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Messages - I_is_nublet

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31
Modding / Re: Looking for recommend/ mega mods/ quality of life mods
« on: November 04, 2019, 05:46:55 PM »
Faction mods:

Blackrock drive yards
https://fractalsoftworks.com/forum/index.php?topic=4018.0

Blue
https://fractalsoftworks.com/forum/index.php?topic=14041.0

Dassault-Mikoyan Engineering (2 factions)
https://fractalsoftworks.com/forum/index.php?topic=11322.0

Diable Avionics
https://fractalsoftworks.com/forum/index.php?topic=10046.0

Foundation of Borken (gives "unique storage service offered by the Foundation", which you can use and access as long as you are in decent standing with them. Very helpful. As helpful as their "mental healers" which enable you to change your officer temperment at will).
https://fractalsoftworks.com/forum/index.php?topic=13213.0 (there is a newer version somewhere on 4chan apparently)

Interstellar Imperium
https://fractalsoftworks.com/forum/index.php?topic=8007.0

Junk Pirates (3 factions I believe)
https://fractalsoftworks.com/forum/index.php?topic=161.0

Kadur Remnant
https://fractalsoftworks.com/forum/index.php?topic=6649.0

Shadowyards
https://fractalsoftworks.com/forum/index.php?topic=3491.0

Vesperon Combine (This one allows for mass Blue print hunting)
https://fractalsoftworks.com/forum/index.php?topic=14915.0

I picked these faction mods as they are all pretty unique, and have unique colors for campaign, ships and weapons etc.

Utility mods:

Audio plus (more music please)
https://fractalsoftworks.com/forum/index.php?topic=10985.0

Combat chatter (pretty useful to know which ships are falling apart mid combat/missile capacity etc) Listed prior, woops. But yes. Still good.
https://fractalsoftworks.com/forum/index.php?topic=10399.0

Console commands (In CASE the mods break, or you find yourself in a situation you need to "endcombat" because a mod is borked (I know at least 1 ship does this in the mods I list).
https://fractalsoftworks.com/forum/index.php?topic=4106.0

Content expansions

Arsenal Expansion (I believe this gives my favorite midline capital ship, the victory Nope. That is ship/weapons pack)
https://fractalsoftworks.com/forum/index.php?topic=11536.0

Disassemble/reassemble (more ships/weapons)
https://fractalsoftworks.com/forum/index.php?topic=12360.0

ED shipyards (I like it a fair amount. Gives unique dynamics to new ship content)
https://fractalsoftworks.com/forum/index.php?topic=16479.0

Starship legends (lets your ships get unique traits (good or bad, or just good if you modify text file) after combat (up to legendary))
https://fractalsoftworks.com/forum/index.php?topic=15321.0

Ship/weapons pack (pretty good (edit: has victory. edit2: Has the IBB bounty list)
https://fractalsoftworks.com/forum/index.php?topic=11018.0

Tahlan's shipworks (adds weapons, ships, a "hidden" faction (great houses) and a pirate faction (legion infernalis))
https://fractalsoftworks.com/forum/index.php?topic=14935.0

Varya's ships (adds ships/weapons, specifically for varya sector (but not required for it)
https://fractalsoftworks.com/forum/index.php?topic=16059.0


Megamod


Varya's sector (changes a lot, read what it does. Most unique feature is some factions and its own unique bounty board story (listed as IBB in other mods))
https://fractalsoftworks.com/forum/index.php?topic=16058.0


Misc mods

Portrait mods:
https://fractalsoftworks.com/forum/index.php?topic=17066.0
https://fractalsoftworks.com/forum/index.php?topic=13716.0
https://fractalsoftworks.com/forum/index.php?topic=10836.0

Allows use of gates:
https://fractalsoftworks.com/forum/index.php?topic=12791.0

---------------------

Rest of the mods I use have been listed I believe.

DONT FORGET TO GET THE LIBRARY MODS!

