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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Takion Kasukedo

Pages: [1] 2 3 ... 35
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.6.5
« on: June 19, 2024, 06:33:31 AM »
A worthwhile mention here, but the Paragon (IX) comes with Interdictor Array built-in, but the system is Fortress Shield, meaning you need to go through the loophole of having an extra 15 OP dedicated to putting Interdictor Array back on in order to use Interdictor Array as it was meant...

15 OP that could be dedicated to...other systems.

Here are some updates on the Bishaonten and Onryo Cannon.  ;) ;)
The concept of the cannon is a caged beast. I still have to update the Bishamonten a bit more.

Looks fantastic, especially loving the red glow of the Rubion systems within these ships, and the weapons are receiving the same treatment!

Though this also ponders a question - will some of the more special & rare ships get something other than the "Feeder" system later down the line? (I feel like I've asked this before, or someone else has)

Modding / Re: [0.97a-RC11] Anomalous Armaments
« on: June 16, 2024, 05:22:44 AM »

This is busted, lol

Mods / Re: [0.97a-RC11] More Planetary Conditions 3.3.1
« on: June 15, 2024, 01:44:52 AM »
Hey Niko, I'm getting this error even with the latest build, and in-game it tells me to report the error to you

9301818 [Thread-2] INFO  - Created SurveyPlanetMissionIntel: Alpha Pera-Tartari III-A, faction: Derelict
9301900 [Thread-2] ERROR data.utilities.niko_MPC_debugUtils  - Error code:
data.utilities.exceptions.niko_MPC_stackTraceGenerator: com.fs.starfarer.campaign.CustomCampaignEntity@23939d6 not custom campaign entity/cosmetic satellite during data.scripts.campaign.listeners.niko_MPC_satelliteDiscoveredListener@2eb86395 reportentitydiscovered
   at data.utilities.niko_MPC_debugUtils.displayError(niko_MPC_debugUtils.kt:55) ~[?:?]
   at data.utilities.niko_MPC_debugUtils.displayError$default(niko_MPC_debugUtils.kt:44) ~[?:?]
   at data.scripts.campaign.listeners.niko_MPC_satelliteDiscoveredListener.reportEnti tyDiscovered(niko_MPC_satelliteDiscoveredListener.kt:13) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered( ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity( ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CustomCampaignEntity.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$ Source) ~[port_obf.jar:?]
   at java.base/ [?:?]

Modding / Re: [0.97a] High Tech Expansion 2.0.1
« on: June 07, 2024, 11:33:17 PM »
Hey, fair enough on that note, though the destroyer is now moved to the bottom right (next to the phase destroyer/cruiser).

If it's cool that the ships you named were (and still are) used in Emergent Threats as re-skins, then there's not really a problem (heck, it means cross capability with another mod which is fun)

Modding / Re: [0.97a] High Tech Expansion 2.0.1
« on: June 06, 2024, 02:33:01 AM »

Just thought I should let you know that the 2nd top-left ship is currently used in a different mod. The 2nd bottom left ship, in between the two big ships might be in a different mod?

1st ship (2nd Top Left) = Emergent Threats - Incursion-class Destroyer (EX/IX)

I've noted that some ships end up missing most, if not all of their weapons during my playthrough. Any leads as to why this happens could help solve this problem in the future.

Both Ecstasy-Classes, the Cavalier (PROX) and the Apex-Classes are missing a majority, if not outright all of their weapons.

Enabled mods in spoiler (using Mikiohime)

"enabledMods": [
        "Diktat Enhancement",
        "Terraforming & Station Construction",
        "Arknights Portrait Pack",

If there is any feedback I could give, it would be to add a way to dump excess mastery points after fully mastering a hull type. After a while, excess MP can get pretty ridiculous. My recommendation would be something similar to your other mod, progressive S-mods, having an exponentially more expensive "prestige" system to add or improve/change existing mastery benefits. Thanks for the great mod!

