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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 - LuciferNZ

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1
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.0 (Beta)
« on: June 10, 2017, 05:03:08 AM »
I deleted the Omnifactory folder from Nex, and it seemed to solve the crash.

Haven't tried a play-through yet though.

2
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: December 17, 2015, 07:46:28 PM »
I agree, this was one of my favorite mods for .65 =)

3
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 15, 2015, 10:34:43 PM »
I wanted to report that trying to open a Templar market made my game get stuck when I tried to open it. The planet was Ratatosk that they took over. I tried it a couple of times, be it for cargo or ships. This is the end of my log of one of the times;

Spoiler
8045192 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [sindria_ratatosk]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8045362 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Domestic Goods(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Metals(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Supplies(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Heavy Machinery(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ore(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Food(Ratatosk)
8045363 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Volatiles(Ratatosk)
8079985 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Bow_8688348307315937406...
8091344 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
8097644 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [coatl_agreus]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097644 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [ii_perinthus_ii_babylon]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097724 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
[close]
I had the same issue.  Redownloading Starsector+, Lazylib etc seemed to fix the issue. (Use Version checker if you're not already)

4
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 12, 2015, 10:31:38 PM »
When I play Neutrino with Starsector+, the warheads of the advanced photon torpedoes seem to disappear (the lasers do not appear).
I have the same issue.  All it does is launch shrapnel at the enemy for no damage.

All I can think of is my captain singing the trololol song......

5
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 15, 2015, 06:18:31 PM »
Have done a bit of a search about the Construction Rig changes that SS+ does, but cannot find specifics.

In your Ship Tier list Dark.Rev - the SS+ version is listed as a better ship than the Vanilla one - can you tell me what the complete ship bonuses are?

6
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 14, 2015, 10:12:09 PM »
You have to recompile the Jar.  Those are static final definitions which get compiled as constants in the other skill source files.
Possible to do without an IDE?  I have some familiarity with Eclipse, but would be grateful for a 'quick n dirty' compile via CMD prompt =)

If no quick way, any particular hiccups to look out for if using as a project in eclipse?

7
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 14, 2015, 04:22:38 PM »
I am judging the 'lack of a change' at the first character gen screen (before in-map game) and the hover-overs.
Ive read through the whole thread and saw a small mention of some screens pop-up showing incorrect values - is it that?
Tested after chargen as well, seems no change there either.

If I remove the modified .class file from the archive, it will not load starsector (as predicted) - but confirms that it must still be loading that file.

Are the variables from SkillData modified from elsewhere? (I have no other mods that are doing so btw)

8
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 14, 2015, 04:13:40 PM »
I'd first try to make sure that the class file you made is actually different from the one normally in SSP.jar.  Different file size would be enough of an indication.
It is indeed a different file, but it seems to be defaulting back somehow (in game, not the file hahaha)

I am judging the 'lack of a change' at the first character gen screen (before in-map game) and the hover-overs.
Ive read through the whole thread and saw a small mention of some screens pop-up showing incorrect values - is it that?

Also note, I am extracting only the SkillData.java, modifying, then compiling, then adding it back to the .jar file (via WinRar).
Do I need to recompile the entirety of this jar?  I wasnt sure I needed to.  I have experience as a coder, but always shyied away from java so I have no experience in things like this.

9
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8.1
« on: July 14, 2015, 05:35:53 AM »
Hey there, loving the mod.

After a first play-through, Ive attempted to make some changes to the SkillData file to change up the difficulty and customise it to what Id like to play.

Ive recompiled the SkillData.java file to get the .class file - and replaced it in the SSP.jar - however nothing is changing.
Am I missing some step?

Regards
Lucy

10
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
« on: October 30, 2013, 01:19:59 AM »
If I may make a suggestion...is it possible for the first station you capped to spawn ming pod/wing ? Here I am starting a new game.
Not much to do since there is no ming wing for me to get to start something...
I believe the storage facility is stocked with one at the beginning, unless its changed (which I dont think it has) in .621

11
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
« on: October 29, 2013, 04:28:13 PM »
why di i bother saving games...there all too big and i havent even captured half the stations....why cant this game handle the size?
Really?

Im playing with max systems, asteroids, bases etc - with 21 factions.... And my saves are fine.  Large, but fine.

PEBKAC issue?

12
Mods / Re: Hawken Fleet (0.6.1a) 0.2.2
« on: October 27, 2013, 08:22:44 AM »
Would you consider making your mod Exerelin compatible? I'd love to see it plugged in to the stuff they're got going on.
I have done a release with Exerelin compatibility will need some play testing
Actually, the mod is very NOT Exerelin compatible.  I have spent several hours just to get them working with Exerelin.

Issues found (so far....):
- Sprite sizes are massive, Id suggest 50% or 66% reduction
- Sound files are missing correct references, or just plain not there
- The wings, and variants are incorrectly named/referenced in the wings.csv, causing load-up failures and crashes, as well as 'single' unrefittable ships instead of full wings
- Hit boxes for many ships dont work, one ship (i think its the light carrier) cant even be hit in battle (when I finally fixed the previous issues)
- Wings clump together in-battle, but that may be due to my in-experience with modding

I have made them playable in Exerelin, but its far from fixed at this stage, Im going to try re-sizing, and hopefully that will remove the last two issues.

13
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
« on: October 26, 2013, 12:48:23 AM »
Haha damn your right, it's a leftover from where that code was before :P

Well, that can go into the next version as the fix is save compatible. Thanks for letting me know :)

The mod is housed at https://bitbucket.org/Zaphide/exerelin/overview in a Git repository so if you like you could fork it and send me a pull request for any changes you would like to make? I'm quite happy with people making changes, although I would probably prefer to discuss any large scale removal/additions of features before implementing :D
Of course ;)

I'll fork it, and look at some bug fixes to start with ;)

Ive managed to get all of the findable mods fixed up and working with your new version, its wonderful playing with over 20 factions!
There were a lot of old mods that needed updating / tweaking / recoding, but being in java makes is so SO easy!

Are there any interesting additions youve thought about adding, but havent had time to introduce/look at?  I could prototype something for ya later on down the track =)

14
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
« on: October 25, 2013, 04:50:19 PM »
Zaphide, thanks a lot for this mod!

Made me buy a copy after seeing it played!

Great work, Ive already made some tweaks and bugfixes, Im an indie game developer myself, so if you ever want some major upgrades or help - send me a PM or email and I'll gladly help!

One bug I *think* is happening, is that agents etc are only spawning once, then it is locking out.  Ive changed that code, so you may have changed it.

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