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Messages - TimeDiver

Pages: 1 ... 14 15 [16] 17 18 ... 23
226
General Discussion / Re: Freelancer/Privateer
« on: December 16, 2019, 08:55:26 AM »
At the risk of going even further off-topic... man, Privateer was awesome overall, but it made Escort Missions truly live up to their maligned reputation.

Particularly THAT one mission where you have to save a Drayman Mk.II under attack by how many Retro-piloted Talons?! Or battles inside asteroid fields in-general?

And far from their laughable WC2 iterations, Privateer's Kamekh(s) killed me almost as often as Ralathas(s) and/or Fralthra(s) did with their anti-matter guns...

227
General Discussion / Re: Freelancer/Privateer
« on: December 16, 2019, 06:52:45 AM »
The Orion, however was even more broken in that regard... though I still prefer the Centurion on the basis of being absolutely gorgeous (and having twice the frontal firepower of anything else).

228
General Discussion / Re: Freelancer/Privateer
« on: December 15, 2019, 11:57:09 AM »
Ah, the glorious days of Origin Systems. Before the dark times. Before the Empire their acquisition by Electronic Arts.

229
With 1.7.0 installed/enabled, I get a fuckton of starsector.log spam when using YXRP's fighter wings, to the tune of:

Code
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237452 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237468 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237469 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237469 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237485 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
6237502 [Thread-4] INFO  data.scripts.hullmods.yrxp_commission_safety  - FOUND FIGHTER!
Multiply the above by, oh: a couple thousand times (so that it fills up not only starsector.log, but actually creates duplicate log(s) once they reaches ~50 MB or so).

230
JUNK PIRATES 3.39

NOT QUITE 40

MODERN THINGS
As I recall, on the Discord you state that this release "WILL BREAK SAVES". In what way?

231
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 20, 2019, 01:35:46 AM »
Solar should be remnant only. but overall, it's a high tech carrier-battleship hybrid. Legion is one too, but low-tech. They're not worst thing for you to face "False Omega/Nameless One Shudder".
95% sure that only shows up if you have the latest beta(s) of Seeker.

232
Modding Resources / Re: Vanilla explosion
« on: September 12, 2019, 07:05:37 PM »
How do you re-enable the explosion whiteout effect?
In \mods\GraphicsLib\data\config\settings.json:

Change "enableShipExplosionWhiteout":false, to "enableShipExplosionWhiteout":true,

233
Mods / Re: The Crystanite (Version 1.10b Hotfix) [0.8.1a compatible]
« on: August 20, 2019, 11:50:16 AM »
I think his biggest crystalship is incorporated in one of missions in many mods i have.
This is in fact just a coincidence: both mods use the same sprite, but are otherwise completely different entities. Just another risk of using Spiral Arms sprites (which is why my newer projects don't). For the record, I *think* the mod in question is Ship and Weapon Pack, however I'm not certain.
Yeah, one/two of them (neither of them the biggest) appear in SWP's Arcade mission as miniboss(es), though NOT in the campaign.

234
Every mod which is not a cosmetic will crash earlier saves. Ships, faction, some major scripts etc, will break saves.

There is save transfer which mayby will make your save compatible , but it's i think 50/50. If i do major update of for example, 10 mods, i always make new game , as there is chance something will be broken anyway.
The Save Transfer mod is deader than disco (obligatory meme reply).

Serious reply: Its author has no intention of further updating it, as colonies haved changed too much to transfer to newer saves.

235
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 17, 2019, 07:45:08 AM »
Hey, someone else having compatybility problems with Dyna? Anyone? Was playing just an hour ago, then I downloaded the latest version, and then nothing. It just does not load the game, gives "error kite_variant not foun, see starsector.log" (not verbatim).

Any ideas?
DynaSector does not work with 0.9.1; period, full-stop.

236
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: August 17, 2019, 06:25:02 AM »
Does this work with 0.9.1?
Have yet to find the recruiter, but that might be duo to 9.1, like some pointed out would be good if he had a forced spawn on Prism Freeport, or on a specific vannila Independent world.
Technically, this mod does work, but even before 0.9.1 it became nigh-impossible to encounter the recruiter a second/third time.

Quite bluntly, the scripting for said encounter needs a significant re-work to boost the frequency of said encounters.

237
General Discussion / Re: Max Possible Burn
« on: August 15, 2019, 09:37:27 AM »
What's the fastest you can possibly get your fleet to go? Currently I've got a cargo fleet with a normal base burn of 8. With skills, hull mods, and sustained burn, I've got it up to 20. By bouncing off storms, I'm able to hit about 30. Is it possible to go any faster?
you can go to burn idk if you chane some things in the game code(which would thecnicaly be moding the game), but vanilla only burn 20, anything above that only hiting storms.
To be specific, burn 20 is a hardcoded maximum (with 30 being possible via storms)... but, through tinkering with starsector-core/data/settings.json, you can re-define the global burn values (i.e., up to light-years per burn factor, if you really wanted to).

238
v4.3
 Fully compatible with prior version
 MIRV warheads should now calculate their damage properly (Thanks MesoTroniK)
 Defend against NULL in a place it shouldn't be possible but apparently is.
Rather delayed bug report (took a break from StarSector to play through stuff from the Steam Summer Sale):

Upgrading from v4.2 to v4.3 made the following vanilla weapons report zero shield/ship damage (but flux values weren't zero'd):

Ion Pulser, Mjolnir Cannon, Sabot SRM Pod, and Hypervelocity Driver.

The issue also cropped up with several mod-specific weapons (too many to list, really).

Extracting the StarSectorCombatAnalytics.jar from v4.2 and replacing v4.3's with the older one fixed the issue.

239
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: July 31, 2019, 06:02:04 AM »
So I saw the “special” ship, the white one with a tiny bit of red on the codex. Where do I get that thing? Does is spawn randomly, or do you have to do something specific? I NEED it.
I'm 90% sure that said ship only appears as an International Bounty Board spawn, which requires the Ship/Weapon Pack mod.

Otherwise? You could just get the latest dev release of the Console Commands mod and spawn it manually.

240
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: July 14, 2019, 12:50:20 AM »
Should be a pretty straightforward to clean that up into a schematic view that somebody might feel like painting.
...paging Tartiflette to include Gundam 0083's stupidly OP (and too advanced for its era) Dendrobium mobile armor into Diable?

I mean, Diable Avionics already has a not!variable fighter and mobile suits in-general (and arguably, one space-capable Jaeger)...

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