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Messages - Gwyvern

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31
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 24, 2021, 02:59:44 PM »
the Anargaia system file, its just a few inverted solar flares layered on top of one another

32
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 23, 2021, 03:28:28 PM »
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.

You would need to set up an IDE and create your own JAR from the files in the src folder, the effects are scripted.

33
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 16, 2021, 05:05:28 PM »
New Skin pack, some orangey brown shenanigans by a user called Nes, check it out on the main post.

34
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 23, 2021, 12:04:06 AM »
To be honest even I'm a little confused.

35
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 16, 2021, 05:46:27 AM »
Thank you, I'm glad you're all enjoying it.

Technically speaking though, the Donovan IS a capital ship :P

36
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 07, 2021, 05:30:09 AM »
Yeah but I get the sense that a lot of the pre-placed ships in the outer sector are meant to be remains of explorers and scavengers of more recent vintage (or ships lost in hyperspace battles that settled into those places), not just ancient ships so there should be some nearly functional ones out there. You certainly find so many Society ships out there that having them all be junk is pretty annoying. I can get the lore if I find 2-3 ships like that, not dozens.

Thats because you don't have all the pieces of the puzzle.

37
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 06, 2021, 03:51:30 PM »
The full un-field-repairable set of d-mods on every Exodus ship you find through exploration feels really excessive, it's not so much of an issue for exploration-only ships but when they're ships that the Society still uses? Makes recovering them almost worthless since they cost so much more to repair than to buy new (or smash some Society fleets for drops). The story justification is fine for an occasional ship but you'd think that the modern Society would lose ships out there too so the majority of what you find should be newer vintage.

The newer vintage ships are handled the same way all derelict ships are handled, check areas where the society does battle.

The ones you find out in space are just teasers and lore hints, they aren't really meant to be useful, and they are anything but new.

38
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 05, 2021, 02:40:38 PM »
Hmm, getting this error popup and crash when I try to launch while Arkgneisis is activated.

Any ideas? Seems like it's not finding an audio file? A bit confusing. I think I have everything up to date.

It's not loading a music file, sounds like a botched installation.

Delete the mod from your files and redownload it.

39
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: July 27, 2021, 03:09:24 PM »
Ah, that's it. Haven't restored it yet, and wasn't going to if it didn't have that ability. Cheers.

How could the Champion Lancer have possibly been your favorite ship earlier if you didn't know that you needed to restore it? You've always needed to restore it to get full functionality.

40
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: July 26, 2021, 02:33:08 PM »
Did the Lancer/Champion used to have a phase or teleport feature? Just got it again there, and it seems far less mobile then i remember it.

Was previously my favourite ship, but now not so much.

It hasn't changed at all, did you forget to restore it?

41
Suggestions / Re: market conditions once-over
« on: July 17, 2021, 02:28:59 AM »
SS ships have enough engine power that if one was to take off from ground level at full burn? Rhode Island would glow blue for a few centuries. They have relativistic levels of acceleration, they care not for atmospheres heh

yeah but if ships are taking off from a colony at relativistic speeds then a spaceport would give a planet extreme weather & tectonics conditions & remove habitability if the planet has it.

They could literally just decide not to fly off that fast until clear of the atmosphere.

I doubt anything bigger than a frigate even lands and I doubt anything would survive relativistic atmospheric travel.

42
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 25, 2021, 03:42:15 PM »
Probably not

43
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 20, 2021, 03:08:26 PM »
I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.

From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.

If Anargaia is destroyed the largest hidden base will expand to fill its shoes, the feedback is noted though, and I'll consider it when next it's time to expand their campaign mechanics. This would probably be a lot more common on older versions, as Anargaia itself had a few changes under the hood to make it harder for Nex invasions to succeed against it without the player's intervention.

Apologies but it's going to be like that for a long time, I've gotten well underway for LoA 2.0 and pushing an update before it's completed would involve a tiresome process of ripping stuff out and making sure i can put it back in later.

44
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 17, 2021, 04:19:24 PM »
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way

was it VIC? this looks like the VIC bug

One of their missiles MIRVs into a scuffed projectile, it will be fixed in their next patch.

45
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: June 15, 2021, 09:04:49 PM »
They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Do they do any raiding?

Not yet, at least, not beyond whatever Nex lets them do.

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