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Messages - Jude

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1
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 18, 2016, 03:51:45 AM »
- Good sounding (out of context) quotes from the press

I rather like what Toby did with the Undertale steam page, in that he went to 10/10 reviews and found the worst part.
Spoiler
[close]

2
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 01, 2016, 06:53:41 PM »
Hell, that's probably it. Coulda sworn I downloaded the full install, and I always delete the old mod before putting in the new version.

3
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 01, 2016, 03:40:27 PM »
I have no real way of telling which mod is the problem, but after updating Nexerelin, Combat Chatter and Save Transfer today I'm getting this crash on startup

Spoiler
46752 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
   at data.scripts.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:159)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.omnifac.OmniFacSettings
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
[close]

Here's my mod folder currently:
Spoiler
[close]

4
General Discussion / Re: Mod Recomendations?
« on: January 01, 2016, 02:38:05 AM »
This thread tells how to do the only real necessary mod configuring.

Starsector+ and Nexerelin add more features, there are some utility mods like Common Radar and Combat Chatter, and the rest are all faction mods. I myself usually stick to the ones that are corvus mode compatible, keeping in mind some still need some updates to be balanced/stable/playable, since Starsector updated relatively recently.

My mod folder right now looks like this.
Spoiler
[close]

Edit: There's also Ironclads you could try, which is a total conversion mod incompatible with most other mods, but I've never tried it myself.

5
Does this mod have SS+ support?

It works alongside SS+ no problem, but it's not an integrated faction if that's what you mean.

6
Suggestions / Re: Longer ship names
« on: December 16, 2015, 12:36:22 PM »
Would it be feasible to maybe have two separate fields, one for full name and one for a shortened version or nickname?

That way the short version could show up anywhere it'd screw with the UI, and we can have our full silly names everywhere else.

7
General Discussion / Re: Screen flipping and windows closing randomly
« on: December 14, 2015, 04:20:52 PM »
http://fractalsoftworks.com/forum/index.php?topic=8726.0


That would be the post you are looking for!

Then me being blind was correct. I never actually thought to check the bugs subforum.  :P

8
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 14, 2015, 09:11:52 AM »
I add integrated mods infrequently, when there's a high-quality mod that's reasonably balanced (like, in the ballpark of vanilla balance - even the Templars apply since there are lots of drawbacks to using their stuff, and they're hard to get) and is stable enough to spend the time for integration, and has a developer willing & able to collaborate.  The next on the list is probably Diable Avionics.
I suppose if I were to make a mod, SS+ integration would be my ultimate goal. Until I realize I have to keep updating it and laze out.  :P

9
General Discussion / Re: Screen flipping and windows closing randomly
« on: December 14, 2015, 08:59:16 AM »
I always figured it should be easier to find how to allocate more ram in Starsector for the mods.

It took me a lot of searching to finally find a post from three years ago about doing it. Unless I'm just blind?

10
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 14, 2015, 06:35:08 AM »
Yes, yes and potentially yes.
Concise and to the point. Guess that answers that.  ;)

11
Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 14, 2015, 06:11:32 AM »
Out of curiosity, since I'm quite late to the party; what's the standard for SS+ integrated mods?

Were they all made in collaboration with SS+? Were they deemed balanced and lore-friendly and thus added in afterwards? Are mods ever added to or removed from SS+ integration?

I'm just interested in the story behind it all.

12
Modding / Re: Star Citizen Mod
« on: December 14, 2015, 04:19:03 AM »
You would be better off making a Star Citizen mod yourself if you wanted one. It's outrageously easy to mod this game. When I started, I had literally zero art or coding experience... it's definitely a doable proposition if you wanted to add one in.

Huh, that's interesting, considering my one friend won't stop going on about how pretty the Mayorate ships are.

I've been tempted to try my own hand at a faction mod, but had absolutely zero of the required skills. Maybe I should give it more thought, in that case.  :)

13
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 13, 2015, 04:15:16 PM »
What is the difference between "free start" and your own faction, anyhow?
Free Start means your faction doesn't exist, and you don't belong to a faction. I'm pretty sure that's all.

14
General Discussion / Re: Help me, I'm a newb!
« on: December 13, 2015, 04:11:39 PM »
It's mostly the weapons and the OP. The Enforcer out-guns some cruisers and has an enormous amount of OP. It scales really well as you level up—you can pack a crazy number of destroyer-priced hullmods into what's basically a light cruiser.
I see. I guess it's just a matter of balancing big weapons with flux dissipation then. Good to know.

15
General Discussion / Re: Help me, I'm a newb!
« on: December 13, 2015, 03:38:52 PM »
-snip-
You know, I've always heard the Enforcer talked about as though it were actually a really good ship, but I personally have never had one last very long, either piloted myself or in the AI's hands.

So what are the upsides to that behemoth? is it mostly just the armour?

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