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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - BeyondTheHorizon

Pages: [1] 2 3 ... 12
1
Modding / Re: [0.97a] Aegis Combat System v0.2.0
« on: March 28, 2024, 05:11:29 AM »
This is so sexy  ::) thank you Beyond!
Thanks, I'm glad you liked it.

2
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: March 21, 2024, 08:49:44 AM »
Hey friend, Great work as always, however I seem to be having a problem with the fighter submod, since when I mouse over ARC 170 I get a NullPointerExeption because "Local15" is null, everything else seems to be working fine so far.
"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.
Sorry, there was a typo in the file, a hotfix version has been posted.

3
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: March 17, 2024, 07:11:31 AM »
I'm very curious what things like TIE Brutes do. Some TIEs are now support ships, but I noticed TIE Brutes kinda just hang out and don't leave the ship while the others fight. I'm not entirely sure what they're doing. Also, I never experienced this with the old versions, but TIE Interdictors are supposed to be like TIE Punishers but better (heavy bombers but they're shielded), however they seem to get suck after their initial attack. After doing a bombing run, they redock with the ship, and then never leave the ship. If they're rearming, I expect that from all the other bomber type ships, but they don't even dock, they just get stuck. I've had to replace them with a different shielded bomber because they won't leave after the first wave. I noticed they're one of the few who carry proton bombs, and I wonder if they just can't rearm the bombs for some reason.
Oh, it's my fault, I add the no-landing hullmod to the interdictor for testing when helping Bloodbath&Slavodan make his no-landing bomber, I've removed it in v1.0.2, it should work normally now.

The TIE Brutes is support role fighter, it will not move out to attack enemy ships instead it will keep escorting its mother ship.

4
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: March 12, 2024, 04:25:26 AM »
I agree with two stats to choose, especially with trying to keep the mod in the vanilla map + vanilla facs, maintain the game alive in the sense that half of factions aren't useless or just cannon fodder. Of course things like Executor is hard to balance, while trying to keep SW lore, so i dont know xD the vanilla simple doesnt have super dreadnoughts yet, maybe Invictus are scracthing it, but have way obvious and serious drowbacks, like missiles spam, flanking and no shields.
Yea, there is a buffed stats file in the mod for user to swap now, I'll nerf the range of the weapon in the next update too. On the other hand, I don't think the dreadnought ship is a problem, players can simply choose not to use it.

5
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: March 12, 2024, 04:22:16 AM »
Hey there, hope you've been doing well, I had a question regarding the pilotable starfighters, is there a plan to add in clone wars fighters like the BTL-B and ARC-170 cause I'm trying to build a clone wars fleet and noticed there are no clone wars starfighters for the pilotable ones
Sure, I can arrange that.

6
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: February 27, 2024, 03:08:13 AM »
Awesome mod! Thank you so much :D

Im playing on v0.97 with about 130 other mods and haven't ran into a problem yet after 14 hours.

I was trolling through this thread to try see how a guy can get his hands on that tasty Death Star without cheating and noticed a lot of people talking about balance :o
I think the balance is just fine vs vanilla and other mods ships. Sure, if you attack a pirate raiding fleet with Snokes ship you are going to rolfstomp them but even with that monster ive gotten myself eaten alive by fighter swarms and even bounty fleets that are nothing more than frigates and destroyers.

Let me tell ya, You go from Hero to Zero really quick when 50 low tech piles of junk surround you and blast you with endless streams of missiles and minigun fire haha

I keep Star Wars themed guns on the Star Wars ships so maybe things go lopsided when you mix and match? Like I was saying though, I think you've brought balance to the force fairly well.

Idk, anywho, really great job bringing the SW universe into SS! :D I always wanted to see the Imperium of Man tee-off on the Republic and you've made that dream a reality hahahah
I'm glad that you like it. I'll admit it is a bit OP tho. After I saw some streamers playing the mod I realised that fitting the ship with all high-tier turbolaser and ion cannons would make the ships quite OP. In my own playthrough, I always fit the ship with weapons according to the lore so the balance issue is not that obvious.

I'll nerf the weapon range and nerf the shield efficiency of all ships to 1 except the Mon Cala ships to be 0.9. I'm also considering increasing the OP cost of the weapons with a power level above tri turbolaser to 20.

