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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Trawn91

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Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: May 10, 2024, 02:00:05 AM »
I am looking for exact oposite actually :) . I like balanced vanilla friendly mods. Thats why I was concerned DA might be overtuned, but they are not. I love their style of ships/fighters, their color scheme and all, but balance means a lot for me. Right now DA and Mayasurans are the only faction mods I play with.

That being said, Ashford is a bit crazy in player´s hand thanks to its mobility. Fortunately AI is incapable to use it to swipe in for kill and then swipe out to flux, so it is fine.

Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: May 08, 2024, 09:48:33 AM »
Well, it corrected itself, so all is as it should be (Hege owning everybody), so I take my previous observation back :)

Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: May 05, 2024, 09:07:59 AM »
That DA might be a tad bit too strong. Not sure if in reality or due to autoresolve (AI battles) because when I play them, they feel fine.
But as I said, it is just one game. I will play as Mayasura after that and see how it goes. It is just that in no other games (year ago) they managed to challenge Hege and stomp them

Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: May 05, 2024, 04:13:21 AM »
Not saying this is conclusive, but playing after some hiatus and never seen DA roll over everybody before. And I havent even helped them. I was dealing with story line and then with babysitting my colonies through new crisis system.

Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 30, 2024, 06:29:01 AM »
How do you guys deal with transporting capacity while exploring/raiding/trading? Do you just stuff in Atlases with augmented drive fields/tugs or something? At certain point Rime(F)s with its 600 cargo holds dont cut it anymore. (or whatever that demilitarized cruiser is called, cant check it right now)

Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 25, 2022, 01:56:21 AM »
Hi guys. First of all, great mod. I like the visual compliance with vanilla ships the most. I am especially fan of Javanicus and Arjuna (their visuals). Hence the question: How do you guys go about equipping Javanicus? I was so hyped when I got my hand on it and now I cant make it work. First problem is that it is broadsider. Meaning only half of her guns will ever fire. Worse, if you broadside, you cant finish your target with missile slots (which are fixed forwards) and if I am facing forwards to use those torps and 2 large ballistic slots, I have no PDs (in those small slats facing sidewards). Really awkward layout. I might try looking of rthe SF variant since the corvette squad is also meh, 3 fighter squads can do more for sure (at least you can equip torp bombers and then go full kinetic with the ship.
Thanks for suggestions

Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« on: April 04, 2019, 04:27:29 AM »
Make sence :) thank you for clarifying. 

Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« on: April 02, 2019, 11:16:15 AM »
Thank you Wyvern,

Only recently I got back to playing Starsector so I wasn´t aware of all the options. But since I havent had any luck with those yet, I had to ask :)

On another note, I was able to build Shadowyards shipyards without blueprint. Is that intentional behavior since I used premade Shadowyards campaign start? (no nexerelin here).

Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.8.1(01/09/19)
« on: April 01, 2019, 07:39:32 AM »
First, let me thank you for your dedication to bring us the best mod ever  ;) I´ve been playing yardies few years back and they still rocks. Those upgraded sprites and new ships looks amazing (Mimir is still the best, but I am falling in love with Skadi).

Now a wild question appears  :) Is there a way to obtain ShadowYard´s blueprints in a peacefull way? I ´ve started a game as a yardie and want my colony navy to have those amazing ships while not breaking immersion ( I consider them "my nation") and start nuking their colonies for some blueprints.

Thank you very much!

Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority
« on: March 04, 2015, 02:56:24 AM »
Yesterday I spent 4 hours trying to get it going by tracking combat log and searching which file went crazy and trying to substitute it with file from uomozs mod or newer version of SHI. I ended geting the game loaded but crashing in menu. Problem was with few weapon types which ended with deleting ship variants using them...and that resulted in error I am unable to interpret (I am no IT guy)... I know its not an error on your end when it works for others, only was hoping if I can get it going :) .... deathfly, if it would work, I will pray for your good till world ends :D

Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority
« on: March 03, 2015, 03:35:36 PM »
hi there, I recently went back to playing Starsector and fell in love with mimir BC. I have somehow outdated version 0.6.2a rc3 but no matter what version of your mod or combination with lazylibs (for version 0.65.2a and 0.6.2a) I use, I constantly get error:

org.json.JSONException: JSONObject["contrailParticleSizeMult"] not found.
at org.json.JSONObject.get(
at org.json.JSONObject.getDouble(
at com.fs.starfarer.loading.specs.b$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.b.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
at Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

interestingly enough, your mod included in Uomoz sector mod works, But I want to use it with Exerelin mod. This error I get even w/o Exerelin active, so it is not related. Thanks for help :)

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