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Messages - N3V3R

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1
Mods / Re: [0.95a] Kyeltziv Technocracy [1.02]
« on: November 24, 2021, 05:10:54 PM »
 Imo the fusion buster group of weapons don't match the faction whatsoever and seem lackluster/useless with the limited testing ive done with them

The Thap missile family need a bit longer range and for the AI to treat them like salamanders and fire them on CD while dropping their damage and upping the EMP might be better overall

The Pereskia is too much OP for what it does while the limited hangar space means it isnt as viable imo also the helianthus needs a bit more to be worth the OP so i would put a thap on it to help it disengage after a bombing run (use after it fires its full barrage so the flares only help it run away / other bombing runs

I would love to see cruiser or bigger size cargo/fuel ships in the factions theme as I love the look overall

The Galvanic family of weapons are super interesting if you have a line ship to shoot over while they hold the enemy back but the faction doesn't really have that imo

love the idea of a drone focused faction that doesn't just use them to swarm but support each ship for their role in the battle

Overall love the faction and great work making them.

don't take my minor critiques as me not liking the faction and i still haven't done full playtesting with everything in large battles yet either


2
Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: April 21, 2021, 02:05:24 PM »
Is the Sarissa too good? so im using the sarissa(m) and outfitted it with 1x twin hexafire (from diable) / 2x hexafire / 2 winee EMPR / 2x sabot SRM / 2x atripos (might change these) / 2x LR PD (will switch to PD) / 2x ferox and the thing can easily kill any ship at the same DP cost

3
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 17, 2021, 01:54:38 AM »
uhh what is an IDE? lmao this is the first time I've ever tried coding/ modding anything and its just a custom system for myself

4
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 16, 2021, 11:05:54 AM »
so i can only assume it has something to do with not having the line to import data from your mod into the custom system mod

so there are lines like this at the top of the file
import com.fs.starfarer.api.impl.campaign.ids.Conditions;

and i think i need lines for your mod and other mods i want to use conditions/planets from

5
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 16, 2021, 10:25:01 AM »
so    stream_market.addCondition("us_floating");  is still not working

6
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 15, 2021, 11:43:10 PM »
yup any vanilla change to the system im able to do and have got down (dont know how to do asteroid fields and belts yet lmao) be it planet type condition location ect

7
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 15, 2021, 08:35:52 PM »
so when i try to add   stream_market.addCondition(Conditions.US_FLOATING);   to the gas giant in the system i get

Fatal:Error loading [data.scripts.ColonyStarPlugin]
Cause: Parsing compilation unit *data.scripts.ColonyStarPlugin*

8
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 15, 2021, 08:30:47 PM »
i was talking about the import lines at the top just adding in the condition in the code didnt seem to work

9
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: April 15, 2021, 05:54:43 PM »
hello im trying to create my own custom system and i dont know what code to add so my mod can use your mods planet conditions/planets

10
exactly and your line cashed after i made my character and hit play said market condition not found

im trying to make my own system instead of going thru seed after seed

11
so for example i did add unknownskies floating continent condition but it says it cant find it as a condition IE mod A cant interact with mod B so what lines do i add for mod A to see mod Bs conditions as well

12
ty for the help but what about editing the system file (i have a custom system im trying to edit) so i dont have to console command it each time? also i put in the line for unknown skies condition but it said missing condition IE didnt recognize it so how do i edit the files it takes the conditions from IE use unknown skies files as well

13
right im not great at the coding part lmao what is the line to add?

14
if editing a  planet how do i set them to have industrial ruins on them?

15
Mods / Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« on: April 14, 2021, 10:40:35 AM »
I do have a question on the Camise. Aren't larger cargo ships supposed to be more economical then a bunch of smaller ones? If so what is the reason the Camise isn't?

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