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Messages - Prolbo

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1
Modding / Re: [0.95a] Another random SWP
« on: December 06, 2022, 12:12:53 AM »
There is always not enough Eagle reskins.

2
Detachments? Oh God! It's amazing! At least I can leave part of my highly visible and resource hungry fleet without any additional movements and complications.

This is the best God damn addition I ever saw.

3
Mods / Re: [0.95.1a] Seafood Shipworks 0.0.7f minor fixes
« on: March 21, 2022, 02:38:40 AM »
I like shapes of those ships, they really ha e a nice looks.

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: December 12, 2020, 04:34:22 AM »
Im sorry to ask — maybe it was already discussed and answered and I simly cant find it — but I have problem with this mod and cant see what the problem is.
"end of log"
51345 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/tahlan/maps/weapon_normals/tahlan_stahlherz_shoulder_l_Normal.png (using cast)
51346 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/tahlan/maps/weapon_normals/tahlan_stahlherz_shoulder_r_Normal.png (using cast)
51346 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [tahlan_settings.ini]
51622 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
   at com.fs.starfarer.codex.CodexData.Object(Unknown Source)
   at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
   at com.fs.starfarer.codex.super.<init>(Unknown Source)
   at com.fs.starfarer.codex.super.?00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
All required mods are present and active. Non esential is disabled.

5
Suggestions / Re: Planetary Systems that are 'off the grid'
« on: April 25, 2020, 12:02:42 PM »
It sounds like a plot for a third-rate space fantasy, in which inhuman experiments on people are carried out on a super secret military research space station hidden in a system cut off from a normal hyperspace.

I like it.

6
Suggestions / They didn't saw what hit them. None a less they hatin
« on: March 30, 2020, 08:08:42 AM »
So, the problem is that you and your precious fleet can be as stealthy as phaseship armada inside the nebula in orbit of a black hole, but everyone in the galaxy still knows who doing things.
How it even possible? I mean, I can understand or imagine wich mechanics sit behind it, I can imagine and justify in-game "intel leaks" and other stuff, but... What the hell, rly, how everyone in the galaxy know about all the things I do?
Someone killed pirats? - it's him!
Someone picked RNG fleet it outer space? - it was him!
Someone crushed flet in the deep hyperspace in the middle of the hyperstorm? - ofc it's him!
Someone shelled to hell Luudic Path fortress out of nowhere? - pff, it was him!
Someone sneak picked fleet working out of planet's magnetic field? - you know who it was...

Maybe there should be some way to conseal your identity?
Like get into system completely unnoticed, transponder OFF, changed fleet composition(?), stay unnoticed by all the other fleets wich you didnt intended to crush completely, do your things, then get out in the same ninja way and change fleet composition one again. Or something like it.

7
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 30, 2020, 04:21:03 AM »
Nice mod. I really like it. Hope so,eday it will become a part of vanilla functions.

8
Suggestions / Re: Colony Improvement Thoughts
« on: March 30, 2020, 04:07:00 AM »
Alex (developer) already said somrthing about Cryosleeper. Either you can move it once, or it will hang in a much more attractive system. The rest is already implemented in Boggled Terraforming mod. Ofc it would be nice if it become vanilla function.

9
While RNG events and some minigames (gambling den: get rekt for cheating too much) would be nice, I fear it would consume too much dev's time and effort and delay development even further.

10
Suggestions / Re: Bottomless Reputation Score
« on: March 30, 2020, 03:53:54 AM »
Wait! But this is exactly how real life works. Once somene truly hate you, you cant go back and fix it. This is exactly how game designed/coded. Once your colony stop starving, being poor and miserable, all factions turn on you and want you dead. So there is no any seriouse deviations from original design. It is exactly opposite, it is logical complemention of existing system.

If you really want to have mechanisms to compensate negative impact, I can imagine/suggest something like Dimplomatic Corps. Non industry bilding wich will allow to send envoys/dip_missions to improve relations with other factions (for the sertaion fee).

Also I want to point that game at the moment unfinished and lacks of many features. Some of them may be critical of change gameplay drastically. For exaple interactions with other fleets except battle engadgement: bribery (patrol), joint attack offer, request, trade, etc. (just check Space Rangers or something)

11
Suggestions / Re: Bottomless Reputation Score
« on: March 29, 2020, 06:40:15 AM »
Sounds quite reasonable. Many games make the same mistake: they put a cap on a negative reputation. Which a) is not realistic even within the game bounds b) allows a lot of exploits and tricky manipulations. So, yeah, great idea there shouldn't be any caps on negative. There is no bootom and way out of eternal bloody hatred. Also makes sence to put deminishing returns on good deeds reputation impact.

12
Didnt see anything wrong. Two icons in the corner of the slot (like amount but icons). One describes weapon size and mount type, second — damage type. Would be very userfull.

13
Suggestions / Re: Sleepers Spawn in Viable Systems
« on: February 16, 2020, 03:00:55 AM »
Yeah, it would be nice to see Sleeper in the same system with valuable planets. At least with habitable (50/75% danger and good farmlands) planets. Sleeper relocation, even if limited to constellation, would be nice too.

14
General Discussion / Re: I'm nervous about when to start heavy industry
« on: February 16, 2020, 02:55:48 AM »
Man, this is deep dark space full of imerialists, fanatic scum, lunatics and just ***. At the very moment when your colony will cease to be miserable, poor and insignificant, starving, experiencing a constant shortage of basic resources, ALL of them turn on you. Local factions whant you and your colonies miserable, poor and, in perfect world, dead. So, dont worry. You can do it at any moment, jsut be shure that your economics can withstand constant assaults from your dear neighbors.

15
Suggestions / Re: Hydroponics. Please?
« on: February 06, 2020, 04:08:20 AM »
Okay, if we want to maintain air of grim dark 40K millennia space, can we just make Hydroponics not so cost efficient? Like, hm... "farmland bonus -2" with significant consumption of machinery and organics and/or funds? Because there is no other reasonable reasons to deny its existence.

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