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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Rei Akiba

Pages: [1] 2
1
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 14, 2021, 03:37:06 PM »
should you add the effect of orbital array when you finished building stellar shade,stellar mirror, and stellar distributor

2
Mods / Re: [0.95a] Terraforming and Station Construction (v5.5.0)
« on: April 04, 2021, 08:13:39 AM »
hey... i think you should add "orbital solar array" condition like in vanilla, if you finished constructing the stellar shade/mirror, and maybe you should remove the industry icon and then add the planet condition, and then make the stellar mirrors orbiting your planet like eventide did. just like DIY planets after the completion of terraforming, and same for the structure icon on a market upon the completion of astropolis. i think its more realistic that way
 

3
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.4
« on: February 03, 2021, 03:54:58 AM »
i repost this from the higaaran descendants old mod forum so that you can read this

why its empty?? why the Hiigaran weapons BP is empty?? is this intentional? and it gets weirder bcs the faction fleet doctrine didnt even use their own weapon.... why?????????? i cant post the screenshot bcs the file is too big, like im not joking, the weapons blueprint didnt even have the list in it, and i cant right click to learn it??????


4
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: February 03, 2021, 03:52:17 AM »
why its empty?? why the Hiigaran weapons BP is empty?? is this intentional? and it gets weirder bcs the faction fleet doctrine didnt even use their own weapon.... why?????????? i cant post the screenshot bcs the file is too big, like im not joking, the weapons blueprint didnt even have the list in it, and i cant right click to learn it??????


5
just started the game to continue my last save and then immediatelly crashed....hel please?



634695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

6
good start there mate...for future updates you need add this

1. increase armor at the expense of..well anything you want, like reduce speed or decrease peak operating time
2. increase missile damage but reduce missile maneuverability
3. increase damage of all energy weapons but reduce range or turret rotation
4. increase fighter replacement rate, but reduce armor,damage,shield,etc
5. add more Ordnance points but decrease Hull,armor,and Peak operating time, well depends on you

and many more...but that it for now from me, maybe more feedback from me anytime soon

7
Mods / Re: [0.9.1a] ApproLight Plus v0.3.7-RC2 (2020-7-6)
« on: July 26, 2020, 03:13:40 AM »
same problems here

304567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
   at data.shipsystems.scripts.AL_DarkPraiseStats.apply(AL_DarkPraiseStats.java:53)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


8
i need help... This problem happened after i defeated the luddic church that invaded my colony, but they still have some ship survived, so I "join the battle" Or join the pursuit" But it crashed as soon as I clicked it

8099067 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advanceSeenEnemies(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

9
good sir...how to disable "Slow CR" feature...i just want major factions to be stronger..thats all...dont want any debuff for my gameplay, and does it can still be disable while in mid-campaign??...and i dont want "Dark sector" default to be enabled right away

10
so technically yes you can make AI stronger if you give them items that increase production (nanoforge,fuel orbs, blueprints, or maybe an Alpha core if you sell on open market as long the faction are not banning AI cores)

11
Forgot to tell these ships are from mods obviously, I think it's from vayra sector, tahlan ship works, I don't even remember, I installed that mod many months ago

12
You want a fast, high firepower, and high shielded battleship???... Well yes I am here to help... There's a capital ship design called "Rosenriter" Is a fast battleship with all forward guns, 2 large hard points, 6 mediums,(all of them is energy and composite) , with the teleport ability that can teleport 5 times, very good flux capacity and dissipation, wit a passive that reload all missiles ammo including limited ammo, with a base speed of 81-90, and 120 or more if zero flux, very high maneuverability that it can match a the most maneuverable and smallest frigate in the game... This ship is literally have everything, mobility, firepower, defense. You can get all the ship blueprints (battleships, cruiser, and carriers) and it even have their own type of weapon and their missile weapon is OP, and it's really viable for you own personal fleet doctrine since other faction don't use them

And there's a ship called Nirvana class battleship from lostech engineering, a very rare ship that I found yesterday from derelicts, it has a high armor, high flux capacity and dissipation, high speed, lots of weapon firepower, resistance to EMP, really fast weapons repair, 50% faster flux venting, but the downside having a very teribble shield, but it doesn't matter, it has an active skill that fast your ship timeflow, increase all weapons fire rate that can shoot like a madman, and then teleport back safely to where the place of the ship before, (it's like a rewind time) and if you take a lot of damage, all of the damage you take and flux you used will be revert back to normal... Yeah literally this ship is OP, hell it can even kill 2 AI remnants big battleships at the same time if you use it correctly and his another passive that trigger if you take damage high enough your ship will be invincible for a second, and the armor that damaged is repaired, yeah really OP

13
Bug Reports & Support / Re: Troubleshooting
« on: July 03, 2020, 12:04:44 AM »
wait forget what i said... so i tried to shutdown the embassy with the beta core and ambassador and it turns out i didnt crash anymore

14
Bug Reports & Support / Re: Troubleshooting
« on: July 02, 2020, 11:57:14 PM »
i already have the beta core in embassy for at least one cycle in game,its a long time ago, it still crash

15
Bug Reports & Support / Re: Troubleshooting
« on: July 02, 2020, 10:40:37 AM »
So what do i do now?? Am I stuck for now with the bug? ... Uh yes i tried to removing beta core on embassy and replaced it with Alpha core (while still docked at ava colony) but I was unsure if want to use alpha core for an embassy that is not really important, so I unplug the alpha core and replace it AGAIN with beta, while didn't have an ambassador, and the colony having that is far away from the core world and the crash immediate happened when I was traveling... Anyway thanks for the help, so it's from the beta core right okay I'll wait, and please I don't want to lose this save file cause I already have a good colony, very rare ships (maybe it's the only ships in the game that doesnt have any blueprints and market) , the best so far from other saves I played.. So I'll wait for the updates

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