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Messages - Damienov

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Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: October 11, 2021, 08:00:33 AM »
can not download
rapidshare: sever not found
mediafire:starting page from mediafire
can you please fix this

this mod is mega might even be batter than the  Archean Order

Scroll up from your post, see the post with BIG RED text? check the date on that...... in case you forgot, its now 2021

can you now guess why you cant download it anymore?

Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: August 08, 2021, 01:48:50 PM »
Hasn't this always been somewhat broken even when it was up to date?
not broken, balancing issue perhaps.
people move on, perhaps @originem (mod author) also have moved on to other games

So unless he comes back or someone else takes over the project, you'll just to wait and see

Mods / Re: [0.95a] SpeedUp 0.7.1
« on: July 31, 2021, 09:09:25 AM »
Is it certain that this mod doesn't affect combat results any way?
I have a strong feeling that i am fighting a lot more efficient on speedup, like i had more flux dissipation. I could be fooling myself though.
I think its the opposite, I hear it mentioned somewhere here in forum or maybe Discord that using SpeedUp actually makes your shot less accurate. Dunno if this was a bug that was fixed or not.

Actually, this is pretty cool. I would never have seen this stuff otherwise.

Same, never even heard of this supposed "biggest project" before.
as most big project like this, a lot of them failed unfortunately

nah, I think the smuggling mechanics is fine. It's already impossible enough doing trading in this game, you don't need to make it harder lol

@Albreo I'm more surprized how/why your cursor is upside down  ;D

Please don't get me wrong, I really do enjoy AO. It gives a very different feel compared to Vanilla or Nex. Sure as hell gives me more replay-ability.

And I get it, the game uses Java. It has its benefit but as you yourself know, it also has its limitation and you're not the game dev so you have to work with what you got.

I just hope there are more option for the player as to what their fleet composition is and still be viable mid to end game. So, I'll be sure to keep up with the develeopment and keep 2 mod folder on my Starsector install, one for Nex and one for AO  ;D

Where can I find the downloads for supervillains v0.0.1h and HMI v0.3.3s?

Update checker showing me there are new updates but checking the first page and skimming the last few pages of this thread, I cant seem to find the downloads for the new version

I personally love having so many fighters, and never have any frame rate issues and all I have is 4 gig vram, 9th gen i3, and 16 gig ram and m2 ssd
Your issue could be somewhere in your hardware: you dont need expensive just the right pieces.
I'm running a Ryzen 2700X, 32gb RAM Dual channel a 1660, and also M.2 NVMe PCIe SSD, so my spec is not that far from yours.

as for the heap size, with all the mods I use for Nex and factions mods, I will not even start up at 6GB heap at times thus the 8GB heap
and CMIIW here but I believe you were recommended a 6GB heap because the JVM Process Size or Memory Footprint will typically be larger than Maximum Heap size (upwards of 1.5x) plus accounting for your OS RAM usage, background processes etc, thus the 6GB heap out of your total 16GB RAM.

Sure when running on normal speed its fine with a few slowdowns when moving cameras etc, but using Speed Up you will get slideshow. Keep in mind this was a fight with a lot of fighters/bombers/interceptor with each capital/cruiser having 6-8 bays versus a hegemony bounty using 5 carrier capitals and a quite a few carrier cruisers

not using speed up is a slow and boring as hell, sure I can probably take it the first several fights with normal speed like that, but running a long campaign, I don't think it'll be fun....

Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: July 12, 2021, 07:34:33 AM »
any plans to update the malformed JSON for this mod for version checker?

any chance to update the malformed JSON for this mod for version checker?

Something I might do for those wanting less fighter complements would be to create a hullmod that removes all of the warships bays (similar to converted fighter bays for built-ins) and gives bonuses based upon the number of bays removed. Once that is created, I can potentially create a mod setting that would add such a thing to all relevant NPC variants as a customization option. After I get some of the descriptions and stuff done remind me and I will work on that and see what is possible.

Now this would be an awesome idea perhaps giving back extra Ordinance Points, extra ballistic/laser/missile ammo/charges similar to extended magazine/extended missile since logically you have extra storage room by removing the hangars. Maybe also by removing hangars you ships is "lighter" an will add some maneuverability/speed and perhaps an more advance Militarized mod that will give you extra burn by removing hangars on bigger civ freighter/fuel ships.

also I've also noticed that the weapon types consist of mostly only Armor/shield/energy types.
so as a future request could you:
- add non PD Hull breach weapons? This should give more options to player going against remnants or Low Tech enemies
- place more hybrids weapon slot for a more diverse combination of weapon placement by the player
- a slightly bigger bullets/beam animation, to give that extra omph! as of now its kinda underwhelming using a legendary rarity large super weapon and the animation is just a dot lol

After a few days playing AO, i found 3 meta strategies for AO
  • Fighters
  • Fighters
  • Repeat from 1 :P
Jokes aside, is this intentional going forward or It's just the one that is "optimized" as of yet? Since almost all non-carrier ships is complemented with fighters. Perhaps just let non-carriers be just that..?
Playing with fighter gets a bit boring and restrict the player choices. Not to mention the game performance stutter when its carriers vs carriers which pretty much always happens mid-to-late game, the game pretty much turns into a powerpoint slideshow (on 8g of Xms and Xmx vmparams btw).

CTD dreadAuraData not found

1407462 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.CHM_adamantine_consortium.advanceInCombat(
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$ Source)
at Source)
Caused by: org.json.JSONException: JSONObject["dreadAuraData"] not found.
at org.json.JSONObject.get(
at org.json.JSONObject.getJSONObject(
at data.scripts.hullmods.commissionedcrews.dreadchampionaura.DreadAuraFactionDataManager.getFactionAuraData(
... 10 more

not sure if this is from commissioned crews mod but fighting Luddic was fine but ctd after updating to the newest AO

Mods / Re: [0.95a] Logistics Notifications 1.3.3
« on: July 08, 2021, 04:55:36 AM »
There doesn't happen to be anywhere to get the pre-0.95a, is there? I'm still on 0.9.1a cause most of my favorite faction mods haven't updated yet and this seems like a really help tool I could use.

try the 1.3.2 on the mod github page

- just click on the green button top right and "Download as zip"
- when inside should be 2 zip file version (1.3.1 and 1.3.2)
- use the 1.3.2

that should be the last 0.9.1a version for the mod

this should work

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