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Starsector 0.95a is out! (03/26/21)

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Messages - NightfallGemini

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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

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.

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?

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.

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.

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.

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)

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.

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.

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:

2244011 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException
at java.util.LinkedHashMap$LinkedHashIterator.remove(Unknown Source)
at data.scripts.everyframe.II_TitanPlugin.advance(
at com.fs.starfarer.title.Object.float$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$ Source)
at Source)

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?

Getting a crash on a fresh save:

6824627 [Thread-4] INFO  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
6825459 [Thread-4] INFO  - Removed freelance admin from raesvelg, 20 total available
6825531 [Thread-4] INFO  - unique bounty interval elapsed, 0 unique bounties active of 3
6825531 [Thread-4] INFO  - unique spentBounties was null, adding empty list
6825532 [Thread-4] INFO  - unique bounty data list contains: [vayra_caliph_bounty, vayra_test_unique_bounty]
6825534 [Thread-4] INFO  - picking unique bounty
6825534 [Thread-4] INFO  - picked unique bounty: vayra_test_unique_bounty
6825535 [Thread-4] ERROR  - some kind of error, aborting
6825536 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6825548 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Atmospheric_Rise.ogg]
6825943 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$ Source)
   at Source)
6826048 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6826048 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 09, 2019, 10:13:38 AM »
I'm really, really looking forward to this. Those system hullmods look polished and sick as hell.

Modding / Re: No fighters that grant 'ground support'?
« on: April 02, 2019, 04:40:27 PM »
If by fighters you mean the stuff you equip on carriers, no. Fighters aren't part of your fleet anymore, they're LPCs.

Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 09:50:12 PM »
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?

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