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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 - Offensive_Name

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1
Suggestions / Give the apogee a makeover
« on: September 26, 2019, 08:27:32 PM »
This mod by zym https://fractalsoftworks.com/forum/index.php?topic=16759.0 made me go back and read the old blog post about the troubles with greebles. since then many ships have gotten a makeover but I feel the apogee has been left behind, I feel since it is a more advanced ship it really deserves to be cleaned up and made smooth. I am advocating for anything other than an Aesthetic change, I like the general shape and the way the ship plays as it is.
 

2
Modding / Re: [0.9.1a] Cleaner Apogee 1.0
« on: September 26, 2019, 08:22:17 PM »
I think it could be cleaned up even more by removing some of the greeble from it since it seems it never really got a makeover since this : https://fractalsoftworks.com/2015/07/26/the-trouble-with-greebles/

3
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 09, 2019, 09:46:02 AM »
I can't seem to make an alliance, I go to special functions and all that is there is request a fleet, prisoners, and faction directory.

EDIT: never mind, I had to leave and come back.

4
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 08, 2019, 11:17:35 PM »
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?

5
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 08, 2019, 06:38:35 PM »
I haven't seen this issue in any of my saves, so my guess is that you didn't delete the old mod folder before updating and you've got an old variant file calling slots that no longer exist. All I can tell you to do is delete your DME folder and reinstall it fresh.

That worked thanks, I was being dumb.

6
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 08, 2019, 04:05:00 PM »
Weird. You might have to delete your mission progress?

I don't really care about the mission, not being able to enter the sigma is annoying.

7
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 08, 2019, 01:54:18 PM »
It is not an old save though, I made this save after I updated.

8
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: September 08, 2019, 01:41:30 PM »
I am getting Crashes when trying to enter Sigma Systems and trying to play the last of the missions you made(cant remember it's name).

This is from the Log

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [istl_devilray] variant [istl_devilray_strike]: slot id [WS0024] not found for weapon [istl_impulsor]
java.lang.RuntimeException: Ship hull [istl_devilray] variant [istl_devilray_strike]: slot id [WS0024] not found for weapon [istl_impulsor]

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0024] not found on hull [istl_devilray]
java.lang.RuntimeException: Slot id [WS0024] not found on hull [istl_devilray]



9
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 08, 2019, 11:32:31 AM »
Why you gotta do me with that Targeting package speed nerf?

10
Suggestions / Re: Aurora as sample case for AI piloting errors.
« on: September 07, 2019, 05:51:38 PM »
I agree completely. A simple fix would be the ability to set the AI of ships without officers to Aggressive or any of the others.

You can already do that. Doctrine agressiveness setting affects all ships without officers, including the ones in your own battles. Put it on 3 instead of the default 2 and all your ships will behave as if they had agressive officers.

A simple fix would be to actually explain that to the player better. Right now you need to mouse over some weird bar amongst other weird bars on a tab that looks like it only affects colonies.

I have been playing far too long to have not known that lol. Thanks a lot.

11
There is a problem with the special bounties. I found the Bounty Hunter bounty and when I interacted with him he is hostile, even though I have my Transponder on and am friendly with the independents, it is telling me I will take a hit to reputation but it won't let me leave.

12
Suggestions / Re: Aurora as sample case for AI piloting errors.
« on: September 07, 2019, 02:01:48 AM »
Solution? Lol wut the solution would be to make AI actually use weapons other than its longest range one. It's ridiculous that all of your AI ships must have weapons of exactly the same range, it makes build variety even worse.

I agree completely. A simple fix would be the ability to set the AI of ships without officers to Aggressive or any of the others. In the long run however there needs to be some tweaks to the officerless AI and the Steady Officer AI.

13
When I use Swift SRM launcher in simulation the rockets are dumbfire instead of being guided like they're supposed to be according to the weapon card (tracking:good). Haven't tried outside simulation. Are they bugged?

They have a pre aim sequence then are dumbfire just like the Squall missile system.

14
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: September 04, 2019, 10:05:09 PM »
I don't use it on my ship, but I have used it on a few frigates to help support, I had a Monkey model walsh that rocked it and 2 artassaut revolver cannons(small HE diable avionics). He is dead now if that tells you anything, but he sure did last awhile.

15
Are the vengeance fleets part of your mod? Cause that is some cool sh... I mean stuff.

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