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Messages - DieselPower

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1
I'm getting an odd CTD after a couple hours of play. I'm level 3 now and I head to Cold Sands (I've been there before without issue), every panel but the Sell/buy inventory works. I can refit and all, but sell/trade goods panel crashes.

Take a look:

89597 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
89604 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-faction_generic_market_01_neutral.ogg]
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking market updates
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Heavy Machinery(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Recreational Drugs(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Weapon Components(Cold Sands)
92237 [Thread-5] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Ship Components(Cold Sands)

That's all I get.

2
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 10, 2015, 01:59:42 PM »
The Barnaul Special has reappeared after removing "", form the code. Had to remove the comma too, as it wouldn't load the game.

Thx

3
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 04, 2015, 02:45:20 AM »
Hello, I have two bugs to report for Project Ironclads 8.6 with Starsector 0.65.1a.

-I get a CTD when I tried to view the Barnaul-Class Special Cruiser in the hull variants Codex menu. The Barnaul-Class Energy Cruiser displays fine as does the base model.
-Mod version is 8.5 in the mod selection screen, although I have 8.6 installed.

This mod kicks ass, keep up the great work.

Best regards, DieselPower

4
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: October 31, 2013, 08:05:01 PM »
My apologies to Apophis, my ignorance knows no bounds. Thanks for the info theSONY. I remember his weapon pack mod, good stuff (large pilum launcher ftw ;D).

Bug?
-XLE Viper fighter has two hull mods and they are both armoured drives.

Love the look of the Crimson Raiders chase frigate. Sharp pitchfork design with sweet looking red segmented armour plates, and fast to boot. Would love to see more of these guys ship line up one day. But until then I'll settle with some prototype ships. Thanks by the way. :)

Anyone else see ghosts and zombies hanging around their front doors? I don't remember zombies eating doritos, I know zombie flicks are getting weak, but damn.

Best regards, DieselPower.

5
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: October 31, 2013, 05:41:31 PM »
Hello

-About changing the weapon mount types, meant to have that option for all ships. Would be pretty sweet, but sounds like a lot of work for a feature once explained. Not sure I made it clear, as I usually don't participate in forums much. More of a lurker. :)

-Galaxy map, should of said while in hyperspace travel map. I kinda failed on explaining this part. Being able to mouse over a solar system and see a menu (should be possible to add whats in a solar system in the systems description) or just some simple icons on the galaxy map (tab button) showing whats in that system. Could possibly show if the sector has been explored/unexplored, what stations are present. I am aware of the map that you have displayed on your hyper space menu with the handy icons. I just was hoping for something bigger or intuitive on the galaxy map. This maybe more of a vanilla feature than on your end.

-Industry Skills. I forgot to mention how great it was to see this research slot with something in it. Hats off to you for breaking the mold on the 5,10 level buffs. I was surprised when I got a trade buff at 3.

-Uber Fleets. Should be interesting to see how the fleets scale with the characters level. Right now I have a single Michigan and two of pretty much every fighter around except XLE as they kinda bail (CR issues I guess) during combat a lot for some reason. My Michigan (Nimbus, ya ya I know too much Futurama) is a 4 flight deck battlecarrier and mostly supports the fighters with the only real combat with cruisers and up. I eat through 500 supplies like nothing after a battle. CR needs some loving but, meh whatever.

-I find the Advanced Sensor hull mod pricey at 48op for capital ships, not sure if others would agree.  

-Oh my Alien Missile Pods are awesome and shouldn't be allowed in my hands ;D. Only level 5 missile buff and they destroy everything, may need a look at. Couldn't imagine level 10 (50% damage buff), but I will experience it shortly :).

EDIT: Journal sounds handy and could be a great way to keep track of things, and things to come.
 
About changing the mount types manually.
-Make a back up firstly.
-I make a copy of the ship file in the hull folder.
-Change the mounts to "UNIVERSAL" save and replace the file in Ironclads folder.
This should be save game compatible? but don't revert back to a save with different weapons installed if I run vanilla Ironclads again?

Thanks for the info Okim

Best regards, DieselPower.


6
Mods / Re: Project Ironclads Total Conversion, version 6.5 (0.6.1a)
« on: October 31, 2013, 01:00:01 PM »
Hello

    I have a character up to level 46 with over 30 million and still enjoy playing v6.5. Really shows that there is some great content within this mod. I have been trying out various ship and ship load outs thank to new hull mods and awesome weapons. Your ship designs are fantastic with their weapon arches that resemble much of real world warship design. I have a difficult time playing vanilla now, I just don't care for the ships at all.

