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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Takion Kasukedo

Pages: [1] 2 3 ... 33
Mods / Re: [0.9.1a] Kingdom of Terra (v0.9) - Ramming Speed
« on: February 04, 2020, 12:35:58 PM »
That Pulverizer is sexy.

Rammificatingly sexy.

I'd like to pitch in about Quetzalcoatl balancing and say that with the 'Coatl, maybe the system could be some sort of 'EMP Coil' technique, where the ship curls up, and sequentially activates it's thrusters to throw itself in the direction of an enemy, using the velocity of the thrusters to steer (maybe) while shocking the enemy. Considering that a coiled Quetzalcoatl can already move faster than some frigates (Omen included), I think this may be an apt system for the 'Coatl.

Or you could just give it an EMP version of Damper Field and call it a day, which i'm unsure if anyone would be pleased about.

Mods / Re: [0.9.1a] ApproLight v0.8.0-RC1 (2019-12-3)
« on: December 11, 2019, 10:38:02 AM »
Encountered an error with the Destitute/Qiongji (Appro-Light+) system.

3492458 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/utils/AL/OriMisc
java.lang.NoClassDefFoundError: data/scripts/utils/AL/OriMisc
   at data.shipsystems.scripts.AL_PlagueExpulsionStats.apply(
   at Source)
   at com.fs.starfarer.combat.entities.Ship.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$ Source)
   at Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.utils.AL.OriMisc
   at$ Source)
   at$ Source)
   at Method)
   at Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more

Suggestions / Re: Commisions Reloaded; How Commissions Should Really Work
« on: December 09, 2019, 05:03:11 AM »
Surprised that no-one responded or touched on this. The faction-specified bounties sounds like a bit of fun, but the removal of pirate bounties doesn't seem all too good, considering that at any time, the bounty may defect to groups like the Pirates and the Luddic Path, or even (mod-wise) the Starlight Cabal, or other pirate-based factions, so maybe the keeping of pirate bounties would be important. Just knock those types down to 10/30% of what they are now.

The comms-commission access seems like a decent one to have in fore and probable hindsight. Being able to pick your battles and take out important commanders, bases and disrupting enemy factions is almost bound to get the gears moving.

Mods / Re: [0.9.1a] Kingdom of Terra (v0.4.1) - This one's Monster
« on: December 06, 2019, 09:38:45 AM »
Download didn't give the correct one the first 3 times I think, as i'd usually look in the hulls or graphics folder usually to see if I got the right version. Can confirm I have the latest one now.

Mods / Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
« on: December 04, 2019, 02:42:06 PM »
Download doesn't seem to be giving the latest version.

Mods / Re: [0.9.1a] Sylphon RnD 0.9.5g
« on: November 28, 2019, 12:14:18 PM »
Might be something to naturally happen considering how it works.

This question has likely been asked before, but how do you add more reputation tiers to Starship Legends?

eg; I tried this and it doesn't look like it works in campaign and i'm wondering if it works on your side? Running this with Ruthless Sector.


Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 09, 2019, 05:50:24 AM »
The recovery/supplies and pricing need a bit of work, and probably should be matching the price.

Mods / Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« on: October 08, 2019, 12:36:23 PM »
I've made a test mission for the ED Shipyards, but the faction drone wings don't show up as available options to place in a flight deck.

Is it due to them having the "rare_bp" tag?

I've also noticed they've way more ordnance points per ship, more than the other factions, meaning you can safely put more armor/damage reduction and still have more than enough for max flux vents/capacitors, and put on Heavy Armor, even without a maxxed ordnance expansion skill in campaign.

The worst violators seem to be the capitals (the Wurg seems partly reasonable) and some of the low-down ships.

Starship Legends keeps getting some error(s) someways into the playthrough. It got one when I save-copied, which I don't know what the error from that is.

Mods / Re: [0.8.1a] Red (0.7) Mod - July 20, 2018
« on: September 19, 2019, 03:44:26 AM »
You're using the wrong version and it hasn't been updated yet. Protonus is working on it though. Patience is key.

Modding / Re: Big Think on Portrait Mods
« on: September 13, 2019, 08:03:27 AM »
Yep, this indeed does happen.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 11, 2019, 08:32:09 AM »
That is because, as someone has elaborated before, the Cathedral is a fleet anchor/support ship.

Hence why it also has Mine Strike. To help the fleet in situations that could prove dire. The Redeemer is also high-range due to this.

As for the armor system, that's just how the AI works.

Also, please explain why the ship exactly is without an outfit to express this point of yours (1)? Have you even tested it properly?

Modding / Re: Question about portraits
« on: September 11, 2019, 02:51:26 AM »
The player.faction file indeed controls that.

As for ensuring the game only uses those...I have no idea.

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