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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 5 ... 16
31
Planet surveying doesn't seem to work; I took 5 probers and turned up nothing after 15 planets.

32
Are those four medium slots on the new Varingur?

Heck yes it's still going.

If you're asking what I'd like to see:
I'd like to see a conversion of the Brawler, it definitely needs some love.
A bit more presence really; in Corvus mode they tend to never leave their system. But that's more of a limitation of the game; so dunno what can be done there.
Mining weaponry, the mining lance is a really nice alternative to the pulse laser.

33
the modfaction.csv file is case sensitive, maybe you added/left out a capital letter somewhere?

Quote
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.

Did you remember to add starting ship options in your faction.json file?
Code
    "startShipsSolo":["exo_shinyo_a"],
    "startShipsSoloSSP":["exo_shinyo_a"],
    "startShipsCombatSmall":["exo_jukai_a", "exo_kaiten_a", "exo_shinyo_a"],
    "startShipsTradeSmall":["exo_ubasute_a", "exo_dozaemon_a", "exo_dozaemon_a"],
    "startShipsCombatLarge":["exo_aokigahara_a", "exo_fukuryu_s", "exo_kairyu_s"],
    "startShipsTradeLarge":["exo_yamikin_m", "exo_ubasute_a", "exo_ubasute_a"],

34
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.

There IS a rather hack-y way to do it.

Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.

Their loadout will still be randomized; in order to change that, you'll have to edit entry within ssp_fleetinjector and ssp_submarketutils (which means you'll have to recompile the jar).

Alternatively, you can make each variant you've created as a separate hull with built-in weapons. Whether that's worth the effort is up to you.

35
Modding / Re: Creating a custom "followers" faction
« on: April 05, 2016, 09:54:56 AM »
You can make all those changes by editing the player_npc.faction file in Nexerelin.

36
Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 04, 2016, 09:00:18 PM »
A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.

37
Looks like a conflict with Citadel, try disabling that mod.

The music issues are caused by the Mayorate, but it doesn't affect gameplay aside from occasionally CTD'ing at the main menu..

38
Am I the only one having downloading issues? It makes it to 10% and drops the download. SS+ is nearly twice the size and went through with no issues.

39
Mods / Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
« on: April 03, 2016, 03:06:32 PM »
Getting an error:
Spoiler
Code
1426041 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.<init>(Es_ShipLevelFleetData.java:40)
at data.scripts.campaign.Es_ExtraSystemController.advance(Es_ExtraSystemController.java:73)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

40
General Discussion / Re: A Question about Faction Suggestion
« on: March 30, 2016, 12:57:44 PM »
There's no real rule against *suggesting* a faction; but whether it's made or not is completely up to the developer/modder; and they usually have their own creative vision.

If you want to go that way, I suggest coming up with things like lore and mechanics on your own. The more in-depth and entertaining it is; the higher the possibility of someone taking it up.

Maybe make a thread, where people can share their wished-for-factions, I have a rather dark-humoured idea for a faction myself; but I cannot art.

41
Must be a setting somewhere as it doesn't work for me.

42
Speaking of that gif, I have to ask: How did you make that center mauler follow your cursor even when it wasn't in your selected weapon group?

43
Mods / Re: [0.7.2a] Autonomous Ships 0.4.0
« on: March 27, 2016, 02:44:46 PM »
Just got an error mid-battle:
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveAssignment(Unknown Source)
   at org.tc.autonomous.AutonomousCommandsPlugin.advance(AutonomousCommandsPlugin.java:135)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also, sometimes the Target Fighters command gets spammed dozens of times on the message bar; so many that they get stacked on top of each other and reaches the bottom of the screen. It seems to happen if the ship's targeted wing is destroyed; though I'm not exactly sure on the correct triggers, it only seems to happen once per battle.

44
Bug Reports & Support (modded) / Re: GC Overhead Limit Exceeded.
« on: March 26, 2016, 06:25:46 PM »
If that's the case then SS+ is most likely at fault.  It could be literally any campaign class in there.
In the example above I'm not using SS+. It might be a contributor, but it's not the cause.

45
Bug Reports & Support (modded) / Re: GC Overhead Limit Exceeded.
« on: March 26, 2016, 01:56:29 PM »
It only seems to happen while saving, it gets stuck on the screen for about a minute and then crashes.

If I load and immediately save, it doesn't seem to happen. Though it could just be that enough time hasn't passed.

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