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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 - Zoro89

Pages: [1] 2 3
1
Mods / Re: [0.96a] Exotica Technologies v1.7.0 - updated Sept 23
« on: October 27, 2023, 03:24:57 PM »
...I greatly appreciate any and all feedback, even if you want to say you like the mod, or don't...

Thx for this must-have mod! :) I think that I found a bug and I can reproduce it on version 1.7.1 (Discord).

I have a "clean" ship without any upgrades for example a new bought ship. If I install an upgrade by using ship components directly the Exotica Technology Hullmod don't appear and the ship stats also don't change. But when I instead use the "upgrade chip" than the Exotica Hullmod apply.

screenshot A: The Test Dram have Level 2 Sensorprofile upgrade (x0.9)
screenshot B: The sensor profil remain at 60 and the ship don't have the Exotica Hullmod.

And yes, I leave the Refit UI and flying a little bit on the map, go back to a station and nothing changed. I hope you can reproduce it too :)

2
Mods / Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« on: October 26, 2023, 02:24:49 PM »
Hi, cool mod :)
Today I bought a Bora Light Carrier and noticed it doesn't need a crew. In the lore I didn't find anything about specialization for automatic ships or something else. So I think it's mistake? See screenshot

3
Mods / Re: [0.95.1a] Carter's Junk Hull Mods - V 0.1 - 01/14/23
« on: January 14, 2023, 07:13:51 AM »
Cool mod :)

Can you check the Missile Storage Expansion? The description is "...make room for 50 missile ammo capacity.". In the hullmod csv it's percent but the description could be understand as 50 missiles (pieces).

4
Mods / Re: Machina Void Shipyards v. 0.59
« on: December 23, 2022, 04:36:33 PM »
Nice mod :)
I found out that the St. Helena Capitalship have a different Front Small Energy Turret Coverage. The left one have maybe 200 arc. And the right one 180. Nothing critical :)

5
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?

6
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.


[attachment deleted by admin]

7
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.

8
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:

Spoiler
5850251 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.scripts.campaign.intel.VayraPersonBountyIntel cannot be cast to com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel
java.lang.ClassCastException: data.scripts.campaign.intel.VayraPersonBountyIntel cannot be cast to com.fs.starfarer.api.impl.campaign.intel.PersonBountyIntel
   at fleethistory.types.BattleRecord.checkPersonBounty(BattleRecord.java:228)
   at fleethistory.listeners.BattleListener.reportBattleFinished(BattleListener.java:350)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:790)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1607)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

9
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

10
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?

11
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...

Spoiler
1612505 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at fleethistory.types.BattleRecord.setCaptains(BattleRecord.java:154)
   at fleethistory.types.BattleRecord.setPlayerFleetStrength(BattleRecord.java:141)
   at fleethistory.listeners.BattleListener.logPlayerFleetOutcome(BattleListener.java:130)
   at fleethistory.listeners.BattleListener.logCombatResults(BattleListener.java:61)
   at fleethistory.listeners.BattleListener.reportPlayerEngagement(BattleListener.java:52)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerEngagement(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:590)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:90)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$1.pickedFleetMembers(FleetInteractionDialogPluginImpl.java:1385)
   at com.fs.starfarer.ui.newui.oOOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
   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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

[attachment deleted by admin]

12
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

13
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.



[attachment deleted by admin]

14
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).

[attachment deleted by admin]

15
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

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