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Messages - Aldazar

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46
A unofficial updated version of a mod but good luck finding it.

47
Mods / Re: [0.9.1a] More HullMods 1.4.0
« on: October 18, 2020, 08:31:51 AM »
There is a missile mod out there I forgot what it's called. Would like a ammo regeneration for those occasional mods that do it. Can we get a fighter survivalbility increase? Like to shields/hp/armor at the cost of pilot loss rates going up to 100% for them being super.

48
Nah it's not even for me and more for keeping my eternal war brawl set up. I have op defense fleets so it's not even my colonies I'm worried about.

49
Can we get a clear invasion fleet command? Should be easy since the big ones have "Grand Invasion fleet"?

50
Mods / Re: [0.9.1a] Roider Union 1.0.4
« on: October 11, 2020, 05:12:51 AM »
Yeah it seems it doesn't work with alot of mod ships. BRD and mayorate comes into mind on my current fleet including great house ships.

51
Mods / Re: [0.9.1a] Roider Union 1.0.4
« on: October 10, 2020, 02:55:15 PM »
Can Midas be used on other ships?

52
Mods / Re: [0.9.1a] Unofficial New Game Plus 1.1.0 (2020/10/10)
« on: October 10, 2020, 12:30:59 PM »
Cool. Also can we have a option in the setting ini to increase the rule amount? I just want to add everything including the negative modifiers.

53
Is there a way to increase the slider for randomized worlds? I have alot of faction mods so default it's like 77-80 systems/165 planets but If I move the slider on accident I have to restart to get it back.

54
Mods / Re: [0.9.1a] Unofficial New Game Plus 1.0.1 (2020/9/5)
« on: October 07, 2020, 05:13:37 PM »
Enemy 30% range feels like 300%. I'm getting attacked off the screen.

55
Modding / Re: [0.9.1a]Starsector Ship module cheat modv0.1
« on: October 06, 2020, 11:51:02 AM »
Pretty handy mod where I don't have to edit anything other mods. It just has modifiers for all ship combat stats t hat you can edit at your leisure

56
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.3
« on: September 17, 2020, 02:05:14 PM »
Can we have fire rate/dmg and range separate? I feel like it would keep the ai even with officers from being demolished if say I only want to pick one or two of those instead of all plus damage.

57
Mods / Re: [0.9.1a] The Star Federation (Based on FTL) - v0.5
« on: September 16, 2020, 11:33:09 AM »
Conflict how? Luckily you can add them mid save by giving them a system.
Edit: It does cause a crash on new game creation

58
Mods / Re: [0.9.1a] Commissioned Crews 1.92
« on: September 10, 2020, 03:09:50 AM »
In the future can there be a option for friendly factions but only at 100 rep? I'd assume having a 100 rep would be the same thing plus you'd be known to the faction and leaders at large.

59
Modding / Re: [0.9.1a] Star Wars 2020 v0.2.2
« on: September 08, 2020, 06:39:38 PM »
Probably maybe of another mod but thought it was weird it was being consistent scrolling down and crashing.

60
Modding / Re: [0.9.1a] Extra System Reloaded v.0.4.2
« on: September 08, 2020, 05:16:25 PM »
1852759 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at extrasystemreloaded.hullmods.ExtraSystemHM.applyEffectsBeforeShipCreation(ExtraSystemHM.java:32)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at extrasystemreloaded.campaign.Es_ShipLevelFleetData.apply(Es_ShipLevelFleetData.java:133)
   at com.fs.starfarer.campaign.BuffManager.applyBuffs(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.getCargo(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.Hyperspace.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get this on the edge of maps and I have ruthless sector and that spawns redacted in hyper space but it was never a problem until this last version.

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