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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 - Jonlissla

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Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 13, 2016, 11:31:46 PM »
You mean IBB bounties? You take those via missions from certain factions. They aren't posted in the event system.

Wait, what? They are? I remember them being part of the normal bounty system. Must have been changed then.

Either way, I'll take a look and see if any of them are posted. I was getting curious as to why they never popped up like before.

Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 13, 2016, 11:17:59 PM »
I haven't found a single special bounty so far, but I presume it's because it hasn't been properly updated yet to 0.7.2? I'm using Nexerelin as well.

Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 13, 2016, 03:35:15 AM »
I don't know about you, but I love my blue space dong. A nice little middleground between a cruiser and a capital ship.

Mods / Re: [0.7.1a] Pegasus Belt Council v1.4 (update 2016-02-06)
« on: March 04, 2016, 06:06:32 AM »
Any plans to update for the latest version? I have to admit I enjoy this mod incredibly much. The designs feels unique and I like the sprites.

Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 09, 2015, 04:45:23 AM »
For that matter, independents aren't supposed to be able to launch invasions.

The logbook doesn't go back enough for me to see the log entry, but I'm pretty confident I saw a Indie invasion fleet headed for a Templar controlled planet once.

Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 07, 2015, 05:59:20 AM »
I've noticed I have the same issue when using SS+ and a lot of faction mods. Guess it's all because of the way the economy works.

Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 06, 2015, 11:42:05 PM »
How much of this is actually intended?

I'm curious about this as well. I know that prices were increased, but I don't know what the minimum is. Would save a lot of restarting.

or aliens forcing you to turn on transponders

That's hilarious.

Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 06, 2015, 09:45:26 PM »
And once again, the mod mafia strikes. Several large mods updated at once.

Be afraid, everyone.

Be very afraid.

Mods / Re: [0.7.1a] Pegasus Belt Council v1.2 (update 2015-12-06)
« on: December 06, 2015, 09:25:47 AM »
Have to say I really like your sprites; pretty much every ship has a unique shape which gives them a lot of personality.

Mods / Re: [0.7.1a] Diable Avionics 1.2 - At War (04/12/2015)
« on: December 05, 2015, 06:06:20 AM »
I really like the capital ship sprites and the fighters, but many of the frigates and destroyers except the new freighters feels as if they're identical at first glance and in combat. I think it would be better if they were more asymmetrical and had more unique shapes.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 05, 2015, 04:34:53 AM »
Looks like something David did, which makes it fit the vanilla ship lineup.

Keep up the great work.

I get this message when using 0.83 with 0.7 Nexerelin.

104183 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [suicidal] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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$ Source)
   at Source)

I'm using the latest version of Starsector with the hotfix, RC10. I don't get this crash with any other mods alongside Nex.

Mods / Re: [0.7a]~The Nihilic Empire~ 0.96 (At least it works again!)
« on: November 28, 2015, 09:50:19 AM »
A person asked me to make the mod playable again as he never got to beat the big ship. Only took me 9 hours of remaking and figuring out how systems works nowadays, for a game I haven't touched in 1½ years...

Now that's dedication.

So... uh, welcome back I guess.

Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 11:42:22 AM »
It's a temporary, heavy-handed way of making sure you only align with one faction by the endgame. Looking at some ways to make it a bit less heavy-handed while accomplishing the same goal.

After a smuggling investigation by the independents my rep with them was lowered with -103 due to my high standing.

I was very sad afterwards.

Just want to mention that the music of the Luddic Church is awesome, especially for neutral and hostile encounters. Sounds like a monastic choir mixed with Mongolian throat singing :D

They definately have the best soundtrack. Hegemony sounds a bit cliché, and Tachyon is basically a five second loop which gets incredibly annoying when browsing the market or refitting.

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