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Messages - SainnQ

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46
Just out of curiosity, can you use the ship editor mod to modify MOD ships (Not the upgrades of normal vessels, but actual ships of the line)

I haven't been around for awhile, didn't even know there was a ship editor

>Incoming symmetrical turret configurations.

47
General Discussion / Re: I'm bored.
« on: March 31, 2017, 09:13:55 AM »
It made me realize I've not once seen a mod in the past several years that did a blessing to the game's economic systems.
Mainly because the economy model is volatile and finicky? And that one bad mod can throw off the balance of it as well?

Is that really it? I came across a reddit post and someone seemed to have figured it out pretty well.

I just wanna build my armada with a economic powerhouse of trading & manufacturing damnit D:

48
General Discussion / Re: I'm bored.
« on: March 31, 2017, 09:04:14 AM »
Anyone familiar with a 7.2A compatible mod that builds on the games economy?

I've a couple mods installed, and I'm getting trade contracts for consumables not available on the game's market.

It made me realize I've not once seen a mod in the past several years that did a blessing to the game's economic systems.

49
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: March 31, 2017, 06:04:59 AM »
I actually wasn't aware ShaderLib & GraphicsLib were one in the same actually.

I've already got Dessault downloaded

50
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: March 31, 2017, 04:25:19 AM »
Blackrock Drive Yards
Combat Chatter
Common Radar
Diable Avionics
DynaSector
Exigency 7.2
GraphicsLib
Interstellar Imperium
LazyLib
Neutrino Corp
Nexerelin
ShaderLib
Shadowyards
Ship & Weapons Pack
Starsector+
Tiandong Heavy Industries 1.1.2
Underworld

51
Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: March 31, 2017, 03:24:44 AM »
I keep getting a Fatal error while playing Exigency ships in my fleet,

This is the error in particular, it seems to be randomly triggered too.


Spoiler
2915003 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
java.lang.NoSuchMethodError: com.fs.starfarer.loading.specs.EngineSlot.getNode()Lcom/fs/starfarer/loading/specs/Y;
   at data.scripts.plugins.exigency_TeleportPlugin.advance(exigency_TeleportPlugin.java:432)
   at com.fs.starfarer.title.C.K$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.o00000(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(Unknown Source)
[close]

It seems to be when I trigger the teleportation. But beyond that I've no clue how to fix it.

52
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 29, 2017, 08:38:16 AM »
(How does a solid lump of metal generate EMP anyway?)

Shards of metal could sever wires, create sparks, cause short circuits?

Probably some mechanism related to thermodynamics and electro-magnetism of the ship shielding itself?

Too bad my science is rusty. I'm pretty sure there's a neat Hard-Science Fiction explanation for it.

53
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 29, 2017, 06:32:39 AM »
@ Tartiflette:  More like less optimal.  We do not want Sabot overcompensated to be useless, only not overwhelming against equal or smaller-sized player fleets.

I am indifferent to the Sabot change.

Baiting ammo from AI ships as the best defense feels bad.  MIRVs should become weaker regenerators again.  Currently, they are much like the original MIRV, except more damaging, and the AI wastes them.  It may save one as a revenge attack to fire right before it dies, but otherwise, it just fires n-1 MIRVs like no tomorrow.  Better just wait out the MIRV barrage with the appropriate counter.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?
Not only that, second stage Sabots evade PD and combined with anti-shield kinetic damage, and the damage is high enough to punch big holes in armor despite half damage, they are effectively unblockable.  Sabots' main weakness, aside from low ammo, is the delay before it enters the second unblockable stage, making it less ideal as a twitch punisher, but it is good for reliable damage.

So it's a mechanism flaw I guess? I know a lot of the mods use Sabot like weaponry, and they're just as powerful there too.


54
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 29, 2017, 04:21:14 AM »
Because right now they are unstopable and just a couple of pods can delete any ship from existence instantly.

So is the problem with Sabot missiles, the fact that due to system mechanics and how damages are handled, they're pretty much an all-aspect weapon?

I never used them alot in my gameplays I was too busy enjoying other mod weaponry from Diable & the likes of Neutrino

55
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: March 04, 2016, 04:55:43 AM »
Any ETA for the 7.2a Update of ApproLight?

56
There is no way to passively kill time.

I,e you can't hold position in an asteroid belt, or simply orbit a planet or station while time just passes on by idly.

57
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: December 17, 2014, 12:27:16 PM »
This is probably a bad question.

But I'm unsure how to deal with it.

Is it realistic to be penalized for smuggling one item (a medium weapon) to incur a 97 point reduction, including 30 points in Friendly faction rating?

And if not, how difficult would it be to edit faction standing. Because that's ridiculous. I expected maybe a cash penalty, or a minor faction standing, not a flag of -140 standing with a given faction for a smuggling investigation loss.

58
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« on: December 12, 2014, 04:58:46 AM »
Awesome mod.

One question tho, are Mining ships supposed to be available on the market? And do they work currently?

It'd be nice if they did, I'm having a really REALLY hard time gaining faction standing to unlock anything respectable.

59
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
« on: January 18, 2014, 10:24:50 AM »
Oh, that's all?

Hell. That's easy enough to fix, appreciate it Wiz.

Another question I had, how does Exelerin handle additional mod content, does it already come with several factions or do I manually have to add them?

I notice a bunch of let's play with like 12+ factions and I also noticed how small Exelerin was. Did someone do some compression wizardry?

60
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
« on: January 18, 2014, 10:12:21 AM »
I keep getting an error.


Fatal:Error compiling [data.scripts.plugins.LazyLibCombatPlugin]
Cause: Compiling unit "data/scripts/plugins/LazyibCombatPlugin.java"


I forgot to add that I'm using the most recent RC as of maybe, 3-4 days ago.
Also using LazyLib 1.7 & Exelerin .63

I tried using Torn Up Plenty but I believe I got the error due to the dreadnaught typo. I'm more concerned about not being able to start Exelerin vanilla.

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