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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Stelarwand030

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General Discussion / Answered: How to edit weapon mount sizes on ships?
« on: September 27, 2020, 08:48:30 AM »
I enjoy playing the game and I love all the ships in it. Not to mention all the mod ships I also enjoy playing as. At this point in time I just want to mess around and mount any size weapon on any ship's weapon mount. I think it would be so funny to mount large weapons on a small frigate. I can see it now dozens of frigates with giant guns running around.

The problem I am running into is I have no idea how to edit the base-game's/mod's ship in order to change weapon mounts. Can someone help or point me in the right direction?
I tried to look it up but got nowhere or it didn't work.

Bug Reports & Support (modded) / Re: Save no longer working
« on: June 18, 2020, 04:46:37 AM »
I figured it out. There was an issue with the MOD Tahlan. I just went back to a previous version and everything worked again. Thanks for help I would never have figured it out. I cannot even began to tell you how much you help is appreciated.

Bug Reports & Support (modded) / Re: Save no longer working
« on: June 18, 2020, 03:15:20 AM »
Alright I wasn't too sure what to look up considering looking up error brought up like 280 something errors and looking up Debugging brought up only 10 with 2 different ones repeated several times. So... here are those:

---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Weapon spec [tiandong_concussion_missile_pod] not found!
method              :
class               :
required-type       :
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 3005
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.fleet.CargoData
class[3]            : exerelin.campaign.submarkets.Nex_OpenMarketPlugin
class[4]            : com.fs.starfarer.campaign.econ.Submarket
class[5]            : com.fs.starfarer.campaign.econ.Market
class[6]            : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[7]            : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[8]            : com.fs.starfarer.campaign.econ.Economy
class[9]            : com.fs.starfarer.campaign.CampaignPlanet
class[10]           : com.fs.util.container.repo.ObjectRepository
class[11]           : com.fs.starfarer.campaign.StarSystem
class[12]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[13]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[14]           : com.fs.starfarer.campaign.Hyperspace
class[15]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   :
version             : not available

---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [tahlan_Castigator_commie_default_D] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 575571
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CargoData
class[5]            : exerelin.campaign.submarkets.Nex_MilitarySubmarketPlugin
class[6]            : com.fs.starfarer.campaign.econ.Submarket
class[7]            : com.fs.starfarer.campaign.econ.Market
class[8]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[9]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[10]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[11]           : com.fs.util.container.repo.ObjectRepository
class[12]           : com.fs.starfarer.campaign.StarSystem
class[13]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager$NonEventRaiderManagedFleetData
class[14]           : data.scripts.campaign.bases.VayraRaiderNonEventFleetManager
class[15]           : com.fs.starfarer.campaign.CampaignPlanet
class[16]           : com.fs.starfarer.campaign.CircularOrbit
class[17]           :$FleetAssignmentData
class[18]           :
class[19]           :
class[20]           :$AvoidData
class[21]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[22]           : com.fs.starfarer.api.util.TimeoutTracker
class[23]           :
class[24]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[25]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[26]           : com.fs.starfarer.campaign.fleet.Battle
class[27]           : com.fs.starfarer.campaign.CharacterStats
class[28]           : com.fs.starfarer.rpg.Person
class[29]           : com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation
class[30]           : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[31]           : exerelin.campaign.ColonyManager
class[32]           : java.util.LinkedHashSet
class[33]           :
class[34]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[35]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[36]           :
class[37]           :
class[38]           :
class[39]           :
class[40]           : com.fs.starfarer.loading.specs.FactionProduction
class[41]           : com.fs.starfarer.campaign.Faction
class[42]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[43]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[44]           : com.fs.starfarer.campaign.econ.Economy
class[45]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[46]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[47]           : com.fs.starfarer.campaign.Hyperspace
class[48]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   :
version             : not available

Here are all the mods I have:

  "ZGrand Sector",
  "IFed Legacy",
  "Mayasuran Navy",

If this isn't what you are looking for well like I said I have no idea what to search for.

Bug Reports & Support (modded) / Save no longer working FIXED
« on: June 17, 2020, 09:49:28 PM »
I have no idea what happened. A couple of days ago the save was working then I added a couple of mods. The save still worked. I didn't play the game for like a week and now it no longer works. I tried to remove those mods and it still didn't work.

I have no idea how to check on the errors to even see whats wrong. Can I get some help please?

Suggestions / Is there a Mod for sorting ships by Mod
« on: June 05, 2020, 09:53:42 AM »
I was wondering if there is a mod that sorts all the ships/weapons a person has by mod? And if there isn't one, how hard would it be to make such a mod?

The reason I was wondering this is that I have 1,451 different ships from the standard game + ships added by mods. As for weapons I have way to many.

Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: June 02, 2020, 06:26:30 PM »
First I have to say I love your mod. Being able to fly around in a huge station is just hilarious. And also super overpowered. Please don't nerf.