Graph lib
https://fractalsoftworks.com/forum/index.php?topic=10982.0
Lazy lib
https://fractalsoftworks.com/forum/index.php?topic=5444.0
Magic lib
https://fractalsoftworks.com/forum/index.php?topic=13718.0


Oh, and yes. Make sure you EXPAND YOUR RAM USAGE FOR THE GAME! OR ELSE YOU WILL RUN INTO PROBLEMS IF YOU USE MORE THAN 2-3 FACTION MODS, 4-5 Ship/pack mods or any of the mega mods listed.
https://fractalsoftworks.com/forum/index.php?topic=8726.0

And the main mod index, cuz why not:
https://fractalsoftworks.com/forum/index.php?topic=177.0

32
Mods / Re: [0.9.1a] Grimdark 1.0
« on: November 04, 2019, 07:16:37 AM »
Shame this mod isn't out yet! I love the idea of all these changes
Agreed!

33
I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
15-20% is pretty fair. I think 20% is a bit high, but still fair.
Maybe it could be random from 15-20%

34
Modding / Re: Sorter mod request
« on: November 02, 2019, 10:27:52 AM »
Gotcha. Hm. I'll see if I can find it via the discord and post the link here. But I'll go through the rules and see if I can contact the person who made it. I appreciate the information tho :)

Sorting by stats is a step in the right direction, but it's not entirely what I'm hoping for or thinking about.

35
Modding / Re: Sorter mod request
« on: November 01, 2019, 02:58:15 PM »
And if need be, I can give a list of tags from the various mods for each ship, weapon etc. Since there are some unique ones, like the anti-capital cannon from kadur theocracy by varya

36
Modding / Sorter mod request
« on: November 01, 2019, 02:51:10 PM »
Hi all, so I've been playing star sector for a while. Gotten lots and lots of various mods (And they all mostly work and mostly work together, and good job and effort guys!).

Now, this also means I have a lot of unique factions in play. Which in turn means about 4-5x more weapons, ships etc than vanilla.

Which makes putting together a ship/weapon doctrine, putting weapons on a ship etc a pain in the butt sometimes. Like being able to sort by energy, ballistic, missile is fine with 30 odd weapons per type. But when you have over 450 odd unique weapons, trying to compare say anti shield weapons while putting them on a ship, is a pain in the butt.

So I was wondering if it's possible to make a mod that helps sort better. Even just a search engine would help immensely.

Since I'm sure that that's mostly hardcoded in, and difficult to adjust (if at all).

But perhaps someone could make an overwrite UI for those specific UIs instead if they are not easily moddable?

37
Cute.

Look. I'm sorry that I hurt your feelings in however way it happened. Yes, it's your baby your mod etc. But if you can't take a single hint of criticism (with suggestions to boot) without spluttering out sarcasm and snarky shittitude, there is no way anyone would QA for you. Paid or otherwise.

And I'll be honest. I like finding bugs and chatting about balance. But that attitude is exactly half the reason why people don't post bugs/crashes (they don't wanna deal with people like that). The other half is genuine laziness.

Now, back on track with your mod. Did you look at my edit in my previous post? About the unlisted faction getting a rep boost?

38
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
« on: October 29, 2019, 04:49:38 AM »

Just leave the balancing to me, thanks, bye

Your mod, you balance it as you see fit. And yes it can take several iterations of balancing and testing.

Just throwing my 2 cents out there since that weapon seriously feels like you slapped it together then tested it on [redacted] and called it good. Without taking skills or other enemies into consideration.

Don't get me wrong, I like the idea of it and it is gorgeous to look at and watch in-action. It's just too strong is all.

Edit: Oh, and you can trade with kassadar (even tho the planet is listed as "independent") but when you buy enough from the "not blackmarket" the great houses get a reputation boost. But they are not a listed faction. Is that intentional?

39
Well, I reinstalled the mod (redownloaded, unzipped. Deleted old, pasted etc.) Started a new campaign (was thinking it anyway, and wanting to add a few last mods before I stop adding mods lol).

There are a lot less story tellers now. So probably I didn't install it correctly, or it didn't wanna replace the junk in that save.

Either way, if I come across the error again I will paste it here. But I'll still look at it and compare, see if I can find any differences.

