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

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Messages - NightfallGemini

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1
Modding / Re: [0.95a] Union Rail-Systems 0.1
« on: October 21, 2021, 06:46:01 PM »
these all look great! the Flag definitely looks like fun, not enough true sniper ships in the game below at least heavy cruiser class.

2
liking the aesthetic a lot, Starsector needs more weird biopunk designs.

3
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 05, 2021, 06:07:45 PM »
to clear up confusion, I'm not saying that everything is okay and that everything should be a hyperion or whatever the other arguments are, just that you need to have a very focused, salient example and definition of what counts as out-of-line. for instance, old hyperion endlessly kiting things was perhaps too strong for the player, but was obnoxious to fight against, so it was good hyperion got changed all around. if the doom is what we're talking about, I can agree the mines are in a similar spot.

tldr just be careful with the discourse because it can easily bite a game's trajectory squarely in the ass

4
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 05, 2021, 02:24:04 PM »
Don't use it then. Why taking options from other players?
Some people enjoy optimizing gameplay. The existence of blatantly overpowered stuff ruins that aspect of the game.

this same discourse pops up in every gaming community (primarily GaaS/MMOs) and no one seems to recognize that the goalpost of "blatantly overpowered" just shifts to whatever the new meta is. the calls for nerfs start all over again until people either get disgruntled and dump the game because they feel like they're not being listened to or get bored because everything got 'perfectly balanced' into banality.

5
The onedrive link isn't working properly, says the file doesn't exist anymore and even asked for a login due to 'sensitive info' (???).

E: Ah, now it works. :3

6
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: July 29, 2020, 06:42:50 AM »
Anyone have issues getting the hidden hulls? (unsung, etc) Im cooperative and commissioned by them, but no quest shows up.

As far as I know, there's no quest associated with the Unsung. You're supposed to just explore until you run into its station.

7
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.
Thanks for the bug report!

I don't think I've ever seen any ship that spawns already destroyed when brought into battle, but regarding its weapons - the weapons mounted under the armor are intended to 'break' and won't repair until the armor is purged. This is a workaround I had to implement because, for some reason, the normal way which I use to disable weapons under the armor do not work on beam weapons, like tac lasers, i.e. they can still fire even from under the armor.

I've heard the instadeath bug might be related to weapon-equipped modules not having a minimum of 1OP or something weird like that?

8
So I didn't see this anywhere else, but the Raven-class cruiser seems to be bugged; it either shows up destroyed when brought into battle or all of the weapons mounted on its armor break and don't seem to repair. This doesn't impact it when the enemy uses them, but only the player.

9
Mods / Re: [0.9.1a] Xhan Empire, Day 2 patch 1.2
« on: February 14, 2020, 05:11:49 PM »
This is some very clean sprite work. Nice stuff.

10
Modding / Re: [0.9.1a] CommunistClouds 0.1.1a
« on: February 05, 2020, 10:50:43 AM »
that capital ship looks incredible and I dig the fighters.

11
Mods / Re: [0.9.1a] Kingdom of Terra (v0.4) - This one's Monster
« on: December 02, 2019, 03:03:22 AM »
New update: This Monster,


and a weapon.

we Outlaw Star now, boys (unless it's actually a mech which is still cool)

12
Mods / Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« on: October 28, 2019, 01:50:24 AM »
The gif of that wyrm ship is cool as hell and I love the concept.

13
Mods / Re: [0.9.1a] ED Shipyard 1.6.0 (updated 07/10/2019)
« on: October 07, 2019, 03:33:46 PM »
I *very* much like that dreadnought's aesthetic.

14
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: July 14, 2019, 04:46:59 AM »
Got a crash while fighting against some II dudes with a nuke launcher in their fleet:

Code
2244011 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException
java.lang.IllegalStateException
at java.util.LinkedHashMap$LinkedHashIterator.remove(Unknown Source)
at data.scripts.everyframe.II_TitanPlugin.advance(II_TitanPlugin.java:944)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

15
Yeah, it's due to a missing tag... will do some stuff to fix that and other weapon availability factors in the upcoming hotfix. Thanks for letting me know.

Hello.  I love your mod!

I dont know anything about modding, but I managed to find the tag for the 0-series Nevermore that was preventing it from being on the market.

I cannot find the tag that is preventing weapons in the Blackrock Weapons Blueprint package from being on the market.  Could you direct me too it?

Thanks in advance.

Out of curiosity, what tag did you edit to get the 0-Series to show up?

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