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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Zoro89

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Mods / Re: [0.95.1a]Carter's Freetraders - V 0.3a - 05/09/22
« on: May 10, 2022, 09:58:25 AM »
Thank you for the cool mod. Amazing ship designs :)
Can you check the stats of the following ships/weapons?

- The Barque Destroyer have OP of Destroyer but stats of a (heavy) frigate and it only cost 5 maintenance and deployment. Thats a little bit low in my opinion.
- Barkentine carrier has three fighter bays (description say two) incl. reserve deployment and cost only 10 supply/points. So its very similar to the Naruebet carrier but this ship has two fighter bays. So the Barkentine is superior over the vanilla Condor light carrier - except the buying cost.
- The Basilisk weapon have a flux cost of 1184 per second. Is this a typo? :D
- I will check the Shredder next. It could make the Heavy Needler obsolet while beeing cheaper at the same time.

Maybe I overlooked something?

Mods / Re: [0.95.1a] Apex Design Collective v1.0.5a
« on: April 17, 2022, 03:59:40 AM »
Ohhh I looted this from a floating missile cruiser (see attachment). I think this is not intended isn't it?
Taipan VLS-15N

Mods / Re: [0.95a] Caymon's Ship Pack v1.1.4
« on: January 04, 2022, 06:48:59 AM »
Cool mod! Thx for your work :)
Can you check two things?

1. The Solarized Flare Frigate cost 10 maintenance. Is this a mistake or because of the point defense drones?
2. I looted a wreck of a cetan mech (?) and got the arm-weapons. I think this is not intended isn't it? The weapons have n/a ordnance point.

Mods / Re: [0.95.1] Yunru's Mod Megathread
« on: January 01, 2022, 04:07:35 AM »
Thank you for your mod and work :)

Can you check the stats of the "Dart" Destroyer?
1. It has default better flux-stats than the Falcon (14 maintenance/supplies)
2. Same hull/armor like the hammerhead (10)
3. But it cost only 8 and is faster.

Yes it has limited loadout with only 3 mounts but when I played with it, it feels like a little bit unfair :D What do you think? My loadout is heavy autocannon, 2x small light assault guns and converted hangar. I think the dart is my new Tempest. Not so fast but much better survivability against cruisers or heavy destroyer.

I use a lot of mods and everything work fine except when I add Vayra Sector Unofficial 0.95 Update. After a battle I got a crash. It is your mod or Vayra Sector? It's strange because I can't reproduce it. 20 battles in a row no crash and than suddenly this:

5850251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: cannot be cast to
java.lang.ClassCastException: cannot be cast to
   at fleethistory.types.BattleRecord.checkPersonBounty(
   at fleethistory.listeners.BattleListener.reportBattleFinished(
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(
   at com.fs.starfarer.ui.newui.Stringsuper$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.K.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.k.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.xD20000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Mods / Re: Machina Void Shipyards v. 0.47
« on: November 09, 2021, 02:15:48 AM »
I agree to the post of Mr_8000.
The Gepard CIWS is extreme powerful. I mounted it on some fast frigates with a medium slot and most enemies up to light destroyers don't have a chance. It feels a litte bit cheaty to use it :D

I tested this mod together with a lot of other faction mods. Usually I lose ships if the enemy use jizo fighters, nesaku with two fujin rail rifle and the kojin. I begin to use some of these ships too and they feel a little bit overpowered. I nerf them and think this is more balanced:

jizo fighters = reduce armor to 100 from 150 (I still fear the ebisu M with jizos)

fujin rail rifle (medium) = this weapon can match up with large weapons. I reduce the damage per shot to 700 (from 760) and the turn rate to slow (from fast).

kojin = 200 speed, double range built-in hullmod and large weapon slot is too much for only 8 recovery/maintaince cost. I half the speed to 100 (120 would be okay too) and shield arc to 90. Now it's still a powerful artillery ship like in the description. Slower ships still don't have a chance to come close but if any ship can, the kojin will struggle for example I lost one because of two phase ships. Before the nerf it was often the last survival ship. It just run away with the insane speed and destroy any fast (and fragile) pursuer with the large weapon.

What do you think?

Sorry about that - should be fixed in v1.0.2

Can you take a look to this crash? (modversion 1.02)
After I join the battle and click to auto resolve (second in command) the game crashed. I had a save before the battle and try to repeat the same procedure but suddenly... no crash :D strange...

1612505 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at fleethistory.types.BattleRecord.setCaptains(
   at fleethistory.types.BattleRecord.setPlayerFleetStrength(
   at fleethistory.listeners.BattleListener.logPlayerFleetOutcome(
   at fleethistory.listeners.BattleListener.logCombatResults(
   at fleethistory.listeners.BattleListener.reportPlayerEngagement(
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerEngagement(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$1.pickedFleetMembers(
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Oops, sorry about that... fixed, please re-download using the existing link...

Thx for the fix. Now it works.
Cool! Very interesting stats. So now I will hunt for lazy captains :D

If I press E to enter the Intel the game crash. Last log see attachment. I couldn't copy and paste. Maybe because of special symbols.

Very cool mod :) Can you check the Talon Fighter? In the description it should have a Coil CIWS but it still equipped with a vulcan cannon (see attachment).

Thx for the mod :)
If I mine a asteroid, I get the ressources into the inventory instant (before the progress bar reach 100 %). Someone have the same issue?

Edit: I think I understand it now. It's not a progress bar... it's cooldown :D

"enableUIStaticNoise" -> try setting that to false

I had the same problem. I play the game with "Parsec" or "Moonlight" (something like Google Stadia in local mode).
Between different menu screens the game begin to lag - higher network/decoder/encoder latency.

Change the above setting to false fix it. Thx :)

Modding / Re: [0.95a-RC12] Missing ships mod
« on: April 11, 2021, 03:46:16 AM »
Hello , i'm new here and like torn of mods this game , but the trouble is the ship with more than 26 gun slot when Auto-assign will Crash to destop (fatal null) the same with any ship with many weapons slot ....

Can you post it in the official bug report thread and confirm that it is still happen with 0.95a-RC12? Other one has the same issue.

Modding / Re: [0.95a] Another random SWP
« on: April 08, 2021, 09:55:03 AM »
After a bit of playing with the large weapons, feel I need to ask: are they intended to have a much better turn rate than similar large weapons?

Yes I thought it was a bug when I watch the combat. The Long Tom Kinetic Driver has a better turn rate (Very fast) than some of my PD weapons.

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