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Messages - SainnQ

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31
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.

32
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.

33
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.

34
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

35
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.

36
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]



37
Mods / Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
« on: April 26, 2017, 04:13:49 PM »
I don't recall Shockbeams being that good against shields good sir.

How will they deal with shielding?

38
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.

39
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.

40
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?

41
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.

42
hey guys, sorry if this has been asked (or possibly clearly stated elsewhere). is this mod campaign compatible or just missions? i cant find the ships or weapons anywhere AND none of the fleets have mod ship composition

plz halp, is confuzled

This is a barebones compatibility release, you won't see many O.R.A fleets roaming, but you can find them in the Gudonov star system.

They also have a "stripe" purple & yellow-orange'ish fleet color scheme.

43
Mods / Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
« on: April 24, 2017, 01:34:02 PM »
No? I stayed up late last night getting non-campaign stuff working. That means I can start adding new content right away, and once the campaign is unsnarled it'll be ready.

The speed of ORA's update should tell you what's possible, although most mods are going to be slower. It's really not too bad.

I only from MesoTronic apparently the .8 update borked Exigency pretty badly.

44
Mods / Re: [0.7.2a] Dassault-Mikoyan Engineering v.0.9.4c
« on: April 24, 2017, 01:19:07 PM »
Damn that sucks

45
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 02:45:00 PM »
I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Yep. Already fixed.

By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.

Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?

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