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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 - Punchclock

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1
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 04, 2024, 05:20:29 PM »
Code
java.lang.NullPointerException
at data.scripts.plugins.armaa_EinhanderHaxPlugin.advance(armaa_EinhanderHaxPlugin.java:193)
at com.fs.starfarer.title.Object.OO0O$Oo.super(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Unfortunately got a crash trying to eject the bakraid.   That being said, the rest of the mod is super solid, always happy to see it around!

2
Found another bug,  looks like the Leynos's left arm can't traverse at all, can't aim it no  matter what weapon is equipped.   I think left arms may have become haunted.

3
Noticed something wrong in my game,  Watchdogs seem to be missing their left arms.   Trying to fix it myself because I'm impatient, anyone else have the same bug?

4
Hammerheads are very easy to use for me.  Load them with needlers and explosive missiles and you're set, surprisingly flux efficient too thanks to the time between bursts.

You won't be able to take on absolutely everything with it but it works pretty well for smaller scale bounty hunts/escorting.

5
General Discussion / Re: Boarding. 0.65
« on: November 23, 2014, 11:41:10 AM »
Never had a problem with boarding, logistic costs of marines are a problem especially with how easy it is to lose them if things go horribly wrong but other than that.

Also, it helps to use larger ships when boarding smaller ones, if not at least think about it, less likely to get blown up.

6
General Discussion / Re: What now?
« on: October 30, 2014, 10:40:45 AM »
You would have to restart your game for mods-but you can always get the console command mod to cheat yourself back to where you were.

Your game can be made safe(er) by editing vparams if you get that pesky loading error.

7
Suggestions / Re: Add more energy weapons to open market.
« on: October 30, 2014, 10:38:29 AM »
I wouldn't mind having more types of energy weapons to be honest, there isn't a very broad selection currently.

8
Never really felt the need to swap out/in augmented engines on the fly, the only vessel I have it installed on is a dominator solely because I had no other way to match the burn speed of my destroyers. For cargoships I can see why temporarily strapping them on would be considered-especially if tugs aren't an attractive option, but I don't know why this would be considered a bad thing-especially with other options to make one go like sanic.

9
General Discussion / Re: Your .65 failures and successes?
« on: October 29, 2014, 08:38:57 AM »
Managed to get organs incredibly cheaply-then forgot where I stashed them.

10
Suggestions / Re: Crippling Crew Levels
« on: October 29, 2014, 05:01:58 AM »
Right, it's basically "how it works". More crew should probably be lost (i.e. spare non-skeleton crew) from combat engagements you've lost, though. I'll see if I can work that in eventually.
Only if you end up over capacity on crew, I'd think?  I mean, if I had spare non-skeleton crew, I certainly wouldn't be sending them into battle unless that was really the only place I could put them...

Yeah, that probably makes sense.

Alex, now that a reputation system is in, what about allowing spacing of crew again? You can space crew, but you'll take a reputation hit with every faction, or every nearby faction at least. This keeps the option available, but provides a reason not to do it. Seems more "immersive" to me.

Maybe? While that sounds reasonable, it's one of those things where it's so low priority that I don't really see messing with it much, until there are more compelling reasons to do so.

I think that jettisoning crew would work really well with a morale mechanic, I don't think any spaceman would appreciate having a captain telling them to chuck their friends out of the air lock.

11
Suggestions / Re: Sinking ships
« on: October 28, 2014, 07:54:29 PM »
Having vessels getting crippled to the point of being unfit for combat would be cool in addition to occasionally slowly blowing apart/obliterating itself like they do now would be pretty cool.  Maybe have suicidal captains try to keep fighting with the broken hulk as the rest of the crew abandons them.

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