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Messages - Dwarden

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136
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1
« on: September 15, 2019, 11:21:00 AM »
@Knight chase

i guess you missed my question about original Ardjuna design, can it be re-purposed ?
(or you decided to scrap it totally?)

137
Modding / Re: [0.9.1a] Authoritarian Portraits v1.0 (2019-9-14)
« on: September 15, 2019, 11:16:47 AM »
i really like those ...

138
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: September 14, 2019, 06:23:00 PM »
i was wondering would be possible to get commands which return total count of

stars, nebulas at galaxy map
fleets in hyperspace

fleets in system (all of them for start, but of course IF it's doable, then maybe even list each type count)
planets / moons / stations / outposts / colonies / relays / derelicts within star system

139
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1
« on: September 14, 2019, 03:30:37 PM »
i really liked the '8.2.0' Arjuna design
what if that hull/sprite gets re-used for some utility/industrial/support/research/exploration/escort ship class ?

140
Mods / Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
« on: September 14, 2019, 08:43:33 AM »
in \steelclad\data\scripts\world\system\impalo_ffs.java
there is
Code
impalo_station1.setCustomDescriptionId("station_impalo");

yet in
steelclad\data\strings\description.csv
Code
impalo_station,CUSTOM,"Main refining center for the FFS. The mushc needed ores from Kaykos are processed and shipped to Freedom.",,

if i'm not mistaken those two shall match

was part of the file fixes i mentioned in my previous post
https://fractalsoftworks.com/forum/index.php?topic=12119.msg261947#msg261947

141
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
« on: September 14, 2019, 06:35:19 AM »
got several random crashes sometimes on new solo faction start

Spoiler
2537883 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaignPlugins.SRD_AIConversionNexerelinAdderPlugin.advance(SRD_AIConversionNexerelinAdderPlugin.java:36)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(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)
[close]

142
Modding / Re: Big Think on Portrait Mods
« on: September 13, 2019, 08:27:51 AM »
is there way to figure threshold , some warning or error message to look for in log ?

143
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 13, 2019, 07:55:43 AM »
oh, so one can add premade custom starts similar like faction config etc.?
\%mod%\data\config\exerelin
\%mod%\data\config\exerelinFactionConfig

is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?

i don't see it in the first post / FAQ nor wiki https://bitbucket.org/Histidine/exerelin/wiki/browse/

144
Mods / Re: [0.9.1a] Gates Awakened v1.0.0 (2019-9-12)
« on: September 12, 2019, 05:15:41 PM »
just fast q, is it compatible with active gates mod ?

145
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: September 12, 2019, 03:14:39 PM »
the "Cari UI Lite\mod_info.json" still says 1.0.1 but that's only optical detail for the mod selection menu

146
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 12, 2019, 02:29:49 PM »
thanks for the solution to resolve crash fix @histidine

i got tricky question

is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices

it would be nice to get e.g. some experimental switch (setting) to try those

147
thanks @sundog, i wasn't sure about it being modular

148

after observing mods like e.g. nexerelin to override starting choices from the other smaller mods start options

i want to ask question if there there is way to make it modular / expanding ?
so one may combine those starting options alongside (ofc only if they compatible)

variety of selection in the start options would be very nice

now if that isn't possible to do via modding then i guess i would need to repost it into suggestions
(tho i bet someone else already suggested it in past)

149
so, there were/are mods where fighters were overriden in such way?

e.g. theirs weapon have negative value of damage effect (vs shield or hull , weapons or engines)
combined with ability target and attack friendly ship instead of enemy
thus as result they regenerate shield, hull and weapon/engine too ? ;)


150
Mods / Re: [0.9.1a] ED Shipyard 1.2.0 (updated 11/09/2019)
« on: September 12, 2019, 10:42:15 AM »
ok, great , keep it up

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