Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Auraknight

Pages: 1 ... 7 8 [9]
121
Mods / Re: [0.6.2a] Console Commands v2.0 (WIP 4 released 2014-03-06)
« on: March 09, 2014, 11:29:37 AM »
I had that problem to fixed it by downloading latest lazylib
Yup, that, strangely, was it.
I coulda SWORN I had updated my Lazylib when the update came out :/
Thanks kindly!

122
Mods / Re: [0.6.2a] Console Commands v2.0 (WIP 4 released 2014-03-06)
« on: March 09, 2014, 11:12:44 AM »
Heya! I re-downloaded the latest version, but sadly, it din't solve my problem. With the latest update, whenever I try and run SS with this mod, once the loading bar reaches the end, it crashes, giveing me this error
Fatal: org/lazywizard/lazylib/JSONUtils
Cause: org.lazywizard/lazylib/JSONUtils
Check starsector.log for more info

this is running it with JUST Lazylib and Console Commands running, nothing else.
Thanks in advance for any help!
EDIT: Also like to say that Lazylib works fine with my other mods that use it.

123
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 16, 2013, 05:54:57 PM »
[

@Auraknight: thanks - this is fixed for the next release, 0.6.1a. Both problems are due to the 0-size crew stacks.

TYVM, for both the prompt reply, and explanation! You constantly amaze me with the levels of PR you do, as well as the work!
Good luck!

124
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 16, 2013, 05:32:04 PM »
I've found two bugs, (I hope this is the corrct place to mention them)
In Vanilla SS, Some stores stock 0 crew.
'Purchasing' this crew will make all transactions until you press accept cost nothing.
Meaning you can buy thousands of fuel, and supply for nothing.
then once you press accept, and the transaction is finished, you can sell it all back for regular prices.
(So long as you don't sell back the 0 crew unit)
This can be repeated indefinitely,.
Sorting a 0 crew will also remove all crew of that type from the inventory it is in.

The second bug, I've no clue how it happened.
But my supply where not registering.
I had three thousand supply on a fleet that could only hold @600
the supply worked as normal, and it showed how much I had for the supplys used per day meter,
but the suppys/max supply showed empty, even with the three thousand.

125
Blog Posts / Re: Fleet Encounter Mechanics, Part 2
« on: April 18, 2013, 05:32:19 PM »
I have one question:
In the blog post, during the fleeing phase,
what is to stop us from turning around and trying to fight off the other fleet?
IE: I have just re-spawned in a hound after a crushing loss. a pirate fleet with a hound and a talon fighter chase after me. I want to escape to my storage base to get my reserve ships, and crew, and not waste time here, so I select flee. they decided to chase.
Rather then bother with disengaging damage/further CR costs from fleeing, what if I decide to turn and fight the hound and fighter? any experienced Starsector player could easily win that, provided his luck wasn't horrible/had a weakend ship. What happens if I win? what if I drive the AI to fleeing? is that even possible? if not, wouldn't that mean some fleets would go intoflee mode, just so the AI wouldn't consider fleeing?

Pages: 1 ... 7 8 [9]