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Messages - Huginn

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after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.

- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5

I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.

Crash:

Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found

Check starsector.log for more info.


I have no idea what to do.


Mobile Headquarters is a hullmod from SS+ that was removed in the new Ship/Weapons Pack. The only way I can see this crash occurring is playing New Galactic Order without SS+, as NGO references the hullmod.

Ah, that fixed everything. Thank you!

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You didn't delete the old folder. Reinstall the mod and it will work.

I did delete the old folder. And i deleted the one now again, reinstalled it, put it in the mod folder and still doesnt work.

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after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.

- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5

I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.

Crash:

Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found

Check starsector.log for more info.


I have no idea what to do.

4
General Discussion / Construction Rig - What's it for?
« on: April 17, 2016, 04:22:24 AM »
Title. Search didnt really tell me anything about what its uses are for, and i found a post from 2014 saying it was only used to repair ships in your fleet. Has that changed?

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General Discussion / A unreasonable advantage.
« on: April 14, 2016, 09:12:01 AM »
Hello.

Im usually playing as a bounty hunter in Starsector and something that has started bugging me alot in the game is how they can infinitely and repeatedly boost away from my fleet when i attack them. When they decide to flee and their leader is one of them i cant possible AT ALL retake them.

So why does the AI get a ridiculous advantage that lets them boost up to 400 in speed with about 5 second cooldown ? I cant find my button that lets all of my ships boost off the map without getting a single loss. Even if i do manage to retake them in a burn after the battle, they try to avoid, i chase, they burn off the map anyways.

Why should the AI have that? It's frustrating and anti-fun.

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Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: April 13, 2016, 10:50:44 AM »
Any plans to add more ship variants? Feel abit light on content. Really good ship models however, really dig the style :)

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Mods / Re: [0.7.2a] Interstellar Imperium 1.11.0
« on: April 13, 2016, 10:28:42 AM »
Im a bit confused about why Interestellar Imperium's supply and fuel cost is this high. I had to pay 100,000 for 300 supplies and 300 fuel. It's not like that with other factions, and it's making me crazy because each bounty covers pretty much the fuel and supply cost without giving me any proper progress.

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Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: April 11, 2016, 06:56:14 AM »
Is this Nexerelin/SS+ compatible and will it be updated for 0.7.2 soon?

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Thanks, glad you enjoy it. : )

Yeah, updating and adding ships is an ongoing process. I have 2 frig size utility ships planned, the Asura cruiser is getting reworked, and then I will probably add one more cruiser at the very least. I have no plans to add more capitals, but I will revamp the Kurmaraja at some point.

Did you try the new missiles I just added, btw? Any feedback on those?

I have actually not tried the Asura yet when thinking about it, because i havent had the opportunity to buy it yet. I feel like one of my most personal issues are the seemingly odd placement of hardpoints for weapons and their area coverage(Stenos Class).

Adding abit more variation to end-game might be something positive. (capital ship or different cruisers)

What are the names of these missiles? I dont think ive seen anything else but the Scalaron Pulse Launcher and some other missiles that dont even seem to do damage.

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Hey! Love this faction mod! The only gripe i have with it maybe is the lack of some better missile weaponry and more diversity in ship classes the sizes of cruisers or above!

Anything planned for upcoming updates on these things? Would really like to know!

Thanks for the great mod!

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Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3)
« on: April 05, 2016, 11:02:14 AM »
Is this mod compatible with Nexerelin and SS+ active at the same time?

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Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 05, 2016, 08:15:06 AM »
Love this mod, and especially the design of the ships! Are you planning to add more? Or maybe new factions later on maybe? I would very much enjoy seeing more from ya thanks to this one.

Well done!

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Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 03, 2016, 05:06:17 PM »
Gotta say thanks for this mod!

Having a blast with missile fleets and such!

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Love the mod! Thanks!

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JVM Heap full - what does this mean? help!

Im not modding games often but after i got quite a few of them this popup showed up. Says that i might get corrupt saves if i dont clear up space but i dont know how to fix it

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