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Messages - Shyguy

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31
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.2.0
« on: June 04, 2017, 12:47:01 PM »
it's okay, we got Khopesh now!

Khopesh feels like a lackluster version of the Claymore, at least those two made for good carrier escorts.

32
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.2.0
« on: June 04, 2017, 09:31:31 AM »
Rip Claymore and Halberd wings, you shall be missed.

33
Mods / Re: [0.8a] Starsector+ 3.7.0
« on: June 02, 2017, 02:05:33 AM »
Just wondering where the SS+ ships and weapons went, I remember seeing them back in 65.2 but they seem to have become somewhat absent, did they get moved to separate mods?

34
Do you mean while you are being a pirate? If you are not a pirate, why would you care of course what happens to them.

Pirate factions needs taxes too, to pay for it's workers, crew and anything else that needs for the faction to have money in it's coffers. When you sell in the blakc market, only you and the buyer make money. That drops the stability of the pirates of course. If they find out you are the one that messed up their economy, they will of course not be happy.

I never noticed the pirates having an economy like the other factions in vanilla or SS+ so I thought it was the same for Nexerelin, that and most of the decent stuff for pirates happens to be in the black market due to me never seeing a market with above 2 stability for the pirates.

35
Question regarding pirates, why is it that when I buy or sell at a pirate black market  do I end up getting an investigation launched as well as a stability drop?

36
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« on: December 22, 2015, 02:35:41 PM »
Will you be working on the "Follow me" command in the future as everytime I do use it the other fleets which were following me bugger off to attack a single patrol so something that makes the Ai return to you after they go a certain distance and ignore small fleets for a period of time after would mean I can go places for once without getting molested by a templar fleet.

37
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 14, 2015, 05:44:10 AM »
So i'm hostile against pirates and tri-tachyon and this is causing my relation with the imperium who I have a commision with to go down and seeing as I only have one ship and a trio of pirate vessels have been chasing me for the past ten minutes I can't do anything else because I need to keep spending money on supplies.

Is there any way for a player to get out of this spiral?

38
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 12, 2015, 11:52:57 AM »
Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?

This is meant for the realism of "accidents happen", that I know. I do not think you can do anything to prevent the random accidents though.

I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.

39
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 12, 2015, 09:42:31 AM »
Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?

40
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 10, 2015, 05:41:03 PM »
Will there ever be an option to disable the crew payments in so I can actually have money on hand to keep buying supplies and fuel?

41
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 01:06:33 PM »
Will you be making any changes to the trading and bounties in the mod? It's already annoying enough that shortages pay less than what I bought the food for and not getting named bounties because an allied fighter got the last hit in is really starting to get to me.

Last-hitting is not a thing in Starsector.  If you were involved in the battle, you get a share.

I didn't mean normal bounty ships, i'm on about the commanders worth 20K and above because i've never gotten any money from killing them with allies in the battle

42
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 09, 2015, 10:36:03 AM »
Will you be making any changes to the trading and bounties in the mod? It's already annoying enough that shortages pay less than what I bought the food for and not getting named bounties because an allied fighter got the last hit in is really starting to get to me.

43
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 08, 2015, 04:26:36 PM »

Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )


Got the latest Lazy and Shader as well as the latest ss hotfix and the entire game is a new clean install, the crash only happens when the loading bar at the game startup is full which is when the error occurs.

44
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 08, 2015, 01:25:56 AM »
Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 error



Spoiler
187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

45
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 07, 2015, 08:18:11 AM »
Shame I actually enjoyed being able to have fun without being forced to play as a smuggler or bounty hunter due to the trading ships you got with the trader faction choices

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