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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Creepin

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61
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 21, 2015, 01:46:04 AM »
Thanks for the fast response Tartiflette! I've had a gut feeling it might be somewhat connected to Imperium, seeing as crash happens during Imperium siege of Jangala, but I was using updated Imperium 1.7 and started a new game, so it's kind of weird. Anyways, I'll try a new game as suggested and see what will happen :)

62
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 21, 2015, 01:10:23 AM »
Spoiler
482746 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at data.scripts.campaign.events.II_SiegeEvent$MarketDamage.advance(II_SiegeEvent.java:523)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.??o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Could this be related to me using unsanctioned mods (Shadowyards, Mayorate, Citadel, Junk Pirates, Neutrino & Diable) or it's just some generic random bug? I mean, is there any chance that a new game might avoid it, or my current set up of mods is doomed? :)

63
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 20, 2015, 02:06:19 AM »
How much I pay per download: X.

How much I would pay if I bundled every mod together: 2.6X.
Ughh... is it some humor I'm missing, or you're actually paying hoster per download of your mod? Isn't it kind of... wrong?

Now all I have to do is wait for a few more modders to update the latest past, mainly the mayorate, and shadow yard and I will happily dive into the game for a few more weeks.
As a matter of fact, all mods that were updated to 0.6.51 works fine: I'm currently running SS+ with (updated) Interstellar, Templars, Exigency; (not updated) Shadowyards, Mayorate, Citadel, Junk Pirates; (unsupported officially) Neutrino & Diable - everything works fine. I may be missing some more intricated interdependencies, but planets are there, fleets are flying, markets are trading, what's not to like!? :)

64
General Discussion / Re: Still dont understand the market workings, help?
« on: February 17, 2015, 10:32:41 AM »
Hey Histidine, lot of thanks for your response - it answers all my questions perfectly!

65
General Discussion / Still dont understand the market workings, help?
« on: February 17, 2015, 06:12:06 AM »
It's been ages by now since 0.65.1 release, but I still don't understand how a few things about market are supposed to work. It would be great if anyone could educate me.

1. My main problem is with "prices updated" notifications. I get these here and there, but have no idea what to make out of them. So, there's a line in the lover left corner of main screen "market prices on XXX has been updated". As such, this notification doesn't give me any benifits, but it implies there's some place, or interface, where this market prices are listed, or what else could have been updated if there's no such place? So, I'm clicking on this notifications icon, and it takes me to the intel screen, where this notification is elaborated into "prices for food, water and spare parts on XXX has been updated". Fine, cool, now I know which exactly prices was updated, but I still have no idea how I could access this updated prices, so what is the use of this updating? The whole story with market updates makes me feel like there's some accessible list of prices per item per planet hidden somewhere, but I wasn't able to find it despite my dedicated attempt to.

2. How exactly am I supposed to create market instability and then be able to profit on it? I take it I had to destroy trade fleets around certain dockable entity (planet for short) for some time, then this planet will have some prices widely changed so as to allow me to sell certain goods bought from other planets for profit. But the thing is, to destabilize certain planet I have to kill trade fleets near this planet, and obviously most of these will be of the same allegiance. As I understand this means that I can't at the same time destabilize planet and be able to trade with it. Obviously there should be more consistency behind this mechanics, what am I missing?

3. Comm satellites. Upon approaching, I have the option to wiretap these, which is labeled as a "risky business". So what am I risking for? Increase in aforementioned market updates frequency, that's all, or there's some other benefits in wiretapping?

Whew that was long, thanks for reading and more so for any explanations :)

66
this is an example of an experienced BSF shipbuilder: http://www.wyrdysm.com/phpBB3/viewtopic.php?f=2&t=6885 on par with the best SS modders out there.
I don't feel myself equipped with enough technobabble (or, rather, artsybabble in this case) to pass the judgement on that art in general, so let me speak from my personal point of view: I would have really hard time (and would eventually fail to) convincing myself to put ships as under quoted link into my SS experience due to them being dull, choppy and, well, primitive. On the other hand, Junk Pirates went to my SS+ even when they were formally incompatible because they're fun, look cool and, most importantly, blend with vanilla stylistically.

67
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 13, 2015, 11:22:33 AM »
No Trust me man Neutrino Corp is broken...you do NOT want to see them appear...they look nice yes but when it comes to having to fight them and their ships then just give up...the only way I was able to beat them effectively was with the Titan in the Interstellar Federation.....they are gone now so their weakness is easily not seen :|.
I used to farm Neutrino in my SS+ on regular basis starting from level 10 or so, luckily now I know that it is impossible! ;)

68
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 05, 2015, 01:22:59 PM »
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.
Due to the weapon's unusually long range (you can't pan that far away) it focuses on the target.
Thank you for the reply. I see how it might be beneficial to those who play manually, but it's equally harmful to those who play on autopilot. If you're sure to prefer the former over the latter, could you please hint on how to disable it manually on my end?

69
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 05, 2015, 12:59:03 AM »
Hey Dark.Revenant, any chance Gungnir Cannon is scripted in such way as to force camera focus to lock onto a ship it's targeted at? This behaviour (camera forcedly locked on an enemy ship) happened to me again, and I haven't tried to pinpoint it to a single culprit yet, but this behaviour started approximately after I bought my first Vindicator, so it might be it.

70
Mods / Re: Diable Avionics (v.1.05)[0.65.1a]
« on: February 04, 2015, 04:49:23 AM »
Inb4 this whole thing snowballs into pic related lol:
Spoiler
[close]
I'm sure it's just a coincidence but Gust, Storm and Maelstrom always struck me as having a Zentraedi design :)

71
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 30, 2015, 12:00:04 AM »
Hello FlashFrozen! Not sure if this is a bug or works as intended, but a cannon placed in the medium size slot at the fore of "Vice" destroyer isn't displayed. Admittedly, I only tried it with various medium laser PD cannons, but all of these demonstrated the same behavior: they flickered for a moment when put in place, and immediately became invisible in both fitting and tactical combat screens.

72
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: January 28, 2015, 10:05:19 AM »
Yeah it's up to each mod's author to perform an update each time a new game version is released, and there was recently a large release. I'll be updating soon.
Hey there Trylobot, any news on how is the update going? I'm itching to add Nomad ships to SS+ :)

73
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 21, 2015, 06:53:21 AM »
Tommy, thank you, this was exactly the info I was looking for :)

74
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 21, 2015, 05:12:32 AM »
Is there a Templars market at all which I could get access to by grinding standing towards Templars, or there's no Templars market whatsoever? I've found a Templars system, where I was forbidden to land on a sole inhabited planet, and I'm not sure if it's the top interaction I'll see from Templars, or there's a way to be accepted there.

75
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: December 17, 2014, 10:34:46 AM »
What can you do with that single ship at the beginning of the game? The only fleets you can take on are too fast for you.
Hunt lone freighters or try to intercept stray frigates. It helps to stick around large Hegemony fleet cruising pirate station and pick on what pirate leftowers will escape it.

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