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Messages - rada660

Pages: [1] 2 3 ... 19
1
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: January 29, 2023, 07:36:20 AM »
For a Solvernia, the dreadnought can have 3 squadrons.

But only 1 is within the core of the ship.

The other 2 are on the hangar subsection of the ship.

Due to that, the Engage command only affects the one within the core section.

Any way to fix that, cause I'd like to send all 3 of my squadron to fight, rather than just 1, while the other two remains regrouped around me.

2
Mods / Re: [0.95.1a][v1.1.0] Realistic Combat
« on: July 10, 2022, 01:28:59 PM »
So I've returned to the game, after so long not playing it and I've been using your mod. However, I've noticed some stuff being odd.

The biggest concern is how AI leads their shot way too much and keeps missing targets that are moving. :I

And the second is how everything seems to shoot so damn fast. I don't recall most kinetic weapon with be a literal hailstorm.

3
Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: March 19, 2015, 02:31:45 PM »
Well I feel like a derp right now :D

4
Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: March 19, 2015, 08:49:33 AM »
Whenever I activate your mod, I get a null error when loading the campaign... But I can say that im trying to run nexelrin... might it be the reason why it is not working?

5
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 11:26:50 AM »
I think when he said about shield also inefficient, Blackrock use their brutal force, while doing hit and run.

Like a trade off from lack of defence gives lot of firepower and manoeuvrability.

6
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 11:24:13 AM »
I'd say the same as for the shield issues.

7
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 09:33:32 AM »
Not to forgot how he display his stuff! He's maybe one of the few that display his content in meaningful GIFs. Not only screenshots! :D

8
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 13, 2013, 09:27:56 AM »
Looks AAAAWESOME :D

Blackrock is maybe my fav mod in the pack, on how the ship are made and their unique weaponry :D

9
Modding / Re: Aptitude and skill point tweaking
« on: November 11, 2013, 04:02:28 PM »
Did you start a new game to test your changes?

I did tried, no success.

I do run the Exerelin mod, but I checked the mod itself and it doesn't affect the skill and aptitude point gain as far as I know.

Unless I missed it.

10
Modding / Aptitude and skill point tweaking
« on: November 10, 2013, 06:33:33 PM »
I do believe you can tweak on how many aptitude and skill points you gain per level...

In "LevelupPluginImpl.java" I thought it would be that :

Spoiler
   public int getAptitudePointsAtLevel(int level) {
      if (level % 2 == 0) return 1;
      return 0;
   }

   public int getSkillPointsAtLevel(int level) {
      return 2;
   }
[close]

The first one checking : at every 2 level, add one point

The second being : At every level add 2 points.


Well I THINK it is. But I tried changing the numbers and it did nothing when I leveled up.

So I have my doubts it not that after all.

If it's really not it, where can I tweak it? But if it is. Why doesn't it does the trick?

11
Mods / Re: Project Valkyrie V1.2B [0.6.1a - Vanilla Balanced]
« on: November 09, 2013, 05:11:34 PM »
Yosh-II and Vat-IV are "Elite" capital ships in Exerelin, they start appearing in fleets once you go down far enough in the faction tech tree, I don't know how that works tho, but im sure Zap will chime in here shortly and fill the info vacuum.

Oh so you do need 10 points in the faction then 10 points in the fleet deployment... Hmmm Alright!

(sorry for the late reply)

It doesn't work that way in Exerelin (yet). That's the eventual plan (or a similar 'reward' type setup). At the moment though the Yosh-II and the Vat-IV do not appear for sale in stations. They do appear (small possibility) in the AI fleets.

Aww... You got to be kidding... That's no fun for us player.... >:|

12
Bug Reports & Support / Re: Crash to desktop on starting.
« on: November 09, 2013, 04:27:27 PM »
Don't have that much experience with Notepad++ so can't say, but any uncorrespondence in a CSV to the structure will give that error. Technically it's made to be opened with a spreadsheet application since it is a table.

Hmm... Tho I do not recall opening any file that required to open with a spreadsheet, as I do use openoffice for that. Only file I messed with was with notepad++

But what really confuses me is that It was working fine the night before. After the small changes I might have done. Then I had to go, save up my game close the game,  close my computer and when I come back, the the start up was giving me this error, there was no tweak in between the "closing the game" and "booting the game up"

13
Bug Reports & Support / Re: Crash to desktop on starting.
« on: November 09, 2013, 04:05:47 PM »
Be /extremely/ careful how you save the file. Excel or Openoffice Spreadsheet can save the same file in a different encoding format, CSV but with period delimited instead of comma delimited and other such issues. That's how you probably corrupted it. Most of the times just 'saving' and not 'saving as' should save with the correct original formatting.

Hmm for the core coding file I use notepad++ which format correctly the file for codding, and does'nt alter the extension in anyway.

I do take care of not messing up the format in the coding as well.

14
Bug Reports & Support / Re: Crash to desktop on starting.
« on: November 09, 2013, 08:30:34 AM »
and it is what I did. and that did the trick yea...


Just don't know what did that. <_<

As I didn't mess up with any core file. Only thing would be changing some numbers in the settings like instead of 20 base logistic I put 50 and etc.

Anyway! there was just the small annoying side of redoing all my preference, mostly to be able to run the exerelin mod, that need more meory to be able to run and the java 64 bit

15
Bug Reports & Support / Crash to desktop on starting.
« on: November 09, 2013, 07:00:02 AM »
So I was playing the game fully fine yesterday, then went to sleep, wake up today, boot up my computer and tried to start the game and i get this error today.

Spoiler
11789 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [ABSOLUTE_AND_CWD: null]
11870 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.õ00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

And I don't know why.

I did nothing wrong that would cause such error.

As I said it was running fine yesterday! D:

*edits* And it's not a mod causing this! I even tried without any mods and it still crash the same way!

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