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Messages - joey4track

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31
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 24, 2013, 09:05:36 AM »
You need a valid superhauler such as the atlas in addition to a valid troop transport such as the valkyrie, and usually a big load of marines. You attack by floating your fleet above the station; it will take one attacking marine per defending marine and if you run out of marines you might lose your hauler and troop transport. So, if the defending station is packed with 1000 marines but your fleet can only hold 700 marines it will take at least two loads of marines to capture the station, provided that it does not get supplied in between your capture attempts.
Wow. Dang.. That seems like a lot has to go right for that to happen. Wish it was easier.. Well I have the credits to try it out, might as well give it a shot thanks.

32
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 23, 2013, 09:21:45 PM »
Is it possible to actively take over another factions station in this mod? I heard something about having to get an Atlas and pack it up with supplies then add it to your fleet, then hover over the station and it should take it over?

Or am I crazy and that is just not possible at all?

33
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 22, 2013, 02:14:18 PM »
Been playing the mod for awhile now and recently redownloaded the new version but I seem to be only able to start as the vanilla factions. I know there are ways to include and exclude other factions but in the older version there were at least 6-8 other factions already included. Have they been taken out of the newest version due to balance issues or did I do something wrong?
You have to download the other factions separately.

34
The mods have been relocated, the game was launched using the .bat, the .bat had a higher memory allocation set, and it still didn't work??? How much memory did you allocate in the .bat file?

I've tried 512(default), 1024, 2048 and 4096 and no matter what eventually I will get a random crash when trying to save and then I won't be able to reload after

35
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 22, 2013, 02:20:49 AM »
Yeah I've done all that and still have issues with loading saves after playing for awhile

36
Make a new mods folder inside of starsector-core if there isn't one already there, and relocate the mods there.
Yep, did that and still can't load my save. I can at first with a new game but if I play long enough it will just get to a point where I just can't reload my save anymore.

37
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: December 21, 2013, 08:18:56 PM »
no its saying somthing like java tm platform se binary is not responding
I get the same thing with Uomoz's too. Still haven't found a fix

38
Are you using the normal starsector launcher? The linked tip needs for the game to be started through the .bat instead of through the normal launcher.

For some reason when I launch from the bat, the mods don't show up in the launcher..?

39
If you have a 64 bit version of java you might try this:

http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834

Yeah I tried that and it still isn't working

40
Yes, you should be able to use any independent trade hub for a factory.
Thanks!

After editing my vmparams I was able to load my save again but then after a play session my save is corrupted again :(
I tried uping them to 2048 but I still can't load my save. Shame, this is the most fun I've had with SS in awhile! This mod is great but for some reason I can't load my saves...

41
I am also getting the Error loading saved game bug  :'(

EDIT: Also tried the suggestion above but i'm still getting the error and cannot load any save games

EDIT 2: Ok, now I got it to load. I didn't alter my vmparams correctly.

So anyway, is there any way without having to join a faction that I can use the building factory? I know there is this void station thingy but if I use that, everyone becomes hostile to me..

42
Mods / Re: [0.6.1a] The Nomads (v0.9.6)
« on: October 19, 2013, 10:27:18 AM »
So it is possible to get this to work with Exerelin? Because I've had no luck with that. Tried to comment out the line in the modinfo file but I cannot choose to start with them and they don't show up in game. Strangely enough though they do appear in the simulator.

43
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 27, 2013, 05:50:51 PM »
Oooohh that dual faction idea sounds awesome!

44
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 27, 2013, 11:05:14 AM »
Actually it would be pretty cool if there were a rag tag rebel faction hostile towards all with fleets made up of random ships and weapons from the mods installed. That would actually be really awesome but not sure how easy that would be to add.

45
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 26, 2013, 06:38:58 PM »
I freaking know right?!! It seems like EVERY time the important purple text comes up to tell me who wants to kill me etc..  I pull into a station and then I can't read it before the cargo screen pops up  >:(

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