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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - MeinGott

Pages: [1] 2 3
Mods / Re: [0.96a] Ashes of The Domain
« on: August 22, 2023, 01:14:21 PM »
Hello there
I am currently on playthrough with Vaults 1.4.2. I could not build heavy production on planet with salvage yards - the building was not listed in construction menu. After I demolished salvage yards heavy production was back on the list. Is it intended, or a bug? Is it present in new version? Obviously I couldnt upgrade to try to fix it - no save compatibility.

Hello there, I cleared the Red Planet quest and while doing it I 'did the thing' as stated in a prerequisite. It did not unlock hyperdrive. Do garrison encounters do not count toward fulfiling the condition?

Dear Histidine
I want to review my previous notice, about special task fleet ships changing loadout after destruction and restoration. I recently observed it happening even without them being destroyed. Im unable to provide more accurate circumstances, sorry.

Is it me or do special task fleet ships revert to their standard variants after recovery? So no customisation, unless they always survive?

Btw, love special task fleet feature; Histidine, you da man

Mods / Re: [0.95.1a] Kyeltziv Technocracy [1.4]
« on: January 30, 2022, 10:05:47 AM »
Is the update save compatible?
Thats the one question I wish authors would always include in their changelogs by default, since it is 100% certain that it will be asked at some point   ;D

Amazigh, great ships and original, consistent look. Thought Id write it so you can have more positive assurance in your thread.

Also, Im attempting to update right now, so if I dont reply within an hour, then, dear readers, you can assume it is compatible ;)

Mods / Re: [0.95.1a] Stellar Networks 2.3.1 - collection of intel boards
« on: January 12, 2022, 03:39:09 AM »
Hey, lotsa love to your mod.

Removed "Profit" tab from "Commodity Market" board. Will return with the next version.
Did it return in 2.3.1?

I tried to make Heavy Weapons Integration, so in 1st step I took Heavy Ballistics Integration from source archive, changed the name wherever it was due, added .cvs entry accordingly and changed package name in code's first line to data.hullmods. Didnt change what it does yet, just wanted to see if the game would start.
Then I took
22456 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.mm_hwi]
java.lang.RuntimeException: Error loading [data.hullmods.mm_hwi]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)
Caused by: java.lang.ClassFormatError: Inconsistent constant value type in class file data/hullmods/mm_hwi
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at org.codehaus.janino.JavaSourceClassLoader.defineBytecode(
   at org.codehaus.janino.JavaSourceClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
to the knee.
It obviously tells me nothing as I am uneducated schmuck. Is the solution compiling it manually or something completly else?

Thank you from the mountain, as we say in my country.

Modding / Re: [0.95a] Steel Cardinal Armada 3.0
« on: August 06, 2021, 04:28:30 AM »
San Vathu peak performance time is 0 seconds ;)

Line of hullmod code
List<String> wings = variant.getWings();
appears to be causing error:
21163 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.mm_droppod_Bonus]
java.lang.RuntimeException: Error loading [data.hullmods.mm_droppod_Bonus]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)
Caused by: java.lang.ClassNotFoundException: File 'data/hullmods/', Line 23, Column 15: Assignment conversion not possible from type "java.lang.Object" to type "java.lang.String"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(
   at org.codehaus.janino.JavaSourceClassLoader.findClass(
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/hullmods/', Line 23, Column 15: Assignment conversion not possible from type "java.lang.Object" to type "java.lang.String"
   at org.codehaus.janino.UnitCompiler.compileError(
   at org.codehaus.janino.UnitCompiler.assignmentConversion(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.access$2000(
   at org.codehaus.janino.UnitCompiler$4.visitLocalVariableDeclarationStatement(
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compileStatements(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.access$1000(
   at org.codehaus.janino.UnitCompiler$4.visitBlock(
   at org.codehaus.janino.Java$Block.accept(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.access$1300(
   at org.codehaus.janino.UnitCompiler$4.visitForStatement(
   at org.codehaus.janino.Java$ForStatement.accept(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compileStatements(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.compile2(
   at org.codehaus.janino.UnitCompiler.access$400(
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(
   at org.codehaus.janino.UnitCompiler.compile(
   at org.codehaus.janino.UnitCompiler.compileUnit(
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(
   ... 5 more

I dont even know what to ask beside "what do?"


Arent Baffler flares suposed to be more behind their bullets than ahead of them?

[attachment deleted by admin]

Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: July 15, 2021, 01:59:09 PM »
Two weeks into first 095 playthrough I realised I rolled a bad seed and immediately began wishing for some talented individual to take up on this development :(

Dear Sundog, I have a feedback for this mod, perhaps you will find it usefull:
My flagship has a hullmod that regenerates HP during battle. The ship took major pounding but emerged victorious. After battle StarshipLegends decided it took over 100% of damage and surely performed badly, thus negative combat rating. Clearly it was the other way around and the ship performed admirably. I understand it treated the ship as if destroyed, counting HP lost, and ignoring regained.
I hope you will deem it worth fixing. Thank you

Hello there; is there documentation or even a brief post about upgrading mods from 91 to 95? Im sure im pretty late for the party so excuse me and thank you

Modding / Re: Toggle Strafe and Turn to Cursor Mod
« on: May 07, 2021, 05:56:01 AM »
Just wanted to say I have dreamt of toggling strafe since my 1st day with the game. And as you said, didnt even know your FluxReticle has it covered!

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 13, 2020, 03:08:48 AM »
What parameter do I add/remove/change in xml save file if I want Legio Infernalis hyperspace market destroyed after defeating battlestation (alternatively susceptible to saturation bombardment and abandonment)?
I updated Tahlan mod some time ago to 0.3.15a so I could disables sieges, but there are plenty leftover Legio stations in hyperspace that cant be defeated (cant invade, saturate, destroy, nothing).
thank you

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