7
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: February 19, 2024, 04:49:35 AM »
Love the mod! Is there any idea when the mod will be updated for Version 0.97?
At most 3 weeks, together with other feature updates.

8
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: February 11, 2024, 11:04:10 PM »
Cool mod
Will Hutts or Hapes be added?
Hutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.

9
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: January 29, 2024, 07:21:19 AM »
hi youve made a really nice mod :)

i was playing a new game and went to battle a bounty pirate, but whenever i beat them in combat, the game crashes mentioning this:

"
  - Creating streaming player for music with id [The_Battle_Of_Endor_I.ogg]
129367 [Thread-9] INFO  sound.H  - Playing music with id [The_Battle_Of_Endor_I.ogg]
129786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.String.L.super(Unknown Source)
   at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
   at data.scripts.plugins.SWVoiceLines.advance(SWVoiceLines.java:96)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

"

i hear the music and everything seems to be working fine so far with trading, flying, shooting etc, but looking that swvoicelines.java file, all i can see is it mentions this:
if (engine.isEnemyInFullRetreat() && !EnemyFullRetreatSoundPlayed && !EnemyDefeatedSoundPlayed && enemyFleet.getDeployedCopy().size() == 0) {
         sound.playSound("sw_enemy_defeated",1f,1f,playerShip.getLocation(),playerShip.getVelocity());
         EnemyDefeatedSoundPlayed = true;
(it was true i set it to false as a test but still crashed)

but as far as i can tell, those sounds are actually in the mod too but im not a proper coder (i could only just about make a Rimside Recycling mod for rimworld lol) :o)

i searched around a bit and seems there are 2 recent crashes from others regarding this sound file as well, (but they fixed it by removing the mod but id like to continue using your mod :)
https://fractalsoftworks.com/forum/index.php?topic=27793.msg410687#msg410687
&
https://fractalsoftworks.com/forum/index.php?topic=18993.msg410686#msg410686

if you can help find a fix that will be cool :)
(am playing with several mods but all are 0.96 compatible as far as i can see)
Weird, the files should be fine, it has worked before, maybe its other problem, e.g. player ship not found. Will fix it in the next patch.

10
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: January 08, 2024, 04:52:11 AM »
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?

11
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: January 08, 2024, 04:50:59 AM »
Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?
From what I remember, it usually related to the game version of Starsector, make sure your game version is 0.96 if you're using the latest mod version.

12
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: December 13, 2023, 06:59:59 PM »
I have one real gripe with this mod, the faction systems make no sense, their spread out everywhere which just makes things very confusing, it looks like your trying to put these systems where they would be in star wars lore but that dose not really work here, it just makes everything look very messy, I think it would look better if all the factions looked like the chiss where their systems are close to eachother and not spread out to every corner.
Interesting idea. My goal is indeed to recreate the star wars galaxy map but it will take a long time to implement, maybe Nexerelin random sector generation would be a good alternative? Otherwise, I may need to make an optional plugin.

13
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: December 13, 2023, 06:55:54 PM »
After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.
I see, there're players requesting buffs to weapons and in the meantime there're players who think the faction is too op. Maybe I should put two stats for players to choose?

14
Modding / Re: [0.96a] Star Wars 2020 v1.0.0
« on: October 31, 2023, 05:32:27 AM »
One thing I was curious about is if you planned to add Sith empire and Old Republic ships/factions into this mod, even if they are just discoverable blueprints I think those ships could be fun to see in game.
Old Republic Ships isn't that many for two standalone factions to be honest, but the idea of making them discoverable blueprints is a brilliant idea.

15
Modding / Re: [0.96a] Star Wars 2020 v1.0.0
« on: October 31, 2023, 05:16:57 AM »
Hey Friend, great work as always, one minor issue maybe(?) is when I upgrade my Imperial Dockyards to a Death Star I it seems that instead of making a DS in orbit over my worlds it makes a Nebula-class Civilian Transport. not sure if its just a placeholder since no one seems to be stupid enough to attack my worlds but tough enough to survive past the picket flotillas.
Oh, it should be fixed now, terribly sorry about that.

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