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Messages - SgtAlex86

Pages: [1] 2 3 ... 19
1
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 04, 2012, 05:19:16 AM »
Quote
thanx works now :3
38cm gun could use some more UMPF! i mean it has less dps than 8cm cannon and thats just ridiculous ^^ (and only 50% more per shot with 20% fire rate..(yes i suck at math sue me)
 :o that 88 gun sound.. is... AWESOME  :D

i look for a better sound for the 38cm gun, just found a new collection of AWNSOME sounds. ^^
The 38cm guns do 2x1500dmg so with a broadside you do 4x3000dmg = 12000dmg i think the fire rate is justified with that. :P

Today we try to implement a Horten Fighterwing and maybe an Ostwind FLAK panzer!
yeah didnt really think it as whole ships balance...  but per barrel its bit weaker than 88 :/ (although if it were buffed 1 battleship would maul whole fleets... ^^)

2
Suggestions / Re: Supercarriers able to Repair & Refit frigates
« on: March 03, 2012, 11:24:34 PM »
have to agree resupllying tsrike frigates would be nice...  ::)

3
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 03, 2012, 10:57:46 PM »
how did u get ironclads to work with this  :-\
im getting ships missing from ship_data.csv  error

Hey Sgt.,

Please delete the 4.Reich folder and copy the newest version (uploading a new one right now).
thanx works now :3
38cm gun could use some more UMPF! i mean it has less dps than 8cm cannon and thats just ridiculous ^^ (and only 50% more per shot with 20% fire rate..(yes i suck at math sue me)
 :o that 88 gun sound.. is... AWESOME  :D

4
Modding / Re: Masters of Orion (Starfarer version)
« on: March 03, 2012, 01:07:58 PM »
It's Master of Orion people. Master. And it's not too old, it's still as awesome as ever :)

And it's (the first one) still probably the best space 4X game ever made. Though personally I place Sword of the Stars 1 with all the expansions very, very close behind.
:/ i played "Stars" more,  it was better ^^

5
thought there was some way using DEV mode? not sure though couldnt find the thread by search q.q

6
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 03, 2012, 12:30:30 PM »
how did u get ironclads to work with this  :-\
im getting ships missing from ship_data.csv  error

So did you test running the mods alone?

and maybe can you send me the Starfarer.log?
:-[ sorry it is the 4.th reich thats causing it... newest version
10653 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [skl] not found in ship_data.csv
10653 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Fatal: ship_data.csv is missing ships
java.lang.RuntimeException: Fatal: ship_data.csv is missing ships
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.super.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
10654 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.plugins.BattleObjectivesFogOfWarPluginImpl]
10675 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.ConvoySpawnPoint]
10740 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.genGermanRaumstation]
10800 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.GermanSpawnPoint]
10801 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]

7
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 03, 2012, 11:28:46 AM »
how did u get ironclads to work with this  :-\
im getting ships missing from ship_data.csv  error

8
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 03, 2012, 10:22:00 AM »
:/ tiger "space ship" is bit expensive... so what about...   ;D

9
Mods / Re: Das 4. Reich - A Starfarer Mod
« on: March 03, 2012, 01:45:15 AM »
q.q does not work with smash mod  :-\ null error (could be the star wars mods fault too ^^)

10
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 11:43:49 AM »
Y-wing is a bomber, it shouldn't be in the intercept list. Only A-wing, X-wing, and headhunter should. Maybe it's set as assault? I need to make sure the B-wing does not try to intercept either. Now that you mention it I'm not sure I've ever seen a Y-wing drop bombs, the tie bombers do without problem though. They both have basically the same weapons. Except the Y-wing has an ion cannon turret in addition to bombs, protons, and lasers, the tie bomber has concussion and bombs and lasers.
Y-wing is hevy fighter/torpedo bomber... it has weabons for ANY situation ^^ wing of y- wings can take on frigate or fighter wing without any broblems... and if there is no fighters in the fleet y-wing should answer to intercept command  :-\

11
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: March 02, 2012, 10:16:50 AM »
:/ mod seems to work with minismash without broblems... :D
for some reason Y-wing does not engage if ordered to intercept... :/ it stays out of range...

12
Mods / Re: DeathSG Minimash
« on: February 28, 2012, 10:52:24 AM »
:/ newest update disabled my DEV mode...  :'(

13
Mods / Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
« on: February 27, 2012, 11:47:38 AM »
Dont know what mod brought scarab frigate... but it needs an nerf...  ;) either speed / shields / flux nerf (not necessarily ALL of em but something has to give cause this is ridiculous (kiting it for 20 mins until i got enough damage past the shield edges...) maby if the shield was FRONT instead of omni?  :-\

captured one installed 2 blasters infront with hepha inthe back... -.-' i can kill cruisers no broblem with this ^^

14
General Discussion / Re: PAYSAFE!!!!
« on: February 27, 2012, 10:15:38 AM »
google checkout... if u got debit card....  :-\

15
Modding / Re: Tredith Mining Fleet
« on: February 27, 2012, 07:31:30 AM »
If you add them to the campaign be sure to add in some random merc units--theres no point in these ships actually heading into combat they should all be fleeing.
I'm wondering if they should be heading into combat, or more likely can't turn fast enough to avoid?

A simple fix to ensure that some of the bigger/slower ones dont get used in combat is pushing their FP cost up so the AI wont bother deploying them unless it has a massive advantage. I could see throwing some of the smaller ones in as a desperate measure but theres literally no reason to throw in ships like tankers and freighters they should always be in reserve. The entire point of these ships is based on the map not combat and only an idiot would attempt to fight even a single frigate in a freighter.
actually u can take single frigate with an freighter... if u have refitted the 2 ballistics to something more suitable  :P

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