Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 2 3 [4] 5 6 7

Author Topic: [0.8.1a] Flu-X v1.15 (on haitus/dead mod)  (Read 102091 times)

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #45 on: December 01, 2015, 04:05:13 AM »

Your mod has inspired me to make an infected cerberus!

Spoiler
[close]

eww, what was i thinking?
You were thinking about brains no doubt. I'm glad I could do something to inspire you :)

That reminds me, I should make an infected version of the cerberus!

I have a question that might be fairly obvious...

Is this integrated to Nexerelin? (It doesn't seem like it'd be integrated into that, but it also seems like Nex is the only mod that allows invasions, currently)

Yeah It should work with nexerelin.
« Last Edit: December 01, 2015, 04:08:18 AM by spoortje1 »
Logged

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 278
  • The Show Stopper
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #46 on: December 01, 2015, 06:05:09 AM »

Actually, they dropped support for your mod. No system, no faction in faction directory, no ships, weapons, no nothing!
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #47 on: December 01, 2015, 06:28:07 AM »

Actually, they dropped support for your mod. No system, no faction in faction directory, no ships, weapons, no nothing!

Strange... It works for me
Spoiler
[close]
Are you sure you have the latest version of both mods?
Corvus mode won't work with this one though but "normal" nexerelin should work...

And are you sure you enabled the mod?
« Last Edit: December 01, 2015, 07:24:50 AM by spoortje1 »
Logged

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 278
  • The Show Stopper
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #48 on: December 01, 2015, 06:54:04 AM »

Oh. i'm playing Corvus mode  :-[
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #49 on: December 01, 2015, 08:02:37 AM »

Oh. i'm playing Corvus mode  :-[

Will try to get my mod working with corvus mode in the next version
Logged

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 278
  • The Show Stopper
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.56
« Reply #50 on: December 01, 2015, 08:28:58 AM »

It would have been cool if the Infected were more involved in causing chaos across the Sector(I was thinking of something like the Crusade event from Knights Templar mod, where hordes of infected would be summoned to a system to lay waste), but no pressure  :D
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
« Reply #51 on: December 13, 2015, 01:49:53 AM »

Update! This update adds some new and interesting ships!
Some notable changes:
Spoiler
+Added (infected) kite
+Added (infected) Cerberus
+Added Necro Spearhead
+Added Necro Array
+Added Necro Scab
+Added Necro Ant Wing
[close]
Logged

Ryu116

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
« Reply #52 on: December 13, 2015, 09:33:46 AM »

I noticed it still say [0.7a] for specific version of starsector.  Is it also designed to work with starsector 0.7.1a?
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7a] The Flu-X Mod Version 0.6 Glass cannon update
« Reply #53 on: December 15, 2015, 03:38:17 AM »

I noticed it still say [0.7a] for specific version of starsector.  Is it also designed to work with starsector 0.7.1a?
Yup, It will work :)
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
« Reply #54 on: December 31, 2015, 06:18:41 AM »

Update! Just before new years eve too!
Anyway The biggest changes are:
Spoiler
+added 4 more faction soundtracks (in total 6 now instead of 2)

*Completely overhauled necro Tarantula
*Completely overhauled necro Hauler
*Completely overhauled Necro Skinner
*Changed and added alot of variants (this will spice up combat involving the infected a little)
*Reworked weapons
*Other various changes
[close]

Next things on the list is overhaul the last 2 ships (reaper and mother. Also maybe look at the mover) and add a bunch of custom weapons.

Anyway happy new year and I wish you all the best for 2016
Happy starfaring everyone!

Edit: Might have messed up the download, hang on! Should be good now!
« Last Edit: December 31, 2015, 06:23:41 AM by spoortje1 »
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 522
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
« Reply #55 on: December 31, 2015, 06:27:10 PM »

Got an error about the Bile Cannon missing...

Spoiler
288968 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
   at com.fs.starfarer.loading.P.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
« Reply #56 on: January 01, 2016, 04:20:54 AM »

Got an error about the Bile Cannon missing...

Spoiler
288968 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
java.lang.RuntimeException: Weapon spec [flx_bile_cannon] not found!
   at com.fs.starfarer.loading.P.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeWeaponOPCost(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.computeOPCost(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.getMemberStrength(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.pickEncounterOption(Unknown Source)
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thats weird.
I reuploaded the mod. This "might" be because you have a saved variant with that weapon in use. If thats the case I suggest going to: Starsector\saves\missions and look for the mission variant that you "think" has that weapon in it and delete it. If you are sure you havent used that weapon in missions you might want to look in: Starsector\saves\missions\variants and look for the variant that might have your weapon in it. you can delete everything in that folder if you want.
If that doesnt work or you don't have any variants and it still crashes after mod reinstall I suggest reinstalling the game.
Good luck and thanks for your patience!

Edit: anyone else having this issue? I would love to hear it. Because I can't find it.

Edit: This might be common knowledge but gonna say it anyway. When extracting the mod make sure the original is deleted first. Replace it don't merge it if you get my meaning. Or it will do weird things with csv files (will post this in original OP)
« Last Edit: January 01, 2016, 04:31:09 AM by spoortje1 »
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 522
  • No longer drinking (Alcohol that is)
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
« Reply #57 on: January 01, 2016, 05:30:34 AM »

I had already done so when I put the new Flu-X folder in the Mods folder, but...it's most likely one of the variants.
Logged
Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.7 Fireworks update
« Reply #58 on: January 01, 2016, 06:05:40 AM »

I had already done so when I put the new Flu-X folder in the Mods folder, but...it's most likely one of the variants.
Let me hear how it works out. Reinstalling should work too if you can't work it out.
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7.1a] The Flu-X Mod Version 0.8 Upgrade Complete
« Reply #59 on: January 09, 2016, 06:15:34 AM »

Update! The last two ships have been revised and personally I think most of them are better then they were...
biggest changes!:

*Completely overhauled Necro Mother and added variants
*Completely overhauled Necro reaper and added variants

See changelog in original op for all changes!

Now I can focus more on adding more weapons and ship. also maybe some better shipsystems... also nexerelin corvus mode compatibility.
I need to make a list!
Logged
Pages: 1 2 3 [4] 5 6 7