Edit: It is different enough (pointing to different specific lines). So I'll PM it to you.


40
I did get that error again in the new version just fyi. But I am also still seeing 19270872 story tellers. I might have installed it wrong (which is possible and easy fix). Or it could just not be affecting my campaign at the moment (I played for about 2 in-game years after updating) and I need to start a new campaign.

But I definitely think the memory leak is much lessened or gone now tho. I am still seeing a few but that's probably from Tahlan's or Nex or one of the other bigger mods I'm running.

^^

41
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
« on: October 28, 2019, 11:46:31 PM »
Hey there, love the mod.

The LI (legio infernalis) is a bit buggy (as mentioned regarding their faction with nexerelin mod and random core worlds).

I dont think Kassadar spawns in that mode either.

And the new missile battery for the GH is way too OP. Needs to be nerfed in any 2-3 of these categories:

1) No emp
2) Massive CD increase
3) Massive flux increase
4) Less projectiles
5) Lower speed
6) Make it large ordinance only, increase cost to 25-30
7) Decrease range to 1000

As if you fit them onto all your ships as medium ordinances. You steamroll everything so hard, it's rather sad.

I'd personally say "lower projectile speed (15-20%), increase CD by 15-30s. And make it large ordinance and decrease range to 1000"
As the way I see it, they are incredible for making any fast frigate stop dead in space. Since the missiles tend to go in random directions sometimes, and then head for the back of the ship, for the engines.

Which would be understandable for large capital ships to want and need. And they also tend to disable larger targets weapons pretty nicely too (so all around a decent set of re-usable missiles).
But they are so strong, and cost so little to put on your ship it's just OP.

I love your mod otherwise. I am getting a lot of errors in my log, and can post it if you'd like. But most likely they are cross mod problems.

Keep up the good work!
The only faction I don't steamroll are the [redacted]. And that's because they tend to specialize in anti-air/missile combat. Everything else just stops flying/shooting

42
Awesome! I like that log! Glad to help ^^

43
5989770 [Thread-4] ERROR starship_legends.ModPlugin  - null
    starship_legends.events.FamousShipBarEvent.regen(FamousShipBarEvent.java:329)
    starship_legends.events.FamousShipBarEvent.addPromptAndOption(FamousShipBarEvent.java:407)
    com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.showOptions(BarCMD.java:113)
    com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:85)
    com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
    com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
    com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
    com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
    com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
    com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
    com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
    com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
    com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
    com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    com.fs.starfarer.ui.I.processInput(Unknown Source)
    com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Unknown Source)


Got one. Pretty much just went to a bar, error. Didn't crash, just error.

44
Nublet here again

I can't seem to find the error specific to your mod anymore (or was high off of oxygen and thought it was your mod).

Mostly seems to be pointing to Varya's mod having some issues, a couple in Tahlans, and one ship not being created in the ship data csv file (Dara_paragus No idea which mod that'd be from, but I'll figure it out and post to them later).

But either way, glad that you caught the mem drain in your mod (which I knew something was draining ram after I installed a few mods, but yours was by far the most information/saving intensive mod of the ones I installed at that point, so the GC was prob having issues with a few loops or something) again.

Keep up the solid work :)

45
Just going through crashlog. Just noting things and expanded my RAM usage (which should help) and this:

Quote
946686 [Thread-4] INFO  exerelin.campaign.econ.EconomyInfoHelper  - science_fuckers has heavy industry

Just made me lol.

Only error I see popping up consistently for your mod is the version checker
Quote
34700 [Thread-VC-4] ERROR exerelin.utilities.versionchecker.VersionChecker  - Failed to load master version file from URL "https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version"
java.io.FileNotFoundException: https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version

Which is because I have fix empty plannets mod (just in case). So yea, your mod is running smoothly :D


Edit: oh right forgot. Faction directory

https://imgur.com/zj4hRTP

Yep. Does not show if bases are military in the directory. Shows heavy industry, and which sector they are in (as I thought, I was wrong). But not if they are militarized or not.

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