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Messages - dk1332

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16
Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: April 19, 2021, 09:25:36 PM »
Picking the ArmaA start sets your relation to everyone to 0, this includes Pirates, Pathers, and even [REDACTED].

17
Mods / Re: [0.95a] Underworld 1.6.0
« on: April 19, 2021, 05:36:26 AM »
Finally! I've been dying to use the Dragon in 0.95a. Thanks for the update.

18
Got an error after returning sierra and then picking the option to take the ship.

Code
1657495 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.DModManager.getNumDMods(DModManager.java:322)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent.isDmoddedAndOfficer(DerelictContingent.java:73)
at com.fs.starfarer.api.impl.campaign.skills.DerelictContingent$Level1.apply(DerelictContingent.java:107)
at com.fs.starfarer.campaign.CharacterStats.applyFleetwideToStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.getMembers(Unknown Source)
at com.fs.starfarer.coreui.g$3.?00000(Unknown Source)
at com.fs.starfarer.coreui.g$Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.g.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.advance(Unknown Source)
at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.interface.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

19
Mods / Re: [0.95a] Arma Armatura 1.4.5 (4/15/2021)
« on: April 15, 2021, 10:44:49 PM »
Loving the new system with the Einhander but I got a serious error as shown in the attached file.
How it happened is that I was fighting a larger Pirate fleet and accidentally caused my Einhander to get overload. Needless to say it got stuck with the overload bug. Needing to retreat I opened the map but for some reason the unit automatically got set to Autopilot and went dead silent while drifting for a few seconds. Then the game crashed.


I tried version 1.4.5 and I noticed something weird but pretty cool.

I noticed my AI controlled Einhander dock with an enemy carrier. I'm guessing this was a bug, but it would be pretty cool if the Einhander decided to infiltrate the enemy carrier and attack the crew from the inside!

Happened to me too. I was able to trick an enemy Venture and disabled it's PD then docked in it and got a fresh supply of ammo. Went to destroy it afterwards. Would love to see that implemented where you dock inside an enemy carrier and cause damage like blocking it's ability to relaunch fighters or sabotage it's hangars.

[attachment deleted by admin]

20
Mods / Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
« on: April 15, 2021, 12:15:29 AM »
The secret store is still selling random ships, but I did find some pristine Gareggas from time to time. Haven't found some in blackmarkets though.

21
Mods / Re: [0.95a] Stellar Networks - handy intel boards
« on: April 14, 2021, 08:29:42 PM »
I know this is a bit late but if one replaces the old versions (the 3 separate mods) with this mod, the save is no longer usable.

22
Mods / Re: [0.9.5a] Caymon's Ship Pack v1.0.7
« on: April 14, 2021, 05:50:15 PM »
Drone ships in this mod can be recovered even without the required skill. Happened to me about 6 times in my current playthrough with the previous version.

23
Mods / Re: [0.95a] Capture Officers and Crew
« on: April 14, 2021, 05:47:26 PM »
Caution:

If you edited the settings file to increase the max level of the AI commander, For example, you edited the max level is 10. There are some instances that you will find a lvl 11 commander and will cost absurd amounts of credits to bribe.

In my case, Bribing a lvl 10 commander is 2,500 Credits, while bribing a lvl 11 commander is 60,000 credits.

24
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 12, 2021, 05:17:11 PM »
How does one get a hold of the trihander?

You can most likely find one from Tritrachyon controlled planets, usually in Military market and Blackmarket. On rarer occasions, you can find one in the open market.

25
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 09, 2021, 03:17:51 AM »
I got some things to ask about the Einhander (player pilotable version).
- How exactly does the repair system work? I only got it to work in simulators but it sometimes doesn't work on actual battle. From what I've tried, I just need to land on a carrier (Seems to also work with converted hangars) right? But during battles it doesn't work or rather, I see the carrier glows red but none of the repair drones are being launched.
- Resupply is just as odd. I used up 6 shots with it's cannon and went back to reload. But after a minute or so, it didn't resupply my unit.
- I found a guy who built me an Einhander that doesn't have a bit system on it and has 0 OP. I think this is a bug or something?


A little request, there is the Industrial Evolution mod and one of the things in it is the engineering hub. Can you allow the disassembly of both the Garegga and the Trihander (seems like a whitelist issue)? I find it weird that I can disassemble the Einhander which is quite advance but not the Garegga and the Trihander.

26
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 08, 2021, 07:58:35 PM »
I'm new to Starsector and I think this mod is cool.

Are there any other mods featuring mechs besides Arma Armatura, Tahlan Shipworks and Diable Avionics?

There was a mod with Mobilesuits from Iron Blood Orphans but the original author has never updated it since 0.8.

27
Mods / Re: [0.95a] Tahlan Shipworks 0.5a
« on: April 07, 2021, 06:36:25 PM »
I am struggling to find the "object of interest" in the Shedim Constellation..

I have unlocked all the databanks from the Halbmond. I have the ship with me in my fleet as I explore. I have seen hours looking around and can't find anything. I have sensors placed in each system, explored every asteroid belt and still nothing...

Anyone able to suggest something?

Thank you

Same here, But I was able to retrieve a lightly damaged Battlecruiser and a light/heavy cruiser from the location the quest is pointing me at. I already spend at least 4 in game months combing the system but the quest is still not yet completed and had to leave to explore somewhere else. Did I miss something?

28
Mods / Re: [0.9.1a] Dynamic Tariffs 1.3
« on: April 05, 2021, 11:41:58 PM »
Downloaded this mod and it is NOT compatible with 0.95a-RC12; I can't activate it in the Loader Mods screen.

It's because you didn't edit the mod_info.

29
Modding / Re: [0.95a] Objects Analysis 002
« on: April 05, 2021, 11:32:16 PM »
Sorry, I forgot to mention I also have Sundog's Hyperdrive mod.

Anyways, It just doesn't appear as shown on this picture.

[attachment deleted by admin]

30
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 05, 2021, 12:35:22 AM »
It's better to think of the Einhänder as a super fighter than a frigate. Even then, losing to a Cerberus - especially instantly - would be pretty bizzare. The only way I can imagine that happening is if it attacked the ship directly from the front without using its defensive system..and even then, i've never seen AI do that terribly when using it.

As for the Garegga, if you added the mod to an existing save, the only way you'd be able to come across it would be by finding the blueprint. In new saves there's a new system that's added with an independent market that sells everything.

This can be kind of a pain, so the next update will have them and most of the mod roster show up  in independent + black markets at a reduced rate, while they wil appear at the mod added planet at higher rates.

I think I got the possible reason why the Einhander lost to a sim Cerberus. I set it to "auto pilot". During one of my encounters with a pirate fleet, I tried to use it but had to switch to auto pilot due to irl reasons. I did get the "Auto Pilot Engaged" message on the top left of the screen. Needless to say, I saw it just drifted straight on its own. No movements or what-so ever. Is this intended as if the unit is only designed to be used by players?

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