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Messages - dk1332

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31
Modding / Re: [0.95a] Objects Analysis 001
« on: April 05, 2021, 12:30:06 AM »
What other ability mods are you using?

I have the following:

- Boggled Terraforming and Station Construction which adds the ability to build stations, 4 abilities added.
- Kenington's Capture Officers and Crew, adds an ability that lets you deal with your "prisoners". 1 ability added.
- Techpriest's Supply Forging, adds the ability to create supply from scrap metals. 1 ability added.
- Sundog's Fuel Siphoning, adds the ability to create fuel from supplies. 1 ability added.

Maybe there is a hard limit to the number of abilities?

 

32
Modding / Re: [0.95a] Objects Analysis 001
« on: April 04, 2021, 03:04:41 AM »
Possible issue with mods that add's abilities as the ability doesn't appear on mine after starting a new game.

33
There is a bug with the one finding a stash of credits in a Derelict ship. If a fleet spawns and makes contact with you, you are give 3 choices which is to "communicate", Fight, or use a story point to avoid confrontation.

The problem lies with the "communicate one" if you accept it you are then led to two choices, pay-up or close the communication. You cannot close the channel and you will only have to pay. Pressing the "Cut the communication link" option doesn't do anything.

34
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 04, 2021, 02:57:27 AM »
Hey man, I got a question about the Einhander and Garegga.

Is it a fighter or a ship? I found a guy in an independent world that sells a production slot and one of the ships was the Einhander. Ordered one for 65,000 credits. When I received it, its stats is pretty much more or less fighter tier and died instantly against a simulator Cerberus.

And about the Garegga, the only Garegga models I can find are the Tri-Trachyon conversions. Does the standard model not spawn in markets?

35
I only path around hyperspace storms if:

- Low on supplies
- traveling to a relatively short distance

Other than that, they are useful to get from A to B especially when exploring.

36
Mods / Re: [0.95a] Captain's Log 0.1.3 - Note-taking and Reminders
« on: March 31, 2021, 07:40:59 PM »
Got an error with Console Command and this mod when trying to add a stable point in a starsystem.

Spoiler
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.addNonSalv ageEntity(Lcom/fs/starfarer/api/campaign/StarSystemAPI;Lcom/fs/starfarer/api/impl/campaign/procgen/themes/BaseThemeGenerator$EntityLocation;Ljava/lang/String;Ljava/lang/String;)Lcom/fs/starfarer/api/impl/campaign/procgen/themes/BaseThemeGenerator$AddedEntity;
   at CaptainsLog.console.AddStablePoint.runCommand(AddStablePoint.java:45)
   at org.lazywizard.console.Console.runCommand(Console.java:328)
   at org.lazywizard.console.Console.parseInput(Console.java:382)
   at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:430)
   at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:179)
   at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:46)
   at org.lazywizard.console.ConsoleCampaignListener.processCampaignInputPreCore(ConsolePlugins.kt:19)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreCor e(ListenerUtil.java:47)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
[close]

This was from version 0.1.1. I haven't tried the newest update but this is for a heads up just in case.

37
Not 100% sure if its a bug but, I was exploring the fringes for stuff for my future colony when I encountered an abandoned Atlas.

It contains some luxury goods but checking the ship, it has no d-mods in it. I decided to claim the Atlas but lo an behold, I didn't get the luxury goods inside it. I later found a Medusa with a single d-mod but it contains some heavy weapons in it cargo. I claimed the medusa and the loot disappeared.

Is this intentional or an actual bug?

38
Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.2 - Vaygr Destroyer
« on: November 04, 2019, 02:23:59 AM »
Haven't played HW2 for a while but weren't there like AA guns on the capitals? Like actual machine guns hidden inside the hull of the ships in HW2?

39
Mods / Re: [0.9.1a] Player Station Construction (v0.9.1)
« on: November 01, 2019, 10:08:08 PM »
It definitely does, as evident by the Settings.json, alas as to how it does, that is a mystery to me.

For building a new market, I would argue the cost should be as marginal as finding a planet to colonise, as that is all that's required elsewhere. Maybe slightly higher for being able to stick it in the same system as other planets rather than the rest.
(Honestly the current one looks somewhat reasonable with just the credit cost removed.)

I agree with Sky Gaurdian, the stations are too expensive and will take a while to earn back what you spent. 10 million is more than enough to colonize a system with 9 planets or fund enough fleets to take over several core systems (in nex).


The reason building these stations is much more powerful than colonizing a regular planet is (1) they always have 100% hazard, (2) you can build them right next to other colonies, which results in a large number of defensive fleets in close proximity, making raids very unlikely to succeed.

That being said, I think you have a point and I will be lowering the costs greatly for the release.

stations are OP if they are treated the same as colonies. I have some few suggestions if you want.

-stations should have size cap, like 4-5 size at max. It starts at the lowest (1) rather than (3). Making it quite vulnerable at the start.
-stations can only have 2-3 industry slots and like the standard planet colonies are capped by the size. Thus, you can make a station into a dedicated industrial station or a military station.
-it also demands more supplies and crew, I think there's some vanilla market conditions that has this. This way, players can't spam lots of stations in a single system with out having the enough supply production needed.
-once reaching max size it will have a negative impact to the stability since it has reached it population limit, but in turn, more crew will be available for export.

I think those I suggested above have been posted by someone else in the suggestions section. Anyway, thats all I can think off.

40
Mods / Re: [0.9.1a] Missing ships mod
« on: October 27, 2019, 09:35:12 AM »
Hoh boi, thats one beauty of a ship.

Any plans to make the Atlas MK III a Hegemony auxiliary?  Also add a version number of the mod so people can track it better.

41
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v0.9)
« on: October 25, 2019, 04:39:12 PM »
Cool, I kinda hate it when you find a good system with no good planets to colonized. Gonna try this on my current run where for some reason 90% of the planets I've seen so far are dead rocks with the average hazard of 150%....and I'm pretty sure I set it to mix.

A couple of questions:
- Does this conflict with other terraforming mods?
- Will this have the ability to terraform toxic planets and Azure planets?
- Will this support Tart's unknown skies mod?

42
Mods / Re: [0.9.1a] Anvil Industries (V:0.3)
« on: October 14, 2019, 07:59:52 AM »
The chariot looks nice, wish the IBO mod was still alive so I can put MS on that badboy.

43
Mods / Re: [0.9.1a] Missing ships mod
« on: October 11, 2019, 08:22:54 AM »
I can wait, though I can't speak for the others

44
Mods / Re: [0.8.1a] LowTech Armada
« on: October 11, 2019, 12:03:43 AM »
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.

45
Mods / Re: [0.9.1a] Missing ships mod
« on: October 10, 2019, 11:31:03 PM »
Found a "bug" with the pirate Starliner. The front right medium mount has been set to small mount and cannot equip medium sized weapons.

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