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Messages - NightKev

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61
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: February 24, 2017, 01:56:06 AM »
Just about anything's possible if you try hard enough. Patience and peak active time being the limiters.
And the 25 ship limit
Unless you use SS+ or change the config file yourself.

62
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: February 08, 2017, 05:12:26 PM »
Looks like there's a bug with the new Comet Light Artillery weapon's projectile getting destroyed by means other than ship impact (cf this post and the one after it). At least I think it's that weapon, it's the only one with a "CometOnHitEffect.java" file of the mods I have.

63
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: February 07, 2017, 08:05:43 AM »
Just got an NPE caused by the Phase Leap ship system (probably caused by my new Cimeterre); at least that's my assumption based on the stack trace.
Code
6663749 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.CometOnHitEffect.onHit(CometOnHitEffect.java:34)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
at data.shipsystems.scripts.ilk_PhaseLeap.apply(ilk_PhaseLeap.java:148)
at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)

64
Mods / Re: [0.7.2a] Starsector+ 3.6.1
« on: February 07, 2017, 01:47:33 AM »
Both the main and alternate download links are the same.

65
Suggestions / Re: AI's method of retreat is not the most intelligent
« on: January 31, 2017, 03:09:23 AM »
Sounds good to me! Even more to look forward to in 0.8. :)

66
Suggestions / AI's method of retreat is not the most intelligent
« on: January 30, 2017, 04:34:34 AM »
It would be nice if the AI was smarter about retreating; currently it just turns towards the edge of the map and tries to run for it, even if it has front shields... leading to retreat often being a worse idea than telling it to "defend" a point at the far end of the map.

67
Mods / Re: [0.7.2a] Raccoon's Arms Pack v1.2
« on: January 30, 2017, 02:37:09 AM »
The mod_info.json from the main post download indicates it's still version 1.1.1, did you forget to change it or did you forget to upload the new version?

68
Mods / Re: [0.7.2a] Combat Alarm Sounds mod v1.1
« on: August 13, 2016, 09:58:46 PM »
You are mixing up IP and Trademarks: it's the second one that has to be enforced to be kept valid. IP are enforced at the discretion of the rights' owner.
And you're mixing up "IP" and "Copyright": IP is a blanket term including (but not limited to) copyright, patent and trademark law.

69
Modding / Re: Mod Request: No Shields
« on: May 31, 2016, 07:29:00 PM »
There won't be any advantages at all unless you are a cruiser vs frigates.

Everything else is an even playing field, where battles take less time and are much more intense.


Umm, there are plenty of ships that are balanced around having shields... you really haven't thought this through, have you?

70
Modding / Re: Mod Request: No Shields
« on: May 28, 2016, 06:11:51 PM »
That'll throw off the balance of the game quite a bit however.

71
Mods / Re: [0.7.2a] The Knights Templar 0.9.5h
« on: May 22, 2016, 01:19:44 AM »
Bitbucket download for this mod is broken too (other than II/GraphicsLib all the others work fine though).

72
Mods / Re: [0.7.2a] Interstellar Imperium 1.12.1
« on: May 22, 2016, 01:16:42 AM »
The bitbucket download doesn't work, it seems like you set the repo to be private?

73
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.0.2
« on: May 18, 2016, 04:41:47 AM »
Doesn't the updated SS+ still have the hullmods/skills in it?

74
Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: May 16, 2016, 11:59:45 PM »
I'd try this out, but... Stellaris.
Eh, you should really wait for at least 1.1 if not 1.2, the game isn't very polished yet (and there are some major bugs).

75
Will you be integrating any of the campaign changes from the now-defunct SS+?

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