Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - The_White_Falcon

Pages: [1] 2 3
1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 14, 2022, 07:17:39 PM »
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)?  The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only.  I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case.  Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?

It has the same amount of extra engines as the Legio Castigator. Both of which have the Legio hullmod that increases their speed.

I stand corrected, can't believe I didn't notice that.  However I'm still curious about being able to edit that specific hull (if for anything than simple curiosity's sake at this point).  IS there a simple solution towards that (like add the tahlan_castigator_pxiv entry/stats into ship_hulls)?

2
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: May 14, 2022, 07:15:32 PM »
As of today I have the latest version of CONCORD mod; however I've noticed the list ships command stops working after a while in-game.  I have to exit/re-launch the game to fix the issue every time.

3
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 14, 2022, 05:23:57 PM »
Out of curiosity, what would I need to do to change the stats on the cinderblade (tahlan_castigator_pxiv)?  The ship isn't listed in the ship_data file which means it's using the base stats of one of the castigators (probably the xiv variant) and modifying the skin only.  I always believed that the ship should be the fastest out of the castigator variants (i mean, it has all those extra engines, you'd think it'd make a difference), but that currently isn't the case.  Is there a way to edit the stats (at least the base speed) of the Cinderblade castigator variant; and if so, how?

4
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: February 02, 2022, 10:36:54 AM »
Hello there, is there an update for 0.95.1a or is there a way to get it to work with the latest version of Nexerelin ? I modified the mod_info.json file so I could use it with the current version of Starsector despite it's incompatibility as signaled by the launcher in the mod list, but upon getting to the loading screen I get this error message as attached in the post.

The game seems to work (up until the main menu at least) when I disable Vayra's Sector.
Look on page 32 (previous page).  One of the final posts shows the link to the unofficial update that works with latest Starsector release.
That link is dead

The user theDragn posted another link on page 30.  I can confirm that it is still working as of posting this response.

5
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: February 01, 2022, 11:33:51 AM »
Hello there, is there an update for 0.95.1a or is there a way to get it to work with the latest version of Nexerelin ? I modified the mod_info.json file so I could use it with the current version of Starsector despite it's incompatibility as signaled by the launcher in the mod list, but upon getting to the loading screen I get this error message as attached in the post.

The game seems to work (up until the main menu at least) when I disable Vayra's Sector.
Look on page 32 (previous page).  One of the final posts shows the link to the unofficial update that works with latest Starsector release.

6
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: January 29, 2022, 11:21:39 PM »
I'm getting the following error/CTD when I try opening the industry menu on an irradiated world: 

Fatal: Spec of class
[com.fs.starfarer.api.impl.compaign.procgen.PlanetGenDataSpec] with id
[vayra_bread] not found
Check starsector.log for more info.

Anyone know what's going on with this?

7
Mods / Re: [0.95.1a] [Hullmod] Modern Carriers 1.6.2a
« on: January 26, 2022, 07:32:58 AM »
Quote
Every time when I update a patch version I forget the url is changed with the file name  :-[

Fixed!
THANKS!  Working great now.  ;D

8
Mods / Re: [0.95.1a] [Hullmod] Modern Carriers 1.6.2a
« on: January 25, 2022, 01:00:38 PM »
Hello Sutopia, just wanted to let you know that the link to the 1.6.2a version for modern carriers (Base version, not S version) is not working.  It brings me to a GitHub 404 webpage.

9
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 15, 2021, 07:43:14 AM »
Spoiler
The big compatibility patch is here, with some fresh new balance adjustments!  Sorry for being so late!


Download Interstellar Imperium 2.5.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.0) (Updated!)

- Supported by Nexerelin 0.10.3g - (Updated!)

