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Messages - Flacman3000

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46
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Quote
Try to guess from the name.

One can assume it's an option used for adding new factions that weren't previously installed only. I didn't feel stupid asking this question to reconfirm.
Unfortunately, I do not know the ins and outs of the workings of the mod that is why I come asking this question. I felt the way you responded was unnecessary. Perhaps it was for comedic effect?

When I give my clients a nutrition plan what may be obvious to me (the creator) might not be obvious to the client/user, same for workout plans. It might be annoying to repeat or state the obvious but it has enabled me to put as much information as possible in the index when they are not sure. Perhaps it's time Nexrelin started a community wiki?

47
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: May 12, 2021, 01:45:51 PM »
17057834 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.colonies.VayraColonialManager.pickTarget(VayraColonialManager.java:763)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.makeStation(VayraPopularFrontManager.java:244)
   at data.scripts.campaign.fleets.VayraPopularFrontManager.advance(VayraPopularFrontManager.java:107)
   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 got this crash early campaign anyone knwo how to prevent it?

48
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?

Does anyone know the answer to this?

49
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?

50
Suggestions / Re: Increase Lux DPS
« on: May 09, 2021, 06:41:09 AM »
isn't it more about strike potential than DPS?

51
The Tamerlane from my mod RotcesRats uses the vanilla interdictor array, and it uses the system successfully. You might be running into issues with the vanilla system having a rather short range, and if you're putting it on a capital it might not want to get close enough to use it.
The system is very specialized though as it can't really cause a full on flameout on its own, so i'd personally not recommend using it on a capital as they generally lack the speed to take advantage of it.

Damn lucky guy I can't seem to get mine to work on a capital level without me intervening the AI which defeats the point. too bad i might replace the system on my ship with the Mine strike one now lmao.

52
Mods / Re: [0.95a] Iron Shell 0.09z
« on: May 08, 2021, 06:44:50 PM »
link is dead man unfortunately.

53
Doom used Interdictor before Mine Strike IIRC
It might work. If it doesn't crash and uses it semi-reasonably? Though iirc the ENTROPY_AMPLIFIER ai tries to look for when the target is vulnerable, which isn't quite what you might want here.

Edit: You are probably using the vanilla system, which I see is still the same as when it was in use. Sounds like you should send a bug report (modded) at Alex.

(Was it ever actually "working" in a proper release, with a vanilla ship using it? I don't remember! At this point, though, I'd consider anything about it working to be a fortunate accident; it's old, unused in vanilla, and very much not maintained.)

Im going to use the Mine_STRIKE AI for this one hoping it does the job the system is perfect for my modded ship, hopefully, I can get a release going on here. Thanks so much for the info I guess IA system will sit and collect dust until further notice.

54
Are you using "aiType":"INTERDICTOR" in your .system file?

Edit: You are probably using the vanilla system, which I see is still the same as when it was in use. Sounds like you should send a bug report (modded) at Alex.

Hey man If i replaced the system ai to something like the ENTROPY_AMPLIFIER will it make use of the interdictor array as a workaround?

55
Are you using "aiType":"INTERDICTOR" in your .system file?

Edit: You are probably using the vanilla system, which I see is still the same as when it was in use. Sounds like you should send a bug report (modded) at Alex.

is there any way I can program or set the ai to use the Interdictor array at any target within range the ai never uses the ship system its frustrating because I built one of my new capital ships around this abandoned ship system did Alex remove the AI's ability to use it or something?

The vanilla implementation of the interdictor array AI no longer uses its own system regardless of range I assume its bugged?


56
is there any way I can program or set the ai to use the Interdictor array at any target within range the ai never uses the ship system its frustrating because I built one of my new capital ships around this abandoned ship system did Alex remove the AI's ability to use it or something?

57
Is there any tool that can extract the ship variants In the game it's more convenient when switching many things on my ship's design.

58
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« on: May 06, 2021, 08:44:33 AM »
Has the saviour been implemented in any way yet?

59
The Shofixti Glory Device knock-off from Dark Revenant's II.  Self-destruct and smart bomb the whole screen, and make the computer lag like crazy in the process.  The ship that had the system was a cruiser shaped like a bomb or missile.

Holy crap how does one acquire this mod!?

60
it's odd I'm assuming this is unique to 0.91a so what I did was just delete the burst cannon completely from the mod and redid all references to it including ship variants and now it's working albeit no longer having that weapon. weird?

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