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Messages - Auraknight

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31
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: March 03, 2016, 01:10:15 AM »
keep on keeping on! I'm really looking forward to this mod, it's really peeked my interest! Best of luck to you in SimCity4 too!

32
General Discussion / Re: Happiness is...
« on: March 03, 2016, 12:44:48 AM »
...Charging a whole hedgemony system defence fleet with a single hyperion, bumping noses with a burn-driving onslaught, and then warping behind it and unloading six atripose (Yellow big boomer) missles into it's engines, followed by an antimatter blaster or two if it survives, then warping giddily away and fleeing from the fleet with all your armour and hull intact!

33
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 23, 2016, 03:24:17 PM »

Don't forget to make that relation transparent, maybe just by having the patrol captain state the reason for his suspicions :)

Yep, they mention that right off the bat. "Your fleet matches the profile of a suspected smuggler provided by <market> authorities", that sort of thing.
So what happens if we vastly change our fleet composition? that's something I've always wondered. if they are chasing us based on what they have in intel, say a fleet with a few cruisers, and we scuttle/store them in exchange for a capital and a few frigates, we're no-longer matching whatever report went out on us, right? (So long as we do it someplace safe from prying eyes...)

34
Blog Posts / Re: Phase Cloaking - a Deep Dive
« on: February 01, 2016, 04:12:14 AM »
I personally can't wait for the hullmod that boosts the slowdown in P.space. Putting it up to 5x, so you are moving faster then even other phase ships would be handy. Or maybe even slowing it down to just 50%, in exchange for some bonus, or at least, an alleviation of the penalty. A Prototype Phase module that makes things work as they do now is also something I'm interested in seeing how it'd match up.

35
Modding / Re: Max character level and aptitude?
« on: January 07, 2016, 02:30:48 PM »
I don't believe there IS a max character level, but the aptitude levels should be adjustable, unless they've been hardcoded?

36
Mods / Re: [0.7.1a] Console Commands v2.6b (released 2015-12-04)
« on: December 16, 2015, 02:30:43 AM »
I see the problem. AllHulls without arguments will try to place it in an unlocked storage tab (the same one accessed by the "storage" command, which is the first unlocked storage tab it can find, and almost always the Abandoned Terraforming Platform in vanilla). Ironclads, however, doesn't have any storage tabs that are unlocked at game start.

This will be fixed for the next release. In the meantime this will resolve itself after you purchase a storage tab somewhere, or you can use "allhulls player" to add the hulls directly to your fleet.
If the storage thing is the case, why would Allweapons work then? I thought that might have been it, but with the allweapons working and putting them in a storage anyways..?
EDIT:
Alright, so after actually trying to ACCESS said storage, it doesn't exist, but the allweapons still deposits weapons into this? Dunno how that works, just thought I'd let you know.
EDIT2: I think I got it. it put them in my inventory instead >.< and it can't do this with ships, presumably, due to the fleet limit. Self-problem solved!

37
Mods / Re: [0.7.1a] Console Commands v2.6b (released 2015-12-04)
« on: December 16, 2015, 02:04:15 AM »
Is there a way to get errorlogs from Console commands for you Lazy? i'd post one with this, but I don't know how to get it. Pretty easy to replicate though, and the first ines of text where a null point error
While in-game in Ironclads trying the allhulls, allwings, commands gives a very long error. allweapons still works, as do several other commands.

38
General Discussion / Re: How can you possibly profit from normal trade?
« on: December 11, 2015, 02:00:32 PM »
I would definitely prefer a legit (rather than gamed) economy which is designed to put people off trade when trade (both legal and illegal) should be available to players - legal trade should be lower profit and risk but still a decent way to make ISK (did I say ISK I meant generic money).

Some players will prefer the steadier (less risky) profits - some will prefer to have to dodge every blip on their radar - I appreciate Alex may prefer one or the other but he's making this game for others to enjoy.
Holy Necromancy batman!

