Fractal Softworks Forum
November 18, 2018, 05:52:58 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Starsector 0.9a is out! (11/16/18)
 
  Home Help Search Login Register  
  Show Posts
Pages: [1] 2 3 ... 30
1  Starsector / Mods / Re: [0.8.1a] Autonomous Ships 0.6.1 on: November 10, 2018, 03:20:29 PM
Currently on the latest edition, I've been finding an error. This happens on the Legion-Class Capital ship.

475328 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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)


I am aware this mod hasn't ben updated in a long time or any new posts have been made, but i'm unsure of any other ways to contact aside from privately, and don't deem private messages neccesary unless actually neccesary.

2  Starsector / Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7 on: November 04, 2018, 07:51:48 AM
Looks like it'd work. I look forward to this.
3  Starsector / Modding Resources / Re: [0.8.1] MagicLib v0.1 (2018/10/26) on: October 29, 2018, 11:55:10 AM
Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
Because we have already several mods using stuf like direct sprite rendering or fake beams (including all of my owns) and incompatibility/versioning issues are already not uncomon. For example, for months all my mods had their visual effects removed due to another mod using an outdated version of the same plugin that overrode mine, leading to a waste of ressources because several instances of the same plugin with different names had to be run at the same time to avoid conflicts. Also this provides a whole bunch of methods that could improve new and existing mods.

And while some of this stuff could have been added to GraphicLib, a whole lot has no place in there. But be reassured: the intent is for this to be a community library, meaning that a-priori if it pickup no other library will ever be necessary. (Plus come on! That's just one thing to tick in your launcher for a lot of benefits on the modding side)

Is that a bad thing?

When you put it that way, no it's not a bad thing, considering the benefits of having a -lib which other modders can contribute to.

This wouldn't come close to being some sort of Minecraft, mind. If it did, we'd be somewhere near square 1. This lib will, as stated, make it easier on others in the long run if successful.
4  Starsector / Modding / Re: Another Portrait Pack on: October 26, 2018, 06:47:24 PM
Even more portraits.

WE MOST HAVE MORE!
5  Starsector / Suggestions / MORA - Or Damper Field as a whole. on: October 03, 2018, 08:54:12 AM
So, I had a discussion the other day on Discord about the Mora, and how Damper Field is a necessity, bad or not, due to the Mora's role in the game as a frontline carrier.

I hear that the Mora has had some adjustments done to it, and as a result is now frail compared to it's older self, so I've had an idea (or more rather, some of us have had an idea) and would like to share it, if it hasn't been shared already.

Damper Field should only stop minute or moderate amounts of damage. (around 1200 max in the same area, likely 0.4 seconds before being able to mitigate that amount of damage again, making a valid strike zone in the field itself. If not, 1200 alpha damage total for HE/Energy, full stop.)

If it reaches over that amount of damage-per-shot, then it won't block it, or the rest of the damage the weapon hitting the Damper Field Protected hull will have the rest of the weapon's damage applied. This gives strike weapons and overall highly damaging weapons a chance against Damper Field without having to be inherently super-powerful. This also means that Reapers/Hammers will still go through the Damper Field with a massive amount of damage, and are a valid strategy in killing Damper Field ships that excessively use Damper Field and are of Cruiser/Capital-Class ships. This also would mean the Mora wouldn't be so persistent against anything with a ton of HE capacity. It would have to be highly cautious against anything with sufficient damage against it.

Let me know what you think about this idea, and if the adjustments would be viable.
6  Starsector / Mods / Re: [0.8.1a] Combat Chatter v1.9 (update 2018-09-08) on: September 08, 2018, 01:43:17 PM
Based Update.
IT IZ TEH BANEBLAADE !

I remember Universe At War, but at the time my old computer could not run it properly. Is it any good nowadays?


Haven't played UAW in a long time but was one of my favourite games.

