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Messages - Sunfire

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31
Modding / Re: Rejection: the fight for unity
« on: January 12, 2013, 07:26:34 AM »
I just wanted you to know, I think that this will be one of my favorite mods when it comes out, because I love the lore and the art style so far. If you need any play testing or something else I will try and help.

32
Mods / Re: Ascendency (Beta 2.2 Released)
« on: January 09, 2013, 07:26:26 AM »
Try applying the small planet textures fix, under the red text on the main page. If that doesn't work, which operating system are you running?

It worked like a charm! Thank you very much.

33
Mods / Re: Ascendency (Beta 2.2 Released)
« on: January 08, 2013, 06:53:40 PM »
I've been getting a missing value 1281, I am using the full version 2.2 on version 0.54.1 of Starfarer, I mean Starsector (neither of which the forum recognizes as words). Know what's up?
Can't say, can you provide any details about the crash, or the starfarer.log file?

The load bar gets completely full, but then instead of the main menu, all I get is a crash. I think this is the problem:

35418 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id overdrive_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id disruptors_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burndrive2_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id f01escort_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id missileoverdrive_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hyperstream_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id magplating_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id jets_SHIP_SYSTEM not found
35419 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id overcharge_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sdrones_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id teriatescort_SHIP_SYSTEM not found
35420 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id swarmers_SHIP_SYSTEM not found
35441 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
35446 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 154.44 MB of texture data so far
35563 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.lwjgl.opengl.OpenGLException: Invalid value (1281)
org.lwjgl.opengl.OpenGLException: Invalid value (1281)
   at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
   at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
   at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
   at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
   at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
   at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

34
Mods / Re: Ascendency (Beta 2.2 Released)
« on: January 08, 2013, 04:00:31 PM »
I've been getting a missing value 1281, I am using the full version 2.2 on version 0.54.1 of Starfarer, I mean Starsector (neither of which the forum recognizes as words). Know what's up?

35
Modding / Re: Community Mod 2 - Scoping out Interest
« on: January 06, 2013, 06:13:37 PM »
I was in the first one, man I wish that had made it out of the early stages, because it was gonna be sweet!

I can do kit-bashes, not at Thule's level, and help with story and ideas in general as well and descriptions

36
General Discussion / Re: Astral.... want to love it.... but it sux.
« on: January 01, 2013, 08:21:23 PM »
Sadly, wasps are manned now.  Used to really like using them.  Now they just eat crew (unless you're really really careful about repairing them before the battle ends).  >.<

WHAT??? Man, using all low tech ships or a wolf pack sure does leave out a lot of stuff. Well that is unfortunate, ahh well, just ignore that part then.

37
General Discussion / Re: Astral.... want to love it.... but it sux.
« on: January 01, 2013, 08:29:34 AM »
Perhaps a -1 fleet point cost to any fighters housed within the Astral's hangar?  E.G. if you have 5 Broadswords and 5 Wasps they'd count as 5 and 3 FP each for a total of 40 FP towards your overall limit and your combat deployment.  Maybe some other carriers can have similar cost reductions (like the Odyssey being a -1/4 and a Condor being a -1/3 or something).

I like that idea, but I think fighters need a total re-balancing. I think (this is my opinion) that the FP cost of a fighter should be how hard it is to maintain the fighter, and hanger points should be how much space is there to store them. Flight decks should represent what they do now. The FP costs should be determined by the tech level of the fighters, the complexity of those fighters, whether or not they need to be manned or not, and the number of fighters in a wing.

So, under this news system, talons should still take three. One because they are manned and two because there are four fighters of low tech level and complexity. A xyohos wing, on the other hand would be five, one for being manned, and two per fighter because there are two in the wing and they are extremely complex. Some might say, "what about wasp wings?" Well, they are drones, but drones are complex. However, my impression of them is that they are quite simple, so how about a FP rating of four, three because there are six fighters in a wing, so two per FP, and one because they are drones, and thus are complex. Now, this seems silly to have a FP added for being manned and one added for being drones, but the FP for manned is added to everything, so that balances, however, if it is possible, wasps should have a lower FP cost if there is a carrier of a high enough tech level in your fleet. I dont think that is possible though, so I dont really know exactly what to do with them.

