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Messages - LeStinke

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1
Just wondering if anyone has found out a way to fix the Leynos' left arm yet? I modified it with no swappable mounts as a stopgap, which was fine for a while but that ''fix'' has now decided to stop working the way I want it to (pauldrons and body refuse to move now for some reason) so would really appreciate some clues. I reckon all of this is far too arcane for me to deal with but I guess it doesn't hurt to ask.

2
Mods / Re: [0.95.1a] Realistic Combat 1.21.3
« on: September 27, 2022, 02:46:16 PM »
Tried sifting through the thread to find anyone else with similar issues but couldn't, so I have to ask, is there something else I need to do besides changing ''totalConversion'':true to false in order to run this with other mods? It doesn't even show up in my plugins, as if the mod didn't exist in my SS/mods folder at all. I know for a fact it definitely does and I've double triple and quadruple checked the json to be sure it's right, but I can't even load this mod, I checked and it seems this was made for 0.95.1a RC6, which is the same version that I have, so that shouldn't be an isse, sides it should show up either way, just have a yellowed out name and the desc in the launcher telling you it's not necessarily compatible with your version of the game, no? In all my years of playing and modding starsector I don't remember ever running into this issue, weird. Help would be much appreciated, thanks in advance, the mod looks really neat and kinda what I always wanted from Starsector, just wanna get to at least try it out  ;D.

3
Mods / Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« on: February 24, 2022, 07:47:16 PM »
Has something been done to the redacted raids? I've been playing with various versions of Nexerelin since I bought the game a few years ago and I remember that there used to be a lot more of them, in my last few playthroughs I've sometimes seen a raid happen right at the start of the game and then they never happen again. I've tried looking at the intel tab just to see if I was missing them but I haven't seen a single one in my whole playthrough, I'm sitting on mountains of cash and as many colonies / admins as I can handle without giving any them autonomy. Those raids used to be something I really looked forward to thanks to the absolute chaos they would cause. Tried doing some digging and I haven't found anyone with this problem, I think in all of my last 3 runs those damn talking toasters have been entirely absent for most if not all of it, so at this point I'm just wondering if that's how it's supposed to be or has something gone terribly wrong?

4
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: July 14, 2021, 08:48:47 AM »
Of course! You can repost it yourself if you want, it'd be an honour  ;D

I did come here specifically to ask something though, I was kinda thinking that your ships would look real nice with a more dull greyish + orange or blue stripe kinda paintjob. Seeing as there's already one skin pack I'd be willing to whip that together and send it to you if you want to put it next to the plain blue one. I'm not really comfortable with my own sprite work and modding skills quite yet but I'd love to contribute at least something to this amazing community, and seeing as I'm already messing with that stuff a lot it really wouldn't be an issue, but of course I don't want to do anything before I have permission to start screwing around with your work.

5
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: July 12, 2021, 07:39:24 PM »
This is probably my favourite mod on this site especially when it comes to aesthetics, don't get me wrong I really like all aspects of this mod but the unique but lore friendly aesthetics are just the cherry on top, kicking my Corocotta to full burn and watching that engine plume is what I live for. Seriously the whole one big jet engine with afterburner kinda effect really makes the Scy ships look like they have the most advanced engines money can buy, it looks like a clean efficient burn which is as far as I understand exactly what these guys are supposed to have. It's high tech without being the same old high tech everyone's used to, the ships all have a clear intended role in a fleet, there really aren't any jack of all trades super ships here, what you see is exactly what you get, and that kind of ship design imo is exactly what makes this game shine.

The attention to detail here is also something I have to talk about, the KAC really didn't need that electric arcing effect every time it fires, it would have looked fine without it, but it looks a whole lot better because someone took their time to add a detail that you're not even necessarily going to be paying much attention to, as an artist I can say from experience that those kinds of little details often don't get a lot of attention when people talk about your work, but they show just how dedicated you are to your vision, so kudos for that. I came here looking for some aesthetically pleasing ships to blow up, stayed for the beautiful top tier cruisers and innovative design choices.

6
Are the Techmined ships actually something you can buy? I tried looking for Sulemains, Calicos, Weavers, and anything interesting to add to my fleet by using the findship command, I've never seen any on sale though, are those ships something we're supposed to either find as derelicts or do you need to find the blueprints?

7
Mods / Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
« on: February 12, 2021, 09:44:49 AM »
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?
Spoiler
124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
   at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
   at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I believe you need to update your Graphicslib.

Thank you very much, that was indeed the issue, thankfully I got to keep my save this time. Amazing mod all in all, I absolutely love the ships, you've really done a great job adapting them into Starsector, ships both look and feel great, I will admit that at first I was going to use the Federation as target practice but they won me over the moment I saw their fleets in action absolutely tearing up the Askonia system, I had to get a piece of it and I don't think I'm going back to my usual low tech / midline shenanigans any time soon, good stuff.

