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Messages - chami

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1
General Discussion / Re: Hah! No loot for you!
« on: September 16, 2013, 11:08:13 PM »
I've only seen this happen in fleets with a lot of ships mothballed, like the Pirate Plunder Fleets. After the initial engagement they'll be left with a few Tarsus freighters left and a ton of ships in mothball, and apparently that makes them think they can still take my fleet. I get around this by repeatedly harrying and deploying a low tech ship that I purposely leave out of the first fight so that I have something on the field when they automatically retreat. It's annoying, but you'll get your plunder after you run the freighters out of CR and finish the pursuit encounter.

2
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: August 14, 2013, 12:50:10 PM »
Sorry, I was away this weekend so was unable to help with this. Thanks for bringing it to my attention! :)

It's strange that the popup works for some mods and not others - the input thread is started when the main menu battle begins, so the popup should always appear regardless of what mod you're using (it just won't work with campaign-level commands until you use addconsole/start a new game). Can you use the console in missions with Exerelin active?

I'll take a look and see if I can figure out what's going on. This mod is going to be rewritten after .6a, so I should probably get re-acclimated with the mod's codebase anyway. ;)

Edit: seems to work normally with Exerelin for me. It's possible it's due to something I've changed in the months since the last release, though. Could you try replacing jars/SFConsole.jar with this jar and seeing if it works for you then?
Spoiler

[close]

I know it's been two months, but I only recently started playing again. I would just like to let you know that I fixed the "console not activating in Exerelin" issue by loading up the game with only lazylib and the console mod, making a savegame with the console activated, then copying the console code in the OP from the vanilla+console savegame into the Exerelin savegame. I still have absolutely no clue why it doesn't work on my system when it does with everyone else's, but at least there's a fix!

3
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 03, 2013, 10:36:18 AM »
Sorry, I was away this weekend so was unable to help with this. Thanks for bringing it to my attention! :)

It's strange that the popup works for some mods and not others - the input thread is started when the main menu battle begins, so the popup should always appear regardless of what mod you're using (it just won't work with campaign-level commands until you use addconsole/start a new game). Can you use the console in missions with Exerelin active?

I'll take a look and see if I can figure out what's going on. This mod is going to be rewritten after .6a, so I should probably get re-acclimated with the mod's codebase anyway. ;)

Edit: seems to work normally with Exerelin for me. It's possible it's due to something I've changed in the months since the last release, though. Could you try replacing jars/SFConsole.jar with this jar and seeing if it works for you then?
Spoiler

[close]

Tried a fresh reinstall of Starsector, with only Lazylib, Exerelin, and Console Commands installed. Started a new game, no console. Overwrote SFConsole.jar with the file you provided, still no console with a new game. I'm actually kind of stumped as to how that wouldn't work, given that it's a fresh install and it works out of the box for everybody else.  ???

4
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 02, 2013, 07:45:41 PM »
This is most weird, on starting a new game, do you get a green message?

Nope. I know the console mod works though - I can exit out of Starfarer, switch to Uomoz's Corvus, and load an Uomoz save and it'll work fine. It just doesn't work at all with Exerelin for me.

Hmmm well Uomoz Corvus isn't a total conversion, maybe try with Ironclads and see if the same issue happens? Sorry but I haven't used console commands so I haven't tested Exerelin with it.

It works just fine with Ironclads. It really isn't a big deal - I recall reading earlier that LazyWizard added some code that should make it work with total conversions, so I thought it would be something he would like to know. Also having commands to play around with in Exerelin would be rather interesting to say the least.

5
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 02, 2013, 07:06:05 PM »
This is most weird, on starting a new game, do you get a green message?

Nope. I know the console mod works though - I can exit out of Starfarer, switch to Uomoz's Corvus, and load an Uomoz save and it'll work fine. It just doesn't work at all with Exerelin for me.

