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Messages - Tommy

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31
Mods / Re: [0.65.2a] Hiigaran Descendants v1.1.0
« on: March 31, 2015, 10:51:59 AM »
It's probably very rare. I never found it in probably over 30 hours or gameplay.

Also, since we're on this thread, I seem to find at least 2 to 3 Goliath Carriers in every single station/planet. Open market, black market, special market, everywhere. It's so common it's insane.

it must be a bug.

32
Mods / Re: Mission Pack 0.36 (29 Missions!) (Starsector 0.65.2a)
« on: March 22, 2015, 10:25:35 AM »
Tried it once. Could've easily done it, except well, it would take about 15 minutes. Problem is, after about 5 minutes the Tempest starts losing CR. And game over.

Just too many ships to handle in the amount of time before your CR starts dipping below 50% and problems start to occur. Can't be done (by me at least) unless you actually re-do it many many times hoping for a stroke of luck.

In a campaign, that Tempest would be a lot better. In Missions, it's a bit limited (on all accounts, without skills).

I admit defeat with this mission ;D

33
Mods / Re: Mission Pack 0.36 (29 Missions!) (Starsector 0.65.2a)
« on: March 22, 2015, 09:56:15 AM »
I really hate the Medusa. Worst ship ever. I have no idea why so many people are *praising* it. It's horrible.

I would much rather have a Tempest :)

34
Mods / Re: The Crystanite (Version 1.3) [0.65.2 compatible]
« on: March 22, 2015, 04:32:36 AM »
Also, I wanted to tell you that the drones on the Halo are not regenerating. Once they're gone, they're gone.

I have version 1.2. So yep, I saw they got fixed in 1.3

35
Mods / Re: The Crystanite (Version 1.3) [0.65.2 compatible]
« on: March 22, 2015, 02:34:15 AM »
About 1) even if you do make the ammo regenerate, I would still not use that ship. Just thought this might help :)

At 2) at least you're actively trying to fix it, that works for me :)

Thank you!

36
Mods / Re: Mission Pack 0.35 (28 Missions!) (Starsector 0.65.2a)
« on: March 22, 2015, 02:20:16 AM »
Heya. Trying to do The Boneyard now, and the mission description says "keep your carrier alive". And yet, I have no carrier :) Watch the video from about 0:23.

But no matter, I tried it anyway. And I won (easily, if you account the fact that I didn't deploy the fighters at all, because they were pretty much useless without a carrier).



(again, allow a few minutes for 1080p please, if you're reading right away)

More than 50% of the mission (the end part, from 6:20 or so onwards) was actually a speed deficit. Trying to chase the other ships around.

I think the only non-vanilla feature I used, is the Vessel Modernization mod (I forgot about it honestly). It isn't *that* much of a boost though. 5%.

So fix the carrier part in this mission. With the carrier, this should've been really easy hehe.

Please make more missions (well, at least difficult ones. The easy ones do not tickle my fancy). I promise to try every one of them, record them, and post here.

37
Mods / Re: The Crystanite (Version 1.3) [0.65.2 compatible]
« on: March 21, 2015, 05:55:13 PM »
1) Isn't the Heavy Shard Launcher on the Mercury supposed to regenerate, even at a very slow rate ? The ship is useless without it, and currently, it has 1 ammo.
2) The Laborer (Combat hauler) doesn't launch it's shards (f skill) at all when the AI is using the ship.

38
Mods / Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
« on: March 21, 2015, 01:27:56 AM »
I sometimes encounter a bug. Loading my previous save doesn't work. I think it's the Omnifactory feature in Nexerelin.

Quote
98520 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
98520 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message             : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class               : org.lazywizard.omnifac.OmniFac
required-type       : org.lazywizard.omnifac.OmniFac
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 5517285
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.starfarer.campaign.ModAndPluginData
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message             : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class               : org.lazywizard.omnifac.OmniFac
required-type       : org.lazywizard.omnifac.OmniFac
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 5517285
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.starfarer.campaign.StarSystem
class[3]            : com.fs.starfarer.campaign.CampaignPlanet
class[4]            : com.fs.starfarer.campaign.CircularOrbit
class[5]            : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6]            : com.fs.starfarer.campaign.CustomCampaignEntity
class[7]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.starfarer.campaign.ModAndPluginData
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : null
-------------------------------

39
Mods / Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
« on: March 20, 2015, 11:33:53 PM »
Ok, so I've tested Nexerelin deeply.

Great work so far. What I would want to see in it is a greater customization for starting conditions. More planets, more stations, do I start with pirates in my system or not, my own faction, being able to upgrade planets/stations (better fleets, better chance of surviving captures).

Mainly the generation part. I sometimes start a game 20 times before I get a pirate faction in my system. Or planets that are not miles apart, or having just 3 planets in my whole system.

Also, I always start in the Exerelin system, but my faction and stations are not always in Exerelin. Sometimes I can't even get out of the system to go to my homesystem, since well, 10 fuel.

Thanks for listening :)

40
Mods / Re: Mission Pack 0.33 (26 Missions!) (Starsector 0.65.2a)
« on: March 20, 2015, 07:55:21 PM »
PS: Thank you for contributing to the Starsector community. This game wouldn't be such a powerhouse if it weren't for all the people that spend hundreds of hours modding it.

41
Mods / Re: Mission Pack 0.33 (26 Missions!) (Starsector 0.65.2a)
« on: March 20, 2015, 07:49:52 PM »
Hey, sure you can add them. But I do not promise they will stay forever in my YT account. It would be best to re-download them and upload them to your personal account if you intended for them to never "expire" :)

I have many unlisted videos, and sometimes I "empty the recycle bin".

42
Mods / Re: Mission Pack 0.32 (25 Missions!) (Starsector 0.65.2a)
« on: March 20, 2015, 07:38:37 PM »
My offer with the Impossible Missions still stands.

Just thought to have a go myself at two of the impossible missions. I love challenges. Everything was Vanilla, default loadouts (most were really weak configurations) except usually my flagship.

Both were really easy from 1st (and single) attempt. The 1st mission I did again, because I forgot to turn on recording. I didn't even come close to losing a single ship (except perhaps a fighter or two in the 2nd one). No idea why they are at impossible. I will try the 3rd one, perhaps that's more difficult.

1) Desperate Defence



2) The Final Push



(if the videos are low quality, please allow some minutes for them to get to 1080p, I just uploaded them as I was writing this post).

43
Mods / Re: [0.65.2a] The Knights Templar v0.9.4b
« on: March 19, 2015, 06:31:14 PM »
If you're into extreme ranges, and if you do not care for *balance*, you could try the ORI Romb cruiser.

It's basically cheating I guess. I tried it, and I can obliterate 5 Archbishops and 10 Paladins in a single fight, with ONE Romb, without taking a scratch.

But hey, it's not for me.

44
Mods / Re: [0.65.2a] The Knights Templar v0.9.4b
« on: March 19, 2015, 12:00:14 PM »
You could use tons of vanilla ships. Or Mayorate. Or Shadowyards.

I'm not even including Battleships, because those are almost always a viable choice.

Here are a few examples of cruisers: Driver class (Citadel), Sebastos (Imperium), and my favorite, Tartarus (Shadowyards). Off-course, there are many more. These just came to mind.

PS: The Mayorate battleship with hardened shields can probably stand up to two Paladins and emerge victorious.

45
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 17, 2015, 02:20:43 PM »
Scy is not a supported faction in Nexerelin. It's mentioned in the mod page.

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