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Messages - Spardok

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16
Modding / Re: Question about how the game loads Java files
« on: February 12, 2021, 04:47:06 PM »
Yea they certainly are located in the .jar as well. It's the YRXP mod.

17
Modding / Question about how the game loads Java files
« on: February 12, 2021, 03:31:06 PM »
So I am trying to change hull mods and ship values in the Java files of mods (for my own use). When I reload the game it does not seem to take effect even though if I close out and open back up the Java file the entries are indeed changed. Is the game committing the original file to memory and not loading the new one? I have no idea what's going on.

Yes I am closing out the entire game and restarting it.

Any help would be appreciated.

18
Thanks!

19
Would it be possible to get the patch right before 2.2.0? I saw 2.1.2 on page 17 but it gives a repository permissions error.

20
General Discussion / Re: Getting an error loading save file
« on: April 29, 2017, 08:44:59 PM »
0.8a if that's the latest.

Edit: apparently I had RC17, RC19 fixed the issue. Always thought Alex changed the release version when he updates with hotfixes (not just candidate version changes).

Can delete thread.

21
General Discussion / Getting an error loading save file
« on: April 29, 2017, 08:12:58 PM »
So I have changed nothing with the files I was playing with since the start of the save, the only mod I run is the redacted ship capture mod along with a modified version of ship_data that removes daily supply and burn costs.

Long story short, I got into a fight with a fleet that had a Legion in Corvus (I think it was Corvus). I saved the game promptly after and then tried to reload it (was trying for RNG 1-20 officer traits). Welp, save would not load. Thought a quick exit from the client would do the job, which did not actually do the job...

Log file I think says something about failing to load engine light trails? In hindsight I should have left the sector into hyperspace and tried to save there before I closed the client :<.
Save and error log is in dropbox if anyone wants to have a look.

https://www.dropbox.com/s/3nxt1eadmzc3pay/starsector.log?dl=0
https://www.dropbox.com/s/btyk38aawuy8pdk/campaign.xml.bak?dl=0

22
General Discussion / Re: Atlas and Prometheus Capital Ships
« on: April 29, 2017, 12:32:16 AM »
Well none so far, maybe in the next 10 hours I'll see one, kek.

Also semi off topic, what have you all been using for carrier commands and officers. If I tell them to escort me they just put their wings around my ship and never engage, yet if I tell them to engage even with cautious officers they will just suicide in like idiots.

23
General Discussion / Re: Atlas and Prometheus Capital Ships
« on: April 28, 2017, 11:58:03 PM »
If only >_>. All I see in Tri-Tach markets are Astrals and Paragons rofl.

Also no idea where Culann is

24
General Discussion / Atlas and Prometheus Capital Ships
« on: April 28, 2017, 11:41:35 PM »
So I am at the point where I quite literally have 2 paragons (found them abandoned) an Astral (which I bought) and 4 XIV Onslaughts which sit in storage. Yet I have not found a single Atlas or Prometheus for sale at a starbase. I have come across a single transport fleet as of yet with an Atlas and Prometheus in it which I was sadly, unable to salvage :'(.

Question being, where in the hell do I get these two ships?

25
So i'm looking to modify a few of the base skills. I tried unpacking the api and editing the base skills from there, and I have tried throwing it in as a mod folder. Neither of which seems to work... In the mod folder I have the file setup as: C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Maint Costs\starfarer.api\com\fs\starfarer\api\impl\campaign\skills\FleetLogistics. So I am unsure what I am doing wrong here.

Thanks for any help.

26
Modding / Question on Modifiying Skills
« on: April 27, 2017, 08:05:33 PM »
So i'm looking to modify a few of the base skills. I tried unpacking the api and editing the base skills from there, and I have tried throwing it in as a mod folder. Neither of which seems to work... In the mod folder I have the file setup as: C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Maint Costs\starfarer.api\com\fs\starfarer\api\impl\campaign\skills\FleetLogistics. So I am unsure what I am doing wrong here.

Thanks for any help.

Edit: well I certainly would have put this in the misc modding question thread if I noticed it prior (only looked at the stickies); why is that thread not with the other stickies :<.

27
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: October 09, 2014, 10:22:34 PM »
Such sorcery! Thanks :D

28
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: October 08, 2014, 11:32:42 PM »
So how exactly are the new player skills pulling their script lines from files that don't exist? Unless these folders have gained invisibility I see no character script folder.

29
Mods / Re: Hiigaran Descendants v1.00
« on: June 27, 2013, 12:08:06 AM »
Why are those Ions not blue sir :<

30
Mods / Re: [MOD] World War v0.85 [0.54.1a]
« on: May 31, 2013, 05:15:21 AM »
Ah that's unfortunate :'(. At the moment the letter only says: "xangle: Dear player"

Is there any current way to get The Black Sea or Stalin Class?

Since I guess I finished the game I'll put up a bug report etc :0.

Indicator doesn't state what it does.

The Refine Manufacturer, Mining Manufacturer and Jig Manufacturer doesn't state how much ore it gives.

Blueprints don't state the name of whats needed, just the amount.

All of the food making equipment will not work if put on the station but smelting equipment will (not sure if intended)

I think the Outer Asteroid field may be too far off the map, it's a little annoying to find Rotterdam Station.

All the industry skills don't state what the actual bonuses are.

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