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Messages - SainnQ

Pages: [1] 2 3 ... 14
1
Mods / Re: [0.8.1a] Diable Avionics 1.85 (01/07/2017)
« on: July 04, 2017, 06:39:26 AM »
>Drop Booster equipped interceptors

Tart, bruh.
Bruh.

Just make a game already. Dear god.   :o :o

2
Modding / Re: "The Infrastructure Mod" [TIM]
« on: June 02, 2017, 07:37:15 AM »
>Buy Shares


Look here bub, don't you go getting my hopes up for some macro economics in mah starsector, y'hear?

3
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 05:17:06 PM »
Are you running 32-bit or 64-bit Java?  I've just made a small update to the code; might resolve this issue.  I'll test and see if I can replicate the problems here.

64-bit Java 8 (That may be my problem I'm using Java 8)

4
Modding / Re: "The Infrastructure" [mod]
« on: May 29, 2017, 02:46:11 PM »
I've heard the name "Soren" a lot, I can't quite recall why.
Thanks for the heads up.

Soren's the mod creator for Dessault Mikoyan Engineering

One of the premier mods along the lines of Diable Avionics by Tartiflette

Mesotronic manages his own higher quality mod by the name of Exigen Industries(I think)

5
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 02:43:09 PM »
Ok, I'm somewhat confused is A,B & C meant to be ran together, or in parts of the users choosing?

Quote
The mod consists of three parts, all which can be installed separately (i.e., if you hate A, but like B, you're not forced to use A)

^ Surely that explains it clearly enough?

It was, but I can't seem to run them altogether.

Locks up at New Game loading.

6
Modding / Re: [0.8] Starsector Rebalance Pack 1a
« on: May 29, 2017, 03:24:07 AM »
Ok, I'm somewhat confused is A,B & C meant to be ran together, or in parts of the users choosing?

7
I also want to clarify Soren specifically asks folk to not share modified copies of his mod with the playerbase for fear of unreasonable expectations when troubleshooting.

And while he doesn't outright tell anyone not to modify things, the fact remains.
Careful what you mod, there be dragons abound.


Edit: Thank you guys for helping. Can we request thread deletion?

8
I wasn't aware of a game limitation on fighter wing sizes.

I was quite literally attempting to go full *** on fighter wing sizes just to see how things played out.
Infact after parring everything down to normal levels

There is no longer any instability.
I was really hoping I could field some ridiculous fighter swarms too.
Ah well.

9
So I decided to tinker with my copy of the most recent .8a Compatible build of Dessault Mikoyan Engineering.

I'd changed the amount of fighters in a wing, and missile ammunition/weapon damage values

Now the game works fine, flawlessly even.

Until I try to approach the mod faction's main star system Nikolaev

I throws me this error everytime.

Spoiler
java.lang.ArrayIndexOutOfBoundsException: 10
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


Even weirder if I can use the console mod to teleport me directly inside the system, even do some trading on the stations in system, and then it'll randomly throw me the above crash.

10
Would anyone know what is required to see changes made to a fighter wing reflect themselves in the Campaign?

I decided to root around and make some basic changes to fighter wing resupply cost & fighters per wing, the game runs fine, until I move to the main system associated with the manufacturer of said fighter wings.

I get a Fatal Error 10

11
Mods / Re: [0.8a]Ironclads revival - WIP
« on: May 13, 2017, 04:22:28 PM »
Feckin' sweeet.

12
What is the recommended file editor to use when modifying ship stats in the Ships.csv file?

I have Notepad++ & Sublime Text 2 available.


13
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.6 (12.01.2017)
« on: May 09, 2017, 01:42:20 PM »
Pls sir, may we have .8a BDY D:

14
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 03:58:46 AM »

Actually now that I think about it, the Valiant fighter wings that transform into some crazy ass hypersonic jet to transit around the field used to be a Frigate class ship.

Atleast I could've sworn it was.

You might be confusing it with the extant Versant-class "Uber Wanzer" frigate.

I could've sworn there were two Uber Wanzer's at one point.

15
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: May 09, 2017, 03:45:56 AM »

Actually now that I think about it, the Valiant fighter wings that transform into some crazy ass hypersonic jet to transit around the field used to be a Frigate class ship.

Atleast I could've sworn it was.

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