39
Suggestions / Re: Achievements (post your ideas here!)
« on: December 10, 2015, 03:34:31 PM »
Guys, for these to work they need to be paying homage to other sci fi franchises. ::)
The more obscure the reference, the better!
Well to be fair, if they are too obscure, no-one will get them.
Like the 'nice ship' achievement on mine is a reference to SPAZ

40
Suggestions / Re: Achievements (post your ideas here!)
« on: December 10, 2015, 03:18:07 PM »
'That's a nice ship'
get, and fully outfit an XIV (or otherwise rare varient) ship

'Fleet Admiral'
Hit the ship cap.

'Five's a party'
Hire five commanders

'Ten's a crowd'
Hire ten commanders

'Steady/timid/aggressive/cautious party'
Hire five of one kind of officer at a time

'Steady/timid/aggressive/cautious mob'
Hire 10 of one kind of officer at a time

'You did WHAT?'
Scuttle your last ship while on a sun

'Just junk'
Don't take any loot from a battle

'No Work No Pay'
receive no salvage for your help in a fleet battle

'Maybe try some bigger ships?'
have a fleet of 25, having just fighters and frigates.

'Overwhelming Force'
have a fleet of 25 capital ships fully loaded out

'Thanks for the Gas'
Run out of fuel in hyperspace, and get more from a fleet who attacked you while you where drifting back to a star.

41
Modding / Diffrent starting times
« on: December 07, 2015, 06:14:58 PM »
I was wondering if it'd be possible to start at diffrent times then what currently is started at.
It was more noticeable before Alex changed it so a bounty would start when you loaded up the game, but when the time is passing and the economy is stabilizing, you end up with the exact same 'setting' as you do almost every other time. I don't know if adding, or removing, an extra month or so would change this, but is it possible? (Like how you always start on jan 29th, cycle 206, I'd like the game to simulate the world like it does at the start of a new game for a few months, or even for a few cycles.)

42
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 07, 2015, 03:44:31 PM »
Heya! I am a modding novice, only really tried messing with the pre-made weapons, so I'm clueless when it comes to what's going wrong here. I've got 64bit java, and all but the two unupdated mods on the SS+ list, not sure which is causeing the problem, or if it's SS+ itself.
Here's the error
Spoiler
Fatal:com.fs.starfarer.api.campaign.starsystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
Check the starsector.log for more info.
The log is as follows: (note, i only took the end part, as I imagine that's where the problem is, if you need more, Glad to offer it.
Code
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_burstThrusters_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id cubeboost_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_drivecharger_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id eth_phasecloak_SHIP_SYSTEM not found
34379 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fox_citadelphase_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id CitadelEMPSystem_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id SCY_hullBreaker_drone_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id brphasecloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id lucifergenerator_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarcloak_SHIP_SYSTEM not found
34380 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id scalarrepulsor_SHIP_SYSTEM not found
34392 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
34392 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
34403 [Thread-9] INFO  sound.F  - Creating music buffer #1
57333 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
57485 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
57485 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
[close]
EDIT:
forgot to mention, silly of me, that the game crashes right after confirming my skillbuild on character creation.

43
Is there any downside to giveing way more memory then needed? I have a 32gb, and I wanted to put a min4 max 8+, and just want to make sure that giveing too much won't mess it up

44
Modding / Resurance of the Fleet Control mod?
« on: December 04, 2015, 09:42:51 PM »
With all the new fancy features, one mod that I miss from way back yonder is the Fleet Control mod.
http://fractalsoftworks.com/forum/index.php?topic=3758.435
Sadly, the last post there is October 21, 2013, the reason I'm not putting this message in that topic. (To avoid necromancy.)
Is there any chance this, or something like this, will resurface again?

45
General Discussion / Re: Faction Ratings
« on: December 04, 2015, 09:13:03 PM »
Slaves are a thing now?
Prisoners are a thing?
What?
I haven't seen any....

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