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Starsector 0.97a is out! (02/02/24)

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Messages - SpaceDrake

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Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 20, 2024, 11:03:53 PM »
Hey, um some of the addons have been link-dead for a while now. Is that going to be rectified at all?

It's up to their authors to keep add-ons up to date and uploaded.

Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 20, 2024, 10:44:12 PM »
Good day Alex! Do we still have to wait months for this? :'( Thank you.

If Alex is building release candidate versions, we're pretty close to release and a release is probably a few weeks away, tops.

Oh, just for clarification, Alex: despite the full version increment (which I was one of the ones pressing for :V), this update should still fundamentally be compatible with .96 mods, right? So you'd just need to change the mod_info and they'd work, since not much at the engine level has changed?

Mods / Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« on: December 25, 2023, 02:23:31 PM »
Yep, hope you have a restful and good Christmas, Hartley <3

I haven't seen that behavior once in dozens of hours of play. Did you alter anything in the Arma files?

Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.53rc1 (2023/02/27)
« on: December 18, 2023, 06:53:07 PM »
All the bosses in the current version of Seeker are beatable. How many losses you'll take doing it is a wholly different question.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: October 19, 2023, 04:16:19 AM »
By way of comparison, the time between .95 and .95.1 was ~9 months; .95 was in March 2021, and .95.1 was in December of that year.

That said, updates aren't entirely comparable with each other... but I wouldn't be surprised to see this out in a roughly early 2024 timeframe. Maybe slightly earlier if we get lucky.

My good brother in Ludd, even an incredibly cheap graphics card would completely change your world.

4441135 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
4499073 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.executeHack(
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.advance(
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

Encountered this error during battle.

Looks like a null pointer crash related to Nightingale's unique skill. Odd, as I haven't seen this behavior. Which fighters were present in the fight, if you know?

Yeah, when you control Sierra's ship directly, you're mostly giving her maneuvering and targeting advice. She's the one "in control", still.

Did both the right way then, but for some reason the quest doesn't show completed on the log like with memories. Makes me wonder if I'm missing something.

Actually wanted to ask about this myself. I finished the content in That System, but unlike A Memory or A Promise, there doesn't seem to be a way to get the info thing to flag as "complete".

However, since it's an info ping, rather than a true quest-as-such, I'm wondering if that's intended.

Mods / Re: [0.96a] Random Assortment of Things
« on: September 09, 2023, 10:42:00 PM »
Was actually going to post about that after testing it with 1.5.9 (I observed this behavior with a 1.5.2 save). It looks like the Abyss might be bloating up saves a bit right now.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 03, 2023, 11:47:41 AM »
What has David been working on these patch cycle, or is it all very :-X

I would presume we are entering development territory where everything David works on is extremely :-X until release.

(For example, you may notice that the piece of art beneath the COMSEC redaction appears to be new...)

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 01:13:08 PM »
Also, I guess I'll raise The Specter at this point, and ask.

Do you have any idea when you'd like to get this out, Alex? This looks like it's already fairly well-developed. Are we angling for this year? Or is all the quest writing for this going to take a while longer?

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 11:51:07 AM »
This topic reminds me of a question: why do fleets travel with their transponders on in hyperspace?  They should rather turn them off to hide their identities and avoid detection by pirates.

So, a lot of this is easy enough to explain: remember that many of the fleets we encounter in our travels are flagged fleets belonging to a specific government and/or polity. Any fleet dispatched from a military base to patrol, for example, is explicitly part of a military formation, and the Hegemony and League in particular would be very interested in having their larger fleet detachments "show the flag" and make their presence known. They would want to be seen, to give more casual pirates and the like pause, and let merchants and the like know they're there.

Similarly, while being flagged might make merchants a lot more visible, it also allows patrols and such to see they're potentially in distress and come to their aid.

In fact, the only fleets we encounter that are really of a similar status to the player are Mercenary and Scavenger fleets (and, to a lesser(?) extent, pirates and Pathers) and it turns out that you will, in fact, often encounter them with their transponders off, especially outside of the Core Worlds!

It's actually quite internally consistent once you think about it a bit. Even in hyperspace, government-backed fleets would have reasons to remain flagged and visible.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 12:36:30 AM »
From the way it's phrased, the wormhole anchors and the scanner will be part of The Stuff we get when we get back in touch with folks from the Previous Branchâ„¢ of the main story.

Man, I really did not expect this to get picked up again in a .x.1 release.

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