Some suggests/questions

-I miss my old Michigan battleship of the older mod versions with its universal (beam is my fav) weapon mounts. I was wondering if its possible to be able to change the mount type (energy,ballistic,missile,and universal) using in game resources like low/high/alien/etc tech and the refit hangers to swap out the mount types. This could also be tied to an engineering skill and keep the mount size to what you set for some balancing. I don't know if this is possible to mod in but it could be fun, but would probably overpower the player even more so.

-Chain blaster is awesome to watch in action but my goodness it eats up my flux. Any chance you may take a look at this weapon?

-Particle Beam a medium energy weapon that does not deal energy based damage. Would love to know your thoughts on this.

-Sliders are awesome but have a draw back since there is no hard cap on inventory. I have over 30 million on me at all times trying to get the slider in the right spot so i don't go over my cargo soft cap, what a pain. Would love to know why Alex didn't put a hard cap on this. Hopefully this new banking system in 6.6 you mention can remedy some of my pain.

-Galaxy map with info on star systems much like your hyperspace (small map), simple icons make a difference. Could also fix another issue I run into see post below. Probably a Alex job though.

-Abandoned Stations are a nice and all, but would it be possible to change the name from abandoned to players station once you take ownership? I have a crappy memory and often forget where I left my junk at.

-Any chance of adding something like Uomoz's random fleet generator for some added end game brutal fleet battles?
 
Well that's some of the stuff that I can remember. I'll write back again once I remember/play some more. Looking forward to future updates as always. Guess I may have to learn to mod a mod to get my old Michigan back.  ;)

Best regards, DieselPower.

7
Mods / Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
« on: November 24, 2012, 01:46:01 PM »
Playing Aklyon's version for over two hours and no problems to report. So happy to see this playable with .54a it's truely awesome to see a wild FULL solar system at war.

Thanks to all involved.

P.S. Now to update the individual mods.... ;)

8
Mods / Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
« on: November 24, 2012, 10:15:25 AM »
Thanks Aklyon, I'll give it a whirl.

9
I for one, would love to see more capital ships or possibly a flagship (heavy capital). Flagship being 1.5 to 2 times the strength and somewhat larger than a regular capital. I have played with the Omega capital mod and ship was to large for the game (spawning and weapon load issues). I did enjoy engaging it in combat, made things interesting. A flagship would add some much needed challenge, with one (also non capturable making it rare) spawned in a flagship fleet with supporting units. One new capital ship for each faction, supporting the art style and weapon load outs would add some new flavor to a great game (lacking content at its present build).

I seem to always want more ships to add verity to the fleets that I destroy, and I thank you for your time and effort making this added content mod.

Your end user DieselPower.

Off topic:
PS: I hope you can help craftomega with the Minimash. Would be a dream team for the extra content added, I sure do miss that mod immensely.  As I can't play vanilla anymore (weak on stuff to blow up).

10
Mods / Re: Omega's Minimash V1.90
« on: July 20, 2012, 10:06:16 PM »
Most excellent, a new update. I have tried to play other mod collections, but I keep coming back to Omega's Minimash. Must be the sheer amount of excellent content packed into this collection. Crazy fleet composition strolling around the solar system makes for enjoyable battles. If this was all of what Starfarer would be, it's worth my ten bucks.

I have a CTD. When looking at the frigate tab at the Neutrino Power Station. Hope this helps.

58380 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [neutrino_photongun_firing] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [neutrino_photongun_firing] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ÓÓÕ000(Unknown Source)
   at com.fs.starfarer.coreui.String.OO0000(Unknown Source)
   at com.fs.starfarer.coreui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.oO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.null(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.Ô00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.OoOO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.Oo0O.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.coreui.K.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.String.I.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.D.Óô0000(Unknown Source)
   at com.fs.starfarer.coreui.o0OO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Thank you Omega and thank you mod authors for being a friendly bunch.

Sincerely your end user DieselPower.

11
Mods / Re: Omega's Minimash V1.83
« on: April 17, 2012, 02:19:37 AM »
Hello Craftomega.

My first post on the forums- Hello folks.
Some feedback.
-1.83 installed without a hitch (new save game start).
-Aliens render correctly.
-Many of the new ships are seen within faction fleets.
-Death-class and Imp-class use the same ship model, both are similar load outs.
-Various ship cost values vary greatly with in classes, also cost more than a higher class (ex. destroyer costing more than a cruiser). No game breaker for me as I'll change the values in openoffice anyhow, other folks may not.

I would like to thank you Craftomega for putting this compilation together.
I would like to thank the many mod contributors for crafting excellent content.
Thank you all for sharing your work with the a friendly modding community.

Best regards
DieselPower

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