6
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 02, 2013, 07:21:51 AM »
It works fine with Excelerin,

But you have to start a new game with both mods active, otherwise it won't generate again :/

That's what I actually did, I'm not getting a console pop up.

[
Were you running it alongside a total conversion? If the mod you are using overwrites generators.csv (which most non-Corvus mods will), you will need to use the 'addconsole' command to get it working in campaign mode.

If the input box doesn't show up at all, try alt-tabbing. Sometimes focus won't be switched to the input popup correctly.

Note: I haven't actually used this with Exerelin so I don't know for sure :)

How do you use the "addconsole" command without the console pop up appearing?

7
Mods / Re: Console Commands v1.5 (.54.1a, released 2013-02-07)
« on: June 01, 2013, 08:22:59 PM »
Has anyone gotten this to work with Exerelin? I'm getting no console and no prompt to rebind the console keybind when i hit shift+F1.

8
Mods / Re: Omega's Minimash V1.84.1
« on: May 09, 2012, 10:02:03 AM »
Have tried that allready even if I have no idé of what I´m doing.

This is what is inside the sound.json:

{
  "nom_doom_cannon_chargeup":[{
    "file":"sounds/fx/beams/fire_beam_heavy_intro01a.ogg",
    "pitch":2, "volume":1.25
  }],
  "nom_doom_cannon_fire":[{
    "file":"sounds/nom/fx/34205__themfish__zoup.wav",
    "pitch":1, "volume":1.00
  }],

  "nom_ultralight_electron_maser_fire":[{
     "file":"sounds/fx/beams/fire_beam_burst01.ogg",
      "pitch":4,"volume":0.275
   }],

  "nom_maser_pulse_beam_fire":[{
    "file":"sounds/nom/fx/42108__marcuslee__laser-wrath-6.wav",
    "pitch":1, "volume":0.8
  }],
}

{

  "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
  "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
  "railgun_burst":[{"file":"sounds/interstellarfederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
}

I made the following change and it works flawlessly: I removed the curly braces between the maser pulse beam section and the ultraheavy_chargeup section. I changed the type weight to bold in the quoted code so you know which ones I removed.

9
Hi! Thanks for the feedback! The Scourge is being reworked as we speak (there are problems with the auto-resolve, they are devastating with the current algorithm), for the moment if you want to fight a Scourge fleet I suggest you to control the battle yourself ;).

That's the thing, I didn't autoresolve it. I fought one of those Hull Hunter fleets and I disabled the few ships that didn't retreat, after which I let the battle end normally.

10
For some reason, fighting the Scourge always ends up with most of my ships losing crew and ending up at 5% hull. This occurs even with the majority of the Scourge fleet turning tail and retreating without a fight. Is something bugged or are they supposed to be that broken (which is incredibly stupid)?

11
Mods / Re: DeathSG Minimash V1.2a! REJOICE!
« on: March 12, 2012, 08:18:58 PM »
Some things I'm wondering about:

Is the alien behemoth supposed to have a fast turn speed? Before I upped the collision radius manually in my .ship file, it was turning ridiculously fast for a capital ship with a lot of forward-oriented weaponry.

Additionally, is the Nevermore supposed to be as fast as it is? Think it was hitting around 150 combat speed boosted but without Augmented Engines, which is ridiculously fast for a capital ship.

12
Mods / Re: DeathSG Minimash V1.2a! REJOICE!
« on: March 12, 2012, 05:17:45 PM »
found a big bug, the behemoth class alien sentinel is immortal, you cannot hit it with weapons for some weird reason.  Also it is non targetable. only way to beat it is autoresolve battle basically


I had a look in the hull file - it's because the Behemoth has its collision radius set to zero for some reason. I changed it to 330 (same as the shield radius since I don't know exactly how this works) and it worked out just fine.

The Nevermore seems to have a similar problem - the shield seems to be inside the ship, same with the collision box.

Additionally, the bug with the Centipede LRM variant is still there - it's still named centipede_lrs and will cause an error unless you rename it.

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