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Messages - Nick XR

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61
Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: February 19, 2023, 06:20:11 PM »
love the unique ships and designs in this mod, and while the giant train freighter is a really cool concept, the ai appears to completely ignore it, crash into it, and explode almost instantly.  so any battle involving it results in about a quarter of my fleet suiciding into it.

Yeah, it has problems to say the least, I've tried a few things to attempt to fix it without any luck.  It does OK in player hands if you know how to avoid friendlies (it does pretty well a doing a "Thunder Run" through enemy lines).  Even if I fix the AI collision issue the AI for getting into anything like a good firing position is not great.

62
Mods / Re: [0.95.1a] Detailed Combat Results v5.3.0 (2022-10-25)
« on: February 08, 2023, 11:12:22 AM »
Seems can't be removed safely mow? I can't find 'MaxCombatResultCount' in the json. The most similar stuff is 'Max combat results to keep' in lunalib's setting. But the value can't be lower than 10.

Ah, good catch.  I'll get this fixed up to something simpler in the next release.

63
Mods / Re: [0.95.1a] Detailed Combat Results v5.3.0 (2022-10-25)
« on: February 05, 2023, 01:45:44 PM »
This is probably a dumb question but I'm curious how this mod interacts with Fleet Combat History. Are they compatible? Do they do the same thing? From reading the description, it seems this one is more for the individual battle and the other is for history or multiple battles. Is this correct?

There's no interaction between the two mods so they are fully compatible.  Your interpretation of the difference between the mods is correct.  The thing this mod does that no other mod does (to my knowledge) is a per-weapon breakdown of damage.  I find it useful for tuning ship load-outs or balancing weapons and ships if you're making a mod.

64
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 04:46:02 PM »
Quote
Changed starting Wolf variant to have the Pulse Laser on autofire (thanks, ZiggyD!)

The hero we need, but don't deserve.

This will make a HUGE difference in new player experience.  I can still remember wondering how the heck to play this game while trying to kill stuff with the gravitron beam and not "getting" when to use missiles.

Looks amazing!

65
Bug Reports & Support (modded) / Re: Heavy modded game crash
« on: January 29, 2023, 11:34:35 AM »
Fixed in 2.5.7:  https://fractalsoftworks.com/forum/index.php?topic=24976.0

Thanks for the report!

66
Mods / Re: [0.95.1a] ED Shipyards 2.5.7 (2023-01-29)
« on: January 29, 2023, 11:32:39 AM »
Version 2.5.7 Released
  • Fix for java.lang.UnsupportedOperationException on Nurse ship
  • Better Ambusher Swap description
  • Slight tweaks to Wurg burst damage for friendly fire and associated AI

67
Bug Reports & Support (modded) / Re: Heavy modded game crash
« on: January 29, 2023, 10:42:21 AM »
I'm surprised it took this long to be noticed.  I'll have a new build for this in an hour or so.

68
Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: January 22, 2023, 12:38:03 AM »
hey, sorry for semi-necro, but Im getting this error/crash on launch

37782 [Thread-3] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [edshipyard_wurg_sensor] not found in ship_systems.csv
37925 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
   at com.fs.starfarer.loading.SpecStore.ôO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


What version did you upgrade from?  Did you delete before you copied in the new bits?

69
Bug Reports & Support (modded) / Re: Sensor Array to Salvage Bug
« on: December 26, 2022, 10:04:17 AM »
If you're using ED Shipyards, make sure you're using the latest version.

It's save compatible.
https://fractalsoftworks.com/forum/index.php?topic=24976.0

70
General Discussion / Re: Dead Game?
« on: December 21, 2022, 11:45:09 PM »
Since its been over a year since the last content update, is the game now officially dead?

It's always about this long between releases, nothing abnormal.

Take up a serious modding addiction to tide you over.

As Hunter S. Thompson once said:  "once you get locked into a serious mod-collection, the tendency is to push it as far as you can."

71
Mods / Re: [0.95.1a] ED Shipyards 2.5.6 (2022-12-11)
« on: December 11, 2022, 10:42:35 PM »
ED Shipyards 2.5.6 Released

Fix for Magic Bounty issue
Prevent Wurg from venting while Maw is firing

Save compatible with anything after 2.4.X
Safe to add mid playthrough


Thanks everyone for the repro cases

72
Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 02:47:16 PM »
im not even sure if its cause of that bounty. but here is the save and the mods i used. and nuking with console dont work cause i dont get pulled into a battle.
savegame https://mega.nz/file/GNVWhTpA#MrwXdh1GSYBDDSKn6rawmKO7fWaKye_YRXwl2QxDoms
mods https://mega.nz/file/vM8E2DZK#yyLAkjV_gRRu0sfyzD84tU-odFcZQpC50H-Wl9Kclqk
you have to wait some days in game to encounter it. i think its around day 23 in the current month

OK, I have a fix that will work, but I have to clean it up and package it, then I'll release a bugfix sometime tonight.  Sorry for the trouble
If you want a work-around, you can get console commands and use the magic lib command to force start the bounty edshipyard_Chupacabra_HVB

73
Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 10:30:56 AM »
Hey Nick XR, i dont know if this is supposed to happen so i put it into a spoiler.
Spoiler
I got the crash cause of the ambush fleet. now i updated the mod and i dont get the crash but i get now contact with an invisible fleet and the popup from the contact
goes away after some milliseconds and i cant read it or respond to it. then my ships are in combat while i am still on the map. i get xp for my ships dying and my fleet gets killed
and i cant do anything against it.
[close]

if you need anything else if this is a bug im glad to help

If you could upload your save and mods to megadrive I'll take a look.  Or if you just want to get it working, you could install the mod ConsoleCommands and bring up the console in battle and type "nuke" a few times and you'll win.  That will hopefully get you past the encounter.

74
Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 11, 2022, 12:09:06 AM »
This mod either on its own, or in combination with one of my mods just eats all the ram i give it.

Update your Detailed Combat Results to the latest version (5.3.0)


75
Mods / Re: [0.95.1a] ED Shipyards 2.5.5 (2022-12-7)
« on: December 08, 2022, 11:03:58 AM »
thank you very much!! ;D

Thank you!  Only because of your repro was I able to fix it!

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