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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Octavus

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Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.
Thanks for testing this and bringing this to my attention, I'll look into it and fix.
Appreciate your work, gave the achuk and sudarshan a try as well. The achuk's s-turn seems fine and most of the missiles can hit the target, maybe 1 or 2 will fly off to the side. But the sudarshan has a problem of flying circles around the target indefinitely, not sure if this is something to do with the s-turn function. Also achuks work fine when left to AI control, but in simulation I couldn't get the AI to fire the sudarshans unless I link it with say a salamander forcing them to fire together.

2
Modding / Re: [0.95.1a] Anex Weapons v0.2.4 - Hell of a Rail Gun Update
« on: February 28, 2022, 05:23:01 PM »
Hey played with the new version, the pinaka is definitely a lot more balanced now, I gave the Lakshya a try and something I noticed is that the AI doesn't seem to fire them at all, and setting them on autofire with manual control would just waste them on ships instead of fighters.

3
Modding / Re: [0.95.1a] Anex Weapons v0.1.2 - Now with Turrets aswell
« on: February 26, 2022, 07:40:24 PM »
Just started a run with this mod, bought some pinaka pd smart, this pd weapon puts a lot of anti-ship weapons to shame, 1337 burst dps(energy) at a 0.2 ratio is crazy, not to mention the excellent accuracy and turn rate, this thing's kinda like a vulcan cannon with 350 more range, much better accuracy, and even more of a threat to fighters/ships. The ammo reload right now is not holding it back much.

4
Mods / Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
« on: December 09, 2021, 02:30:20 PM »
Always loved this mod, glad to see its update to 0.95  :D

5
Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: September 16, 2021, 07:05:38 PM »
I'm surprised that this mod doesn't get more attention. The sprites have become truly beautiful over time and versions (the multiple color pattern types on prv ships look especially great!), it has fun weapons, the factions are well made and come a few of their own unique mechanics, and it has the hallmarks of a polished faction mod such as unique battle stations.

I wonder if the OP could be updated to better reflect the newer content.

agreed, the improvement over time is very noticeable, a lot more personality with the ships now

6
Mods / Re: [0.9.1a] The Mayorate v1.0.0 (2019-12-10)
« on: September 16, 2021, 07:01:14 PM »
Really wish mayorate came back for 0.95, love the design of the ships

7
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: April 08, 2020, 12:50:30 AM »
Wish I discovered this mod sooner, just beautiful

8
Mods / Re: [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: March 07, 2020, 12:37:00 PM »
Hey just wanted to thank you for making a great mod, looking forward to future updates ;)

9
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: May 13, 2019, 04:17:12 AM »
Take your time with the release man I definitely understand modding is a lot of work, hope everything is going smoothly, cheers. :D

10
Mods / Re: [0.81a][UTILITY] Starsector FX 0.91a (and example mods!)
« on: January 14, 2019, 03:27:40 PM »
Looking forward to the 0.9 version of this mod, the effects are just too great to not use

11
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.6
« on: August 15, 2018, 03:28:56 AM »
FX Mod isn't combatible with mods that use .SKIN files that modify Vanilla ships that have the "engineSlotChanges" field filled out.  Basically, FX Mod ships don't have the same number of Engine Slots as their original Vanilla versions (the whole point is to get rid of Engines, since they're resource hogs, after all) and that causes a crash.  

I'm sorry it's causing you a problem with the mod, but that's not something I can fix for you on my end.  Best fix is to get rid of the "engineSlotChanges" field in the JSON.

Here are fixed files; just remove the .TXT extension and replace in data/hulls/skins.
Thank you for your help good sir :D

12
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.6
« on: August 15, 2018, 03:28:12 AM »
The FX Mod is not compatible with anything.
welp that is unfortunate

13
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.3
« on: June 14, 2018, 03:49:21 AM »
Tried your mod, it crashes whenever I launch Starsector. Disabling only your mod and it launches and works. So it must be your mod and/or a conflict with something.

CTD messagebox:
"Fatal: Index: 3, Size: 1
Starsector 0.8.1a-RC8"

From starsector.log:
14397 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_mercury.skin)]
14398 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin]
14399 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC\data\hulls\skins\syndicate_asp_vigilance.skin)]
14399 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin]
14400 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_D.skin)]
14400 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin]
14401 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mokarran_Special.skin)]
14402 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin]
14403 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy\data\hulls\skins\MSS_Mudskipper.skin)]
14809 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)


This is actually caused by the Starsector FX mod, I'd recommend disabling it to get Mayasura working.
Hey just wondering if there's any chance in the future that mayasuran can be compatible with fx > . >

14
Modding / Re: [0.8.1a] The Mayorate 0.10.3
« on: June 14, 2018, 01:59:46 AM »
good to see the mayorate back, thanks for the good work :D

15
Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: December 14, 2016, 06:03:21 PM »
Say can anyone help me with discerning my problem, got my game in windowed mode, everything works fine, mods aren't conflicting, console table comes out outside of combat, but in combat nothing comes up, is it not ctrl-backspace to bring up console in combat?
Due to the changes in the launcher, the game has to launch some extra stuff when you use the console in combat now so it take a few seconds to pop up. I'd say wait about 10 seconds and then alt tab and you should see the launcher in a small separate window
Thanks for the help haha, had no idea it launches in a separate window, will have to check that out

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