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Messages - Oathseeker

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17
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 18, 2014, 04:04:58 AM »
What? No love for the increadible Asura? Lying in wait for those pesky shields to drop, and when they do, kill them all!

18
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 15, 2014, 11:25:59 AM »
Not sure if it's possible since I don't know how the game handles fleet spawning, but something I'd like to see is restricting faction fleets from using other factions high-end ships. Seeing an Imperium armada or Citadel fleet using bright green Shadowyard fighters just seems... I dunno, out-of-character and silly from an immersion perspective. Particularly when there's a stark contrast in doctrine (e.g., low-tech, heavy, slow Imperium ships using high-tech shield-centric ships).

I completely agree, but I think you can only define types of ships to use. Though now that I think of it, I was looking around the fleet files and I think you can define which ships belong to which type, so maybe you could create faction specific fleet setups by having faction specific ship categories?
I'm going to see if I can do that. Though I have no idea how to mod, as long as it's just text files I should be fine ^^

19
Mods / Re: [0.6.2a] Blackrock Drive Yards v0.6.6
« on: November 15, 2014, 11:20:53 AM »
God I can't wait! I'm lost without my blackrock fleet!
Also I'm vary glad to hear about the second station for more conflict, I really wish all systems had several factions. Whats the point of war if you don't get profitses when invading a system? And the AI hardly ever raids systems (though I thnk II adresses that?).

20
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 11:08:33 AM »
Re-read the readme file (or changelog - call it whatever you wish) and everything will be clear.

I wonder how many more such things from 'not in current version' part of it will come up here :)
Do people actually read it?

TLDNR

What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.

I think it was Russia (got high and forgot what its called..). I'll see if I can reproduce it to be sure.

Playing 8.1, I also see planets with Food costing 1.

I didn't realize that was a bug, but most planets I visited sell food for 1-3. Most markets either have LOTS of food, or no food. Only a few are at 100 - 1500 food.

Edit: Merged posts

21
Mods / Re: Project Ironclads TC 8.1 (14/11/2014) [0.65.1a compatible]
« on: November 15, 2014, 08:22:24 AM »
Starting as a pirate with advanced weapon, I got an energy weapon I could not actually fit on my starting ship. Not sure if that's intentional or not, but it seems weird.

22
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: November 15, 2014, 02:13:08 AM »
I am a very sad potato. I tried playing this after a hiatus and I couldn't get the mods to work. I either get Exerelin with no ship mods or the end. Does anyone have the compatible files that they'll be willing to share?

I'm assuming you mean the compatible starsector files, which can be found here: http://fractalsoftworks.com/category/releases/
0.6.2a is what you're looking for.

23
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 15, 2014, 02:11:18 AM »
You say most, but pretty much all the major modders have done so. :V

Relax, no need to get defensive. Several of my favorite mods have not been updated, and I was just complementing Dark, not trying to offend anyone. I know many people are putting a lot of work into all of their mods, and I'm gratefull to all of them. But SS+ has been my favorite mod for a long time, so just a little more gratefull to Dark ;)

24
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 14, 2014, 05:14:08 PM »
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

I work on all my mods at the same time; over half of the II work was done by the time I posted 2.0.5.

That doesn't change the fact that you've now brought 3 mods to 0.65+ while most mod authors can't be bothered ;)
In any case, my respect to you sir.

25
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.6
« on: November 14, 2014, 12:34:30 PM »
Updates for all!  You will need this version if you want to add the Interstellar Imperium.

I'm starting to get slightly worried. Do you ever sleep?

26
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« on: November 12, 2014, 11:13:59 AM »
game is instantly crashing when I create a new campaign with this mod

Fatal: com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.finishAndSync(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V

I am using

StarSector 2.0.4+
Lazylib 2.0b
ZZ ShaderLib Beta v1.01
Citadel 0.7.3
ShadowYards 0.5.2.2
Mayorate 0.8.1
Knight Templar 0.9.2

( this is also crashing if I remove the last 4 mods )

Any idea ?

The only thing I can say is that starsector 2.0.5 is the one with knights templar intigration. But that's probably not the cause of your crash.

27
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« on: November 12, 2014, 04:08:59 AM »
Yeah I know the savegames eventually become a problem. But it happened so quickly. The whole cruisade thing is a bit too much too handle apperently ^^
I think I already have 64 java. I'll look into allocating more memory. Though that might actually melt my computer (and im barely exaggerating ;)). Otherwise I'll have to turn off some mods unfortunaly.

Edit: Thanks for the quick reply btw, wasn't sure if my computer was just having a fit or if there was a legit reason.

28
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.5
« on: November 12, 2014, 02:56:19 AM »
Hey, is it possible that this patch has made the savegames get a lot bigger vary quickly? I can start a new game no problem. But after a few hours of gameplay the savegame will not load. It will take a few minutes of stuttering loading and at about 80% Java crashes.

29
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
« on: November 09, 2014, 05:20:20 AM »
Copying over is never a good idea; always delete and then replace.

pfff, says who? Except ofcourse my computer. But what does he know? In computer years he's old enough to be my grandfather. And god knows grandfathers don't know anything about computers.

Edit: Did that, played for a bit, then stopped. After a while my computer crashed (unrelated) and after that it gave me the same crash. It could be that somehow the crash re-rolled my re-install, but it's also possible this is an actual bug. I'll let you know what happens ;)

30
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.0.2
« on: November 09, 2014, 03:24:16 AM »
After copying the 2.02 build over the 2.00 build I get the following crash after several seconds in the main menu. Probably something I did wrong ;)

Spoiler
Fatal: com.fs.starfarer.loading.specs.D cannot be cast to
com.fs.starfarer.loading.specs.interfacesuper
check starsector.log for more info
[close]

Tried copying the entire starsector.log into this post, which crashed my browser... So I tried uploading it, but then it tells me I can't post replies in this board.. So if you need it, I'll find some other way, if not, great ;)

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