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Messages - Turdicus

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1
Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?

Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?

Thank you all for the answers and help. Love this game, love this mod. To me you are a wizard, Histadine.

2
Hello, just want to report a crash log I received and recreated twice. I think its AA causing it but it might be VIC. Here is the log. Hope it helps, and thank you for the amazing work!

java.lang.ClassCastException: com.fs.starfarer.combat.systems.EmpArcEntity cannot be cast to com.fs.starfarer.api.combat.DamagingProjectileAPI
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:953)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.doDamage(Unknown Source)
   at com.fs.starfarer.combat.systems.EmpArcEntity.advance(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)

3
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 08:11:31 AM »
Seriously, Sinigr, have you ever considered that you catch more flies with honey than with vinegar? I can't imagine any situation where calling someone's decisions stupid would make them want to consider your "recommendations". Is this how you interact with people in real life? Smh

4
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.0a
« on: August 23, 2019, 02:49:50 PM »
Apologies if this has been asked and answered before but I didn't see it in the FAQ but is there any way to get the Blade Breaker Superdreadnought?

It should be possible to pop one into your inventory using the console command mod and using the exact hull name from DME's XML files.

Just a thought

5
Mods / Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« on: January 08, 2019, 10:00:28 PM »
Hey, fantastic work Histidine. I'm not sure if this is the place but I was cruising through space on the way to a Luddic Path Cell when I got a null pointer crash. Here is the log:

20776447 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel  - Created ProcurementMissionIntel: hand_weapons to Hlidskjalf Mantle
20777664 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:540)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:642)
   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)

Hope it helps. If this is the wrong place to post this I apologize. Thank you!

6
I know you can downgrade then upgrade again to refresh the weapons. Perhaps there is a mod that will allow for a deeper level of customization? Thanks for the help.

7
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9d
« on: January 05, 2019, 10:48:15 AM »

Is sigma matter used for anything currently?

It can be sold to DME for keesh $$

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 09, 2018, 08:44:25 AM »
I love your work shadowy. Is that a glass canopy in the center? Looks like you can see some green terrain on the inside, its a really cool touch. Also helps with the scale in a way that isn't seen elsewhere in Starsector. Can't wait to blow it up!

9
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b
« on: February 28, 2018, 08:04:17 AM »
- Replaced the Sparrowhawk's Plasma Jets with Stutterwarp Jump, a fast-cycling phase skimmer.

Are DME scientists using Liir tech  ;D

We go into the black.

10
Mods / Re: [0.8.1a] Diable Avionics 1.90 (2018/02/17)
« on: February 17, 2018, 08:45:26 AM »
Bro the Zephyr is so cool! Can't wait to try it out, gonna give it a go today. Thanks for all the hard work!

11
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.2
« on: February 12, 2018, 08:22:02 PM »
Is that a triple gauss cannon turret on the carrier? Please say yes.

12
EEEEE I loved the Kadur Theocracy! If you bring them back I will be super pumped.

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: October 06, 2013, 11:18:58 AM »
Hello, this is my first sprite that I'm sharing with anyone, so please attack it with ferocity. Behold, the Drakeling Armored Frigate.

Spoiler
[close]

I don't really know what to do with all the flat surfaces on the ship, and I think it looks quite bland on the painted brown parts. I think the armor looks fine, but should I keep adding random tidbits to the painted parts?

14
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 04, 2013, 04:31:07 PM »
This...is hard. I find it difficult to maintain a profit after buying fuel to trade between systems. Anyone got any starter tips?

15
Yeah that thread has been a godsend, among many other useful portions of this forum, and quite a few posts by you too, Vayra. I've taken it upon myself to make a decent ship, and with almost zero experience spriting I've managed to get myself to make a basic frigate sprite in under four hours =P One day I'll make something worth putting up for you guys to see, I hope.

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