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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 - lechibang

Pages: [1] 2 3 ... 5
1
Don't know what else to say than take your time.

2
Weird crash when using limit break
Quote
49429 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 5
java.lang.ArrayIndexOutOfBoundsException: 5
   at scripts.shipsystems.prv_limitbreak.apply(prv_limitbreak.java:94)
   at com.fs.starfarer.combat.systems.return.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.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)

Quote
{"enabledMods": [
  "lw_lazylib",
  "MagicLib",
  "prv",
  "shaderLib"
]}

3
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 17, 2021, 06:06:31 PM »
That is if you are fine with locking a ship into a permanent role and not go the modular route (kinda funny though, how modularity being the military buzz word these days).
Oh and people saying Gwyvern's sprite work is bad? You might want to actually provide useful artistic input directly to them instead of being a miserable a** spitting childish insults.

4
Meanwhile, it is possible, considering the source is included, you would need to fix some scripts, first and then recompile the mod. This might be quite hard considering that you would need to start with the 0.9a version, instead of the unreleased 0.91a version.

Hopefully, Machine might be working on an update, but who knows? ;)

Spoiler
On a side note, I'm fine, I've been mostly swamped with work regarding my PhD, especially due to the pandemic, which forced me to shift the focus of my thesis heavily towards bioinformatics, an area of research where I wasn't too skilled a year ago.

Granted, the current situation is not much better, since as soon as this second quarantine period ends, I'll enslave myself to the lab's workbench, so no promises on when I might release this update, and while it seems to be stable enough, there is no proper integration of the new story mechanics yet. Guess I might release a WIP stable version, if I find myself with no free time at all again.
[close]

Dude!!!!!!!!!!! That's been quite a long stretch!
Welcome back.

5
The title is still 0.9.1 tho  :D

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 08:11:50 PM »
Great, now my entire mod list is unusable.
Thanks a lot, Alex.

I hope that is a joke or sarcasm. You know sarcasm doesn't translate well to text, yea?

That was a joke lol. Anyways, congrats on the release. I'll make sure to play the hell out of the new content in the upcoming week.

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 06:06:16 PM »
Great, now my entire mod list is unusable.
Thanks a lot, Alex.

8
Modding / Re: [0.9.1a] CommunistClouds 0.2
« on: September 20, 2020, 07:21:13 AM »
Check mods before uploading them! Errors! Doesn't start!

errors? which errors? log file? mod list? current spec? it's hard to take someone seriously when all they do is speak without evidence.

9
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: January 27, 2020, 11:36:44 PM »
maintenance updates aside, is there any plans to update the ship sprites and/or weapons? they didn't age well in my opinion.

10
Discussions / Re: Someone to help me
« on: November 08, 2019, 10:32:35 AM »
That's never gonna happen bud.
If you're over 18 get a job.

11
Suggestions / Re: More Realistic
« on: October 26, 2019, 11:05:02 PM »
The moment realism kicks in, Starsector isn't a great game anymore. Stop trying to bring over realism into games unless it's a simulator. End of story.

12
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1 RC3
« on: October 14, 2019, 05:37:30 AM »
Hey Chase, might as well put this here in the forums
I noticed that the Onocrotalus's hardpoint barrels are strangely off from the base sprite.

13
Mods / Re: [0.9.1a] ED Shipyard 1.5.1 (updated 01/10/2019)
« on: October 01, 2019, 09:22:01 PM »
The Leonberger is quite undergunned imho: 2 larges, 6 smalls and 2 meds..
I suggest souping it up by exchanging the 4 smalls into 4 mediums, or maybe just adding more mounts to make it match up with the 280 OP it has. It'd be wasteful to throw a bunch of hullmods on a capital ship with cruiser-grade armaments and call it a day, right?

14
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 07:29:47 PM »
First off I'm going have to ask you to stop putting your foot in your mouth right there. If you're gonna do some criticism, do it in a more civilized and coherent way so the modder will know what's up. Calling them stupid or something along the line is never going to look good.
Paragons can be countered if you apply enough pressure to force it to use Fortress Shield often and it's bound to overload at some point or another.
1. If the Cathedral's modules is gonna have a 60% range boost from ITU, why not make it a 100% from ATC even? That's gonna be make the ship going to be even more OP as it's nothing different from a station on steroids.
2. Okay, using their armor system for nothing, what do you mean by that?
3 and 4. Nope, not even valid points. If the Cathedral is not modular then it's just going back to the way it was in .8.1a, and that ship back then was already too big and uninteresting to pilot to begin with. Not to mention the AI is gonna have a hard time piloting a ship of that size in battle.


Cathedral.

1) Do you know that it's modules have cruiser bonus of weapon range from targeting cores, do you undestand that it is stupid?

2) When modules are shielded by main module, thay use their armor system, so they just use it for nothing, do you undestand that it is also too stupid?

3) So, as you see it is useless ship, it is garbage, no sense to use it, just using paragons, and no chance, for cathedral, to rival with it, it is normal, you think?

4) just make normal capital weapon range for modules, than, maybe, catherdral becomes qualified ship.

15
Hi, first of all thanks for the update post after quite a while.
So after skimming through the lengthy paragraph on ships, does that mean the ability to convert ships (vanilla and TT skins, which according to your post is pending removal) be absent for good or reworked in some way? If you're intend to keep it, I would suggest removing the vanilla ships with the IPC_ tag. IMHO it is getting quite bloaty at this point (which has been lingering inside of my head for quite a while now) and I kinda want to see the IPC be present on Tyradorian ships only.
Regarding stations, are buildable TSC stations going to be a considered possibility such as those present in Shadowyards, XLU and Artefact?
Anyhow that's the first wave of my questions and I'll probably write up more tomorrow. My head is quite empty atm, heh.

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