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Messages - witchking321

Pages: [1]
1
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: February 27, 2024, 07:02:27 PM »
0.97 spoiler warning since i have no clue if you played the version yourself yet or at least enough to explore the new stuff which Alex added

Spoiler
Your void creatures seem to have an event based spawn too in which they and some space whales are fighting very close to the player fleet while traversing in Hyperspace

Well, this event can also trigger inside the brand new Abyssal Hyperspace in the bottom left corner of the sector

Pitch black darkness, you suffer from a 0.25 speed multiplier, your detection range is completely ruined and can only fully identify targets right in front of you, only few and muffled sounds, sensor ghosts all the time, an occasional lone planet and suddenly 30 void creatures descend upon on you out of nowhere because the sensor ghosts lulled you into a false sense of safety since neither pirates nor remnants or independents exist here
[close]

2
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 26, 2024, 07:03:05 PM »
I have to say, the synergy between your mod and the new stuff Alex added is off the charts

And yeah, if anyone wonders, Mod works perfectly fine in 0.97

3
General Discussion / Re: Biggest ship
« on: February 18, 2024, 08:36:43 AM »
I dare someone beat that crew requirement. It needs more crew that it can even hold.

I am not sure if maximum crew vs skeleton crew is the best way to measure it considering this ship exist
https://starsector.fandom.com/wiki/Salvage_Rig

But yeah, in vanilla Invictus is the biggest ship the player can use

4
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 12, 2024, 07:14:31 PM »
Holy crap, this mod is just insane and something i always wanted for Starsector

My favourite aspect in Starsector is leaving the Core Worlds, exploring the unknown space and fight against mysterious dangers like Remnants, Derelicts or even just pirates and bounties but after a while, it does get a bit stale especially since Derelicts are hardly a challenge and neither are pirates

In the meantime, i always wanted to see some proper aliens, especially insect like foes or something i didn't even knew i needed until now, possible as friends too

But i have to mention, i only recently returned with the official Starsector update and only tested the creatures in the Ship Catalogue mod since i don't mind spoilers and i simply adore everything about them from my short combat tests

The animations, the effects, especially the bleeding, their unique combat style including melee and so on, all of it is simply amazing!

5
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: June 08, 2023, 08:24:57 PM »
Came back with the new update to the base game and i must say this is probably my favourite Ship pack mod

Currently doing a Midline themed save because of the Pegasus (Never liked the Conquest) and my fleet is a combination of vanilla, Tahlan and your mod ships

Especially the Hartfell, Preybird and Tungustan are awesome
Wanted to try the Stern too but between ai quirkiness (I put a mauler at the front and 2 hvd at the sides and the aggressive ai would rather fire from the mauler than the hvd most of the time) and the Sunder just being ridiculous, i kinda skipped on them

But i love all the ships when i face them or fight alongside as allies
Especially the Terringzean is a nice middle ground between Onslaught and Invictus while Threave fulfills the role of Low Wech Battlecruiser better than the Retribution, caught my eye since i am commissioned with the Persean League and spend a lot of time fighting with the Hegemony

Also some feedback, but i think the Preybird is a bit too good right now
With 16 dp is a bit more expensive than Drover and Reserve Deployment is very strong right now and kinda balanced around the Gemini

The official patch notes even say the following:
Gemini:

    Is now the only ship with Reserve Deployment
    Reserve Deployment changes:
        Does not reduce fighter replacement rate
        Doubles wing size
        30 second fighter duration (up from 15)
        Cooldown and flux cost remain the same
        (Mod note: will be very much imbalanced for ships with more fighter bays)

So my suggestion is to keep Reserve Deployment but maybe up the DP to 18?
Honestly, i am not sure since the Heron is a thing too so maybe others should give feedback too

6
Mods / Re: [0.95a] Ship Catalogue/Variant Editor v1.4.0
« on: October 12, 2021, 06:46:28 AM »
As someone who spends a lot of time planning/researching his ship builds in missions so i can later make a "shopping list" in the campaign, your mod is a massive time saver.

Thank you very much!

7
Using the discord beta, 0.3.3n beta and recently restarted because of bugs in a different mod.

It appears the same bug which affected Manchester, is present in Mansa too.
Spoiler
[close]
Spoiler
[close]
That jump point is aimed at the system next to it and will lead to a crash.

Spoiler
[close]
But a working inner jump point exist too.

I checked the other system and it only has single fringe jump point which should be likely an inner one.
Spoiler
[close]

8
Started a new save for the update and because i regret some decisions i took in my last save since i was experiencing with for me a fresh faction. (Scalar)
Recreated a part of my old fleet back with console commands, gave myself some exp and money and then bought a d modded cruiser from the local military market and went to go agreus to repair it.
Tried to look at the cargo/crew market and the game crashed.
I reloaded and accessed the fleet market directly and it worked but when i wanted to check items, another crash.

Spoiler
[close]

First time trying to link an error log so i hope this is the correct information you need.

Edit:
I tried Culaan because i remembered tri tachyon is ai core friendly and surely their world must have one installed which it does.
Placed my cruiser in their repair docks, checked the local items and then decided to look at the colony itself because i was curious how many ai cores tri tachyon uses in general but another crash.

