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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Nick XR

Pages: [1] 2 3 ... 48
1
Mods / Re: [0.97a] ED Shipyards 2.6.6 (2024-03-24)
« on: March 24, 2024, 11:42:06 AM »
Version 2.6.6
  • Doog bounty now works
  • Cleaned up Magic Bounty ranks
  • Saluki-X now gets added to game world on new game
  • Removed versioning kill code, instead there is a warning in the version file
  • Reduced MAW arc chance with missiles.
  • Gunnery Control Mod MAW blacklist

2
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: March 19, 2024, 10:39:09 PM »
can this mod be added mid save?

Yes.  But it cannot be removed once added.

3
Mods / Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« on: March 09, 2024, 06:50:35 PM »
Hi I've got a question about version 5.4.0

I'm still using 0.96a and haven't upgraded yet and I was wondering if it's safe to run 5.4.0 on my current build?

Right now I'm getting an error message when I try to activate the mod, if it's safe to do so, what do I need to do in order to use it?

Thank you

You'll want 5.3.3 the last build for .96
https://bitbucket.org/NickWWest/starsectorcombatanalytics/downloads/

The check is there to keep the mod from running with versions it wasn't built for an causing problems.

4
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: March 09, 2024, 11:37:54 AM »
Just had a question for the Wurgandal - is it still purchasable instead of going through the bounty board?

It's no longer purchasable, there's a mission:

Wurgandal
Spoiler


Be level  13 or higher
Have a powerful fleet
Go to a bar on an independent planet (size 4 or larger, like Nova Maxios)
Check the bounty board for a mission
[close]

5
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: March 03, 2024, 11:10:50 AM »
I left the game running for an afternoon with the player fleet sitting around Nexerelin's Prism Freeport nebula (since it's the least eventful one), returned to see dozens of Ed recon fleets all over the system, which seemed to stay there forever (and growing maybe?)

Wasn't causing any performance issues though.

Interesting, the defensive fleets are supposed to despawn after about 90 days.  When you mouse over a fleet, what does it say it's doing?  Something like "patrolling" or "returning from patrol"?

6
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: February 23, 2024, 05:32:10 PM »
When I pilot it the shield behaves just like a shield on any ship.  How the nurse ship works in code is... unusual.  The shield is attached to a module that is attached to the main ship and there's some magic there.  Normally this works fine, but if some mod comes along and decides to replace shield AIs or something it's gonna cause a problem.  Since this works on my dev box more or less by itself it's probably one of your other mods that messing with it.  If you figure out which mod is causing the issue I can see if there's anything in code to stop what they're doing (in addition to ask them not to do what they're doing).

7
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: February 23, 2024, 11:50:12 AM »
Enjoying the unique ships but I appear to be having some issue with the Nurse capital ship I didn't see mentioned. The field shield generator acts oddly for me. Starts battle automatically deployed, right clicking to lower between assaults or to get the 0 flux speed boost it goes down briefly then starts right back up again without me clicking to reactivate, and on occasion and inconsistently will turn it self off then back on rapidly after I try right clicking to toggle. Tried with and without PD guns attached, on its own in a simulation

This happens to the nurse ship in the simulator by itself? With just the nurse ship deployed?
I haven't seen anything like this before, it makes me think you have a mod that is automatically doing stuff with shields. None of those mods stand out as things that could do it, but I've only ever used half of them.

8
Mods / Re: [0.97a] ED Shipyards 2.6.5 (2024-02-05)
« on: February 05, 2024, 10:21:45 PM »
Version 2.6.5
  • Update to SS .97a
  • New Super Ship start for Nexerlin
  • Minor bug fixes

9
Mods / Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« on: February 04, 2024, 01:15:59 PM »
v5.4.0
 Updated to SS .97a

10
Mods / Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
« on: February 04, 2024, 12:41:22 PM »
Looks like ED Shipyards doesn't load when going into 0.97a (throws a custom exception), even when the game version for the mod has been updated. Is there a reason behind this check? Is there a way for me to play in 0.97a by disabling this check while waiting for the official update? Feedback would be greatly appreciated!

Exception is as follows:
51287 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
java.lang.RuntimeException: The mod ED Shipyards is only compatible with StarSector version: `0.96a`  Check the forums for a compatible version or disable this mod.
   at data.scripts.edshipyard.ED_modPlugin.onApplicationLoad(ED_modPlugin.java:43)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

If I'm going to break compatibility between versions I like to do it when SS updates. This is honestly done for the good of the player, it would be easier for me to just break stuff willy-nilly rather than try to save up the changes.

11
Discussions / Re: my game code hasnt been sent
« on: January 30, 2024, 10:55:49 PM »
Check out posts in the "bug reports & support" forum
like this one:  https://fractalsoftworks.com/forum/index.php?topic=28736.0

12
Mods / Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31) bug-crash
« on: January 30, 2024, 09:39:35 AM »
I have a issue, when I open comms with a ed patrol, which has the quest explanation point, the game crashes, Is there a fix for this or is this a ongoing bug? could it be the new distress encounter? The error code is in the attachments, the fleet that I interact with that causes the crash is ED Long Range Patrol

Do you have the last 50 or so lines of the log file that is mentioned there?  There should be a detailed error message that will help me figure out what's going on. 
Thank you!

13
Mods / Re: [0.96a] ED Shipyards 2.6.4 (2023-12-31)
« on: December 31, 2023, 01:14:52 AM »
Version 2.6.4
  • Much less likely two newfoundlands will collide
  • Wurg has better AI targeting of ships with modules that report as phase ships
  • Shield breaker (shotgun) sounds redone to better fit with Star Sector, weapon volume lowered
  • Added a new distress encounter



14
Modding Resources / Re: [0.96a] LunaLib
« on: November 29, 2023, 01:37:22 PM »
Other mods are: Lazylib, GraphicsLib, MagicLib, Nexerelin, A new lvl of confidence, Speed up, Terraforming and station construction, and grand colonies. Game loads fine with that list.
but the config's on an excel sheet

Was the file extension `csv` or was it something like `xls`?  It's probably CSV but windows wants to sell you excel. If you find yourself needing to edit CSVs you can try using vscode with a CSV plugin and it'll work fine (and be free).

15
Modding / Re: [0.96a] Force Auto Resolve (v0.0.1)
« on: November 20, 2023, 04:07:55 PM »
Great idea, it'll be even greater when it can work with nex

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