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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - TimeDiver

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Hello, is there a way to download older versions?
Try this truncated link (cribbed from the big banner image on the 1st page):

Mods / Re: [0.95a-RC15] Fast Engine Rendering - Combat FPS Booster
« on: September 18, 2021, 11:20:01 PM »
Is there any reason why this mod isn't flagged as "utility: true" in mod_info.json?

If so, then removing the mod (once a save game is created with it enabled) isn't an option?

Mods / Re: [0.95a] Arma Armatura 1.5.2c (8/30/2021)
« on: September 12, 2021, 01:52:15 PM »
shoi, is there any functional difference between 1.5.2d (from your Github) and the linked 1.5.2c in this thread, that would require updating?

There's a short changelog on said Github, but still sparse on overall details.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 27, 2021, 05:35:03 PM »
I think you have me confused with someone else
You're correct; it was actually the dev behind YRXP... my bad.

Lack of sleep plus long, hot day equals slow brain and poor memory.

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: July 27, 2021, 04:44:53 PM »
That's more or less what's happening.
*snip image embed*
shoi, what happened to that preview vid with a pilotable copyright-bait Macross-inspired variable fighter?

It's no longer on your Youtube channel, either.

Mods / Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
« on: June 20, 2021, 04:18:52 PM »
Hi. My game is crashing while i using a Metafalica's Phira cannons in the 1st mode (energy shells), all other modes works fine. Not sure if it is a mod bug or just a incompatibility with anoter mods...

There's a error message from game log:
Are you using the latest version of MagicLib? If in doubt, re-download from the following thread:

Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 16, 2021, 12:13:18 AM »
I see a mecha's remotely-controlled/-guided fist and immediately think ROCKETO PUNCH!! Alternatively, BOOSTED KNUCKLE.

EDIT: All it needs is an optional drill bit for maximum armor penetration, and we're set for a (non-Super) Grungust Type-3.

Discussions / Re: Games that bring back memories
« on: June 01, 2021, 08:30:16 PM »
For me I think Wing Commander 4: Prophecy.
FYI, Prophecy was Wing Commander 5; WC4 was The Price of Freedom, showcasing the downfall of Geoffrey Tolwyn, as portrayed by the magnificent SOB that is Malcolm McDowell...

...and happens to feature Mark Hamill as Luke Skywalker Christopher 'Maverick' Blair and Tom Wilson as Biff Tannen Todd 'Maniac' Marshall in the 'starring as' / main character roles.

Electronic Superiority is retired (functionally replaced)
So, wait... for those of us players Captains who already have the 'Electronic Superiority' hullmod installed on their carriers...

Is the old 'ecmfighters' id (from hull_mods.csv) being re-used for the Support Carrier Core?

Or is it now functionally blank (needs to be manually removed), then adding the Support Carrier Core?

Mods / Re: [0.9.1a] Idoneus Citadel Exiles
« on: May 23, 2020, 03:05:16 PM »
The Soulbane looks mighty familiar...

Yeah, I know it got re-colored into the final boss for Ship/Weapons Pack's Arcade Mode mission...

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: May 22, 2020, 01:21:55 PM »
Regarding their content, is there a use for sigma matter or datacores? If it's supposed to be a secret, just give a vague answer and I'll figure it out myself.
Not at the moment, but eventually there will be.
Speaking of which... what is the (black market) value of the various pieces of Sigma matter supposed to be, before being zeroed out in the latest version(s)?

I figure that I'd either edit the appropriate .csv files, else just sell them off then add the credits via Console Commands...

Right, only had time to get back to starsector and mini modding but I ran into a snag.

So I started as simple as possible, I made a entry in hullmods.csv. I copied everything from the augmented engine entry into a new line, then changed the name, id and the cost. I loaded up star sector with console command mod, loaded in the new 'technology overhaul' hull mod and fitted it on a ship. This works fine as I now had a +2 burn mod that gave me hullpoints to play with (negative cost).

Now I run into a snag, I made a copy of the and renamed it into ( I want to increase the max burn bonus to 4 without effecting the 'vanilla' engine hullmod). I changed the entry in hullmods.csv to point to this new file and I tried loading star sector. It crashed and I got this in the error log.

13128 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.hullmods.AugmentedEngines2'
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(
   at org.codehaus.janino.IClassLoader.loadIClass(
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(
   at org.codehaus.janino.JavaSourceClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.hullmods.AugmentedEngines2' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(
   ... 7 more
Could anyone tell me where I went wrong? I must have missed a step somewhere for adding a hull mod. Unfortunately the info I got from searching this forum only showed how to edit a pre-existing hullmod and not make a one from scratch. Thanks
Did you also change line #7 of your newly-copied from:

public class AugmentedEngines extends BaseLogisticsHullMod {


public class AugmentedEngines2 extends BaseLogisticsHullMod {

as part of your copy-pasting?

Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: May 02, 2020, 06:52:09 PM »
Namely these lines from the gamelog gave me the clue:
'Caused by: ParseError at [row,col]:[477107,80]
Message: An invalid XML character (Unicode: 0x{2}) was found in the value of attribute "{1}" and element is "13".'

So, I've opened up the savegame with Notepad and found the corresponding line causing the error:
'<savedVariant z="197766" hId="FOB_gnophkeh" v="18" c="0" hVId="70a6ae_23" vDN="Standard" s="REFIT" mAAW="true" gV="false">'

And that's basically it - that little '' was crashing my game. All you have to do to fix YOUR savefile is to use the search&change option (ctrl+h) and choose the  as item to search leaving the 'change to' line empty. Click change all and save. Enjoy!
To prevent that error from happening again though, you have to edit '\data\variants\FOB_gnophkeh_Standard.variant' and change:

"displayName": "\u0013Standard"


"displayName": "Standard"

Otherwise, you will eventually get that save-breaking error again, as it is one of the ship variants used by the Borken mod.

General Discussion / Re: The new high tech light cruiser - Fury
« on: April 27, 2020, 06:45:01 AM »
Temporal Shell is probably a very bad idea (tm) because of how it interacts with beams.
Link(s) to relevant discussion threads/posts? I am morbidly curious...

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