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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - CyphCyph

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Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: June 15, 2024, 05:58:32 AM »
small hotfix:
-fixed crash caused by trying to build in cataphract 2 hullmod with progressive s-mod enabled

Great to see a new update with serious content. Why remove the AA Broadsword and Warthog though? I think they're great ships to bolster your fighter presence in the early game, really compliment the scrappy nature of small scale combat, and let you lean into using more bombers on carriers by deploying AA fighters.

I actually wanted to suggest an AA Thunder since that seemed like a perfect fit for a strikecraft.

they have some use for player but AI can't use them effectively and is a waste of DP for something that couldve been more useful, so I removed them. I left xyphos in since it has a bit more staying power

I personally loved the broadsword and warthog variants, having player choice for small slots made them very versatile for a number of roles. My most common use case was loading light mortar's on 3-4 broadswords and using them as my interceptors when targeting fleeing logistical ships. Warthogs when spec'd right were great guard-dogs for escorting cruisers and such. I, like Crispix, was hoping there would be more fighter strikecaft, though I love the mechs too. Is there anyway for me to manually add them back in from a previous version?

2
Mods / Re: [0.97a] Bultach Coalition v1.1.5 "Bloatening"
« on: June 15, 2024, 04:24:49 AM »
Downloaded from discord the update and get this error.

39323 [Thread-2] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [phase_interdict_field] not found in ship_systems.csv
39608 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Delete the mod from your mod folder, redownload and place it back in. It was likely due to overwriting files when upgrading from a previous version.
( happened to me, did the above, it worked. )
hope this helps!

3
After playing alot with strikecraft and non-armaa carriers, i think specialized service bays should be a hullmod available to be used on other carriers. There are so many carriers that feel like they would benefit from being a fleet anchor for refitting, but they unfortunately are forced to not be as fast as the Fenris for that purpose. Just my 2 cents though, love the mod.

4
Modding / Re: [0.96a] Truly Automated Ships v1.2.5
« on: June 15, 2023, 10:16:07 AM »

  • Beta Core base increase: +750%

wOAH (i know its 75% but lol)

5
Mods / Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« on: May 23, 2023, 07:35:58 PM »
Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?

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