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Starsector 0.97a is out! (02/02/24)

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Messages - HuoShengdi

Pages: [1]
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.8a
« on: April 07, 2023, 10:56:44 PM »
Loving all the new and revamped weapons. Both of the Focalors variants are very good and the Apocrypha is really fun to shoot. I can see all these things being a terror in a future tournament, especially the missile Focalors with the ability to slot a whopping 5 medium missiles and 6 small missiles. Sure, it won't have much else, other than its builtin nose chaingun, but that's a lot of missile power.

Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: January 09, 2022, 01:13:14 AM »
Hey, i was about to do another modded run of the game, and till a few days ago Unknown skies worked just fine, but now i am getting this error.

Ive tried re-installing the mod, but no luck so far, im betting its because of what ive done, but i cant solve it so far, have any of you maybe got an idea?

That's a version checking error and not an actual error with the mod. The mod should still be working just fine.

Just saw that this is already fixed in RC5, please close

Bug Reports & Support / [0.95.1a-RC3] Crash after defeating Remnant Nexus
« on: December 13, 2021, 01:12:28 AM »
I killed a damaged Remnant Nexus with my fleet and then shortly afterwards transverse jumped out of the system. A couple seconds after I reached hyperspace, the game crashed to desktop. The error log:
at com.fs.starfarer.api.impl.campaign.procgen.themes.RemnantStationFleetManager$RemnantSystemEPGenerator.generateEncounterPoints(
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.generateEncounterPoints(
at com.fs.starfarer.api.impl.campaign.enc.EncounterManager.advance(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: August 04, 2019, 10:09:58 PM »
I think I broke the quest scripting re: the Champion, because when I recovered it
my fleet was big enough that the fleet that came to take it from me allowed me to just walk away without fighting after the dialogue finished.
Now the quest is stuck at telling me to "leave the system".

Not sure I like how Nexerelin interacts with the colonizing factions from this mod - half of them get hit by an invasion fleet and crushed before they can get going

Are Kadur camp stations supposed to proliferate in-system? I'm seeing like 5 different Kadur stations all in this one system...

Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 22, 2018, 12:12:28 PM »
It's my first time seeing this mod. Someone is a big Ar Tonelico fan  ;D

Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 10, 2017, 12:13:00 AM »
I think the Desdinova could use a bit of a speed and maneuverability boost. In its current incarnation it feels downright sluggish when the arc jets are off cooldown, especially its turning speed. It practically requires that you have the +maneuverability pilot skill or auxiliary thrusters to be able to swat down flanking frigates.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: August 24, 2016, 11:13:42 PM »
* borgrel does a happy dance

i just found an imaginos frigate for the first time ......
i thought i liked the morpheus

this is better!
many thanks cycerin

The Imaginos is too fragile for my tastes, I play pretty aggressively and always end up overextending myself and suiciding it. The Asura, on the other hand...

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: May 07, 2016, 12:54:05 AM »
Any projectile that generates its own thrust will be mostly unaffected, this is how it has always worked. It only stops burnt-out missiles or rockets that only burn for a short duration before they go ballistic.

Ah, I see, previously I'd been testing the Kurmaraja vs Onslaughts, which only have Annihilator rockets, so that might have skewed my perception of the system.

I don't see why it would basically stop fighters in their tracks but not missiles, though.

EDIT: After some more testing, I've noticed that it has a much more pronounced effect on low-thrust missiles like the Pilum and Ballista. I think it was mainly the high-thrust harpoons (probably fired from a ship with a high missile skill officer) that made me think the system wasn't working properly.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: May 06, 2016, 06:04:33 PM »
I'm noticing a bug with the Kurmaraja's Interdiction system: it doesn't seem to be affecting missiles properly anymore. Ballistic projectiles and ships are still slowed but missiles fly right by at normal speed.

Modding Resources / Re: [0.7.2a] GraphicsLib 1.0.1
« on: April 25, 2016, 12:33:38 PM »
Encountered a crash relating to lighting effects. Occurred when I entered battle with the IBB fleet with custom Cerberus frigates, so I'm not sure if it belongs here or in the Ship/Weapons Pack.

7905446 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(
at org.dark.shaders.light.LightShader.drawLights(
at org.dark.shaders.light.LightShader.renderInWorldCoords(
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(
at com.fs.starfarer.title.C.o0oO$Oo.?00000(Unknown Source)
at Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

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