Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - 603bill

Pages: [1] 2 3 ... 5
1
Suggestions / Re: Nexuses are annoying
« on: June 28, 2023, 07:41:38 AM »
Or how about like raider bases or abandoned stations, where once you see them they're on the map for good?

2
Mods / Re: [0.95.1a] prv Starworks v26 (2023-04-16)
« on: April 16, 2023, 10:30:41 AM »
GitHub link for the main mod isn't working.

3
General Discussion / Re: Your One Ship
« on: April 15, 2023, 05:35:44 PM »
For me, it's the conquest for vanilla ships.  A nice blend of speed and firepower is always a winning combo, but the thing about it that I don't see anyone talking about is the that it's just about as effective flying backwards as forwards, meaning you can engage with the fresher engine armor tiles if your nose(s) have been pushed in already, making the conquest a lot tougher than the stats would suggest.

For modded however, the undisputed king of the void is the quetzalcoatl (and hatchling as well) from Kingdom of Terra.  Just the list of features it boasts should make that obvious.  Extreme speed, flexible broadside firepower, huge missile capacity, an ammo feeder that works for energy weapons too, multiple emp emitters, segmented body for stacking defenses...

I could go on, but to list all the perks it has would make this post obnoxious to read.  If you can work with its slippery flying style, then it's a ship that best experienced rather than told about.

4
Very interesting, is there going to be a version with just the storyline quests but no modifications to gameplay?

Slim hope, but maybe?

There is a settings file in the mods main folder that you can use to turn off some of the mods features.

5
General Discussion / Re: What mod has the Remnant Weapons ?
« on: February 22, 2023, 03:15:44 PM »
Hazard Mining has what you're looking for.

6
Modding / Re: What Mods are these ships from ?
« on: January 29, 2023, 05:06:21 AM »
The second ship is from this mod.  https://fractalsoftworks.com/forum/index.php?topic=162.0

The third is in this sprite thread.  https://fractalsoftworks.com/forum/index.php?topic=12896.0
Just scroll down to the Thule sections and you'll find it.

As for the first, no clue.

7
The reason why the gunnery bastion doesn't have a hitbox is because its collision radius is set to zero, so it's a simple enough fix.

8
I'm also having the issue where the gunnery bastion is intangible, and its large turret can't turn for some reason.

9
Mods / Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« on: December 26, 2022, 01:43:09 PM »
I got that crash today as well.  In my case I joined a battle in progress with a friendly space station+ships against pirates. 

10
Bug Reports & Support (modded) / Re: Sensor Array to Salvage Bug
« on: December 26, 2022, 01:35:51 PM »
I do indeed have ED installed, glad to know there's already a fix.

11
Bug Reports & Support (modded) / Sensor Array to Salvage Bug
« on: December 25, 2022, 05:21:30 AM »
I have encountered the strangest bug I have ever seen.  Right after I load a save I just made, If I go to claim the sensor array in the system, I am unable to salvage anything as the game unpauses during the salvage dialogue and my fleet will be locked in place fighting another fleet, like how npc fleets do, except this other fleet that mine is fighting is nowhere to be seen.  All this happens specifically because of the sensor array somehow.


Alright, scratch all that.  The sensor array isn't the cause (maybe time?) and the fleet mine gets locked into battle with is my own fleet.

12
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.8.1
« on: December 15, 2022, 01:51:37 AM »
Has anybody actually beaten Pocketful of Rainbows legitimately?  Because for me, every attempt gets ended by a cruiser burning in off screen, getting pummeled by a million sprockets, or being stuck in an endless loop of fighting off fighter waves.

13
Download link in the main post still leads to RC3.

14
Bug Reports & Support (modded) / Re: Crash When Mousing Over Fleet
« on: October 23, 2022, 04:33:12 AM »
The only mod I've updated for the save is Apex Design, and that only added new ships.  Is it possible that with enough mods active, that your computer can forget some of the things it has loaded for the game if you play it for long enough?

15
Bug Reports & Support (modded) / Crash When Mousing Over Fleet
« on: October 22, 2022, 07:11:54 AM »
I get this crash on occasion when mousing over one of my faction's fleets.  My game is heavily modded but I can't tell if it's a mod causing this or if this is a vanilla bug.

Spoiler
6259242 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:444)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.class.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Pages: [1] 2 3 ... 5