any situation and the sunjet PDE (the one that can turn) grills unshielded ships. my particular favorites though is those Scalar repeaters good range nice ammo pools to just burst things down to zilch. however, i fell like the Large scale weapons just don't cut it in comparison to other faction weapons. Ironweaver for the slot its on is fantastic for tiny ships or just putting up a flak wall for missiles (probably one of the best ways to deal with Missile ships). but the Solinoid cannon (i know ive spelt that wrong will correct it at a later date) just does not provide that bang for the buck so to say. so quite often i end up equipping my Krakinos with other faction weapons (Kadur theocracy Demolisher and redeemer take it to OP levels).

I feel like Black rock is missing a front-line destroyer. the desdinova is a good pursuer there is not that many destroyers can be rigged to go as fast as that can, but it lacks in serious combat where some of the more hardier heavy hitting destroyers just obliterate it from existence (if there's another and ive missed it please enlighten me). i would like something bit more sturdy in addition to it, but that is my opinion. *EDIT* just discovered the hammer-claw and that's closer to what i was looking for.

The asura is great in theory but to me its not a viable ship for people starting out. its not even a worthwhile phase ship in my opinion comparing it to other phase ships of similar class size. i do like it's lore and showing that phase tech is not quite optimal for blackrock, it feels like a show room model of what black-rock can do with phase tech, im sure theres people who can use it brilliantly but i just don't like it, maybe if it had a different ability or a unique weapons on it i could get behind it.

otherwise just love the rest especially the Krait fighter wings probably one of the best fighters I've used.

there's my 2 cents, haven't tried end times recently but i'm expecting to get something higher then 35%

2
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 14, 2014, 09:32:49 AM »
^ I'll take a look at it. It could simply be the fact that there are too many hullmods, a lot of those mods add custom ones.

I've been redesigning some ships/sprites and denoising them to remove visual clutter. The Revenant feels very good right now.

Spoiler



[close]

ok. ill see what i can cut out then, im thinking its probably the extra weapons pack since that adds about 5-6 extra hull mods. haven't seen that first ship before or is that a redesign of the Kurmaraja?

3
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 09, 2014, 05:46:22 PM »
Heya Cycerin,
                   another problem i've noticed is that your hull mods (like the Blackrock targeting suite) are not showing up in the refit menus.  I do have these mods running.

Syndicate asp
BRDY (of course)
Exrelin
Hiigaran
Interstellar federation
TUP v5
tradewinds
Kadur theocracy
Valkyrians
nomands
gendune
neutrino
Weapons pack 0.32
omnifactory
and Lazy lib

as far as i know their all up to date with current versions.

just thought you would like to know, and if there is a quick fix to it. that would be greatly appreciated :D. just finally got my hands on an Imaginos. that ship is beastly despite having no shields.

4
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 02, 2014, 03:12:16 PM »
Thanks Zaph. greatly appreciated

5
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 02, 2014, 08:05:47 AM »
Hey, glad to hear you enjoy the mod. :) The stormcrow and nevermore B have been removed from the recent builds. They were outdated content that I feel don't really serve any purpose in the mod.

The stormcrow was just made as a boss ship for an old Uomoz' Corvus build. (which is why its variant has like three times as much stuff on it as the ship's actual OP limit allows) It hung around in Exerelin without me knowing for a while - and even then, now its role as an elite ship has been supplanted by the Asura and Imaginos, which are much more fun to pilot anyway, and the Nevermore B's ideas were eventually recycled into other ships.

I'm sorry about that, but I decided to take a hard stance on this because if a ship exists in the mod, but isn't functionally part of it, it serves no purpose but to remind me that I have outdated, nonfunctional content hanging around in my own files.

sooo... deleted the brdy_stormcrow and thats fixed that one but i can not find the Brdy_stormcrow_cyc and how can i get rid of it?

Edit: ahh just re-read what you said. looks like ill have to look into the exrelin files then

6
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: February 01, 2014, 08:56:28 AM »
Heya Cycerin.
                   i have been really enjoying your mod but a while ago (few days) it suddenly stopped working. it seems to have problems finding Brdy_stormcrow and Brdy_stormcrow_cyc hulls/Ids. i've deleted it and re downloaded the mod but i still get the same problem.

this is the error i get for the Brdy_stomrcrow_cyc

13436 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading blackrock faction
13455 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_stormcrow_cyc] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

don't know what i've done  to upset it :/.

7
Modding Resources / Re: LazyLib v1.7 (.6.2a, released 2013-12-18)
« on: January 29, 2014, 05:10:39 PM »
It's caused by the Omni Complex mod. That has an old version (0.1b?!) of LazyLib included, and it's loading that mod's version of MathUtils instead of LazyLib's. Hence the game not finding a method that clearly exists. :)

(this would be why I don't like other mods including LazyLib in their download unless they are a total conversion, btw)



Thank you. i didn't realize that was the problem.

8
Modding Resources / Re: LazyLib v1.7 (.6.2a, released 2013-12-18)
« on: January 29, 2014, 07:16:03 AM »
heya,

i have been using some mods, mainly stuff that is compatible with exerelin. but now almost every time i go into combat it crashes and this error comes up

102172 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.isPointOnLine(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;)Z
java.lang.NoSuchMethodError: org.lazywizard.lazylib.MathUtils.isPointOnLine(Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;)Z
   at org.lazywizard.lazylib.CollisionUtils.getCollisionPoint(CollisionUtils.java:90)
   at org.lazywizard.lazylib.CollisionUtils.getCollisionPoint(CollisionUtils.java:53)
   at data.scripts.plugins.WraithiiOnHitEffect.onHit(WraithiiOnHitEffect.java:35)
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

(even stopped most of the mods to see if it was some sort of compatibility issue). here is the list i run on starsector 0.6.2A
Exerelin 0.631 (i did update this from 0.63 but i did what the guide said so that shouldn't be a problem i hope)
Galatia Complete
Gedune
Interstellar federation V1.2.7
Omni complex 1.21
TuP V5a
Nomands mod
Hiigaran Descendants 1.1.0
Neutrion Corp. 1.75
Tradewinds 0.3
and last but not least Lazy Lib 1.7

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