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Messages - taerkar

Pages: [1] 2
1
Just completed Dawn and Dusk with a 91% rating and the Nex start associated with it has completely disappeared from the list whereas before doing the mission it showed up but said I needed to complete the mission to be able to play it.

Edit: Finally showed up again after a restart.

2
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 08, 2023, 07:49:33 AM »
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.

What settings do you have for cramped quarters and station expansion? Station expansions only increase the max market size by one before the growth malus starts applying again.

Code
	# Enables the cramped quarters setting that greatly reduces station population growth starting at the chosen value.
"boggledStationCrampedQuartersEnabled":true,
"boggledStationCrampedQuartersSizeGrowthReductionStarts":3,
"boggledStationCrampedQuartersBaseGrowthPenalty":25,

# Enables the 'Expand Station' industry to increase the population soft limit set above.
# The base cost of this industry can be modified using industries.csv.
"boggledStationCrampedQuartersPlayerCanPayToIncreaseStationSize":true,
"boggledStationProgressiveIncreaseInCostsToExpandStation":true,

Just turned the option on, no changes to the values. The station was still a size 3 and hadn't experienced any growth.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.0)
« on: January 07, 2023, 06:37:22 PM »
Just built a mining station and built a station expansion on it, but it currently shows a -12 growth malus on the station from the cramped quarters. I don't know if it's related but I apparently turned on Starfarer mode for this run.

4
establishing a colony on a orbital habitat dies not work it just loops back

Having this issue as well.

Dunno if it's relevant but I also have TASC installed.

5
Just did a fresh install of Starsector and this was one of the mods I grabbed, but I'm getting this error during the initial launch of the game:

Code
149365 [Thread-3] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\hmi_locomotive_front_armour.variant]
149370 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\StarSector\starsector-core\..\mods\HMI (data\variants\hmi_locomotive_front_armour.variant)]
87472 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [hmi_locomotive_front] not found!
java.lang.RuntimeException: Ship hull spec [hmi_locomotive_front] not found!
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit: Redownloaded the file and gave it another run. Seems to be working now.

6
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: November 16, 2022, 12:53:24 PM »
A suggestion for the Heavy Armor mod: Since it's built in and (in theory) thus better designed to work with the ship then perhaps there could be a reduction in the maneuverability penalty to go with the reduction in protection?

7
Mods / Re: [0.95a] Seeker - Unidentified Contact 0.42 (2021/03/27)
« on: April 06, 2021, 09:08:37 AM »

Thank you for putting this mod up. Just had to create a forum account to mention that I just got the reference to the 557-Class Destroyer, and that's only after my friend made the connection first. Cruisers fear her, and battleships want to be her!
I... Well it is a reference, but by the sound of it maybe not that one.
https://youtu.be/-xZ6n033zI4?t=385

That's absolutely hilarious, because 557 is also the hull number of USS Johnston, one of the Destroyers that defended the US Navy's Taffy-Three formation at the battle of Samar. She singlehandedly crippled one IJN heavy cruiser (the Kumano) by blowing off her bow with a torpedo before then engaging the IJN battleship Kongo with her 5" main battery. Later in the engagement she engaged another heavy cruiser that was firing on one of Taffy-Three's carriers, and after that tangled with a squadron of escorting destroyers before she finally was crippled by cruiser and battleship fire. So I'd say your 557-Class gets two damn good references for the price of one.

They just found the USS Johnston.

8
Suggestions / Re: Deeper Salvage Mechanics
« on: April 06, 2021, 09:06:49 AM »
I've toyed with the idea of having a not-quite-D-mod for any salvaged ship that represents that it has been salvaged and needs a good going-over before it can really be considered properly usable. Something that either goes away over time or can be rushed in a proper shipyard (at less cost than full D-mod removal) but while it's there it caps the maximum CR of the ship. Turning around a salvaged ship should take quite a while.

9
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
« on: January 16, 2020, 08:21:29 PM »
edit: I see you updated. Works now.

10
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.6.0 [1/16/20]
« on: January 16, 2020, 07:25:16 PM »
Getting this error with the new update while trying to create a new game.

Code
117861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to load Prism High-End Seller configuration defs!
Report this issue with your modlist.
java.lang.RuntimeException: Failed to load Prism High-End Seller configuration defs!
Report this issue with your modlist.
at exerelin.campaign.submarkets.PrismMarket.checkLoadFailure(PrismMarket.java:100)
at exerelin.campaign.submarkets.PrismMarket.init(PrismMarket.java:112)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinNewGameSetup.addPrismMarket(ExerelinNewGameSetup.java:121)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:235)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["value"] is not a number.
at org.json.JSONObject.getDouble(JSONObject.java:451)
at exerelin.campaign.submarkets.PrismMarket.setupLists(PrismMarket.java:564)
at exerelin.campaign.submarkets.PrismMarket.<clinit>(PrismMarket.java:84)
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
... 1 more

No error when I disable the mod and nothing else.

11
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 16, 2020, 06:34:41 AM »
Consuming extra resources to account for life support and other difficulties of operating a space station is interesting, but I'm not sure how I could implement this in a way that makes it clear to the player that this is happening and why. I don't want to create too much complexity or player confusion. Besides, increasing the hazard rating for stations essentially accomplishes this within the established game mechanics.

Give them a requirement of organics and heavy machinery that grows with the size of the station, if possible? Maybe even 1:1 with size?

12
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 11, 2019, 06:20:11 PM »
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.

Other gates seem to work fine.

edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.

13
General Discussion / Re: running out of supplies
« on: August 02, 2019, 04:26:35 PM »
Considering how many AI fleets there can be tooling around that might be a compromise for stability/speed.

14
General Discussion / Re: Finding ruins on planets.
« on: August 02, 2019, 04:25:00 PM »
The density of the debris around the planet hints at the level of ruins too.

15
I just found the Asp Familia Blueprint Package... and it had nothing in it.

Modlist:
Arsenal Expansion
BRDY
Combat Chatter
Combat Analytics
Common Radar
Console Commands
DME
Diable
Disassemble/Reassemble
GraphicsLib
Interstellar Imperium
Junk Pirates
LazyLib
Legacy of Arkgneisis
MagicLib
Mayasuran
Nexerelin
ORA
SCY
Shadowyards
Ship and Weapon Pack
Skilled Up
Starship Legends
Sylphon
TSC
Upgraded Rotary Weapons
Vayra's Sector
Version Checker
Vesperon

Everything is current as of this post.

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