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Messages - power12359

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1
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: December 25, 2023, 10:37:04 PM »
The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.

2
Modding / Re: [0.96.a-RC10] Alkemia Armoury
« on: December 25, 2023, 06:21:19 PM »
I went to the bar and got an option to "Approach the mechanics". It ends with my game crashing with this error.

12909145 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.scripts.campaign.rulecmd.Alkemia_ShowHullModDesc.execute(Alkemia_ShowHullModDesc.java:41)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.optionSelected(BarCMD.java:389)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

I don't know if you fixed this already. I'm currently using version 0.9.48.

3
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.3-alpha
« on: December 24, 2023, 07:37:18 PM »
I got a space whale but there is a bit of weirdness. When I select ships for to participate in battle, clicking all selects the whale despite it being non combat. So the game might not be labeling as a civilian ship. I do worry that I might forget and my whale ends slaughtered in battle.

4
I haven't seen that behavior once in dozens of hours of play. Did you alter anything in the Arma files?

Nope, I wouldn't even know where to begin for something like that. It's probably the result of another mod interfering somehow.

5
My strikecrafts has been docking into enemy carriers. Then they die when my other ships destroy the carrier. I have my own carriers but only sometimes my strikecraft dock into them.

6
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
« on: December 15, 2023, 06:20:42 AM »
Do I understand correctly that there is no other way to get new ships besides hunting? If that's the case, why not try to make a dialogue with a patrol that allows you to take their creatures to them.
And another question. What is that script that prevents you from taking more than one alpha creature in a fleet?
There might be a way to get voidling besides hunting them. I got a building blueprint relating to voidlings but haven't tried it yet.

7
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.2-alpha
« on: December 01, 2023, 10:03:17 PM »
Yay, I'm gonna go save some whales.

8
Mods / Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« on: March 22, 2023, 12:03:25 AM »
Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.

Sorry to hear you've had trouble triggering it, hope you didn't spend too much time hunting in vain. It's got a few requirements, the big one is:
- Player must have a colony.
-- Colony must be part of the Sector economy; I'm not sure it's possible to end up with a disconnected one, but it's certainly a corner case if so.
- Bar market owner is Rust Belt.
- Player relation to the Rust Belt is at worst Suspicious.
- Player does not already know how to build a Ruster defense station.

If these are fulfilled it should spawn normally, and it has isAlwaysShow flagged as true.

Maybe I should add some alternate condition for the colony, like colony or loads of credits or big fleet.

I'll add the bar event requirements to the bounty reference file so it's easy to look them up. Sometimes I wish the in-game codex was more comprehensive.

What does colony has to be part of starsector economy mean? Does it mean the colonies have to produce an export?

9
So does this mod improve the growth rate of colonies?

10
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 22, 2023, 11:54:14 PM »
Ok, I'm adjusting max officer levels then.

Edit: Wait, did you say " every possible pilot skill available and more"? Does that mean that bounty pilot have skills unique only to themselves? Might have to check out if I can capture officers.

11
Mods / Re: [0.95.1a] Fleet Journal v1.0.4
« on: February 22, 2023, 12:21:45 PM »
This is a great mod, it really brings out the inner author in me.

12
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: February 22, 2023, 12:20:02 PM »
Is there a limit to how many shrines you can have in a star system?

13
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 20, 2023, 11:43:07 AM »
So I got the excelsior with everything recoverable but it's not as good now. Because when I fought it, it was jumping all over me and I could barely get a shot in. What kind of loadout should I use? Also I'm not piloting it, I've got a different ship and for certain reasons I'm staying on it.

14
Modding / Re: [0.9.51a-RC6] Aardwolf & Zenith: ARRUS Hullmods 0.2
« on: February 20, 2023, 11:32:03 AM »
Oh right starship legends was suppose to help gate the op increases. I forgot I messed with starship legend's exp multi. Still I thought the mods would cost like a million or something.

15
Mods / Re: [0.95.1a] Everything Recoverable (v1.1.2)
« on: February 19, 2023, 05:52:45 PM »
Also, it appears that this mod stops AI cores from dropping from [REDACTED] fleets. I've just fought five full-size remnant ordos and haven't gotten a single core of any kind.
I can confirm this. I set the drop probability of AI cores to max in the starsector core settings and got no AI cores after a battle. It guess it gives me an excuse to use Terraforming and Station Construction's Kletka Simulator.

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