Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CptBeacon

Pages: [1]
1
Mods / Re: [0.96a] Tahlan Shipworks
« on: November 24, 2023, 09:07:46 AM »
Known linux issue, fixed in dev

You can fix it yourself for now by renaming the tahlan_DunScaith_dmn_normal.png in the mod's graphics/tahlan/maps/ships_normal to tahlan_DunScaith_dmn_Normal.png (capital N in "Normal")

woops, and that's what iget for not even reading the things, sorry for the bother mate, cheers mate

2
Mods / Re: [0.96a] Tahlan Shipworks
« on: November 21, 2023, 08:44:47 AM »
Code
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/tahlan/maps/ships_normals/tahlan_DunScaith_dmn_Normal.png] resource, not found in [/home/beacon/starsector/./mods/A New Level of Confidence - 40 - Rapid,/home/beacon/starsector/./mods/Combat Chatter,/home/beacon/starsector/./mods/Console Commands,/home/beacon/starsector/./mods/Hyperdrive,/home/beacon/starsector/./mods/LazyLib,/home/beacon/starsector/./mods/Leading Pip,/home/beacon/starsector/./mods/LunaLib,/home/beacon/starsector/./mods/MagicLib,/home/beacon/starsector/./mods/Missing ships,/home/beacon/starsector/./mods/Nexerelin,/home/beacon/starsector/./mods/PMMM,/home/beacon/starsector/./mods/Progressive S-Mods,/home/beacon/starsector/./mods/RotcesRats,/home/beacon/starsector/./mods/Salvage Ship Expansion 0.4.1,/home/beacon/starsector/./mods/Ship and Weapon Pack,/home/beacon/starsector/./mods/SpeedUp,/home/beacon/starsector/./mods/Starship Legends,/home/beacon/starsector/./mods/stelnet,/home/beacon/starsector/./mods/Support Ships,/home/beacon/starsector/./mods/tahlan-shipworks-1.2.7,/home/beacon/starsector/./mods/Underworld,/home/beacon/starsector/./mods/UAF,/home/beacon/starsector/./mods/WhichMod,/home/beacon/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.settings.StarfarerSettings$1.loadTexture(Unknown Source)
at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:220)
at org.niatahl.tahlan.plugins.TahlanModPlugin.onApplicationLoad(TahlanModPlugin.kt:65)
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)

Hi! i'm getting an error while loading the game after adding the mod, am i using the wrong version? it's 1.2.7

sorry that log might not be the part you need, mine it's 40k lines long but seems to be the relevant part (?).

either way i hope it's just a dumb me error

3
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: November 08, 2023, 09:06:50 PM »
hi i'm having the following crash

here is the log
https://www.dropbox.com/scl/fi/t8u7plracpds0es9qk3ro/starsector.log?rlkey=yq9lyl6akqcfuengvfa9wjrl4&dl=0

it happenend with both just uaf, and some other mods, it happens a bit into the game, 6 and 10 months in with both saves.

do tell if you need more info

4
Yes, sorry, i meant the penalty with this hulmod https://i.imgur.com/GPZaLNv.png "wingcom suite" i fully understand the 70% penalty for the strikecrafts and pilotable fighters with their squads as that makes some balancing sense and even make the ai work best, but when i want to use it on normal carries it's just a bit short, a 40% big and slow normal non strikecraft carrier makes me a bit sad, and that's the more generous option penalty wise.

Now i know that this is just me liking seeing 20 fighters with their own name going into combat and that might not be the og intention of the mod, but it does make me very happy seeing those little guys doing work and blowing up :D Which is why i kinda want them to be on every one of my carries but in later stages it kinda makes them both too slow for the party (as in never getting into the action) or too close to big guns for a normal non battleship-like carrier.

Mind you i'm playing heavily modded so if this is just an incompatibility with the mod carries i'm sorry for the big text, my coding knowledge to tell this things apart is quite literally 0, thx for taking the time to address it, i love the personality that the mod gives to fights, it somehow makes me nostalgic for older science fiction with all the chatter cheers!

5
Hi, i'm just wondering how to make the range penalty lesser, the ai seems to stand way to far in my games and my carriers are a bit useless with less than 1200 fighter range, i saw the java file but i'm way too much of a coding noob to know what any of it means (or even how to change it) a bit of guidance or pointing in the right direction would be greatly apreciated!

