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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Hiroyan495

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Modding / Re: [0.95a] Ill-Advised Modifications 2 The Second One
« on: October 05, 2021, 06:28:57 AM »
Makes the game playable by fine-tuning the balance. 5/5

Modding / Re: [0.95a] Sensors - mod/utility for event popups on WIN 7/10
« on: September 19, 2021, 07:07:18 AM »
Heh, that's one hell of a mod. I love the idea.

Modding / Re: [0.95a-RC15] Charmingly Wearisome Additions [ver 0.5.1]
« on: September 19, 2021, 07:05:31 AM »
They all looks really nice! If there's one thing that bothers me a bit, it's the phase coil on the Ork-class being lower res than the rest of the ship.

Mods / Re: [0.95a] Caymon's Ship Pack v1.1.0
« on: September 19, 2021, 06:59:12 AM »
Would download this mod in a heartbeat if the Heliadae wasn't a thing. 8)

General Discussion / Does "Ground Support Package" dilute XP?
« on: August 24, 2021, 05:22:42 AM »
Since marine experience is a thing for a while now, I was wondering...

...does using the ground support package in a raid dilute the XP by the total "force" of a raid or just by the amount of actual marines deployed?
Or to put it more simply: Will using ground support lower the XP gain for the marines I deploy?

Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 22, 2021, 06:56:53 AM »
At first I thought this mod just adds cool ships and a strange home world, consisting of a giant ark. Then I realized they have relationship based AoE effect in the campaign map on their system.

Thought that was it, yeah, scary, but as long as I defeat the ark in question it won't be an issue right? ...Right?

But then I learned the meaning of fear.

You really nailed that deep space horror aspect of being... ya know. I love your work.

I miss your mod so much, I could cry myself to sleep and still not get any rest, until they finally lock me up in a padded cell and lull me to sleep with whatever medication they can find on the black market, strong enough to sedate me and finally put the bleeding heart inside of me to rest.

Half-jokes aside, I am really looking forward to your update bro, keep up the good work and get some good rest inbetween!  8)

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: August 15, 2021, 05:20:20 PM »
Big fan of the Carolina, I mean, what the heck, a goddamn revolver ship?? :D
I hope more people make these kind of things, cause I love any kind of revolver, whether it's a shotgun or a spaceship.

I don't see it as more than my subjective view on this,
but some of the pirate variants, specifically Beauceron Mk II and Retriever Mk II are a bit odd to me,
as if they're out of place in artstyle.

While the texture and shadowing is a bit strange compared to the rest of the ships,
it's mostly the fighter bays of the Retriever Mk II with their eyelid-like appearance and a hard black line that sticks out for me.

Most of the ship's though, while definitely a hefty contrast to the vanilla aesthetic, are very nice to look at and give me that smooth stainless steel vibe. :)
Reminds me a bit of one of my favorite mod factions, the Oculian Armada.
I like it a lot. ;D

Modding / Re: [0.95a] Arbworks ships. Pangolin class update.
« on: August 15, 2021, 01:20:16 PM »
Pangolin. A military design optimized for relatively cheap mass production(for cruisers at least) and solid survivability. Has limited firepower in exchange.

The Pangolin looks like the Magellan Protectorate style :

I added some burn & color to try to give a little more depth

That is beautiful.

Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 12, 2021, 03:11:02 AM »
Why are we still here? Just to suffer?

You walk out the door, you see someone and they ask you how you are. You just have to say you're "fine" but you're not really fine but you just can't get into it because they would never understand!

These new ships look crisp and nice! I think your design is improving, and the new content is really really nice! :D

Solved issue by "lowering" negative OP cost of a custom hullmod in my mod "Scarlet Devils" from -250 to -100. Obviously works if reduced to 0 aswell.
Issue seems to happen due to going too far into the negative on the OP balance. I believe it doesn't happen when the -250 is counterbalanced by high OP weapons etc. that bring the balance back to -100 or more.

tl;dr in my case the cause was a negative OP-cost hullmod, for whatever reason that may be.

Crash happens exactly after unpausing a loaded save file's running game.

"java.lang.RuntimeException: Attempting to modify multiple stats with the same source [battle_mod_flat]
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.getMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.MutableFleetStats.addTemporaryModFlat(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.applyVisibilityMod(Unknown Source)
    at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
    at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(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.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$ Source)
    at Source)"

Modlist (including Scarlet Devils and Space Jihad Modifications, which are my own mods and which I suspect might be the cause):

{"enabledMods": [
  "Mayasuran Navy",
  "Terraforming and Station Construction",

Did some testing. Good news for me personally, is that my mod (hullmods that alter various ship stats etc.) is not the likely cause of this particular crash. Bad news is, I still don't known what the cause is.

Method: Since my game crashed earlier, when I tried to load a save (after I had rebooted the game), I attempted to recreate the bug with a fresh save. To do so, I made a new character, saved, went back to the main menu and loaded the save again. No crash, even after a minute of travelling through space, so completely unlike earlier. Then I did the same with a complete game reboot inbetween. Still, no issue.

It seems the crash is caused by something that happens throughout the game.

Bug with the enemy not deploying any ships if the recovery cost in supplies is <=1 still happening.
Could this be caused by the enemy AI deploying ships based on that value?

EDIT: Seems to be unrelated to the supply cost, reevaluating the situation myself, considering I have a lot of mods installed.
Sadly this has been an issue for me since 1.9.1 and I believe it must be some combination of mods I'm using.

Modding / Re: [0.95a] Meme Portraits (170)
« on: August 03, 2021, 09:18:35 PM »
This... is too good for what it really is.

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