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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Blaze

Pages: 1 [2] 3 4 ... 16
Hey Azmond, could you double-check your Rostor field systems? I noticed all ships with them withstanding absurd amounts of damage. Testing in simulation, I fired 6 clarents at a Cavos frigate and it survived; which is a bit ridiculous.

Not sure if it's Nexerelin or Knights Templar but...

Mods / Re: [0.7.2a] Nexerelin v0.7.6d (fixes 2016-11-20)
« on: March 10, 2017, 09:16:26 PM »
6762444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(
at Source)
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)

Looks like something's breaking the code that spawns a pirate raiding fleet for procurement quests.

Looks like it was Winblow$ update trying to install new graphics driver doohickeys, so it disabled the graphics card (this computer has multiple) until I restarted.

Every time I try to load a game or start a new one, the game will suddenly close without any error box. Checking the log file shows that it successfully loads the game, but it cuts off there.

Tried removing all mods, but no still just closes.

It's really strange as it was working perfectly fine just a few hours earlier.

Edit: Whatever it was, it seems to have fixed itself.

Mods / Re: [0.7.2a] Metelson industries :Teasing is fun a2.70 7/30/16
« on: July 30, 2016, 09:50:05 PM »
I find that having your faction's ship variants use specific weapons makes them appear in their markets much more often.

Just got an error while entering hyperspace:

2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
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)

Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: July 08, 2016, 01:54:23 PM »
I can't seem to access the consul; I see the Alhy-whatever person, but the only option when interacting with him/her is to cut connection.

I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?

public boolean isApplicableToShip(ShipAPI ship) {
return !ship.getVariant().getHullMods().contains("UnstableInjector") && !ship.getVariant().getHullMods().contains("AugmentedEngines");

Adding this should make it so you can't apply it if you have either hullmod and block installing those hullmods if you have your hullmod installed.

Another quick one - I'm making a hullmod for the Sindrians that gives better ship speed etc., but at the cost of consuming more fuel. Exactly what is the name of the mutable ship stats API that affects fuel? Is it stats.getFuelPerLightYear?

Also - a general interest question. Could you make a particular ship role get a damage bonus vs. another ship role? I wouldn't mind just mucking around with the interceptor and fighter roles and giving them bonuses vs. Bombers and interceptors respectively.
I'm not experienced enough to answer this, but I think you'd be better off using weapon scripts.

package data.hullmods;

import java.util.HashMap;
import java.util.Map;
import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class BaseHullMod implements HullModEffect {

    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().modifyFlat(id, 500000000000f);


Throwing that onto basehullmod should change it so every ship with a hullmod has their speed boosted to impossible levels.

Then adding it to every ship as a built-in should only take a few minutes.

A new system for the Glime is kinda tricky. I mean, the easier options would be to add an Ammo Feeder, but that would make it too much like a brawler (which its previous design also resembles, though it now has a damper field.) or a movement system (which would essentially make it into a more shield-dependent decurion).

IIRC, the old system was a ramming field which strengthened shields and made your faster; similar to a monitor. I rather like the idea of a ramming frigate (blame Homeworld Cataclysm), so how about making the ship stop to charge up and then charge forward a short distance? You'd be vulnerable while preparing to ram, although the AI might not make as good a use of it.

Alternatively, some kind of frontal ordnance dump? Say, 15 unguided frag bombs from the front in an arc triggered by ship system. Can be used offensively by dumping it onto an exposed hull or defensively by soaking up enemy ordnance. Lore could be that it's used to clear away smaller asteroids in a field.

Now, the MASA was easily one of the best frigate-sized cargo haulers I've seen. 210(?) cargo, decent shields (mostly due to no flux-using weapons), and a M-Missile slot. Of course, this came at a premium, costing about as much as a high-tech destroyer. This presented a conundrum as if I wanted cargo, I could buy two buffalos, and if I wanted missile slots, I could buy 1.5 vigilances for the same price.

So if I could make a suggestion, it would be to lower the fuel/cargo capacity to around 50 and add a group of ship-exclusive hullmods, of which you can pick one to decide its function.

Some examples:

1. Cargo Module - Increases cargo capacity.
2. Fuel Module - See above, but for fuel; also increases armor slightly to protect the volatile compounds.
3. Tow Module - The addition of a secondary set of thrusters increases speed and adds the ability to tow larger ships. This comes at the cost of fuel usage and maneuverability.
4. Sensor Module - The addition of high-powered sensors increases sensor range both in and out of combat. Furthermore, it increases the tracking efficiency of fired missiles. However, this comes at a cost of the ship's flux usage, and the sensors themselves increase the cost of maintenance.
5. Repair Module - The compact set of construction tools housed in this module allow it to repair and maintain frigate-sized ships. It can also construct fighters, though not during heated battle, increasing the recovery rate of fighter wings.
6. Weapon Module - This module sacrifices other aspects in order to attain maximum efficiency of its missile weapon, increasing firing speed and ammunition capacity. However, the flexibility of the MASA is also its weakness; in order to maintain the effect across the many missile types, sacrifices had to be made. The module is rather vulnerable due to its explosive cargo, and the lack of fixed inertial dampeners means that limits has to be imposed on the ships thrusters and maneuvering engines.

Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
Interstellar Imperium has a ship based on the Yamato, complete with WMC; though it's a mod-hull so you'll also need the SBB mod and capture or debug it in. Other than that, the only faction that comes to mind is the Bushi, but that hasn't been updated AFAIK.

What the hell is that purple thing and why isn't it in my fleet?

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