Spoiler
276341 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
java.util.FormatFlagsConversionMismatchException: Conversion = b, Flags = 
   at java.util.Formatter$FormatSpecifier.failMismatch(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkBadFlags(Unknown Source)
   at java.util.Formatter$FormatSpecifier.checkGeneral(Unknown Source)
   at java.util.Formatter$FormatSpecifier.<init>(Unknown Source)
   at java.util.Formatter.parse(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.publicAddRightAfter DescriptionSection(IndEvo_dryDock.java:407)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_dryDock.addRightAfterDescri ptionSection(IndEvo_dryDock.java:385)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.createTooltip(BaseIndustry.java:1035)
   at com.fs.starfarer.campaign.ui.marketinfo.intnew$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.o00O.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.oÒ0000(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.campaign.ui.marketinfo.IndustryListPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.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.o00O.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.o00O.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.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.Oo0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.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.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
276403 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [faction_tritach_market_01_neutral.ogg]
276404 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_tritach_market_01_neutral.ogg]
[close]

9
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 17, 2021, 02:39:15 AM »


Imperium, Legacy of Arkgneisis and Roider Union sprites are being done by Gwyvern while Ship/Weapon pack by various people and under each ship on it's forum thread, you can see the credits.



I love Gwyvern art style and Dassault's vector art too but it's does look different to vanilla and most mods.
Being different art styles does not mean inferior or superior in that case.

10
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.2)
« on: November 29, 2019, 08:33:51 AM »
Thanks for the hotfix.

The intel bug is fixed but it seems my save is ruined anyway. Somehow tons of ghost planets were generated from those terraformed planets.
I didn't noticed it immediately because i was away from my colony waging war against the church but i did felt the performance was worse but i blamed my astropli spam first.
When i tried to look at my colonies from the intel panel there was massive lag and when i finally arrived at my system and hovered my mouse over the jump point i saw an endless list of those two ghost planets and when i tried to enter my system the game speed turned into an utter crawl.

Not sure if the previous or current version is at fault at it. I played the previous one for 12 months until my planets terraformed and had the intel bug happen and i played another few months with the current version because the church proved them self stubborn but a worse performance was there from the very first second.

Not sure if the previous one created all those ghost planets and the current version is safe.

The hotfix prevents the bug from happening in the future but doesn't remove any ghost planets created using the bugged version.

If you want to try to fix your old save, I wrote some code for you to remove all the ghost planets. Using the console commands mod, paste the below code in while you're in the system with all the ghost planets. Please let me know whether this works. Make sure you back up your save before using this. Sorry about the bug!

Code
RunCode import java.util.*; Iterator allEntities = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator(); List <SectorEntityToken> targetPlanets = new ArrayList<SectorEntityToken>(); while(allEntities.hasNext()){SectorEntityToken entity = (SectorEntityToken)allEntities.next();if (entity instanceof PlanetAPI && entity.getRadius() == 0){targetPlanets.add(entity);}}for(int i = 0; i < targetPlanets.size(); i++){Global.getSector().getPlayerFleet().getStarSystem().removeEntity(((SectorEntityToken)targetPlanets.get(i)));}

This is a bit awkward but i already deleted my old save because i wanted to add/swap faction mods and download unknown skies since your 2.1 patch made them fully compatible.  ;D

Thanks for your help anyway.

11
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.2)
« on: November 28, 2019, 03:11:04 PM »
Thanks for the hotfix.

The intel bug is fixed but it seems my save is ruined anyway. Somehow tons of ghost planets were generated from those terraformed planets.
I didn't noticed it immediately because i was away from my colony waging war against the church but i did felt the performance was worse but i blamed my astropli spam first.
When i tried to look at my colonies from the intel panel there was massive lag and when i finally arrived at my system and hovered my mouse over the jump point i saw an endless list of those two ghost planets and when i tried to enter my system the game speed turned into an utter crawl.

Not sure if the previous or current version is at fault at it. I played the previous one for 12 months until my planets terraformed and had the intel bug happen and i played another few months with the current version because the church proved them self stubborn but a worse performance was there from the very first second.

Not sure if the previous one created all those ghost planets and the current version is safe.

12
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.1)
« on: November 27, 2019, 06:20:30 PM »
Thank you for your mod but i kinda have an issue right now.

Previously i terraformed 4 barren/toxic planets with euteck kits which worked flawless except the already known ghost planet name bug and i also constructed a mining and siphon station with your other mod with no problem. Started the construction of astropoli on my 2 biggest planets.

Version checker showed me another update and i deleted the old mod and downloaded the new version like the last few days. I started the game and everything was working fine but i had one tundra and 2 cryovolcanic planets under terraforming process with mirrors. A third planet which was one my terraformed planets had now the option to build astropoli too which i did and the patch notes mentioned a bug fix.

Anyway the terraforming on my cryo and tundra world were completed at the same time and the cyro became a water world while tundra a terran planet but my intel screen is now under siege by constant messages that those two planets are finished with terraforming. I think i get like 20 messages per second alternating between those two planets. The tundra planet was the first of the two astropoli worlds and the station is still there after the terraforming.

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