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Messages - Turdicus

Pages: 1 [2]
16
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: October 02, 2013, 05:23:08 PM »
Nice work on getting Blackrock going :) You could add the Karkinos to the exerelinGenericFleet definition in the blackrock.faction file and then they will appear in both AI fleets as well as in stations to buy.

Ah so THATS where Exerelin gets its info for Station supply lists. I actually did that as well as I wanted the AI fleets to have battleships =) So does Exerelin get its weapon info from the same place? As in, does it base it off of the variants listed in GenericFleet? I suspect it does..pretty smart.

Thanks!

17
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: October 02, 2013, 03:37:33 PM »
Got my first crash today, not surprisingly after I managed to get Blackrock working well with Exerelin. The game had been going for about an hour at this point.


1905074 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
2201982 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.AttackFleetSpawnPoint.setTarget(AttackFleetSpawnPoint.java:31)
   at data.scripts.world.exerelin.StationRecord.setFleetTargets$(StationRecord.java:441)
   at data.scripts.world.exerelin.StationRecord.updateFleets(StationRecord.java:185)
   at data.scripts.world.exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:76)
   at data.scripts.world.exerelin.SectorManager.updateStations(SectorManager.java:105)
   at data.scripts.world.exerelin.TimeManager.runDaily$(TimeManager.java:78)
   at data.scripts.world.exerelin.TimeManager.doIntervalChecks$(TimeManager.java:136)
   at data.scripts.world.exerelin.TimeManager.advance(TimeManager.java:128)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I modified a few files to get Blackrock to work, including fleet lists and the BRGen file in the blackrock mod folder, namely adding the Karkinos to station mothball lists cuz I wanted to buy one =P

Any idea what I did wrong? Should I just accept not having blackrock in my game?

18
Mods / Re: [0.6a UPDATE!] Blackrock Drive Yards
« on: October 01, 2013, 12:17:03 PM »
First time seeing the Nevermore in action and the Antimatter Lance is SO COOL. Very well done sir hands down the coolest weapon ever implemented into SS so far. I have yet to see all of your weapons yet but very nice mod

19
Mods / Re: [0.6a UPDATE!] Blackrock Drive Yards
« on: September 29, 2013, 06:27:02 PM »
Nice, I'm new here so I'm curious if this mod plans on getting support within Exerelin? I noticed some blackrock strings in some of Zaphide's scripts so it did at one point.

Gonna have a go testing this wonderfulness out

20
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 26, 2013, 10:45:01 PM »
Cool beans. I got a chance to play extensively with Neutrino for the first time and it is a very interesting set of ships to play with. At first glance the ships seem very overpowered (my maul could 1v1 anything in the game, 3 heavy pulsar beams OUCH), because the small shields are so powerful; however, the moment a second ship enters the mix those shields are only 50% effective, and less and less so the larger the fleet action. Still powerful, but actually quite limited in that power. I didn't get to play with all of the weapons though, but I find them to be perfectly fine. Alpha strikes are really strong, but its all burst with no staying power, gotta take one ship out at a time.

Overall I love your faction, super fun. The Maul with armor mods is sexy, and the Singularity (or relativity? whichever frigate gets 2 medium energy slots) with particle beams is really cool. Keep up the good work dude!

21
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 26, 2013, 07:45:12 PM »
Ah, clever girl. Blocked the ability to add extended shields...thought I'd outsmarted you haha

Edit: On a serious note the Heavy Pulsar Beam weapon does not function properly; it just does the firing animation and achieves a cooldown, but doesn not fire or generate flux. Not sure if you knew yet.

22
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 26, 2013, 06:04:31 PM »
When starting as Neutrino (to use an example) you have too little fleet supply so I always try to mothball the starting frigate. It usually leaves with like 11% fleet efficiency which is enough to get you where you need to go alive.

23
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 26, 2013, 09:02:11 AM »
So let me get this straight; as Neutrino if I keep buying crew I keep getting fleet points? Wut? Is there a limit? Am I just a noob? I dunno.

Edit: Nevermind I think I understand now. The answer was I'm a noob AND there's a limit.

24
Suggestions / CR Extension for Frigates in the form of Support Ships
« on: September 26, 2013, 07:41:05 AM »
I know a lot of people seem to dislike the notion that their frigates start to lose effectiveness after a few minutes of battle, regardless of whether or not it mechanically makes sense in the game. So I thought about how reliable fighters are once you get a carrier in the game and then applied a similar concept to frigates.

If you prefer to run a mainly frigate sized fleet then you can invest in a cruiser sized support ship which, in battle, can extend the lifetime of frigates. It is a slower ship, poorly armed and armored, and overall makes your fleet more vulnerable, but as a reward for keeping it alive any frigates with low CR can resupply at it and come back to a certain level of efficiency.

This way, as long as the player manages to keep his ships alive long enough, and manages to keep the support cruiser alive long enough, then he can benefit from extended frigate deployment times, once again making frigate-only fleets viable without drastically changing any CR mechanics.

Whaddaya think?

25
Hey Vayra, just played a session with the Kadur in Exerelin and it was wunderbar! I have so much fun piloting your ships, I find that if I play carefully nothing can stop me. That's a good thing; of course more balancing can always be done, but many times a mistake with trajectory will present your bum to the enemy for a good long while before you can turn around (now you're screwed!). I like it a lot, so keep up the good work.

26
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 25, 2013, 05:44:59 PM »
Played for about 2 hours straight I think, loved every minute, and then started to get some pretty bad stuttering every few seconds, bringing my idle indicator to like 12% each time. Figures though, I was playing with like 7 different factions, 8 systems, lots of planets and systems. Saving took a long time too but I understand that's normal.

I have a pretty darn good computer so I went ahead and modified my starsector.bat to use 64bit Java then allocated 4GB of memory to the game min and max (I have 8 gigs of RAM so I should be ok). My next game will be less than 8 systems so it is my hope that it will take a lot longer for the game to start stuttering.

Fantastic mod here, and all of the new factions are wonderful, made this great game very interesting for me. Keep it up!

27
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 24, 2013, 01:54:46 PM »

It also depends on some other stuff, like having the required fleets. The Kadur weeeere compatible with the last version of Exerelin, so it should only take a little tweaking to get them compatible with this version -- I haven't taken a look at the files yet to see what, exactly, I need to do, but it shouldn't take too much work. I'm out of the house all day today, but you can expect an Exerelin-compatibility patch from me some time tomorrow at the latest.

Good to know! As it turns out blasting away at things from a distance while watching things ping off of my armor is very appealing to me.

Zorg just kicked my butt, but no bugs and no crashes so far! Edit: That we don't already know about.

28
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 24, 2013, 12:09:05 PM »
I'm sorry Valkyria but the OP on page 1 doesn't explain how to make a faction compatible that isn't listed under his list of supported factions. I might be missing something, in which case I would greatly appreciate a hint.

29
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 24, 2013, 11:21:46 AM »
So what exactly determines if a faction is compatible or not? I quite like the Kadur Theocracy but I'm sure it isn't as simple as adding a hashtag to a single line in the json file to get them integrated =)

This is very impressive work, I'm new here but I will definitely get you more feedback once I've had a chance to play some more!

30
Suggestions / Re: Ship AI settings
« on: September 24, 2013, 01:44:04 AM »
I agree more functionality is needed. If the officer thing will allow more customization then I'm gonna be very happy.

The thing I REALLY want is a setting to have a ship prefer broadsiding the enemy instead of facing head on. Outside of Vanilla there are ships designed with weapons to the side and the AI does not make efficient use of them.

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