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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Harpuea

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1
Wow. Very unique look. They creep me out. Looks like REDACTED abominations that has evolved.

2
Modding / Re: [0.95a] Combat Docking Module 004
« on: June 26, 2021, 02:34:01 AM »
Quote
Hi, I found out if there is one ship installed this hullmod, the save will be broken. It is a serious bug so this mod cannot work at all.When you are trying to load that broken save, a message will shows "error loading saved game" with some debuging information following. It happend on both 0.91 and 0.95. I will post it in both versions so you may find out what's wrong.

I was able to reproduce this problem. Sorry for the trouble. Updated to 005

3
Modding / Re: [0.95a] Combat Docking Module 004
« on: June 18, 2021, 06:34:04 AM »

https://www.dropbox.com/s/nr5cgmtzmlg773d/123.png?dl=0
The landing autopilot didn't work for me. I tested it on a Kite with 20%hull, turned on autopilot and it just stoped moving.
It did not move, turn, turn on shiled or shot. That Kite just stoped like there is no ai applied on it.
On the left screen there were two infos "land autopilot installed" and "system cricital warning".

 Do you know how to fix it?

ps. The carrier I used is an Astral class. Game verison is 0.95a. Lazylab 2.6 is installed.

I figured it out. Your astral is completely empty. The astral need to have at least 1 fighter LPC equipped for the combat docking module to work. I'll fix that when I am able to.

4
How do I make a ship disappear from the player fleet on the campaign map? The ship is a shuttle that should be stored within the carrier, therefore it shouldn't show to be cruising around along with the player fleet.

I tried using mod plugin and set alpha color to 0, but that didn't work. There's also the issue of the engine trail too.

Code
public class cdm_modplugin
  extends BaseModPlugin{

public PluginPick<ShipAIPlugin> pickShipAI(FleetMemberAPI member, ShipAPI ship) {    
    if (ship.getVariant().hasHullMod("combat_docking_module")) {
    ship.setAlphaMult(0f); //Invisible?
      return new PluginPick<ShipAIPlugin>(new combat_docking_AI(ship), CampaignPlugin.PickPriority.MOD_GENERAL);
    }
    return super.pickShipAI(member, ship);
  }
}

5
Modding / Re: [0.95a] Combat Docking Module 001
« on: June 07, 2021, 01:47:31 AM »
This should have been in game wth! How is this not in the actual game? Does it apply to frigates from mods?

Doesn't apply to most frigates. I already made a version with a whitelist. I guess I'll update it now. Whatever float your boat, you add it to the whitelist.

6
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 05, 2021, 03:54:11 PM »
Loving the new Aleste! It almost got everything I ever wanted for a pilotable mech! Various armaments, beam sabers, and new and improved Docking AI. Very nice. Do you mind if I steal some of the improvements you made for the Docking AI?

7
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.2
« on: May 22, 2021, 09:40:58 AM »
Quote
ShieldsOff(Flux>50%)   Force turn off shield at ship flux > 50%   Only recommended for high armor ships with good PD

Very nice feature. I absolutely needed this for a very long time.

8
Mods / Re: [0.95a] Automated Commands
« on: May 10, 2021, 01:00:28 AM »
Wow, very nice! I really needed Autonomous ships back. Can you add the Reckless, Aggressive, etc hullmods back as well?

9
Modding / Re: [0.95a] Paintjob ver 003: Swapping skins in-game.
« on: May 04, 2021, 07:22:12 AM »
Updated for 95a.

10
Mods / Re: [0.95a] AdvancedGunneryControl 0.4.1
« on: April 30, 2021, 06:17:24 PM »
Wow. That was fast. I'll test it out as I play.

11
Mods / Re: [0.95a] AdvancedGunneryControl 0.1.0
« on: April 25, 2021, 01:25:52 PM »
More control over ship systems and weapons is always welcomed. I bid you add one more mode: Ignore fighters. I am really tired of some ships with huge built in spinal cannon trying to hit a fighter while in middle of a battlestation siege. I am going to add this to my modlist and try it out. Thanks for sharing

12
Modding / Re: [0.95a] Objects Analysis 001
« on: April 05, 2021, 01:09:21 PM »
I run those mods as well. It's right here. Did you activate the mod in the mod list? Did you assign the mod onto the abilities bar?


13
Modding / Re: [0.95a] Objects Analysis 001
« on: April 04, 2021, 10:33:45 PM »
Possible issue with mods that add's abilities as the ability doesn't appear on mine after starting a new game.

What other ability mods are you using?

14
Hello, encountered a crash when I tried sacrificing a ship during exploration of an Arsenal Station. I chose the Kite Shuttle and the game crashed to desktop. Luckily I saved before hand.

Crash Log
Spoiler
13078510 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
13090401 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ShipRouletteS pecial.createAndPrepareMember(IndEvo_ShipRouletteSpecial.java:217)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.IndEvo_ShipRouletteS pecial$1.pickedFleetMembers(IndEvo_ShipRouletteSpecial.java:178)
   at com.fs.starfarer.ui.newui.oOOo.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.V.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.ui.oO00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.interface.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

15
Modding / Re: [0.95a] Objects Analysis 001
« on: April 03, 2021, 09:31:12 PM »
Quote
Take a look at supply forging, it adds an ability mid-game.

Thanks for the heads up, it is really simple after all.

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