Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 - Harpuea

Pages: 1 [2] 3
16
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 23, 2019, 12:25:37 AM »
Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.

Quote
232378 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
232379 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
330897 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
330902 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330903 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330904 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Foundation Of Borken]
330905 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Mayasuran Navy]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330907 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330908 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Tyrador Safeguard Coalition]
330909 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330912 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330913 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330914 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330915 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330916 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330917 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330920 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
380736 [Thread-4] INFO  com.fs.starfarer.util.E  - Saving screenshot to C:\Fractal Softworks\Starsector91a\starsector-core\..\screenshots\screenshot000.png...



[attachment deleted by admin]

17
Mods / Re: [0.9.1a] Vayra's Ship Pack v1.0.1 PUBLIC RELEASE 2019-08-14
« on: August 15, 2019, 06:44:17 AM »
What the hell? What's the purpose of splitting your mods into THREE? Seems like a huge pain in the ass to update separately.

Thanks for the work though.

18
Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 07:21:13 PM »
The legends returned!!!!!

19
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: March 22, 2019, 06:30:45 AM »
I would like to request a Scy specific Trooper Carrier as well as Salvage Ship, please.

Thanks for the update.

20
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: February 24, 2019, 08:54:12 AM »
I would like to request a dedicated salvage ship and a troops transport with ground support package from the Scy Admiralty. Having to use other factions troop transports and salvage ship just ruins the scy fleet stealth signatures and speed.

21
Mods / Re: [0.9a] Automatic Orders
« on: February 24, 2019, 08:45:56 AM »
I have a homebrew updated version of Autonomous ships running in my game. It is nice to know someone officially updates the mod.

Edit*

Can you also adds the Auto retreat when HP is at a certain percent back? It seems to be missing from this version. It is really helpful to not have to pause the game and look for a tiny frigate that is about to die to issue a retreat. However, I found this to be unreliable in my own homebrew version. It sometimes doesn't register properly or too late. Auto retreat at HP % function also doesn't work with Combat Chatters. Still, it is much better than micro managing dumb AI that doesn't understands and fear death like a normal human crewed ship would. Thanks for the work.

22
Mods / Re: [0.9a] Planetary Shield: Access Control (1.0)
« on: January 27, 2019, 07:25:45 AM »
Nice. Will download and try out. Thanks for the hard work.

23
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 15, 2019, 01:26:58 AM »
Hey! I was really hoping for some other alternatives from just loading a bunch of Starliners with Marines and raiding constantly. This fits the bill perfectly. As a simple end user, I appreciates your work.

24
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: December 25, 2018, 07:04:35 AM »
Please keep humanizing elements such as prisoners, saboteurs, and agents. I really like small aspects that make the game feels more alive rather than just ships and number. Vanilla game is wholesale slaughter of enemy combatants without even a mention of what happens to the defeated.

25
Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 15, 2018, 09:08:03 AM »

java.lang.NullPointerException
   at data.campaign.fleets.KadurRetributionFleetManager.advance(KadurRetributionFleetManager.java:180)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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)

Error after loading save game after updating. Reverting back to old version. Since you did not highlight something so important in red as the mod is not saves safe.

26
Mods / Re: [0.9.0a] Scy V1.51rc2 (2018/12/05)
« on: December 10, 2018, 02:41:20 PM »
Is the high send seller supposed to refresh with every click of the mouse? Every time I simply increase or decrease ordinance points, the High End Seller just updates with new items right away. It makes it incredibly tedious to buy from if you want 2 matching weapons or shifts OP around to fit the weapon you want. It will be refreshed after you change your OP, exit the refit screen, or select another ship from your fleet, ETC.

27
Mods / Re: [0.8.1a] Diable Avionics 1.88 (2017/01/09)
« on: January 17, 2018, 03:27:13 PM »
Nice. I have been waiting for Pilotable Mech System you mentioned waaay back. Thanks for the hard work.

28
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 22, 2017, 09:42:18 PM »
No problem. I love Macross too. Try turning an existing fighter into a ship to experiment. I find that if the engines are taken out, you are immediately toast as a fighter. Keeping mobility is a must, so insulated engine is a must have to players' fighter craft.

29
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 22, 2017, 05:18:24 PM »
Hello Tarti.

tl:dr Since you are updating DA right now I am guessing, I highly suggest you add Wanzers that the player can pilot into your mod. In any case, it's your project and your decisions alone. Thanks for the hard work.

I have been playing for DA for a long time and I noticed some gaps in DA ship roles. I have plugged the holes myself by creating custom ships in my own game. Some ships are not gaps per se, but I saw that DA was seriously lacking ace type wanzers. The WHOLE game changes when you're a wanzer in a massive ship battle. I feel like I was playing Front Mission Gun Hazard 2 or Assault Suit Valken 2 or something. I much prefer the Ace Wanzers over the Versant even though they are super fragile compared to a frigate. No offense, but the Versant still  sucks as a player ship. It has little versatility and too much problems/cost.

 Here are some examples:

Valiant ACE: A Valiant that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Rapid Fire.
-It's a copy of Front Mission pilot skills. Fire the Cull in quick 10 burst shots with a 10 sec cool down.

Frost ACE: A Frost that the player can pilot with 10 OP for hullmods and a bit higher stats.
-Built in Weapon: Blast Strike.
-It's a powerful melee attack that can even push frigates off their stable course.

Recsys ACE: A AWAC Warlust that has a sniper rifle with 10 OP for hullmods and a bit higher stats.
-Built in weapon: Charge Shot.
-It's a charged shot. 3 second charging and extended range with high EMP damage on top.

Pictured here is the Recsys Ace. My favorite by far.



And I was using Extra System to upgrade them. The Mecha game feeling was great.


30
Modding / Re: How to add a campaign ability?
« on: March 29, 2016, 06:58:20 PM »
You also need to add the png directory in settings.json.


Pages: 1 [2] 3