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Topics - PCCL

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31
Modding / OfficerLevelupPluginImpl
« on: August 30, 2016, 08:23:00 PM »
Haven't done this for a while, but just saw another thread that made me want to make a simple mod that increases XP required for leveling up.

What I did was simply taking the OfficerLevelupPluginImpl from the api and modify it, then stick it in data>scripts>plugins. The file compiles and a similar file (LevelupPluginImpl) works as desired, but none of the changes to this one seems to apply.

Can anyone help me troubleshoot this?

thanks

gunny

32
Suggestions / More cautious AI fleets
« on: December 09, 2015, 05:28:19 PM »
A part of why I feel SS as it stands is too easy is because pirates and luddites keep throwing lone kites or lone lasher-d's at you when your ship/fleet is far stronger (say a starter wolf)

For the pirates at least (since they're selfish bastards only in it for the money), I feel like they should only attack another fleet if they feel they have a significant advantage.

33
Modding / How to mod officer xp/level?
« on: December 05, 2015, 07:14:00 PM »
Basically as title says. I want to slow down leveling for both the player and officers

The player's leveling speed can be changed via data>scripts>plugins>leveluppluginimpl, but that doesn't seem to work on mercenary officers

Has anyone looked into this yet? If so, any insights?

thanks in advance

gunny

34
Modding / modding hullmods not working?
« on: August 21, 2015, 01:20:00 PM »
Hi, haven't tried modding this game for a while, I want to nerf the unstable injector

pretty simple, I just changed the java file in the hullmods folder, but nothing changed in game. Am I doing something wrong here?

35
Bug Reports & Support / game using integrated graphics
« on: August 17, 2015, 02:33:09 AM »
So I've been having fps issues and it seems as though my comp has been using integrated graphics instead of my good graphics card (activities shows %0 while game is running)

I'm using an AMD radeon 6950. How would I go about making the game use that?

Thanks

screenshot here:
Spoiler
[close]

36
Discussions / Stars in Shadow
« on: December 03, 2014, 10:18:28 PM »
saw this randomly today:

http://starsinshadow.com/media_gallery.html

the ships here look oddly familiar...... anyone remember which mod it's from?

37
Bug Reports & Support / ship specific hullmods in missions
« on: November 03, 2014, 06:38:30 PM »
hullmods like defective armor, engine, etc, etc and such are available for 0 OP in mission refit. Not something too problematic, but it's still there and I thought I'd point it out

38
Bug Reports & Support / repeatedly installing comm sniffers
« on: November 02, 2014, 09:26:55 AM »
the comm sniffer dialogue doesn't seem to update after you install one, allowing you to install multiple comm sniffers by hailing the relay after installation. Also this means you can't uninstall sniffers either

not that I imagine either of this matters much in the current state of the game, but it's something to look at :P

39
Suggestions / sorting fleets in campaign
« on: October 31, 2014, 01:48:04 AM »
Basically, can the ships in campaign be sorted by size/class or something like that like they are in the missions?

I think it'll make the fleet composition a lot easier to recognize at a glance and make the UI seem more organized in general

40
Bug Reports & Support / AI doesn't handle explosives responsibly
« on: October 23, 2014, 09:52:10 PM »
The AI seems to be rather.... ahem..... trigger happy with the new quad firing missile pods. I tried it on a venture and she blew two thirds of her ammo on enforcers in the opening volley, while everyone had zero flux, and omni shields.

Needless to say, those missiles amounted to nothing more than a few flak cannon shots and half a flux pool on one of the enemy ships which was vented off before the battle really begun anyway.

The missile pod was on autofire at the time (put on auto by the AI)

screenshot below:
Spoiler
[close]

41
Suggestions / objectives in smaller battles
« on: October 23, 2014, 01:44:27 AM »
As the title says, can we put objectives in smaller campaign battles?

my fleet is easily bigger than the turning the tables fleet, and I'm still not getting any beacons save for in escapes. This is cutting a lot of depth from the game, imo.

42
Bug Reports & Support / null error: combat.ai.movement
« on: October 22, 2014, 09:17:59 PM »
so I just got a null error playing hornet's nest, the last part of the log reads thus:

Code
14185 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
14187 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
14187 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
14187 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
14188 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
14190 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 188.01 MB of texture data so far
14190 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
14334 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
31325 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 80, FP2: 120, maxFP1: 80, maxFP2: 120
141340 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.movement.maneuvers.StrafeTargetManeuverV2.Object(Unknown Source)
at com.fs.starfarer.combat.ai.movement.maneuvers.null.Ó00000(Unknown Source)
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.oOoO.Oôo000(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I am running some mods (nothing fancy, just changing values), but the combat.ai.movement thing doesn't even look moddable, so I don't think that's the problem

43
Modding / modded zoom level and sound
« on: October 22, 2014, 09:08:09 PM »
looks like the sound distance doesn't change with zoom level, meaning if you mod max zoom level ships near edge of screen are muted

44
Just wondering, cuz I just realized I was on easymode up to this point... :P

45
Bug Reports & Support / modding skins
« on: October 22, 2014, 05:09:11 PM »
mod folders don't seem to play nice with skins, if a mod overrides a skin file that already exists in vanilla, the game will not load

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