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Messages - Venatos

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1
Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: January 06, 2022, 10:55:42 AM »
There's a new dev version that fixes AddOfficer. Grab it here.

This version should also prevent the crash when opening the console at very high resolutions with the background enabled, but I've been unable to test that as my computer doesn't experience that crash. If anyone who has that bug could confirm it's fixed, it'd be greatly appreciated.

im sorry to say that i still CTD when i try to open it. weirdly enough, only when i use the new nvidia driverside upscaling (from 1662p to 2160p). when i use 2160p directly, it works just fine.
thats one weird and specific bug...

2
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: May 13, 2021, 10:58:16 AM »
weird, did a clean wipe and upgraded from 3.2 to 3.2.3, now i get a nullpointer exception when starting a nexerelin campaign.(starsector starts fine, i can do all the nexerelin options and do my startingskillpoints, then crash)

76578 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.campaign.SectorManager.getCorvusMode(SectorManager.java:439)
   at data.scripts.KadurModPlugin.onNewGame(KadurModPlugin.java:109)

edit: nvm, has to be something else, when i delete kadur it just crashes with another mod.

3
Modding / Re: Mod Thread disapeared?
« on: April 18, 2021, 11:13:40 AM »
there where no genitals or sex of any kind.

not even boobies are allowed? guess its easyer to make a clean cut and ban everything.

thnx for the info, my mistake. nudity is such a normal everyday thing that it didnt even occur to me.

4
Modding / Mod Thread disapeared?
« on: April 18, 2021, 11:01:29 AM »
hi, just posted a thread a few minutes ago for topless portraits, now its gone?

did the dropbox link make trouble?
please advise, it did take a few hours to polish the mod into something more than my usual private copy paste hack.

5
Bug Reports & Support / Re: code to activate starsector?
« on: November 28, 2020, 01:31:41 PM »
ah thnx, ill give that a go.

6
Bug Reports & Support / code to activate starsector?
« on: November 28, 2020, 11:38:08 AM »
something weird just happened, after quite a long time i started starsector again and now it wants some form of code to activate it?
is that new? cant remember that beeing a thing.
i checked my emails but i dont think i ever got a code, then again 2014 was a long time ago.

7
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: December 02, 2019, 02:26:38 AM »
a kind soul PMed me a link that contains newer and translated FoB files as well as a file with adjusted shipprizes.
there are several other mods in there that could be interresting to.

i have no idea why this is not on the official forum, if its not supposed to be here for some reason, please have a mod delete this post.

until then, here you go:
https://zerobin.net/?eafefd6e1a067fdf#ncmuOfeJjAbnabi9Q1lMMB78i1REFn0vGEBxwgRvz44=

i have played with these borken files for a few days now and it works fine, my antivirus didnt find anything either, so it seems to be save.

8
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: November 22, 2019, 02:11:46 AM »
can someone get a link to the newer version of this mod? for the life of me, i just cant... all i can find is a pastebin of the patchnotes...

2019/9/5/0.2.7 RC2

let me see if i can reach the author over there.
edit: cheesus, it would cost like 50bucks to shoot a PM there.
PM here it is. lol.

9
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 28, 2018, 12:16:40 PM »
that sounds more reasonable ;) ill grab that.
btw. how long before the inspection arrives do i have to uninstall all my AIs in order for them to not "smell" them anymore? or does a once installed AI permanently "mark" a colony?

10
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 28, 2018, 10:13:34 AM »
just found out:
if you comply with an "AI inspection" from hegemony and uninstall all your AIs before they get there, they will smell that there was AI there, hit you with -20 relationship and they will disrupt ALL your industries for 5 to 10 months!
which means i would suffer nearly 200k defficit for more than half a year! screw that! ill reload and f*** them up with my battlestation.

to Alex:
that is a little to much if you ask me.

EDIT: reloaded and found out i can just bribe em for 100k, thats fine with me. ;)

11
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 04:35:53 PM »

I think that is a pretty decent compromise. Introduce the player to a good helping of frigates, so they can get their feet wet. I think it would also be a good idea to have a larger fleet in the system, and tempt the player with a nice bonus if they want to tackle it.


+1 to that, the tutorial endfight should be one that shows the new-player what he can attack and win consistently, with a harder optional fight for some extra cash and xp, if he feels up for it.
i think there should be 1 destroyer as flagship in the enemy fleet to give the player a little taste, but let him have the "weight" advantage.
after that he knows what 1 destroyer can do and will be carefull around 3+ destroyer fleets.

12
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 12:49:11 PM »
Returning player here for the new build.

Tutorial battle still far too difficult for a *tutorial*.  etc.


returning player here too, i just played the tutorial 2 days ago.
i started on normal difficulty with the big combatfleet, the tutorial just about doubled my fleet before the big tutorial endfight and it pretty much played itself as i remember.
did you by any chance take the hard or merchant start?

edit: either way, the tutorial should allways be exeptionaly easy, so if the endfight needs some cutting back, im all for it.

13
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 10:02:24 AM »
Excuse me if my question would qualify as offtopic here but I couldn't think of a better place since the question is exactly about 0.9.
I have been away from Starsector for a year or two so I started to forget technical details, but I vaguely remember one had to download some 3rd party software (I think it was Java) and dump it to Starsector folder in order for it to run without freezes, especially with a large amount of mods. Is it still the case for 0.9, or all I need to do is install new distributive and I'm good to go?
im pretty sure i saw alex answer this question somewhere. it is included now, no need for third party installs anymore.

14
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 09:57:08 AM »
not sure this is working as intended:
got myself a nice colony and built it up a little. next thing i know, the sindrian diktat(which i am NOT at war with!) sends a battleship with several cruisers, destroyers, carriers etc. to f*** up my miningsite.
my fleet of 5 destroyers and 5 frigates is no match for it, so i cant defend.
my miningsite is shot to hell and out for 200 days! so i decide to bite the bullet and abbandon the miningsite and set up a new one somewhere else on the planet(aka i invest a lot of money to cut the time down to 30 days)
imagine my surprise when somehow my new miningsite is still out for 200 days.....

i also noticed that all the bounties jumped from around doable 80k to 180k which my fleet just cant handle since i put up the colony.(its on a terran planet in case that matters)
is the colony contributing to the bountie increase or did i just spend to much time and money on it and fell behind the curve?

15
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: July 25, 2018, 01:04:27 AM »
well, i wouldnt bet money on it, its a toe afterall...
but he is right about half the time, so there is that. ;p

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