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Messages - Barracuda

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31
Modding Resources / Re: [0.7.1a] ShaderLib Beta 1.1.2 (Performance Fix!)
« on: December 13, 2015, 04:51:38 AM »
ARGH! Its mods like these in games that make me mad I got a new computer... My last computer could run it but not this one. It really is an amazing mod keep up the good work.

32
Bug Reports & Support / Weird UI glitch
« on: July 18, 2015, 03:55:00 PM »
So this seems to keep happening when ships have their sheilds struck and the radar like graphic during the main menu depicted in the pictures below.
http://postimg.org/image/8nzbvqbw9/
http://postimg.org/image/3z28yci3l/

Mods in use:
Common Radar
Console Commands
LazyLib
MusicLib
Nexerelin
ShaderLib 1.06 (1.07 is worse, 1.06 is actually playable)
Simulator Overhaul
Starsector Plus
Version Checker

33
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 01:01:24 PM »
For the less technical savy, if i get the notice im using 32-bit instead of 64, how would I change it?

34
Suggestions / Re: Click-able object Names + Course Setting
« on: November 20, 2014, 01:41:23 PM »
I mentioned somewhere i want a side-list on the left/right of the map that shows all the interactables in the system, nicely grouped up. "Planets, Fleets, Relays, Misc"

That would be good too, fleets might be a little too much but each planet, station and relay would be nice

35
Suggestions / Click-able object Names + Course Setting
« on: November 19, 2014, 02:29:25 PM »
During the game, it is kinda difficult to navigate to planets with booming economies or has alot of fleets loading and unloading goods from it on the map screen. To fix this I think that the game should allow you to click on the objects name(If it has one) to go toward it. This would make it easier to travel to a planet that is currently being swamped by trade fleets.

Also It would be nice to have a way to be "lazy" and just set a course to a planet. I.E. Using the same pathing as the AI fleets do. This could be turned off easily as to get out of the way of pirates or get IN the way of pirates if you are so inclined. What would also improve this is if you could click on a destinations name in the (Intel) tab and set the planet or station in question as the fleets current course.

36
Mods / Re: Project Ironclads TC 8.0 (12/11/2014) [0.6.5a compatible]
« on: November 12, 2014, 06:46:19 PM »
In my game, the number of pirates running around was insane. Trade was impossible. There was disrupted trade everywere... I just want to profit off of others misfortune  :'(

37
Mods / Re: [0.65.1a] Tradewinds II
« on: November 11, 2014, 08:52:21 AM »
While crusing around in my freighter, some pirates attacked me... or they didn't because the game crashed. The part about "PersistantDebris" made me think this mod might have caused it. Im not that good with code so i don't reallly know whats going on here  :-\

Spoiler
11448982 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at campaign.PersistantDebrisFleetEncounterContext.SyncFleetCargo(PersistantDebrisFleetEncounterContext.java:170)
   at campaign.PersistantDebrisFleetEncounterContext.generateLoot(PersistantDebrisFleetEncounterContext.java:161)
   at campaign.PersistantDebrisFleetInteractionDialogPlugin.losingPath(PersistantDebrisFleetInteractionDialogPlugin.java:949)
   at campaign.PersistantDebrisFleetInteractionDialogPlugin.goToEncounterEndPath(PersistantDebrisFleetInteractionDialogPlugin.java:846)
   at campaign.PersistantDebrisFleetInteractionDialogPlugin.updateMainState(PersistantDebrisFleetInteractionDialogPlugin.java:1404)
   at campaign.PersistantDebrisFleetInteractionDialogPlugin.optionSelected(PersistantDebrisFleetInteractionDialogPlugin.java:505)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

The other mods I'm running are:
Starsector +
All ships in refit battles
Common Radar
Console Commands
LazyLib
Random Sector
The Mayorate
Yours(TradeWinds II)
Version Checker
ShaderLib

Hope something comes from this and if you need anything else ask  :-[

38
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.3
« on: November 10, 2014, 08:07:49 PM »
I think its nice to have fractions have varied fleets... but some situations don't seem right to me. Like the tri-tachyon having an onslaught in one of its fleets.

39
Mods / Re: [0.6.1a] Hiigaran Descendants v1.0.0
« on: October 05, 2013, 06:45:05 PM »
HERE I AM! With my name Hiigaran for some odd reason i haven't commented on this mod :P Been living in the ironclads mod for a while so i couldent get here sooner.  :'( Anyways, ITS beautiful

40
Mods / Re: Project Ironclads, version 6.2a (for 0.6.1a)
« on: October 05, 2013, 06:40:49 PM »
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.

I wish we could but I don't think the game has that capability ATM. :(

41
Mods / Re: Project Ironclads, version 6.2a (for 0.6.1a)
« on: October 05, 2013, 09:47:25 AM »
I tried to right click it but their was no option to open with so I couldn't use my winrar :/
How is this version different the first hotfix worked perfectly.

42
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 08:11:46 AM »
Thanks  ;D

43
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 08:02:17 AM »
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.

44
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 27, 2013, 09:36:31 PM »
I was just wondering, are you going to put the ability to hover objects (asteroids, Planets, etc) back in? Its really needed for mosts like Exerelin who have mining in them which requires you to be on top of a asteroid to do.

45
Mods / Re: Project Ironclads, version 5.2 (0.54.1)
« on: September 23, 2013, 01:51:53 PM »
So what can we do with this station? Can we spawn fleets from it or something? I would love some fleet controller mod like action in here

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