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Messages - AsterPiano

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16
By unclaimed systems, does that mean there's no stations or anything?

17
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 16, 2014, 08:41:27 AM »
Is the Laser Tri-beam supposed to be so powerful? I've been using it (two of them) on my Illinois-class Destroyer and it's owning absolutely everything. It's got 750 Dps and 300 Flux/s for only 16 OP. Did you put in a number wrong?

18
Mods / Re: [0.65.1a] Console Commands v2.2 (released 2014-11-18)
« on: December 13, 2014, 05:08:03 PM »
I have a problem, I wrote AddCredits<100000000> and it says ERRROR: credits amount must be a whole number!

what is the proble?
I don't think you need the <100000000>, I'm sure it's just AddCredits 100000000. Although it might be too high of a number, something like 2000000 should be enough to do basically anything, so try it with that.

19
Mods / Re: Project Ironclads TC 8.3 (12/12/2014) [0.65.1a compatible]
« on: December 13, 2014, 01:43:02 PM »
These damn updates Okim. They're so good.
I got an Illinois-class destroyer, it's so fun to fight the alien ships with it! You just teleport around everywhere trying to out-maneuver their ships.

I've also been trying to get those RSF Turbo Laser things, since I want to put them on a Michigan-class, so I looked at what ship variants have them, and I think there's only one RSF ship that has them, so I've been going after fleets with that in just to get it. But after killing about 6-10 of them I still haven't gotten any. So out of curiosity I used console commands to give me good relations with RSF to see if I could have went with befriending them and getting the lasers that way, but there were none anywhere. Is this just bad luck?
EDIT: Nvm, right after posting this, I got one from killing an RSF fleet.

P.S. ISA fleets seem a lot more powerful than RSF fleets, I saw an RSF war fleet get completely destroyed by an ISA security detachment. I'm not sure which one's supposed to be more powerful but it somehow doesn't feel right.

20
Mods / Re: Neutrino Corp. (v. 1.75doubleD)
« on: November 29, 2014, 03:08:05 AM »
Believe it or not I have yet to actually figure out how to make it work with 0.65.1a yet :D

I'm still only pecking at it, so I'll see if I can devote some actual time to making it work, Sorry no eta.

If I get this mod or my other one working I'll probably pump it out the fix fairly quick.

And to the rm -r  hehe, and I already consider the op part as the teleporting. :p

I thought this was all you needed?

A faction needs to contain everything that 0.65 faction have. This includes faction flag, specific faction names with/without prefixes and a whole bunch of ship roles. Aside from that you don`t need anything else.


But I'm probably wrong (I don't program or anything). Although the error you get is 'Fatal:JSONObject("logo") not found' have you tried that?

21
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 23, 2014, 02:34:58 AM »
I like this mod and all the ship designs, weapons, lore etc. But the sector feels really desolate, as in, not much going on. I've found that stars can often have very little going on, maybe just one or two little patrols, and stations sometimes have no supplies when I get there. Also, after playing for a while, I was having trouble finding pirates to get money/supplies to have my fleet function, and when I did find a good target I rarely got more than 20 supplies, which was barely enough to get my ships back to max CR (I think someone pointed this out before), so I had to fly back to a friendly station, sell the weapons I got, and buy more supplies, which made getting money quite difficult. I would love it if I could happily sit around in a single star system because there's a steady flow of hostiles and a good a mount of resources at the station.

Also, when will you release the fixes and stuff you've been doing? Like for the Argos shipyard/communication array overlap. Is it already somewhere where you can just get the fix or is it just going to be in 8.2 (or whatever you choose to name the version)?

22
Mods / Re: Neutrino Corp. (v. 1.75doubleD)
« on: July 11, 2014, 10:28:16 AM »
There are references all over, eureka seven included :p
Thought so. xD
Btw, this is my favourite Starsector mod. I love the look and feel of these ships.

23
Mods / Re: Neutrino Corp. (v. 1.75doubleD)
« on: July 11, 2014, 07:56:00 AM »
Oh, I just noticed, is this influenced by Eureka Seven?

24
Mods / Re: Project Ironclads, version 6.4 (0.6.1a)
« on: October 24, 2013, 08:09:55 AM »
I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
   at com.fs.starfarer.title.Object.float.load(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

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