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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 ... 14 15 [16]
226
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: January 06, 2022, 07:36:32 AM »
Sorry for all the multiple posts

The nova cannon is a blast to use. When the ai uses it there's a lot of friendly fire though

Edit:  But damn, if it isn't satisfying when it hits home


227
Great mod, gives a nice sense of progression.

My only request is that is it possible on the hull mod selection screen to be able to preview the effect of the hull mod when hovering over with the mouse? 

Thanks

228
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: December 25, 2021, 08:21:11 PM »
I'm not sure if the Imperial ships can use some more sturdiness but I find they get pretty banged up by the time they get into range for a broadside, and the AI doesn't do broadsides too well.

229
Modding / Re: [0.95a] StarWars mod by AbeOfArabia v0.2.2
« on: December 21, 2021, 12:38:56 AM »
Mod is epic!

Though is there a way to increase the rarity of the ships as some of the factions fleets consist entirely of star wars ships and same thing in the shipyard.  Can't buy any faction ships anymore. 

230
Looks like the latest patch fixed it

231
Yeah i'm getting that CTD also, and adding the # doesn't seem to work unless I'm doing it wrong. 

#"everyFrameEffect":"data.scripts.weapons.KT_FlushpipeEveryFrameEffect";??

232
Nevermind turns out it's an issue with Kingdom of Terra mod when a pirate ship fires a FLush Pipe weapon....

233
Sometimes in combat Starsector will crash and not sure what triggers it, but I do have a big list of mods.  I wonder if it's because something can't be spawned?  I don't know what I'm looking at. 

Thank you in advance!


Spoiler

514016 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.loading.specs.a.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
   at data.scripts.util.KT_Dummy.spawnDummy(KT_Dummy.java:18)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advanceMissile(KT_FlushpipeEveryFrameEffect.java:52)
   at data.scripts.weapons.KT_FlushpipeEveryFrameEffect.advance(KT_FlushpipeEveryFrameEffect.java:21)
   at com.fs.starfarer.combat.entities.ship.A.O0oO.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]


Mod list:
{"enabledMods": [
  "$$$_trailermoments",
  "automatedcommands",
  "lw_autosave",
  "battlefleets",
  "battletechportraitpack",
  "BSC",
  "CSP",
  "chatter",
  "domain_mship_controllable",
  "diableavionics",
  "fast_engine_rendering",
  "fleetsizebydp",
  "fluffships",
  "jaa",
  "kingdomofterra",
  "kyeltziv",
  "lw_lazylib",
  "logisticsNotifications",
  "MagicLib",
  "Musashimanufactor",
  "nexerelin",
  "ORA",
  "progressiveSMods",
  "roider",
  "sanguinary_autonomist_defectors",
  "speedUp",
  "fed-ENT",
  "starwars_abeOfarabia",
  "sw",
  "stardustventures",
  "sun_starship_legends",
  "underworld",
  "UNSC",
  "US",
  "URW",
  "vic",
  "vanidad",
  "audio_plus",
  "astroidships",
  "shaderLib"
]}

234
Modding / Re: [0.95a] Star Trek Eras
« on: December 08, 2021, 10:35:38 AM »
Nice mod.

I noticed the ships tend to hang back and wait for enemies to enter their firing range so they're not as great for assaults

Edit:  Nevermind I just realized I have to manually fit them rather than Autofit and once they had more weapons they're more eager to fight

Edit 2:  The armor rating on these ships is insanely high!  They can tank anything!

235
Mods / Re: [0.9.5.XX] Battlefleets of the Gothic Sector
« on: December 07, 2021, 11:43:05 AM »
[ACTIVATING TACTICAL COGITATORS INTENSIFIES]

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