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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Fellout

Pages: [1] 2
1
Mods / Re: [0.97] Scrapyard Armories
« on: February 14, 2025, 08:11:58 PM »
Going to say that I really like the ships in this mods, some very good desings. Some thoughts on the balance:
- Scalpel even with the 1.2 shield damage is significally better compare to other destroyers due to the 700 base dissipation allowing to put some crazy damage combine with the small missiles.
- Gaia class can put integrated/ dedicated core with the targetting core, leading to insane range. I imagine it is an oversigth as Paragon for example blocks installation of extra targetting core. Also even without the extra range 70 DP feels a bit low for the amount of big kinetic it brings.
- The candela Class need to have similar logistics  costs to the ox or other drive field stabilizers, as it is cheaper to run than it's civilian, no armed variants.

Whoops forgot to respond to this one, yea Scalpel I need to retune again, the Gaia I don't even know how it doesn't block ITU/DTC because I used a modified atc for, and tried higher dp's but they didn't quite feel right. As for the Candela, I was thinking to redo and turn the ox zone into a hardpoint, kinda forget why I turned it into a tug anyhow

2
Mods / Re: [0.97] Scrapyard Armories
« on: January 17, 2025, 09:31:44 PM »
Hello,there are some problem that the Chandelier'wing module's op is too more,I do don't have anyway to use it,
and the Lobster is not suitable for the carrier ai or carrier combat ai, its two module mount hardpoints do not have the Angle of fire so utilization is not good(It often misses), I prefer to take the devastator cannon in module to melee, in this case may the regular ai or the LP ai will be better(I just test LP ai(always_panic)and delete carrier ai,it use F more frequently,you know the Lobster is not fast)

My bad I forgot to reduce the wing module OP, and the Ebirah claws I'm gonna increase the arc on alongside turning into universals, when flying it I always put burst guns in each claw and just alterated putting them on target. Also yeah I did notice the carrier AI hinders it, I'll fix that next update!

3
Modding / Re: [0.96a][WIP] Savaksky Union v0.1
« on: January 17, 2024, 09:25:34 PM »
More starship runways? Excellent.

4
Mods / Re: [0.96] Scrapyard Armories
« on: January 06, 2024, 10:29:28 AM »
Really love this mod and its ships, especially the [REDACTED] pirate conversions that’ll always have a place in my fleet.
I was wondering if you could add a Nova pirate conversion to complete the set.
I understand if it’s currently not possible, for whatever reason, so you don’t have to take my suggestion too seriously.
After all, I’ll still love this mod, pirate Nova or not.

So far my only real reason to not have done anything with the Nova is just because I've felt like it'll just become a weird Retribution, but sooner or later I'm probably going to try and do one.

5
Mods / Re: [0.96] Scrapyard Armories
« on: December 09, 2023, 06:23:21 PM »
Love this mod, but have one small issue with it. I've noticed that Independent fleets seem to have an extremely high amount of ships from this mod, some being made up of them entirely. For example, I saw a mercenary fleet made up of about 10 Splints and several Munins.

I thought I fixed that but, I suppose not, this has been an issue I've been trying to fix for a while now. Looks like I still have more to do, sorry about that!

6
Mods / Re: [0.96] Scrapyard Armories
« on: November 14, 2023, 09:02:18 AM »
Hello, currently experiencing a crash on startup with the latest version of Scrapyard Armories on a completely vanilla Starsector 0.96 install.

13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/missiles/missile_SRM.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/jackhammer2_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_base.png (using cast)
13409 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_hardpoint_glow.png (using cast)
13410 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/weapons/rift_beam_turret_glow.png (using cast)
13452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/Weapons/sa_rhino_hardpoint.png] resource, not found in [/home/whitestar60/Downloads/Starsector Mod Test/./mods/Scrapyard Armories,../starfarer.res/res,CLASSPATH]
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
   at com.fs.graphics.TextureLoader.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.void.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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 had a feeling something would break, gonna do a quick hotfix to make the mod usable on linux again, sorry about that.

7
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 02:31:24 PM »
I continue to wonder how daily life changes depending on planetary conditions, as rich as the world we see as a spacer is, I always wonder how those living planetside go about things.

8
Is there any way to view the full hullmod list instead of only what's on the ship? The new system I've been finding incredibly irritating and want to return to the "show all" list.

9
Mods / Re: [0.96] Scrapyard Armories
« on: July 08, 2023, 06:00:40 AM »
Hello! The shields of the Lobster King is offset too much to the back. Nothing big. Just though i'd mention. Cheers!

