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News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Aldazar

Pages: [1] 2 3 ... 6
1
Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 (2024/5/19)
« on: May 20, 2024, 01:30:18 PM »
Boss can we get more negative rules for enemy range increase?
Why?
Your mod is the only one outside settings edits to increase ai officers count/lvls to buff enemy ships in combat to help make the  late game a bit more challenging or less steam roll with mods. Also the colony buffs are nice too but stuff like explosive sniper and range increase/armor already help ships cruisers and lower survive longer was jsut wondering if there could a another range increase alongside overwhelming range such as a 60-100% range.

2
Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 (2024/5/19)
« on: May 19, 2024, 12:15:13 PM »
Boss can we get more negative rules for enemy range increase?

3
Modding / Re: [0.97] Looted Sector 0.2 Alpha
« on: May 18, 2024, 11:42:37 PM »
Will this work with battlefleet gothic mod fro maccuracythruvolume?

4
Mods / Re: [0.97a] Music Switcher - V1.1 - 19/04/24
« on: May 07, 2024, 02:28:03 AM »
Nvm I fixed it.

5
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: May 03, 2024, 08:44:21 PM »
Probably not due to it's unique mechanics and spawning.

6
Mods / Re: [0.97a]The Domain Reformed update #15 blood money
« on: May 03, 2024, 12:51:25 PM »
Second that on your newest update. Crashes due to that same error as above on game start up.

7
Mods / Re: [0.97a] Music Switcher - V1.1 - 19/04/24
« on: April 26, 2024, 04:07:33 PM »
Option for a force shuffle or restart? Not sure why but sometimes music will cut off unless I go to menu when adding tracks.

8
Possible for an option for uncapped mastery/smod limit option for lunalib?

9
Mods / Re: [0.96a] Unofficial New Game Plus 2.2.0 (2023/5/7)
« on: April 24, 2024, 02:51:23 PM »
If you ever come back to update can you remove the rule limit so we can mix and match? I'd like a few enemy fleet buffs but I have to fill it out with 19 other positive/negatives just to activate it.

10
Mods / Re: [0.97a] Ashes of The Domain
« on: April 20, 2024, 07:51:12 PM »
I'm getting a crash when I try to use the research button on the left of the screen. Based on the log, it looks like it might be a conflict with UNGP, but maybe you'll find some useful information in the log. Posting relevant part:

Spoiler
901853 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
java.lang.RuntimeException: Attempt to access data of a consumed InputEvent
   at com.fs.starfarer.util.super.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.util.super.ooOO.getX(Unknown Source)
   at ungp.scripts.campaign.everyframe.UNGP_SpecialistWidgetPlugin.processCampaignInp utPreFleetControl(UNGP_SpecialistWidgetPlugin.java:107)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.processCampaignInputPreFle etControl(ListenerUtil.java:70)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also I apologize in advance if this is either the wrong part of the log or has nothing to do with this mod. I'm not terribly adept with logs and such.

Disable the UNGP widget option in that mod's setting.json. It's on the thread itself if yo uwanna see any other problems.

11
Mods / Re: [0.97a] Random Assortment of Things
« on: April 20, 2024, 04:06:41 PM »
Think the removal exotech start is breaking new game launch due to some mods on new game start. I can get around this for now and do the previous version and add it after.

12
Mods / Re: [0.97a] Music Switcher - V1.0 - 15/04/24
« on: April 17, 2024, 01:43:45 PM »
As the game gets more popular with steam potential future this framework is a godsend to add multiple/ease of use for custom ost compared to before. I've been waiting for such a framework for 5 years.

13
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 17, 2024, 12:07:55 PM »
You could always make a script or command chain to spawn them. You'll have to find a system and give them a planet by making a colony and transferring the market to them or doing so by command I forgot it's been a hot minute.

The main issue is that resurrecting the mod at this point would need someone to retrace all my steps with fixing bugs since the last official version, and then also fix whatever broke in the most recent version, unless you were going to work solely with decompiled code. Either way it would be an enormous pain in the ass; you would be better off just writing the colony code fresh at this point, especially since the other big feature (bounties) has been taken up by magiclib.

Oh I wasn't saying that to you since I already knew your stance and situation on the mod being updated. I was just pointing out to anyone who still uses the mod with a version change or if someone wants to make a small script mod for that to spawn them.


Edit: Anyone seeing this do not use this with AOTD it will crash your game cycle 207 an onward due Vayra's factions unable to parse aotd's industries. Disabling popular front or the factions in the config will not stop this by itself. You must also  go into mods\Vayra's Sector\data\config\vayraColonies.csv and set all to FALSE.

14
Mods / Re: [0.95.1] Yunru Core +
« on: April 13, 2024, 12:10:44 PM »
OOF well if someone wants to share with permission then by all means. Yunru was always a staple in my playthroughs.

15
Mods / Re: [0.95.1] Yunru Core +
« on: April 13, 2024, 01:36:35 AM »
Link doesn't work. Seems the mod was nuked from discord to.

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