Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - gofastskatkat

Pages: 1 [2] 3 4
16
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 22, 2017, 12:41:38 PM »
Oops! Well I guess that is a bug then
it's to be expected, they're an entirely new type of inventory item.
As Sy said, Alex redesigned the fighters to where you buy their LPC's for the carrier hangars to build. He had a post about it, but that was way back in August of last year so it probably slipped out of people's minds

17
Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 22, 2017, 11:50:05 AM »
Pretty sure you already know about this, but the allweapons command doesnt add the chips for the wings in that you place on carriers now

18
Mods / Re: [0.7.2a] The Silent Armada (Demo) v0.0
« on: March 14, 2017, 06:42:06 PM »
Quick question: Would people like a brief set of tips/advice in the OP on how to fly and fight the introduced ships? They are highly unique in combat, and may require a push in the right direction to function adequately. Or, would players prefer to leave the proper usage of these vessels to the same mystery as the rest of the mod, and discover it themselves by trial and error?

Why not put it in a spoiler tab thingy like others do? That way if we want to know we can see, if we want to figure it out, then we can look

19
Mods / Re: [0.7.2a] Outer Rim Alliance (28/02/2017)
« on: February 28, 2017, 09:44:02 AM »
Looks great, would love to download and try this faction out, but the website to download from keeps timing out, doubt the problem is on your side though.

20
Mods / Re: [0.65.2a] EVE Mod
« on: February 10, 2017, 02:31:20 PM »
I don't suppose this mod is going to receive an update any time soon, is it?

1st thing, Holy necro batman. 2nd Judging by the fact that the last comment besides yours was made in march of last year, no, no I dont think theres gonna be an update anytime soon

21
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.3)
« on: February 08, 2017, 08:24:45 AM »
Neutrino ships are still much too durable to any form of sustained damage, with the shield stats they also have bursting is limited aswell. Most loadouts be they vanilla or modded have size-for-size fights enough firepower to overcome the shields and armor. Add to that the Neutrino armor system and you need what would amount to massive overkill on almost any other ship.
Which is the reason I like to use them against the Appro-light. Its like watching two titans fight each other.

22
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« on: December 09, 2016, 08:20:53 AM »
The idea is to update the mod this month... What could possibly go wrong?
Good luck, this mod deserves a comeback!

23
Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: May 03, 2016, 01:06:33 PM »
hey, im not sure but i think that this error is because of the ai mod, i havent had time to mess around with it but if you could look into it http://pastebin.com/PVbVmgfg

24
Heres yet another error I have, not 100% certain but I think it has to do with the AI mod. http://pastebin.com/PVbVmgfg Also, as you can see, theres 2 seperate errors, but with what I can see it seems that both deal with AI functions, or lack thereof. Thanks for any feedback on what I should do.

25
Mods / Re: [0.7.2a] DynaSector 1.0.0
« on: April 22, 2016, 07:36:12 AM »
Another question. In this Dynasector, does it have changes to the player's skill?

I tested out this with mods and by itself, but I'm unable to pin point the exact error. It said Cargo Expansion missing.

had that issue as well, do you have the NGO mod? because it requires SS+ and that is one of the hull mods from SS+

26
No body else using this yet? Ok I'll be first, had this error using the new GraphicsLib and Dynasector and im not using ss+ and i might just delete it anyway http://pastebin.com/hEnCkFjk

27
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: March 19, 2016, 07:32:26 PM »
Yeah, there are a few crashes unfortunately. These were the ones I got.

Code
923683 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(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)

119372 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.light.LightShader.drawNormalMaps(LightShader.java:1711)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:957)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(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)

798798 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at com.fs.starfarer.combat.A.new.?00000(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)

You do have the latest shaderlib, correct? If you do then the only thing I can think of is that either the shaderlib overhaul that the creator did recently broke  compatability with older mods, or the latest starsector update changed around graphics

28
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: March 13, 2016, 04:52:23 PM »
So about this update, how close? Sorry im just excited xD

29
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« on: February 19, 2016, 06:49:09 PM »
so... when is it getting updated?

30
Mods / Re: [0.7.1a] Starsector+ 3.2.0
« on: February 14, 2016, 07:50:09 PM »
I highly recommend using the Version Checker mod :)
doesnt help when you cant get in a game, and i am using it

Pages: 1 [2] 3 4