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Messages - Oni

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1
Mods / Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« on: January 10, 2023, 03:28:15 PM »
.... when attempting to load an existing save after updating....

... the update says that it's not save compatible.  ???

I assumed that meant you couldn't add this mod to existing saves, but this save was started with the mod, I just updated it mid-playthrough.
It means that it is not compatible with saves, as in you can't update it in an ongoing game (you can't change v1.65 to v1.66). So you can't update it mid-playthrough.
You'd have to start an entirely new game with it already at v1.66, if Tartiflette created a hypothetical v1.67 and it was save compatible then you could update the existing v1.66 save (as long as you did the proper procedure of deleting the old folder and replacing it with the new one).

Adding an entirely new mod to an existing game can be done (at least if the mod author hasn't stated that it can't), but may have missing components such as custom star systems (those are generated on the creation of a new game) which may cause problems with the mod. I think that covers most things...

2
Mods / Re: Machina Void Shipyards v. 0.60
« on: January 08, 2023, 01:01:45 PM »
Anybody know where the link to download v0.60 is?

The one in the first post only seems to take me to v0.59...   ???

3
Mods / Re: [0.95.1a] Scy V1.66rc1 (2023/01/07)
« on: January 07, 2023, 01:25:58 PM »
.... when attempting to load an existing save after updating....

... the update says that it's not save compatible.  ???

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.3
« on: January 01, 2023, 12:27:22 PM »
Mod info in the zip says it's version 1.5.1

Is that a typo?  ???

5
Mods / Re: [0.95.1a] Adversary: Customizable Star Systems (v0.6.0)
« on: December 31, 2022, 01:57:16 PM »
I wonder if people will start sharing their "custom system" builds, to let other people try out their 'Optimal Star System'.  8)

6
Suggestions / Re: Give the pulse laser a bonus vs shields
« on: December 30, 2022, 11:57:05 AM »
TBH I never even use the pulse laser much, but I don’t think it needs a big buff or even a buff at all. The only things that come to mind is to slightly reduce OP cost or maybe give it an extra 50 range. Anything with improving flux efficiency or or shield damage would make it overlap with the new Kinetic blaster that’s coming in the new update...

I agree with the OP cost reduction, bump off a few points and make it by far the cheapest energy weapon in the medium category. That'll be it's niche, sure you can have other things that'll do the job better but they'll cost you.

7
Suggestions / Re: Give the pulse laser a bonus vs shields
« on: December 22, 2022, 10:17:36 AM »
.... Yea I can't justify spending 20 OP on high flux fly swatters, small Burst PD works fine.
What if the Pulse Laser had its OP cost lowered, making it a budget option?

8
Blog Posts / Re: Hyperspace Topography
« on: December 11, 2022, 09:41:57 PM »
I wonder if splitting the streams directions for the top and bottom half of the map would make them more or less useful?  ???

What I mean is, right now they all go right for six months, then they all go left for six month, repeat. What if the top half went right while the bottom half went left, then they swap (ie top goes left while bottom goes right). You could test to see if that setup is good for the current six month rotation, or if a full year would be better.

9
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 10, 2022, 11:29:14 AM »
....
Thanks and found it! That'll be the cause of high demand-low prices on the colonies, Periphery is a much older version of Angry Periphery. Both are attempting to spawn markets on the same planets....
Darn, must've missed that one when I was swapping out new versions. Thanks for the heads up.  8)

Quote
"luddandlions",
 "miner2049er",
I'm not sure which version of Ludd and Lions you're running but I've merged Manic Miners in to the newest version.
So... if I'm using 'Of Ludd and Lions' V2.01.01b then I don't need 'Manic Miners' v1.04a?  ???

... ah, I see. The part of the image with the miners stuff on the Lions page was off screen, needed to push the slide bar. Might want to also mention the merger on the 'Maniac Miners' page.

Any clue what was causing the original conflict I posted about, or was it the Lion/Miner thing?

Edit: I just tried a new game with a fresh install of the latest KoC and the redundant periphery/miner files removed, and it seems to work just fine. Thanks for the help!

10
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: December 10, 2022, 01:07:55 AM »
Whenever I try to use the IED myself, manually controlling them and I press 'F' to toggle the wrath of Ludd, it clicks and... I don't blow up.

Help?
I think you have to be close enough to the target for the timer to start.... and you have to actually have a target selected (ie press 'R' on something, get close to that, and then press 'F').

11
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 09, 2022, 04:34:38 PM »
....
I had to so some investigation here, I downloaded the mod from here and ran a new game and it worked fine. If I had to guess I'd say you may have multiple copies of the mods in the same folder (there should only be one copy regardless of version number) or accidentally merged them. Do a double check for us and let me know what you see. If there's mulltiple copies (Check for both KoC and Periphery) that'll be it.

