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Messages - tedesco

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General Discussion / Re: MesoTroniK Donation Drive
« on: March 22, 2022, 02:11:45 PM »
Good luck!

Mods / Re: [0.95.1a] Transponder Off 1.2.2 - QoL for campaign layer
« on: March 22, 2022, 04:48:07 AM »
Thank you for the excellent mod!

The automatic activation of the transponder upon entering a colonized system, especially a player colony, would be fantastic.
This really should be in the base game IMO. Would be awesome to have in the mod tho

Mods / Re: [0.95a] Captain's Log - Note-taking and Reminders
« on: March 29, 2021, 07:44:28 AM »
Crashing for me. Either for new game or loading save.
29481 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [captains_log] from category [intel] not found
java.lang.RuntimeException: Texture [captains_log] from category [intel] not found
at Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at com.fs.starfarer.campaign.comms.Object.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at CaptainsLog.CaptainsLogModPlugin.onEnabled(
at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
at Source)
at Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
atÒ00000(Unknown Source)
at Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Modding / Re: [0.9.1a] SSMS QoL Inventory Management
« on: May 03, 2020, 03:04:23 AM »
  • Weapons can be stored in player or abandoned colonies simply by docking. By setting a threshold excess weapons won't be stored so they can be sold knowing there are enough in reserve. The threshold can be deactivated for weapons for which the blueprint is not known.

I've been meaning for a while to write a mod that does this. Thank you very much for the mod!

Hi. First post and big fan of the mod :)

Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.

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