(Comments, criticism, and jokes are all appreciated)

38
General Discussion / Re: Counter to Doom-class 1-shot cruiser?
« on: December 18, 2012, 02:10:07 PM »
Well... maybe if the AI is caught in a weird situation, but all those ships should be able to outrange antimatter blasters. Enforcers and Sunders would be slower than that design, but they might be able to take 4 AM's and will def outrange it. Any time the doom spends phased before firing is wasted flux, and venting would be painful.

try, so it would be weaker vs frigates defiantly, but it could kill most destroyers

39
General Discussion / Re: Counter to Doom-class 1-shot cruiser?
« on: December 18, 2012, 12:43:31 PM »
Youd have to unphase on an unshielded side, or more than halfway through, but sure!

Any small craft/destroyers would completely murder it, so I'm glad its super effective against the big stuff.

Umm... four antimatters? Those can obliterate frigates as well as destroyers.

40
Announcements / Re: Starfarer 0.54a (Released) Patch Notes
« on: November 28, 2012, 05:21:40 AM »
I think that leveling is way to fast  ;D

Every progression (well, we only have 2 as of now, level and fleet/ship size) in current version is way too ridiculously fast because right now the game have zero pacing.  Every single object being crammed into single system with single method (combat) of item acquisition can do that.

I imagine that in more complete version of the campaign, battles will be smaller early on and less numerous, with ship captures being rarer with lot of non-combat activities for players to sink their time into for overall better pacing.

As well, I have a feeling that the spawn rates will be much lower when there are multiple systems and so there wont be so much fighting in certain systems, where you can trade etc...

41
Mods / Re: Antediluvians - Under Development - (Dev13.1)
« on: November 24, 2012, 05:53:38 PM »
@Reshy

The Atlantis ghost ships are basically the vessels upon which the algae experiments were performed. The wreckage surrounding them are made up of their previous escorts and those who encountered them in battle... and lost. Then they too became infected.

Bluntly put the "Scourge" is a ravenous infective alien biomass menace. And the "Ghosts" are space zombies, infected by semi-intelligent and highly adaptive algae.


I don't know if you noticed, but the ships were being turned around in circles by the Graviton beams on my Sandstorm.  I was thinking of making a ghost-junk mod before, so if you'd like some idea I can give them to you.


First off though, your original post should include the ship bits as part of the 'ghost' forces so that the OP shows all the content properly.

Second if you're interested I'd recommend a few things for the ships to make them more interesting in the way I'd make my own mod if I had the time and patience.

  • Make 'Ghost Ships' have phasing as their defense, only they don't have the signature anchors and if possible are more transparent and cost very little to phase.  Since they have no actual shields this should be trivial.
  • Give abilities based on which ship does what.  The engine would have higher movement speed and have burndrive or a derivative.  The Atlantis might spawn drones that look like angry space junk.  The connector compartment might have EMP emitter.  The armor compartment might have a flare launcher or a weak version of point defense drones.  etc.

That's what I think anyway, up to you though.



EDIT:  The ghost fleets seem to get spawn camped by Pirate fleets and never can get into the system in one piece.  Maybe they should spawn from more locations.  And more often.

I second this excellent suggestion

42
Mods / Re: Ascendency (Beta 1.1 Released)
« on: November 24, 2012, 12:24:39 PM »
Will you leave ascendency up? and or bring it into line with the new patch or is that out of the question?

43
General Discussion / Re: A good Mjolnir Onslaught
« on: October 31, 2012, 03:57:57 PM »
That ship is just a waste of credit, it always overload and the hull&armor isn't that great  >:(

Did you just say that the Onslaught has bad hull and armor!?

That armor can tank a Reaper without crumbling. And the ship can beat ANY other ship in a 1v1.

except maybe a paragon, but paragons can beat anything so...

44
When you make those they will be awesome!

45
Mods / Re: Antediluvians - Under Development - (Dev13.1)
« on: October 29, 2012, 11:42:17 AM »
Picked up working on the mod again, preparing it in advent of the latest update for Starfarer.

Currently working on adding the "Demeter". A small support frigate, much like the Persephone.


It will have a single torpedo launcher, unlike the Persephone. It has twin triple turrets like the Persephone. However, on the Demeter they will be located in a position that renders it less useful in head-on assaults. This makes the Demeter more of a "heavy bomber".

it looks sweet, I like the not perfectly straight design

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