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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Valikdu

Pages: 1 2 [3] 4
31
How do the gundams interact with the hullmod? Does it enable them to be replaced or something?

They're replenished to having 3 in each wing if the mod is used.

32
You're right.
Although, I think that conquered planets will have to be addressed sometime. They do conquer planets; I didn't help the Yuri conquer Hiigara, they just went and did it.

(quick suggestion: the Mythril Cloak kind of underperforms if equipped with guns due to low gun uptime; how about an "accelerated ammo feeder" effect for when the armor is open?)

PS: Yay mobile suits!

33
I have an idea, if this is possible to code in:
-Have the "Scarlet Ice" modifier be positive to hazard rating, if Caparice is held by the CTCo
-Have it be changed to a negative modifier with the same name if the planet is invaded by someone else and taken
-Have a planet invaded by the CTCo change in type to a Scarlet Ice World, with the positive modifier

As it is right now, Caparice doesn't have a pop growth :/ but this is sort of important with Nexerelin, as NPC planets grow too.

34
Then it's probably because I'm applying a new version to an existing save.



More seriously: the game crashes with a null pointer exception related to

data.scripts.hullmods.yrxp_commission_safety.applyEffectsAfterShipCreation(yrxp_commission_safety.java:63)

if I view any place where the commission hullmod may be seen (ship market, ship storage, autofit) after resigning my Caprice commission...



This occurs unless I manually remove the Flowers of the Snowfield hullmod from everything (including all the ships that are in storage, or the crash will occur when I view the storage) before resigning.

[I wish there would be a way to get commissioned crews while in an alliance with a faction, instead of just being commissioned by it, but I'll have to take it up with the Commissioned Crews developer]

minor nitpick
the "Scarlet Ice" modifer name has a line break after "Ice".
[close]

35
For some reason, my planets have the Mob-Run Business stability malus even thought I haven't built it.

36
Bug Reports & Support (modded) / CTD when saving
« on: December 05, 2019, 01:22:29 PM »
It doesn't happen on every save, but periodically.

The log file cuts off with "Saving - Stage 3", and the error file looks like this: [attached].

I've allocated 6 (out of 16) GB system RAM to the game, and my video card has 3 (GTX 1050). Should be... enough, right?

Enabled mods
"$$$_trailermoments",
  "Adjusted Sector",
  "anotherportraitpack",
  "anvil_industries",
  "raccoonarms",
  "blackrock_driveyards",
  "Boggled Terraforming",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "ExLaneUnion",
  "GKSec",
  "gflportraitpack",
  "GMDA",
  "HMI",
  "HA",
  "hiigaran_descendants",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "yunru_pirate_collection",
  "$$rebalanced_pilums",
  "sun_ruthless_sector",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "THI",
  "transfer_all_items",
  "transponder-reminders",
  "TS_Coalition",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "vesperon",
  "toggleWeapons",
  "yrxp",
  "shaderLib"
[close]

[attachment deleted by admin]

37
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.2)
« on: December 02, 2019, 12:54:41 PM »
Maybe instead of reducing the number of GECKs, extra steps and expenditures could be added for turning any planet to a terran? Like, currently the GECK just makes any planet terran in one step, but maybe it could just be used for turning a hostile planet (volcanic/toxic/irradiated) into a barren one, and then there would be these extra steps for making it better for life, using new structure and abilities in addition to the existing mirrors/shades/slings.

38
Mods / Re: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
« on: December 02, 2019, 03:08:41 AM »
Thanks for the mod!

P.S.: Sola is best girl

39
Mods / Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
« on: December 01, 2019, 08:40:30 AM »
Problem: The Seraph Wing will do its flip ability every time a battle starts. I think it triggers the ability just on cooldown.

40
Mods / Re: [0.9.1a] Yuri Expedition v.1.5.1 || Faction Pack || Patch 11/25
« on: November 30, 2019, 06:41:16 PM »
I've set up shop near Kassadar, but I regularly make runs from Caprice to spread the CULTURE.

...and now CTC has taken over Hiigara. I don't know how I feel about this.

41
Question: what is it that causes an AI persona to become insubordinate and what can I do about it? (or is it random?)

42
Mods / Re: [0.9.1a] Missing ships mod
« on: November 27, 2019, 07:39:30 AM »
Can't load the game with the new version, says fighter wing with id [flak_craft_wing] not found

43
Mods / Re: [0.9.1a] Adjusted Sector
« on: November 26, 2019, 01:18:35 PM »
Ok, i slightly messed up while compiling sectorprocgen file.
I've updated main post, now it should be okay.

Thanks!
It's better now. Would be 100% great if you could increase the effect of this change more (like, for this exmaple, to extend the grid by about 2 more cells: https://imgur.com/a/ZyVCGAc ), but if that's not possible, I could live with this.

44
Mods / Re: [0.9.1a] Adjusted Sector
« on: November 26, 2019, 11:49:05 AM »
Archive me your save file, i'll try it and see what can be done with it.
Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0

I've tried Grand Sector for comparison, and this problem doesn't occur. The game somehow draws a larger grid on the map/intel screen (I've compared them, it has proportionally more cells), which encompasses the entire sector with all its systems (here, systems stick outside of the grid), and the entire map is visible.

Of course, Grand Sector doesn't do anything with the actual exploration-worthy content... :/
You've tried it with the same params, regarding everything, not just height/width?

Yeah, although GS has one parameter in its config file that Adjusted does not use: SectorCellSize (not ConstellationCellSize).
But that one just seems to use the stated vanilla value.

45
Mods / Re: [0.9.1a] Adjusted Sector
« on: November 26, 2019, 10:03:06 AM »
Archive me your save file, i'll try it and see what can be done with it.
Here: https://www.dropbox.com/s/zg1hc1o3ycp1hee/save_TEST_884913219661667836.rar?dl=0

I've tried Grand Sector for comparison, and this problem doesn't occur. The game somehow draws a larger grid on the map/intel screen (I've compared them, it has proportionally more cells), which encompasses the entire sector with all its systems (here, systems stick outside of the grid), and the entire map is visible.

Of course, Grand Sector doesn't do anything with the actual exploration-worthy content... :/

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