We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.0:
- Updated for Starsector 0.95.1a
- Moved Ex Vis and Corsica closer to the core worlds
- Fixed the calculation/obscurement of some area-of-effect damage/knockback, especially the Libritor's weapon
- Armor version of Arbalest Loader costs 33% more flux
- Updated Nexerelin integration
- Added fighter weapon descriptions
- Carrum cargo reduced to 150 from 160
- Carrum fuel per light year increased to 1.5 from 1
- Barrus fuel per light year reduced to 6 from 10
- Carnifex engagement range reduced to 6000 from 8000
- Standard Pulsar projectiles no longer pass through missiles
  * Pulsar Bombs and Heavy Pulsars still do
- Pulsar Cannon OP reduced to 5 from 6
- Pulsar Repeater OP reduced to 9 from 10
- Lux Repeater OP reduced to 8 from 9
- Fundae SRM Pod OP reduced to 7 from 8
- Fundae MLRS OP reduced to 12 from 14
- Custos Defender flux per second reduced to 85 from 100
- Heavy Pulse Laser flux per shot reduced to 220 from 240
- Adjusted faction relationships
- Integrated various new campaign features into existing content
- Draconarius AI behavior tweaked
- Vicarius AI behavior tweaked
- Imperium Packages cannot be built-in
- Maximus hull increased to 2000 from 1500, armor increased to 400 from 350, supplies increased to 9 from 8
- Lynx hull increased to 4500 from 4000, armor increased to 650 from 600
- Adamas hull increased to 9000 from 8000, armor increased to 1250 from 1100
- Adamas speed increased to 80 from 65
- Lux Finis now auto-stabilizes phase coils (no speed penalty) while active
- The Adamas' photon blasters now count as large weapons
- Basileus flux dissipation increased to 150 from 125
- Dictator hull increased to 11500 from 10000
- Matriarch armor increased to 1350 from 1250
- Ballista launchers regenerate ammunition about 25% more slowly
- Reduced Ballista damage to 325 from 350 (high explosive)
- Siege Mortar range increased to 800 from 700
- Arcus Autocannon range increased to 700 from 600
[close]
THANK YOU!! Finally, the Imperium rises again!  Nam Imperium! Mors haereticis!

10
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: November 14, 2021, 02:46:06 PM »
Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

You mean you were using the Zero ship in the regular campaign? If that is the case, this "issue" will likely be disregarded considering you're not supposed to be able to get one normally. As far as I'm aware, the Zero ships are only found in the arcade mission added by this mod. The same can be said for many of the arcade boss ships. If you have them in the campaign, you can likely expect bugs or the odd behavior you described.

Ah, so that was the problem.  I was indeed testing the ships in a normal campaign save.  It is still strange that it seems to forgo it's enemy target to instead switch to the player/own team with just those 2 moves.

11
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: November 07, 2021, 09:49:04 AM »
Just wanted to report that while testing out the ships I noticed the Zero ship would stop engaging the enemy when it does that charged up beam attack and instead target me/own comrades with that move instead.

EDIT: 2 attacks it does this, one is the previously mentioned charged (large beam) attack and the other is another charged shot attack (not beam but a ball of energy).

12
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
1) The ships in the bounties don't seem to exist (no ship_data.csv/xml file).  Are there plans on making custom ships for the bounties?
2) People keep mentioning this "Bounties Expanded" mod but I can't find this anywhere.  Can someone provide a link?
1) Quite a lot of ships are created through variants, even degraded ships in vanilla, which you won't find in ship_data.csv for obvious reasons. Since I don't know your ultimate goal I can only point out that your current logic follows a false assumption, i.e. all ships are listed in the csv file.

Spoiler
thanx for this great mod.
Can anyone post a link for latest bounties expanded MOD?
im on discord but seems im too stupid to figure out where to go there to find it
thanx again
[close]
2) It is literally on this page, dude.

1) The ship_data file was me hoping to see what the ships stats (and more importantly, what they look like through the data files) were.  If it was a base variant with superweapons attached, then I can see why there isn't a ship_data file.
2) I honestly don't know how I didn't see that, thanks for the link/pointing it out.

13
I'm a bit confused about some of the comments/updates with this mod in terms of the bounties.
1) The ships in the bounties don't seem to exist (no ship_data.csv/xml file).  Are there plans on making custom ships for the bounties?
2) People keep mentioning this "Bounties Expanded" mod but I can't find this anywhere.  Can someone provide a link?

14
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: October 20, 2021, 09:09:15 AM »
Can someone PM me the link to this 9.5 build being mentioned in the comments.  I understand Dark Revernant's stand on the issue with links in the official thread; but for the love of all that's good and holy, it's been 7 months now since the 9.5 update.  If there's a working build out there, I'd like to use it in the interim until the official release.

I have to wholeheartedly agree that if links to "unofficial" builds are banned from official threads (again, I understand and agree with the reasoning behind this); then there really should be a thread(s) to unofficial builds that are at least mostly working for lovers of the mods to use until the official release.

15
Mods / Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« on: May 11, 2021, 07:23:58 AM »
Just a heads up; the version checker is saying this version is 0.0 even though it should be 0.7.  In other words: the version checker is saying I have version 0.0 and should have 0.7 (even though I DO have 0.7 installed).

Pages: [1] 2 3