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News:

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

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Messages - senor

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1
HNNNGG... im waiting so hard right now.

does the mod require a new game or could i start now and then add the mod once the official update is out?  anybody know?

2
F5 key wearing out...

3
This is a "cheer Mesotronik on" post.  Eagerly waiting for THI update so i can start a new game.  i havent used this faction before, but it looks awesome.

4
Mods / Re: (0.7.2a) Shadowyards Reconstruction Authority 0.6.0.5
« on: March 16, 2016, 06:58:42 PM »
I've said it before, and I'll say it again... This mod is great.  The art style, the ships, etc.  All great.  MShadowy is the best!

Side note, the SS+ thread OP was updated today and still lists SRA as not updated for 0.7.2a, but this thread's OP (updated some days ago) says it's working.  What's the deal there?  is everything fine, or is there some  conflict with vanilla version and/or with SS+?

5
Blog Posts / Re: Expanded Battles
« on: October 19, 2015, 02:27:26 AM »
This looks awesome Alex, keep up the great work.

as some others have pointed out, i think the officer portraits in combat may end up being too cluttered.  i dont think it will be a huge deal, and either way im excited to try it out.  But i wonder if a series of stars / dots / bars (imitating officer uniform ranking symbols) in place of the portrait would work better?  i imagine them being somwhat small, not much taller than the hull / flux bars themselves.

or maybe have full on rank insignias in place of the portrait, perhaps a bit smaller.  some fictioned-up navy/airforce style insignias could be fun.

6
Blog Posts / Re: Faction Music
« on: October 19, 2015, 01:58:53 AM »
wow!  Very good stuff.  the music being modified by reputation standing sounds awesome.

and, of course, the hegemony music sample sounds fantastic.  Great work, Stian!

7
Bug Reports & Support / Re: Phaeton ship sprite
« on: October 10, 2015, 01:11:29 AM »
Quite sure it is, indeed, intentional :)

sorry for necro'ing this thread.

But, with the center of mass positioned out-of-line with the main thrust, the would not fly straight :/  seems impractical for a mass-produced transport

8
Suggestions / Re: System map and navigation thoughts
« on: February 20, 2015, 01:02:00 PM »

This and the OP are so true, and it goes much deeper into the entire game than just the map.  I've got a few suggestions to throw up/out


i havent read through all of it yet, nomadic_leader but it looks like great ideas from skimming it.  I'll read it through later on and post any other feedback i have then.

Edit: Sounds good.  I cant wait to see if Starsector gets stuff like this.

9
Great ideas about stealthing and sensors, I hope this will be released eventually!

thanks!  yea, i certainly think the ideas are good, at least as food for thought.

10
all sounds good to me.

11
Suggestions / Re: Ships escorting a Conquest get in the way of broadsides
« on: February 20, 2015, 12:51:02 PM »
Or maybe calibrate "beside" based on direction from Conquest to its target*, rather than the literal facing of the ship?

_____
*Or, if lacking a target, some sort of weighted average of nearby enemy ships' locations?

this seems like a good solution actually.

12
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 20, 2015, 12:46:47 PM »
Well this is awesome, I finally figured out how to run it and it's very cool, so thanks to all parties. I would definitely recommend someone compiling a "plug and play" download, where all the required things are already in, all or at least the best integrated factions are already in, so all's one has to do is unzip the file into mod and press "play starsector." You can put a disclaimer "if your computer is garbage toaster, don't download this." I just say this because having to download seven different things to play a single mod is very autistic and kind of an unintentional barrier to entry to people that are not usually digging through their c drives to modify things. Just my two cents  

Guffah!  get a grip, man.  7 files?  wow, ever add mods to skyrim or fallout 3/NV?  this is way easier to install, both in number of files to download (7!!!) and simplicity.  all you have to do is dump it all into a folder.  the only way i wish this was easier would be if windows would let me select multiple zip files and let me extract all of them to the same location in one go.  Unless im doing it wrong, i can highlight them all and then it just extracts the first one i highlighted.  slightly annoying, but only because literally everything else about this modding process is super easy.

13
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 18, 2015, 07:29:48 PM »
I believe you're the third person to vocally not realize that a new version of 0.65.2a (RC2) came out not long ago. I got to be first.

oh man, i wondered about some new release of vanilla, but then i sorta checked and thought "nah... i think i have the right one".  thanks, ill try it.

14
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 18, 2015, 04:44:37 PM »
Im getting a crash at the end of the initial loading bar while running the lastest ShaderLib, LazyLib and SS+ on 65.2a that reads:

Fatal:
com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()L.java/util/Map;

The end of the starsector log looks like this:
Spoiler
32191 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 493.29 MB of texture data so far
32192 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
32335 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
32637 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
   at data.scripts.plugins.SSP_FluxDisturberPlugin.init(SSP_FluxDisturberPlugin.java:191)
   at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.B.null(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
   at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
   at com.fs.starfarer.B.null.class$super(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If I turn on off those mods the game loads fine.  Any ideas?

15
I like it

heh, short and sweet.

More on topic, i forgot to suggest that the camera be unlocked from the player's fleet.  May seem like a small thing, but I think it would be a very nice addition to the navigation/overworld gameplay, even in Starsector as it is now.

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