I agree upon this example, though the excess mastery points could in theory be used to increase bonuses by a miniscule amount individually (1% sounds way too harsh, so 5% per-class?), so there's an incentive on utilising excess mastery points in bulk.

Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: May 02, 2024, 09:45:13 AM »

I've thought about it on occasion, even prototyped a few ideas. Adapting it straight up to a medium mount makes for a fairly unsatisfying weapon at any reasonable stat level, and it's also a weapon that has a positive swarming factor (the more you have, the better they are), so letting you put it in more locations can be a bit hazardous. So I'd need to find some approach that's different, but still feels like a Skata missile.

I think I've a very rough, totally brainstormed sort of an idea on what the medium Skata could be?

A Medium Skata missile could be solely purposed for pressure, but not outright damage itself. It's goal could be laying down the same type of field (micro-sized, so as not to completely saturate the field per-salvo in radioactive death) that the Frasrare-series of weapons do, but on either a very limited mag of roughly 20-30 missiles or a reloading mag that takes 15-25 seconds-per-burst, with a single salvo restocking within a minute (with an appropriately hefty cost to the weapon, so people would have to choose whether to outfit the ship for radioactive saturation over damage, or even a hybrid build

That way, the Skata's middle-line derivative could be potentially deadly, but only with proper investment into it?

Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: May 01, 2024, 03:28:50 AM »
Hey prav, I've noticed something with the Frasare-class of frag beam weapons (or anything that leaves behind the radiation frag damage field behind).

Whenever I come out of phase using the Fasklot, or perhaps any phase ships, the radia-frag field appears at the maximum range, instead of the range the target is hit at.

Seems more like a bug than a feature, so I thought you should know about it.

Other than that, the mod is thoroughly enjoyable and the Fasklot is a beast in itself (the sheer capability of catching opposition and EMP'ing the antimatter out of them is a fun thing I had been missing out on for a long time)!

Mods / Re: [0.97a] Random Assortment of Things
« on: April 30, 2024, 03:18:48 AM »
Is there a way to change the button to switch ships instantly from RMB to something else?
"Neural Shard" background-related
Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.

Mods / Re: [0.97a] Neoteric Advent - 0.4.1
« on: April 29, 2024, 05:21:42 AM »

Install Ublock Origin extension for your browser and be done with any type of adblocker.

Funny thing is, that's the exact adblocker I was running at the time of the message.

Seems either there was an update for the extension, or a fault within the adblocker itself for that specific time.

I've noted that this crash keeps happening with AL

4993553 [Thread-2] INFO  - Processing faction HQ for approlight
4993554 [Thread-2] INFO  - Creating market for Saleos (PLANET), faction approlight
4994455 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
java.lang.NoClassDefFoundError: data/scripts/campaign/AL_ChaosCrackFleetManager
   at ~[?:?]
   at ~[?:?]
   at ~[?:?]
   at ~[?:?]
   at ~[?:?]
   at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen( ~[?:?]
   at Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   atÒ00000(Unknown Source) ~[port_obf.jar:?]
   at Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$ Source) ~[port_obf.jar:?]
   at java.base/ [?:?]
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.AL_ChaosCrackFleetManager
   at java.base/ ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass( ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass( ~[?:?]
   ... 21 more

This happens on a new game every time. When could the next proper update be expected?

Mods / Re: [0.97a] Neoteric Advent - 0.4
« on: April 26, 2024, 11:02:13 PM »
For future reference if anyone tries to download this;

If the link goes to, you'll want to click on the 3 vertically lined dots, then click on download. That'll take you to the direct download section, without MediaFire Pro's pop-up blocking your downloads. Took me a bit to figure that out.

Mods / Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« on: April 26, 2024, 10:57:29 PM »
Mostly the (E) models, including but not limited to;

Brakad-Class Cruiser
Ennik-Class Cruiser (Export)
Olkazan-Class Destroyer (Export)
Vukan-Class Missile Destroyer

and maybe two others?

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