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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

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

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.

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

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?
    "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"],

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.

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.

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.

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..

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.

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

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.

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

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?

Mods / Re: [0.7.2a] Autonomous Ships 0.4.0
« on: March 27, 2016, 02:44:46 PM »
Just got an error mid-battle:
   at com.fs.starfarer.combat.tasks.CombatTaskManager.giveAssignment(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$ Source)
   at Source)

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.

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.

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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