Unfortunately there's not much I can do about the shield at the rear, I had to extend it past the claws up at the front of the ship which ended up causing that to happen in the rear. I'll try and tune it though.

10
Mods / Re: [0.96] Scrapyard Armories
« on: June 11, 2023, 06:49:30 AM »
Linky no worky. Beautiful ships.. I want to use them! I especially love spinal mounted integral mega guns!
Remove everything past Scrapyard-Armories-0.0.2 on the link and it works, but yes, still needs to be fixed. That's just a quick way to get around it.
Should be fixed now! Sorry about that, not sure how I messed the download up in the first place.

11
Mods / Re: [0.95.1a] Scrapyard Armories
« on: November 06, 2022, 07:04:44 PM »
Very nice looking ships, the "Brace Scrapcarrier" is especially appealing to my aesthetic tastes.
The "Trocar" class is also very fun, loadout and design wise.

A question regarding the "Scalpel" design, based on its codex it is a repurposed mining vessel, all of its stats fit well, except for "Flux dissipation" which at 700 is unfathomable.
400 is premium destroyer, 500-600 is superdestroyer level, at 700 I'd expect the ship to have some arcane ultrafluxcore built by a domain omega AI.
Is this intentional or simply a misinput?

Glad to hear you've been enjoying Trocar, always felt a bit weird about that one. As for Scalpel, that one's been pretty weird for a while now, initially I gave it so much dissipation due to the slots on the ship, but I probably should nerf that down into the 500s range, in short, it was intentional but becoming a focus to be changed.

12
Mods / Re: [0.95.1a] Scrapyard Armories
« on: October 05, 2022, 08:07:20 AM »
what are the drop/recovery rates for the [R] Legion? i've killed a few fleet with them in my current run, but i haven't seen them recoverable, even with story points. i have the perk skill to have automated ships, inb4 that's asked.

It should drop relatively frequently, my only guess on why you haven't been able to get one to drop is bad ship loot rng, I have it set to have a slightly lower than normal break chance too. Hopefully one shows up in the recovery list for you soon.

13
Mods / Re: [0.95.1a] Scrapyard Armories
« on: September 30, 2022, 08:45:14 PM »
This mod look beutyfull and i can't wait to try it out<3
btw can i add/remove this mod mid campaing? or will there be any problems?
It should be safe to add mid save, but removing it would break saves I'm afraid.

14
Mods / Re: [0.95.1a] Scrapyard Armories
« on: September 16, 2022, 02:16:40 PM »
On Linux system mod is broken.

1) Game tries to load sa_syringe(p).png, while there are sa_syringe(P).png (yes it is case sensitive).
A simple rename can fix that.

2) Game tries to load [graphics/weapons/sa_elanus_barrel.png]. There is Weapons folder. Rename is not fixing that. Game uses Weapons folder for other png-s.
To fix:
a)Rename Weapons to weapons.
b)change in sa_earthshaker.wpn (in /Scrapyard Armories/data/weapons/)
c)change in sa_erbe.wpn
d)change in sa_loki.wpn
I've known about this one for a bit after the update came out, it should be fixed in the next when it come out, sorry for the issues, if it doesn't get fixed next update please let me know!

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 21, 2022, 11:51:04 AM »
I'm not sure why but with the current version mining stations seem to not be picking up asteroid fields or belts, both saying there's none in system and saying I'm too far from one even when I'm sitting in a belt, tried it in two of dassault's systems, penelope's star, and an rng system with consistient results of no belts being detected.

I'm not sure what could be causing this - the fields/belts are detected properly on my system. Can you try starting a new game with only TASC enabled and let me know whether they're detected in that save?
In a save with only TaSC it works fine, which only confuses me more on why with my mods enabled it seems to break, the only mods I added before I noticed mining stations no longer working are PRV and Shadowyards, but how either could cause this is beyond me if they're somehow breaking things
Editing this as I figure stuff out, it's not either of those I think, gonna go down the modlist one at a time now
Ok for some reason PRV is breaking the mining station being usable and I don't know why
Or not, something happened and I'm just gonna try a fresh install to see what happens, it still doesn't want to work and I am utterly clueless as to why, logs had nothing

I tested with only TASC and prv enabled and it worked fine for me. Let me know if you're able to identify which mod is causing the problem!
I'll keep tryin to hunt down whichever mod is causing the issues, until I find it stations unfortunately just don't work

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