6
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 10, 2022, 12:47:19 PM »
Sure the ones that don't do what the description says they do (stay and fight until ordened othewise) are

Forlorn, hyper aria, noversky, Aria and fisoyuz.

All of the other wings that state that will stay and fight do so, as in working as in description (even though they don't have missiles) are: both gunships, mitsurei, naga and lumayan.

I think that all of the ones that are labeled as returning after spending ordenance/missles and waht not work as descripted. I hope it helps

video of aria retruning after out of missile
description https://i.imgur.com/Rb62404.png they just have many salvos of missiles that's why it seems like they stay

Edit posted forlorn vid the first time https://www.youtube.com/watch?v=3haftOqUZMU

7
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72f3e EA
« on: September 08, 2022, 07:42:52 AM »
hi! idk if this has been adressed before, but in some of the wings that "stay and fight until ordered otherwise" in their description just return back on they do their first salvo, this is not only on mixed flight decks shared with bombers and what not, but also when they're the only wing employed.

Idk if this is an issue with the text or the wing itself.

Just wondering if you guys are aware of it, cause right now it's making it a bit difficult to design my fighters wings based on "waves" or not. I also thing some of the fighters are clearly intented to stay and they come out very weak otherwise with a very meager salvo for the price which kinda gave me a bad impression of some of the wings that would be fine otherwise.

I might suggest that we need a bit more distinction on the wings, at least in their description (of course when fixed) it should be clearer to know their intended use etc, i like watching fighters and what not but i think that not everyone should need to spend 30 minutes testing every wing to get an idea of what they do and which ones are "bugged" and that might be the main thing, cause maybe i found the need to test them because i saw some of them not doing what i expected to do which cost me a couple of fights as i kinda like going in outgunned and watching a very expensive fighter wing dropping a 500 dmg salvo and running away was a bit jarring.

I love the mod, thanks for your works guys!

edit I asked around the discord if it was intended, they where not figuring as bombers in the csv so i'm gonna report it as a "bug" now. One of the culprits is the forlorn but there where a couple more that while in description state they would stay just did salvo runs

8
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 06, 2022, 09:43:24 AM »
Hey man, i love your mod! The ships look simply amazing and detailed, really nice to look at and the whole transformation thing really sells it. The ships look mean and dangerous.

But if you'll let me give you my 2 cents about this fantastic mods it's that it's ships are not mean enough! it's like a beautiful tiger whose claws have been taken away, now I do understand that you have 100+pages here of comments which i'm sure a lot of them are about balance considering the plethora of balance changes describe on the change logs, but maybe some of it it's down to simple usability!

 Just little things like making the wanzer clearer on what their role is, the wall of lore is nice, i like it, but maybe a more straight to the point thing before or after that clearly specifies the actual in game use is, and making sure that it does that might be important.

I use a lot of wanzers, but mostly because they're there, i sadly don't know what they're doing, some i avoid cause i think they're bad but maybe it's just cause i'm not using them for their role, etc.

On the ships i could write a lot about what i think they should be doing and what not, but simply i'll say rule of cool.
If you add more spectacle to the bigger ships then balance can be ignored more or less. "simple" things like (the bigger offender fo the mod imo) if the daze is supposed to be a boring sort of anchor maybe let it have the same thing the capitals have with the array that trows double micro missiles for both more payload and rule of cool. Or in the same line of thought, i noticed it used to launch missiles backwards and i can see that it looks a bit odd how it's deployed right now https://i.imgur.com/8zaULtU.png . maybe add something similar to the thrust lrm system, with a "secondary payload" that just activates fast so they're slow after the launch backwards with maybe longer ranger than usual, this will make the daze look a lot better and FEEL a bit stronger, even though realistically it doesn't fixes the core thing, it at least looks a lot cooler and increases dmg output so that's a plus! i mean you could also add visual things to the model like the shalaika frigate of dassault with it's little spinning thingy to make it "cooler" but i think that's a bit much, won't ask you to clutter your designs because i think everything needs transformation or mobile thingys.

But yeah, what's your take on it? i'm kinda hoping the implementation that i suggested to the daze is something you could consider, admit it, it would be old gundam lvls of cool wouldn't it? :D

I know this wouldn't fix balance and possible break stuff, but i'm ok with fielding the boring dazes in their current state if i can watch more fireworks!

Cheers mate and thanks for this mod, i'm enjoying it a lot and the destroyer is fire.

Pages: [1]