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Messages - TimeDiver

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182
General Discussion / Re: Mod Faction Power Rankings
« on: March 29, 2020, 04:08:11 PM »
What is T?
(Knights) Templar by Dark.Revenant; not updated for v0.9x or newer.

And even if it were, its 4 ships (one for each size class) would still be stupidly OP.

183
Modding / Re: Pazer's Missile Production 0.1
« on: March 27, 2020, 02:30:05 PM »
Sadly impossible, "proper method" cause issues.
There are other mods who do similar things but only on player side or just for vanilla weapons.
...you do realize that you can specify certain files to be outright overridden in a mod's 'mod_info.json' file, correct?

Up to and including preventing other mods from even being allowed to merge into said specified files?

184
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 18, 2020, 05:35:36 PM »
Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.
If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.

185
Suggestions / Re: Incorrect Scale in System Map
« on: March 18, 2020, 05:29:35 PM »
In the system map, the scale of the map shows a distance in light years that matches the sector map.  But that would have stars that are multiple light years across.  Instead, a different scale should be used in that screen.
This sounds like less of a Bug Report, and more of a 'Suggestions' sub-forum thread.

If I were to assign a lore-wise explanation for the discrepancy, I'd take the Babylon 5 route, which more or less goes:

"Distance(s) in hyperspace are incredibly wonky, compared with real-space (re: subject to plot requirements)."

186
Does this work in combination with the Leading Pip mod by Dark.Revenant?

187
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 09, 2020, 12:25:11 PM »
It's a feature to allow easier testing. The thing devmode is for.
Is there anything short of re-compiling the .java files (after appropriate edits) in an IDE that can disable that particular behavior?

188
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 08, 2020, 10:26:59 PM »
Speaking of Legio Siege events (w/ v0.3.14d), I've noticed that every time I enable Developer Mode through the Command Console mod and un-pause the game, a siege event is instantly spawned.

Here's the starsector.log output every time it occurs:
Code
24491840 [Thread-4] INFO  org.lazywizard.console.Console  - > devmode
24491840 [Thread-4] INFO  org.lazywizard.console.Console  - Dev mode is now enabled.
24492767 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - timer expired, spawning siege fleet
24492767 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - new siege timer, min: 330.0, max: 438.90002
24492768 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Lucifron to spawn siege fleet
24492768 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Aztlan star system as target for siege fleet
24492768 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - creating new LegioSiegeMissionIntel, arguments: Legio Infernalis, Lucifron, Aztlan, 133.34
24493226 [Thread-4] WARN  exerelin.utilities.ExerelinConfig  - Faction config ae_ixbattlegroup not found, using default
24494593 [Thread-4] INFO  data.scripts.campaign.tahlan_LegioStealingHomework  - Interval elapsed, the space fascists gonna learn today
And my mod list, which IS rather expansive:
Spoiler
{"enabledMods": [
  "ApproLight",
  "raccoonarms",
  "automatic-orders",
  "timid_admins",
  "blackrock_driveyards",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "foundation",
  "gs",
  "hullmod_expansion",
  "sun_hyperdrive",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "yrex",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "tahlan",
  "THI",
  "transfer_all_items",
  "underworld",
  "vayrasector",
  "vesperon",
  "yrxp",
  "shaderLib"
]}
[close]

189
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: March 06, 2020, 09:48:26 PM »
This mod looks like an essential for me, only I can't find the download link? I guess maybe you're updating it or something.
There's an image that literally says 'DOWNLOAD HERE! 7.1K' on the first page.

190
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: March 05, 2020, 02:05:26 PM »
;D
Thank you , but i mean a link to the version of the mod , i can not find it on discord....

SEEKER_UC_v0.300DEV.zip should be the latest (preview) release.

EDIT: Link removed per request of mod author.

191
Mods / Re: [0.9.1a] Better Colonies 1.4
« on: February 28, 2020, 07:17:13 PM »
I'm running all Varya's mods, but I've built no colonies. Will it be a problem if I were to add this mod to my campaign, or should I not do it?
it doesnt matter if you haven't built any it matters if vayra's sector colonies HAD before the mod was added.
Pardon my obtuse-ness on this issue, but by Vayra's Sector colonies, are you referring to factions exclusive to VS, or any and all factions generated on campaign start?

192
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
I am still getting the latter error (though with random factions, not just Remnants); with Remnants, those battles end cleanly (even before the re-release of PR 7), although I chalk that up to using Ruthless Sector in my mod list... is that one even compatible with Secrets of the Frontier?

193
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: February 25, 2020, 11:35:44 PM »
The market is named Byzantium. That's also the name of the planet which the Babylon station orbits, in the Thracia system.
After travelling to Thracia after getting back today, it does show as 'Babylon' while on the main/campaign screen...

...but alternatively as 'Byzantium - Imperium (military) (size 7) Orbital station' while on the Map tab/screen.

Ugh, I don't even. Something something strings-related?

194
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: February 24, 2020, 09:47:51 PM »
Can someone tell me where in them I can find the system with babylon, or its name or what system it is next to?

Spoiler
Babylon is should be in Thracia.
[close]
More oddness; there's a Babylon (Comm) Relay in Thracia, but no Babylon Station (market).

Looks like my mod list frakked something in the system generation code for II, after all.

195
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.2
« on: February 24, 2020, 09:18:31 PM »
...huh. One of the mods on my list must be preventing Babylon Station (heh) from spawning, as Nexerelin doesn't list it as one of their markets:
Code
  "ApproLight",
  "raccoonarms",
  "automatic-orders",
  "blackrock_driveyards",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "COPS",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "foundation",
  "gs",
  "hullmod_expansion",
  "sun_hyperdrive",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "MagicLib",
  "Neutrino",
  "nexerelin",
  "yrex",
  "sun_ruthless_sector",
  "secretsofthefrontieralt",
  "SEEKER",
  "shabro",
  "shadow_ships",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "tahlan",
  "THI",
  "underworld",
  "vayrasector",
  "vesperon",
  "yrxp",
  "shaderLib"

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