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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 - SainnQ

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16
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 02:50:47 AM »
The Gulf is my new favorite ship. It does a little of everything, it's pretty fast and agile for a cruiser, and it even has a hangar bay! Also, as a nice bonus, looks really cool too.


Ridiculous frigate-size transforming mecha when? The people cry out for mobile weapons! ;)

There already is a pair of Frigate sized Combat Wanzers.

They're just rare as hell.

One looks like a mobile armor almost from gundam, and the other looks like a big ass dart.

17
Where would I look to tweak the size of a given factions mods?

I'm not a fan of there being something like 6-7 Independent stations, but only one proper military station, and a subpar one at that.

18
He DID release a combat simulator years ago. I think it was called Starsector or something like that.
Correction, the combat simulator was called Starfarer. That is all.

We aren't legally allowed to call it that anymore, because reasons.

Yeah, the combat experience gain is too fast, something is wrong if you level up 3 times from a single battle.

Does this happen often? The only time I get this is when I win one of the good fights, where I'm piloting the starter Wolf with no skills and a few wingmen vs. like 4 destroyers with escorts. If I win that (and as low a level as I am), give me a couple of level ups.


I think the problem is most that people are pretty good overall at playing the game, and coming to grips with the controls & systems made available.

So much so that given any ship with a decent level of versatility, they *** stomp the AI readily out of hand.

19
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 30, 2017, 12:06:31 PM »
Out of curiosity is there an ETA on the next I guess "Major" hotfix to 8.1?


20
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 28, 2017, 10:04:03 AM »
Ok, whoever posted the blade wanzer in the 4chan thread, needs to stop blueballing.

We're starved enough for .8 capable mods as it is.


21
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 12:29:34 PM »
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]


Thats *** sexy.
Please do.

22
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 27, 2017, 04:23:00 AM »
Are we no longer allowed to use Java 8 and the Out of Memory vpparams setup with 0.8a?

I've got quite a few mods loaded. And I'm getting a out of memory error.

23
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« on: April 26, 2017, 10:24:09 PM »
Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

Or rather mine is too new, being RC19-mod1 aka flicker fix.

Make sure you've got GraphicsLib installed along with LazyLib also

I was on an old Release candidate in addition to needing one the mentioned Libs before that error in particular took a hike.

24
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« on: April 26, 2017, 09:23:10 PM »
I've also got an error, but this might be because I'm using the build Alex posted in the 0.8a patch notes thread to fix a couple of minor flickers I'd also experienced every so often.

Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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(Unknown Source)

Go back to the Release Page and download and install the game again. Your on an old Release Candidate like I was I'd wager.
We're up to RC19

25
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« on: April 26, 2017, 06:05:30 PM »
Hmm, are you running Java 7 and, if so, is GraphicsLib installed?

Disregard everything.

I hadn't realized there was a RC19 of the 0.8a Build, Everything works now.

Sorry for the false alert.

26
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7
« on: April 26, 2017, 05:22:06 PM »
I believe I downloaded the "Fixed" build, but I'm still getting a Fatal:0 Index:0, Size 0 error.
Log error below.

Spoiler
31261 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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(Unknown Source)
[close]



27
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: April 26, 2017, 04:50:03 AM »
I look forward to this, 8a is so starved of ship/armament variety IMO.

28
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
« on: April 26, 2017, 02:48:33 AM »
For balance reasons, you should remove the Terminator look alike from the Wolf [SNT] and give it back the default phase cloak.
I'm going to be real stubborn on removing the Wolf's drone, because that's the main change to it (omni shield and high res sensors are really just a bonus).

The drone IS a Terminator, the exact base drone found on the Tempest, just with a different weapons loadout. If the IR pulse variant is too annoying and fast, I'll consider adding degraded engines to it.

Also, new update soonish (hopefully this week, if I have the time). My "special" stuff likely won't make an appearance, have to wait for 0.8.1. Instead, I'll try and expand the additional weapon choices.

Is it not possible to modify the High Resolution Sensor's Hullmod to have a scaling buff based on hull size? So it's not so OP?
I really don't see a sensors hullmod being OP IMO considering it's not a very integral function of salvaging & derelict scanning.

29
Mods / Re: [0.7.2a] Nexerelin v0.7.7b (update 2017-04-11)
« on: April 25, 2017, 12:47:05 PM »
May I ask what the bug is?
Any mod with a custom rules command won't launch.
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)

Did Alex indicate how far out the 8.1 update was?

30
Mods / Re: [0.8] Gundam: Iron-Blooded Orphans Mobile Suits
« on: April 25, 2017, 04:28:57 AM »

Adds in various Mobile Suits from Iron-Blooded Orphans (and probably other MS' from the Gundam series).

DOWNLOAD LINK

At the moment currently the Graze Custom and Man Rodi are in and available to all vanilla factions.

===== Changelog =====
v1.0
-Initial Release

Uses the wanzer bases from Tartiflette and FlashFrozen's Diable Avionics mod for reference.

0

I saw this on the 4chan thread.

There's a glaring problem.

You can't see these suits against the backround of space Butter. And I'm not sure how you would fix that without *** up iconic color schemes from the various suits.

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