Possible alternative explanations (the truth is out there):
Assuming you have don't have multiple versions of the mod running/merged the Midgard bomber wing should be gone but if you've messed around in Dev Mode there may be a copy of the old Freki/Geri saved in starfarer.res with the bombers present.

Regarding colony demand/prices, I have encountered something similar to this previously and what it came down to was multiple factions/markets are assigned to the same planet. If it's not multiple copies there may be another mod competing.

Let me know how you get on.
No duplicate folders as far as I know, I do the standard "delete the old folder and replace it with the new one" every time, and I don't really use Dev Mode. I kept getting the same crashes no matter how many times I downloaded from the link so if no one else is getting the same thing it must be on my end.

I have gotten it to work now, but I had to jump through a few hoops.

Basically I had to add the info and files for the following ships/hulls from the older 1.03.39b version to the newer 1.03.40b that didn't have them:

midgard, squall_koc_bomber, and google_gremlin

Their graphics were there, but they were missing from the hull and variant folders as well as the descriptions (strings) and ship_data files. After I copy/pasted everything over it started working.

No idea why the game insisted they need to exist even if they seem to have been removed (I was starting a new game after all).

Here's my enabled mod list, if it can help:
Spoiler
  "starpocalypse",
  "$$$_lightshow",
  "AMPP",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "alkemia-armoury",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "ARSWP",
  "apex_design",
  "ash",
  "Arkships",
  "armaa",
  "raccoonarms",
  "AzurlanePortraitPackSSR+NoJail",
  "battle_music",
  "BSC - Drone Refits",
  "timid_admins",
  "better_deserving_smods",
  "better_variants",
  "BSC",
  "blackrock_driveyards",
  "Blockade",
  "bluefriendballs",
  "bruh_moment_console_commands",
  "ORK",
  "CVFEHE",
  "CVFEH",
  "CaptainsLog",
  "CFT",
  "clearCommands",
  "chatter",
  "cmutils",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "timid_cum",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "Diktat Enhancement",
  "domhist",
  "dronelib",
  "seven_nexus",
  "Everybody loves KoC",
  "exoticatechnologies",
  "a111164_ExtendPack",
  "su_FairSMod",
  "fast_engine_rendering",
  "HHE",
  "ruddygreat_HullmodFilters",
  "fleetsizebydp",
  "sun_flux_reticle",
  "forge_production",
  "fqol",
  "gflportraitpack",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "HexShields",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kazeron",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "lights_out",
  "lobster_proliferation",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "exshippack",
  "exshippack_armaacompat",
  "mag_protect",
  "MagicLib",
  "miner2049er",
  "Mayasuran Navy",
  "MissileShipOverhaul",
  "missingships",
  "dp_mnemonic_sensors",
  "molecularreplicator",
  "more_hullmods",
  "more_ship_names",
  "ness_saw",
  "nexerelin",
  "yrex",
  "objects_analysis",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "ORA",
  "pn",
  "pearson_exotronics",
  "periphery",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait",
  "pt_qolpack",
  "roider",
  "swpXIVLG",
  "tahlan_scalartech",
  "Scrapyard",
  "SCY",
  "Seafood",
  "secretsofthefrontieralt",
  "SEEKER",
  "holdsforall",
  "swp",
  "shush",
  "mayu_specialupgrades",
  "speedUp",
  "StarfarersWorkshop",
  "SPAIP",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "sss",
  "Sunrider",
  "superweapons",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "TBJ",
  "timid_tmi",
  "TORCHSHIPS",
  "transfer_all_items",
  "vesships",
  "underworld",
  "uaf",
  "US",
  "UnofficialDiableAvionicsPortraitPack",
  "vic",
  "variants_lib",
  "vayrashippack",
  "weftinships",
  "whichmod",
  "audio_plus",
  "mir_ed",
  "astroidships",
  "ezsadditionalcharacternames",
  "shaderLib"
[close]

12
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: December 06, 2022, 07:58:57 PM »
I'm running into a crash when starting a new game with the latest update:
Crash Log
404746 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fighter wing with id [midgard_Squall] not found for faction [KoC]
java.lang.RuntimeException: Fighter wing with id [midgard_Squall] not found for faction [KoC]
[close]
Definitely wasn't doing that in the previous version.

PS: Also had some trouble with 'Angry Periphery v1.3', the planets spawning glitched, buying all goods for 1 credit despite there being massive demand... hopefully fixed in v1.5.

13
Mods / Re: [0.95.1a-RC6] Pearson Exotronics
« on: December 05, 2022, 03:12:01 PM »
Ah, a fine addition to my next playthrough....

14
Mods / Re: Pearson Exotronics
« on: November 30, 2022, 02:45:30 PM »
New teaser screenshot....
???
Are those fighters, or some kind of gun drone?

15
Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: November 23, 2022, 05:43:55 PM »
I wonder if swapping the Eagle's 'Maneuvering Jets' for a 'Burn Drive' would help with the speed issue?  ???

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