8
Mods / Re: [0.9.1a] The Star Federation v0.7.2a (Inspired by FTL)
« on: February 11, 2021, 05:20:28 PM »
I'm getting an crash whenever one of the ships blows up, doesn't happen with any other ships, only noticed it now when I had to hunt a Federation deserter. I can't make much out of it apart from it being related to the ship destruction effects, any idea what could cause this? Could it be GraphicsLib related?
Spoiler
124600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
java.lang.NoSuchMethodError: org.dark.graphics.plugins.ShipDestructionEffects.suppressEffects(Lcom/fs/starfarer/api/combat/ShipAPI;ZZ)V
   at data.scripts.plugins.fed_shipDeath.explode(fed_shipDeath.java:206)
   at data.scripts.plugins.fed_shipDeath.advance(fed_shipDeath.java:305)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

9
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: December 10, 2020, 08:52:25 AM »
You can override the new sprite with the old sprite i think(?), unless they change some fundamental data like weapon placement, etc.

Me too love the old vindicator, maybe because it's feel more like low tech, the new one feel too smooth, but then again, it's probably nostalgia playing trick on me.

I think they did, the small ballistic slots look like they're in different positions, sprite might be a different size too, but it's no big deal, it shouldn't be a difficult thing to pull off regardless, think I'll look into it tomorrow.

The only thing I didn't like too much about the old Vindicator was that it was maybe just a tiny bit too large, I'm not sure if I just have *** eyesight but it always looked bigger campaign map than in battles too, I think the new one might be a bit smaller? I can't say for sure.

10
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.0
« on: December 09, 2020, 12:28:47 AM »
Saw someone mention the new sprites and I have to agree on the Vindicator, don't get me wrong I am absolutely not trying to *** on the guy who made it, it looks very nice and crisp, the details stand out much better than on the original but overall design and shape wise it just doesn't look as menacing as the original Vindicator. That thing looked tough and rugged, the fact that the gun sat away from the hull made it stand out a lot more, now it sort of blends in the hull, idk not a huge fan. Everything else looks fantastic, guess I've gotten very attached to my original style Vindicators, might get the new version just for the Liberator though, that one looks like a beast.

I'd suggest maybe giving the Vindicator some of it's old angular hull back, maybe separate the gun from the frontal ''prongs'' or whatever you'd call them, that way it wouldn't look so pudgy, the larger bridge structure also made the original look less flat, I understand you didn't make the sprites, this is just a suggestion.

11
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 08, 2020, 04:58:47 PM »
Alright, I did go ahead and start a new game anyways, started getting crashes probably due to outdated version and figured that save just wasn't going to work. I must have gotten insanely lucky because I'm not that far in and I already managed to find two very interesting things in the same system no less. The mod has certainly improved from the last version I played, the fact that I can actually find planets with these kinds of goodies makes exploration so much more worth it. The variety is especially good, I haven't even touched half the structures and industries in the game, and it'll probably take me a few playthroughs to do so. I'd say out of the colony / industry related mods out there this might just take the top spot for me, but that's of course just personal preference.

Spoiler
My question is however, is there any negative to having discovered these absolutely massive industrial ruins? I imagine the Luddic path would start getting very agressive should they ever learn that I've got my hands on what might just be up there at the pinnacle of human engineering, not to mention that I feel like there are other things besides the luddite space terrorists out there that might be interested in this kind of tech. Maybe I wouldn't rate it as high on the heresy list as alpha core usage but it seems like an absolutely massive discovery. Should I be worried about having something that no one else has, or can ever have unless they grab a thousand ships and start burning towards my colony with malicious intent?
[close]

12
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.c - Colony content expansion
« on: December 06, 2020, 09:18:39 PM »
Hey, I don't want to be that guy who gets on here to bother the author about previous versions of the mod but I ran into an issue, I recently started a new game and of course didn't check for mod updates, I'm on 1.7d and I just built a whole ass space station so I could build another privateer base, as there wasn't any mention in the description that I was only limited to 1 per system, but it seems that I can't build a second one, is there a something I can do about it or do I just need to give up my save and update to the new version? Privateering was kinda the whole theme of my playthrough so that's a bit of a deal breaker for me, not a big deal all in all but I'd rather not start a new game again if I can avoid it.

Again, sorry for being that guy, I should have checked for updates before spending a dozen hours on a new game but I was too preoccupied planning my vast and totally legal Pirate Empire.

13
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: July 25, 2020, 07:41:39 PM »
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?
Not only is it bugged, im pretty sure there is a warning stating that it is bugged in the place you active it.

There literally isn't, here's the line in the options:

   #enables the Legio Infernalis system siege event. Requires Legio Infernalis to be enabled.
   "enableLegioSiege": true,

That's all, so a simple ''it's bugged'' would have sufficed.

14
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: July 25, 2020, 06:41:01 PM »
I'm a little stumped by the siege bases, how are you supposed to deal with them? I've camped one for a while now, it's not doing anything probably because it's destroyed but it doesn't seem to be going anywhere either, do they eventually despawn?

15
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: July 04, 2020, 12:46:34 PM »
10/10 mod, would get half my fleet blown up by the long *** torpedo again, it's just too bad I can't afford new ships anymore, and I'm now absolutely terrified of fighting Imperium fleets.

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