Keeping on topic, I might get this latest Combat Chatter update. Of course, this also means passing on more of the characters made onto that one as well, and further expanding the inventory.
7  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 06, 2018, 03:10:16 AM
If clip size is unspecified, it defaults to 1, btw.

Let's say the clip size is 20. If ammo/second is .1, this means it takes 10 seconds for 1 ammo to regenerate. Since the clip size is 20, it would take 20 * 10 = 200 seconds per clip. A more reasonable ammo/second of 1 would mean a 20 second reload time per clip. Does that make sense?

That seems to make sense, thanks Alex!

Another question for those modders out there, though.

How does one make a high-profile projectile that smashes through ordnance and low-profile objects, allowing it to reach it's maximum distance without having all of it's damage go into a stray rocket?
8  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: September 03, 2018, 03:46:12 PM
Clip size question - How do you make the reload longer and adjust clip reload size?

The clip size-per reload isn't mandatory, but i'm really confused about the reload time for said clip. Does it have to be decimals?
9  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3g "Battle Stations!" (hotfix 2018-08-06) on: September 03, 2018, 02:50:02 PM
Arigato is a unique pirate hub, so likely has a tag that disallows invasions
10  Starsector / Modding / Re: [WIP] [0.8.1] TIC - Triton Invasion Coalition on: August 29, 2018, 11:54:56 AM
Well this was unexpected, I look forward to more news on this.

A pretty interesting color if I may say so myself too.
AFAIK, TIC (considering their name wise pattern) may be hostile to most of the sector?
11  Starsector / Mods / Re: [0.7.2a] Hiigaran Descendants & Bushi & Kadur Theocracy - Revived on: August 21, 2018, 05:48:33 AM
Only if someone is willing to maintain and adapt the mod for each phase of Starsector.

Otherwise it's unwise to bother.
12  Starsector / Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018) on: August 10, 2018, 08:42:53 AM
Hmm, the first one has a Scalaron Flux Core, meaning it's likely to have some ability related to it. It's also considerably bulkier than a Desdinova, and very squat, so it'd be moderately surprising if it's a fast attack ship, taking in note that I think I have spotted some manoeuvring thrusters.

The 2nd one is far more built to take damage it seems, from the looks of it. In fact, thinking about it now, this looks like a new Cruiser/Capital developed for defensive roles or to bolster fleets. The other thing to note are the lack of carrier ports, meaning these are dedicated combat ships.
13  Starsector / Mods / Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018) on: August 04, 2018, 07:44:29 AM
Oh hey that's pretty cool.

That's pretty damn cool.
14  Starsector / Mods / Re: [0.8.1a] Tyrador Safeguard Coalition 1.5.1 (updated January 27, 2018) on: August 03, 2018, 01:11:28 PM
I have noticed this sneak preview, only because of the mention.

I do hope you come back to this mod and that last post could have the suggestion forgotten, considering the ship has those two engines at the side.

Coalition needs to return some time.
15  Starsector / Suggestions / Mod Ships/Weapons tagged on: July 31, 2018, 06:02:01 PM
So, I've been playing a lot of Starsector of late and noticed the mod ships/weapons/fighters aren't tagged as to what mod they come from.

It would be really handy to see a tag, even if small, to show what mod each item comes from.

This would mean i'd be able to see a mod's items without scrambling and searching through folders trying to figure out what mod something came from. This could also work in a different way, like hiding hidden codex ships so you can't see what mod said ship comes from.


Example; Say I wanted to hide a ship because it's a extremely special ship and you're only able to come across it once/twice.

But the tag would reveal what mod it came from.

This means there should also be an option to "hide" what mod it comes from, so only those truly dedicated to finding what mod it comes from would have to search for other ways to find the mod for said ship.

Sure you can keep track of what it is by monitoring your downloads, but...knowing what mod adds weapons and other gizmos would come in handy, even handier if you can hide what mod it came from, so you'd have to dedicate more time in finding it.
Pages: [1] 2 3 ... 30
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!