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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Drglord

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1
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 17, 2021, 11:59:17 PM »
The bounty fleet was from this mod. I don't know of course if some of the ships could have weapons from another faction. I just wanted to post to let the modder know if it had anything to do with their mod. Thanks anyway.

2
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 17, 2021, 02:37:25 PM »
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way

3
I just realized you pay 1500 upkeep for the shields... Oh well i can't say until i actually try the ships. I said they LOOK OP since 3000 flux means you have 3 times the firepower of an onslaught. It's a weird way to balance that with ridiculous shield upcosts. Will see how it goes when i try them. Anyway everyone appreciates your time and effort and as i said they look amazing. Thanks

4
I will second the thought this is just outright broken. I haven't even taken the ships yet but looking at the description i see multiple ships with 3000 flux vent... I don't think anything can come even close to that in firepower. But i'll admit they look great

5
It seems that you start building colonies without having the money and firepower to back them. People could correct me but you should only build colonies when you already have a full fleet that you can use to defend and have the money to build the patrol stations (and upgrade them) in order for the colonies to defend themselves. At the start colonies will just suck money and not give anything back. Of course conquering 6+ pop planets or stations is better since with good governor they can push out 200K+ income per month but it means you have the full fleet plus thousands marines to take it.

For me i just do bounties in the start until i build a full fleet to do bigger bounties and then when i have 1.000.000+ i will probably invest in taking some big stations or build colonies.

My 5 cents on the matter.

Anyway i hope you enjoy this diamond by alex (and the modders who turned it into something more) which has given me 1.000+ hours of gameplay.
have fun

6
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 19, 2020, 11:00:33 AM »
So i was wondering does anyone else think songbirds are OP for 28 DP? I got the blueprint and i am like mass producing them. They rival 40 DP and 45DP ships in term of damage inflicted.
P.S. I am not complaining or anything i was just wondering if anyone else has seen them.
Love THEM

7
so i swear i left it off, but a dead faction just respawned.  is there a way i can shut this off mid campaign? im invested and have restarted over and over in this game already.  thanks

edit: please, i dont want to have to reset for like the 15th time.  the initial start to this game is terrible and its taken me so long just to find a start setting that wasnt a total wreck.  i mean normal hegemony just takes over the galaxy, then if you do random, then you find out that independents dont defend themselves and just turn into a feeder state when you kill off hegemony which allowed them to bounce back from the certain death in a month and end up being twice as bad and they came back and knocked out tritachs capital world that had all my ships in it that i never got back.  then sifting through mods trying to find replacement factions for independents, and figuring out weights and starting settings then adding more factions to try and dilute the faction problems, and all kinds of other issues.

If i have one complaint about this game, about this mod about anything: its the starting settings and scenario are just terrible and this game is time consuming so by the point you figure all this stuff out you are a hundred hours in each time and realize that your entire campaign is either broken or not what you are after over and over and over again. this is just been an excruciating learning curve just trying to get a decent campaign going the likes of which i have no other games to compare it to.  ive wasted so much time because one faction likes to cheat or is gimped or i didnt know or a mod replacement faction is no good or you get rolled several times in a row by remnants or or or. sry if i sound frustrated, but i am frustrated.  ive had to start over at least 6-10 times already. id keep going, but not if i cant take out the other factions.  heck what is the objective if they are immortal?

all this aside, sry bout the rant, it is an amazing game, and amazing mod and great work, just....run into some snags on my end i guess.

Hope you find a way but i am really wondering do other people have same problems? I am like years and years on and i have never seen a faction dominate or something like that... I am the only one doing the dominating most of the times and colonies don't seem to change hands that much if i am not involved. Kinda weird for me.

8
I think the space stations of legio infenalis drop down the perfomance ALOT that are in hyperspace. I have noticed when you are in a area with one a massive slow down occurs.

9
I'm curious in knowing if anyone that has been getting these slowdowns can report through the task manager if java is using more than 3G. I have a feeling that the game wants to use more memory but it can't for whatever reason, even when set to.

My version uses up to 7GB of memory i have 8192 allocated. CPU usage is 12% and graphic maxes out in 50%. There is definetely something slowing it down but it is difficult to track down with so many mods.

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 15, 2020, 01:27:30 PM »
If anyone has the 0.3.15 version pls contact me or drop a link with a zip file. I have a campaign and i updated without looking it's incopatibility and now i am stuck with the errors.
Thanks

11
General Discussion / Re: Hull Mod gone missing!
« on: December 12, 2018, 03:54:02 AM »
Ah it's from the dynasector pack. Thanks maybe i'll drop by the discord thanks again.

12
General Discussion / Hull Mod gone missing!
« on: December 12, 2018, 03:25:14 AM »
Last time i played was in the 0.82 i think and i came back now that the 0.9 is out. I remember there was a hull mod that disabled the shield and gave you a huge boost in flux efficiency. Does anyone remember it? I don't know if it was vanilla or modded since i played alot of custom factions. I am trying to find it in 0.9 with no luck.
Thanks in advance.

13
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 11, 2018, 02:12:46 PM »
Neutrino BABY they are back... Thanks.

14
Mods / Re: [0.8.1a] Neutrino Corp. (v. 1.84RC3)
« on: December 04, 2018, 07:44:07 AM »
Neutrino is my second favorite faction behind the chinese one but since that won't be getting updated or translated to English this millennium i am currently holding off to start a run and waiting for neutrino to update.

15
Bug Reports & Support / Ask for Activation Key?
« on: June 01, 2018, 05:00:32 AM »
I have the game installed for like years now... Decided to launch it up today and it asks for a key again? Wonder why...
Anyway i hope alex sees this and can resend me my key since i definetely haven't kept it around...
Email address should be [email protected]

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