But there are a couple of things I noticed that need minor editing.
I mostly used Moardakka so I will be talking about that mostly.
Its speed is fine for the most part but it could go a little faster considering it doesn't have a speed boost. Or some way to get out of a tight spot. I died several time before fixing that myself. (mostly one station fighting a massive enemy force and I got surrounded.) I increased it's max speed to 20 and the others I doubled.

The weapon platforms and the main body need a lot more ordnance points. More the body then the weapon platforms. For the body having all hull mods comes out to about 805 but a good number might be around 500 or so. The weapons platform needs another 100 points allowing a full complement of weapons and few hull mods without going overboard but another 50 would work too.

As for hull mods the only problem I ran into is when installing a makeshift shield onto the main body. The shields radius was less then the radius of the main body. I had to increase it to 600 so that it would be outside the outer weapon platforms.

I did also check out the Hanger Queen and it had similar issues but the main one is that it needs a lot more fighters. The stations whole thing is lots of fighters but PELAGORNIS from Missing Ships Mod has 20 fighters compared to the Hanger Queen's 12. Having 6 fighters per hanger platform instead of 2 would be nice.

Other then those minor issues I love your mod keep up the good work.

Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: June 01, 2020, 02:56:50 PM »
I am pretty sure this is the right mod... if not tell me.

The missile Akita has a knockback/push back effect that when it hits an enemy ship pushes it a pretty good distance. Its kinda annoying when I then have to chase after the enemy ship when the push back effect is greater then my ships speed. Not to mention when the enemy ship is pushed off the battle field. Is there any way to remove the effect?

Suggestions / Re: Ship speed standard
« on: May 31, 2020, 12:15:42 PM »
Out of all vanilla ships, I don't think there exists one with the speed under 25. So it seems you're having issues with mod ships, find out which ship is from what mod then write something on their thread.

I totally forgot to put in my suggestion. Whoops.
I meant to ask if there was a Max speed list or what have you that stated what range certain ships should have so that we don't end up with ships that don't meet their class rating.

Suggestions / Ship speed standard
« on: May 31, 2020, 11:46:58 AM »
Now I have been playing for a short while but I have many mods installed with hundreds of different ships and something I noticed is that similar sized ships can have wildly different max speed.

I am going to talk about capital ships since they are the most noticeable but in some mods  when chasing another fleeing enemy ship one of three things happens:(the two ships are both capitals and similarly sized)
  • The ship is slow and the enemy ship flees
  • They have the  same speed and the enemy ship blows up or flees
  • The ship is faster and the enemy ship blows up.

Now I know that not all ships will go the same speed but when you have two ships that are almost the same and one goes lets say 50 and the other goes 10 something is wrong with that picture.

Now fiddling with a capital ship's speed I found that for the bigger capitals their max speed should be no less then 25 but no more then 50. And for the smaller capitals their max speed should be no less then ~45 but no more then 70.

For their turning speed a good number I found, for the most part there are outliers, is half their max speed or no more then 25.

Also if you look through the starsector wiki most capitals have a max speed ~30 with a few that go ~50 and and one that can go 70.

I used console commands to give myself all the hulls (1451 ships) and for the most part have a max speed in the ranges I gave above. Out of the ~75 or so I checked most have a speed of ~30 with a few >45 or <20 with one that had a max speed of 9. With the few super capitals with a max speed of ~20 which seems resonable.

The reason I bring this up is that these are warships and as such need to have a speed that makes them viable in battle. If your ship cannot go fast enough to attack the enemy then its a waste of a ship.The whole point of having a warship is to be roughly equal to or greater then your enemy ship. Not less then.

Edit: Is there Max speed list or ship class data list that states what data ships should have so that we don't end up with ships that don't meet their class rating?

I really want to play the Vacuum Mod but I cannot get Ver 0.6.2a to run. Does anyone know how to run the older version?


I was just wondering but is there a command that just adds only ships of a mod instead of all of them at once? Something like allhulls (mod x) and only mod x ships are added to the storage.

I have over a dozen mods active and when I use the allhulls command the game slows way down then eventually crashes.

It's not currently possible to filter weapon options in refit (although this is confirmed in the next update).  It also isn't possible to make existing weapons that fire projectiles, instead fire 'lasers', because its hardcoded to the weapon. If you're having performance issues, you should consider turning down battle size and disabling GraphicsLib's VFX if you have it enabled.

I don't want to change projectile weapons into beam weapons I just want a greater amount of  different beam weapons especially long range super heavy beam weapons.

And on the subject of my laptop i finally got my PC fixed and I installed the game on it. It plays really nice now.

I looked through the mods sections but did not find any meant just for Lasers or weapon filtering.

I am looking for a mod that is nothing but laser beam based weapons. I am looking for beam weapons ranging from PD up to super heavy. (I mostly mess around in the game and as such have a lot of different mods. I use the console commands mod and when I activate combat cheats my laptop slows way down when I use any weapon that fires projectiles be it energy/ballistic/missile. I can fire nothing but Lasers + cheats and be totally fine. For whatever reason its just projectiles.)

I am also looking for a mod that filters weapons by Design Type. Mostly so I can find/compare Mod X weapons easier to use on Mod X ships.

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