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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Kitfox88

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1
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14b
« on: February 17, 2020, 04:46:21 PM »
It's a little late but using the Console Commands mod to force transfer ownership of the siege bases that wouldn't despawn to yourself and then abandoning them like any other colony worked for me. Their hulks are still floating there in hyperspace but I think it's a bit flavorful.

2
Do the homing lasers benefit from ECCM or is that exclusively various missiles?

3
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: December 01, 2019, 11:23:28 AM »
Both the OP link and that return this to me for some reason.

This XML file does not appear to have any style information associated with it. The document tree is shown below.
<Error>
<Code>AccessDenied</Code>
<Message>Request has expired</Message>
<Expires>2019-11-02T11:14:04Z</Expires>
<ServerTime>2019-12-01T19:22:00Z</ServerTime>
<RequestId>02739B0DF9BF5B34</RequestId>
<HostId>
pHuzDhFySCMwGz5711RUgD32leu0eTNZkAZLy1KayyvePi8al83cyQm3OTNFdX9KWG4hwkhAgjo=
</HostId>
</Error>

Disabled ublock and all that too, so I have no idea what's up, blagh

4
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: December 01, 2019, 06:43:59 AM »
The download link's reporting an error, any backup links or the like?  :(

5
Docked at L'Interstellaire, had to take a break cause I started laughing too hard

6
I'd be bummed if I can't drive around a Bulldog or Bullseye, they're great flagships.

7
Heya, had a crash happen when I was entering battle. The only thing I can think that could be related is that I had Shield Overrides from SWP installed on my Halberd and that played bad with the Ram Drive system?

6140640 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.AI.Ships.TSC_ShieldEmitterAI.advance(TSC_ShieldEmitterAI.java:81)
   at com.fs.starfarer.combat.entities.Ship$ShipAIWrapper.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

EDIT: Yeah, the crashes stopped after removing it.

8
Hell yeah, now I can tool around in my favorite Halberds once again!

9
50000 cargo capacity :o

10
Any chance of a christmas surprise? Love this mod and I miss it in .9, but I understand if it's still far from done and whatnot. Busy time of year.  :)

11
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2
« on: December 10, 2018, 06:09:28 PM »
Dang, oh well. Thanks!

12
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: December 10, 2018, 05:28:09 PM »
Not sure if it's another mod I have interfering or a bug, but the Sargasso's campaign map burn trails are off-angled from the hull.


13
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2
« on: December 10, 2018, 05:07:42 PM »
Will this update break saves?

14
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
« on: December 08, 2018, 02:21:54 AM »
Any chance you'd be willing to lower the numbers in their fleets? At the moment they feel quite difficult to fight against, I dread seeing one of their beacons instead of a redacted one.

15
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: December 04, 2018, 11:49:43 PM »
Kinda? Honestly its lighter armament and greater fighter focus seems to make it fairly different; it needs to rotate slower than the midline but faster than hi or lowtech in order to work well and it doesn't really have an actual equivalent of the gunwall the midline station gets. It's a lot more defensive and cagey, in large part because it has more modules and so is harder to disable.

Cool, I've been hoping for a really fighter-focused station.

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