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News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - IGdood

Pages: 1 [2] 3 4 ... 16
16
Modding / Re: [0.97a] Star Wars 2020 v1.0.4
« on: December 22, 2024, 03:41:13 PM »
Can you believe it's almost 5 years since this mod's inception!?

17
Modding / Re: [0.95a] Extra System Reloaded v.0.8.8
« on: December 21, 2024, 05:58:43 PM »
Not compatible with Industrial Evolution or Iron Shell because both triggers functions from Exotica plugins which is still utilizes the codebase from extra systems

There should be a bootleg somewhere on one of the discords that doesn't pull functions from Exotica plugins

18
Modding / Re: [0.97a] Anubis-class Experimental Cruiser
« on: December 20, 2024, 08:40:00 PM »
How the hell!?

19
Modding / Re: Halo HomeSystems
« on: December 20, 2024, 03:03:39 PM »
Tried to fight a Convent Battlestation.  Got this error.

4839305 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isOn()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getSystem()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipSystemAPI.isOn()" because the return value of "com.fs.starfarer.api.combat.ShipAPI.getSystem()" is null
   at ExtremisKO.Halo_HomeSystems.scripts.weapons.HH_TorsionL_EveryFrame.advance(HH_TorsionL_EveryFrame.java:55) ~[?:?]
   at com.fs.starfarer.combat.entities.ship.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.G.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

20
Mods / Re: [0.97a] JaydeePiracy
« on: December 16, 2024, 08:33:55 PM »
Hi, when this mod is enabled the invade button from nex in the "consider your military options" menu just disappears. Deleting rules.csv from the mod folder fixes this.

Thank you so much for reporting this.  I was scratching my head on some "disappeared" dialogue options in the Mimikko mod and turns out deleting rules.csv was the fix. 

21
Mods / Re: [0.96a] FSF Military Corporation - EN Edition
« on: December 14, 2024, 09:50:43 PM »
Damn, questline broke. 

Missile carrier pirate fleet got destroyed before I could arrive, so there's no missile carrier to recover and deliver back to Yang....

22
Mods / Re: [0.96/0.97] Mimikko Assistants - V0.661 (English Translation)
« on: December 14, 2024, 07:48:57 PM »
Not sure if there's a mod conflict or something, but there's no option to progress in the quest when visting Galatia despite having received an invitation.  Momona is not there at all despite an exclamation mark

23
Mods / Re: [0.97a] JaydeePiracy
« on: December 14, 2024, 07:46:20 PM »
These ships look great. I love the Gretchen, but that little shuttle is a close second.

Shuttles goes hand in hand with the Combat Docking Module mod

24
Mods / Re: [0.97a] JaydeePiracy
« on: December 14, 2024, 02:38:35 PM »
The Atlas is so good to use for lore purposes.

I remember seeing on reddit this guy who made different cargo container missiles, but never released his version

25
Mods / Re: [0.96a] FSF Military Corporation - EN Edition
« on: December 14, 2024, 10:58:45 AM »
How do I start the questline?

If memory serves me right, dock at the FSF Commercial Center.  You should get the dialogue provided you're not at hostile relations.

Hi, turns out I need to have favorable relations and it's at the FSF System Defense

26
Mods / Re: [0.96a] FSF Military Corporation - EN Edition
« on: December 13, 2024, 10:28:06 PM »
How do I start the questline?

27
Modding / Re: [0.97a] Aegis Combat System v0.4.0
« on: December 08, 2024, 03:47:12 PM »
Will there be ships made specifically for this mod's weapons/fighters?
If I can find someone to draw the sprites then sure, I want to make a dedicated faction mod. However, for ships, the style will stick to spaceships instead of recreating real world ships like the weapons and fighters. Maybe something like Halo and The Expand ships or nasa punk style will suit the modern stuffs.

Hmmm
The weapons do fit well with the ships from Domain Reformed and Musashi

28
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« on: December 08, 2024, 02:36:44 PM »
Updated to most recent version (Windows, not Linux), getting a "cannot create java virtual machine" error because of "invalid initial heap size -XMS122880..."

This is with the 128 gb R4 which used to work with R3.

Downsized to the 64 gb R4 working so far

29
Mods / Re: [0.97a] JaydeePiracy
« on: December 01, 2024, 08:51:38 AM »
Nice work
Downloading just for the Gretchen

30
Modding / Re: [0.97a] Aegis Combat System v0.4.0
« on: December 01, 2024, 08:49:50 AM »
Will there be ships made specifically for this mod's weapons/fighters?

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