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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - 00lewnor

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31
General Discussion / Re: File editing
« on: February 24, 2018, 03:22:56 AM »
I don't know where to find those but the console command mod can probably do all that for you:


32
General Discussion / Re: Wierd Glitch, or am I doing something wrong?
« on: February 18, 2018, 02:07:43 AM »
My first opinion would be that you're running out of RAM, try this;
     http://fractalsoftworks.com/forum/index.php?topic=8726.0

33
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.6.0
« on: February 01, 2018, 12:42:16 PM »
Something I’ve just noticed; the vanilla militarised hegemony auxiliary buffalo has had the civilian hull mod replaced by the auxiliary mod, ship/weapon pack’s lions guard buffalo however still has the civilian hull mod. Intentional?

34
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
« on: January 12, 2018, 02:54:55 PM »
Success!

35
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
« on: January 12, 2018, 02:40:11 PM »
Got rid of that but no change, and it is certainly DME's fault as the game runs fine with it disabled.

Also have I been really unlucky or is the e-Vulcan not spawning?

36
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6a
« on: January 12, 2018, 02:01:04 PM »
I updated this mod, Shadowyards and combat chatter and now am getting a crash when I try to start the game. The crash says “Fatal: Ship hull spec [nex_asgard] not found!” the game loads fine when I disable DME.

Starsector log:
Spoiler
17410 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.StarCoronaAkaMainyuTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17411 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.EventHorizonPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17413 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.RadioChatterTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17414 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.StarCoronaTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17415 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.AsteroidFieldTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17419 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17422 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.MagneticFieldTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
17424 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.campaign.terrain.SpatialAnomalyTerrainPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]

At first glance the error message suggests something to do with Nexerelin’s battle stations update but I don’t have that installed (I had it installed but inactive to start with but deleted it to be sure it wasn’t the cause)

37
Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.3a
« on: December 30, 2017, 01:02:18 AM »
Not sure if this is intentional or not but the Shadowyards phase ships have different built in hull mods to vanilla ships; they all share the delicate machinery hull mod that speeds up CR degradation after peak time but vanilla ships have the phase field hull mod that negates sensor profile which Shadowyard ships don't have and Shadowyard ships have the high maintenance mod (increased monthly supply cost) that vanilla ships don't.

38
Suggestions / Dedicated vs improvised salvage and survey hull mods.
« on: December 29, 2017, 02:51:14 PM »
Mostly due to my annoyance at the fact that I can unlock the survey hull mod to put on the non-combat ships in my fleet but not the salvaging hull-mod (with a side order of annoyance at 10-25-30-40% salvaging bonus).

My suggestion is to split into two types of hull mod; dedicated/integrated only found built in to ships that provide the current or greater bonuses (please get read of that inconsistent 25%) and improvised hull mods that can be learnt through the appropriate level three skill or modspecs and installed on any ship that does not have the dedicated hull mod, but only providing half (?) the bonus of the dedicated hull mod.

39
General Discussion / Re: File editing
« on: December 01, 2017, 01:06:54 PM »
Not quite what you were asking for but it can d what you want, the console commands mod:

http://fractalsoftworks.com/forum/index.php?topic=4106.0

40
General Discussion / Re: Happy to be back.
« on: November 30, 2017, 10:48:28 AM »
By default the Z key toggles fighters between regroup and engage.

You can use engage to either attack enemy ships or escort friendly ships you have targeted (R) and regroup causes fighter replace rate to recover faster.

41
Suggestion; Mention in the Threshal's description that the built in SCV construction corvette wing provides a 25% salvage bonus.

More outlandish suggestion; Modular flight deck and/or modular heavy weapon mount (what could go wrong with that?).

42
General Discussion / Re: Starsector beginner guide
« on: November 11, 2017, 07:57:37 AM »
Firstly piracy not piratery regarding the neutral scavengers.

Secondly I agree that you probably don't want to add any faction mods to your first game but there are some mods that may be desirable, primarily auto save and Steiner Foundation, possibly common radar and combat chatter and possibly audio and graphics updates.


43
I've had this happen sometimes as well with just me and my escort frigate burning in so it isn't necessarily allied ships, I assumed it was a big asteroid and didn't pay much attention to it. I cant really add anything bit will try to remember to look for the cause next time it happens.

44
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.4.1
« on: October 04, 2017, 02:59:05 AM »
Any plans for a Striker (P) and/or a Striker (LP) skin?

45
Mods / Re: [0.8.1a] The Knights Templar 0.9.8d
« on: October 02, 2017, 09:53:17 AM »
Will disabling GraphicsLib ("enableShaders":false) disable the new Templar effects or do you need to disable both separately if your computer can't handle the aforementioned demanding custom shader effects?

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