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Messages - Nanao-kun

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1
Mods / Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« on: December 25, 2023, 04:32:11 PM »
Tried to start a new game and got this error. Maybe LOST_SECTOR was set up to use the minefields from this mod? Not sure if this counts more as a LOST_SECTOR error or a IndEvo error.

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getBoolean(Unknown Source)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePassGen(nskr_modPlugin.java:455)
   at scripts.kissa.LOST_SECTOR.nskr_modPlugin.onNewGameAfterTimePass(nskr_modPlugin.java:441)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(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)
Caused by: org.json.JSONException: JSONObject["Enable_IndEvo_minefields"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getBoolean(JSONObject.java:422)
   ... 19 more

2
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1
« on: July 23, 2022, 09:11:49 AM »
Somehow I completely missed that this actually released. Gonna add it to my next playthrough hopefully. Looks really cool so far though.

3
Mods / Re: [0.95a] Better Deserved S-Mods 1.1
« on: September 12, 2021, 10:32:42 AM »
Pretty interesting concept. Gives players a reason to s-mod hullmods they normally wouldn't, since most of the time we just use them on what's pricy to conserve OP. Results in much more consideration between saving OP, or getting a powerful bonus, especially if the pricier ones get a bit weaker from being s-mods.

This is especially interesting for modded hullmods that modders try to balance around the fact that most players would s-mod them.

4
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.6.1a
« on: September 06, 2021, 11:30:32 AM »
I'm not sure if worrying about S-mods is a good idea, personally. They let you ignore limits up to a point sure, but I don't think balancing something around it should be done.

5
Mods / Re: [0.95a] Arma Armatura 1.5.2b (8/25/2021)
« on: August 28, 2021, 01:35:18 PM »
More mechs to play with? Nice.

6
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: May 08, 2021, 03:53:02 PM »
Really liking how these look.

7
Looking forward to having this mod again.

8
Bug note, the Yuri Quarter provides defense bonus to the colony even when not built.

9
Modding / Re: [0.9.1a] CK Industries 2.0.1
« on: December 19, 2019, 09:29:05 AM »
Pretty interesting. Found a bug though, the Scrapyard produces stuff even while it's being built.

10
Mods / Re: [0.9.1a] Common Drops 1.1 - Cherry picking blueprints made easy
« on: December 19, 2019, 09:28:13 AM »
Can confirm, blueprints from this mod can't be exchanged at Prism Freeport.

11
Modding / Re: [WIP][OUTDATED] United Aurora Federation
« on: December 17, 2019, 09:35:34 AM »
Still looking forward to this though. Love the art.

12
Mods / Re: [0.9.1a] Red (0.8.1) Mod
« on: December 17, 2019, 09:33:51 AM »
Wao, liking the new sprites. There's definitely room for future improvement, but this is a really good starting point.

13
Mods / Re: [0.9.1a] Commissioned Crews 1.4
« on: October 29, 2019, 10:44:02 PM »
This mod looks pretty cool. Can it be added midgame?

14
Mods / Re: [0.9.1a] Artefact
« on: August 14, 2019, 01:17:08 AM »
Oh, the Enem Anti-missiles aren't meant to be used? That's a bit disappointing.

15
Mods / Re: [0.9.1a] Artefact
« on: August 12, 2019, 09:21:49 PM »
I think I found a bug. Enem anti-missile weapons don't show up when equipping weapons, so you can't use them.

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