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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kaykat

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1
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.0 [2/27/20]
« on: April 19, 2020, 11:50:48 PM »
If it's not good in your eyes and as you say, the Macnamara/King and Lyons/Hawke are better for the specific roles that the Alastair is trying to cover all at once, then just use those ships, no harm done. And if the Alastair is that important you can always go to the .csv files and change the flux cap and dis to your liking. Same with the weapons too; balance things the way you want them to be, it's your game.

You're getting really heated for something you can always change yourself with 0 repercussions and almost no time spent.

2
Instead of doing Conditions.US_BEDROCK, to "US_Bedrock" (with the quotes). The Conditions class has the ids of the vanilla
conditions in strings - for easier use, changes, and cross-referencing - but conditions added by mods wouldn't be found there. So you need to just specify it as a string literal, with the double quotes and so on.

Agh, it's ALWAYS simpler than I think it is! Thank you so much!

3
(I'm not a scripter no bully plz ._.)

I added a market condition from Unknown Skies to a planet I made, but the game crashes when it's on any planet (US_Bedrock). I tested it and this happens to any US market condition. The error is:

"US_BEDROCK" is neither a method, a field, nor a member class of "com.fs.starfarer.api.impl.campaign.ids.Conditions"

The weird thing is I have another planet with the type US_Auric and that works fine, so it's not US. So so, my lizard brain reading the error makes me think I need to somehow make my files dependent on US, but I don't know how. It doesn't make sense to me when the planet types work just fine without doing that already. Can someone way more knowledgeable than me explain what's going on here and maybe how to fix it? I am super confused about all this >_<

4
Is there a way to have two different descriptions for landing on a planet, one when it isn't colonized and one when it is?

I am not a modder/coder in any capacity more than copy pasting things so simple explain do much good :X

5
...somehow ended up saving an unmodified version later, or something like that.

omg of course that is exactly what i freaking did too >_<

lol thanks for the answer anyway!

6
How do I change the description of some ships/weapons in a mod? I know I gotta change the descriptions.csv and when I copied my changes into the folder it worked fine but then it reverted itself the next time I played .-. is there something else I gotta mess with to make it permanent?

Edit: Oh, it's not mine btw, I just wanna make a few corrections to some spelling in another

7
Modding / Re: EXCEPTION ACCESS VIOLATION
« on: November 01, 2019, 11:58:08 PM »
You need to go into the .ship file (with somethin like notepad) and set up a weapon mount on the ship, anywhere will do. If you don't know how, I went through the core files and just pasted a part from their .ship stuffs. Afterwards you can remove that weapon and then add or modify mounts all you want.

8
Modding / How do I change Design Type color?
« on: November 01, 2019, 11:55:04 PM »
Just making a few ships for myself and the design type shows up in the basic high-tech blue. How do I change that? I tried going through a few other mods I have downloaded to like try to reverse-engineer those but I couldn't for the life of me find where the setting was.

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