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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Pushover

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286
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 24, 2015, 08:51:06 AM »
Also, the Baliff Class has 1350 armor. I'm pretty sure that's a typo, or that is the 3rd best armored ship in the game. I was wondering why it was so impossible to kill...

287
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 24, 2015, 06:30:10 AM »
Ah *** :)

That`s the new content that was not supposed to slip into the hotfix.

Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...

Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip

I know it's not finished, but marauders still inspect ships (when according to the readme, they should not).

Really liking the new clip system, makes fights a lot more like a brawl as you run through ammo, try to back out, then move back in when you reload.

Seems like the new best way to get cash quickly is to wait in Midline for scavengers to come back from scavenging, mug them of all their goods, then sell it to the hideout.

288
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 23, 2015, 02:02:51 PM »
Here is a fast hotfix that should erradicate all reported issues (except for midline`s missing derelict): http://www.lordsofthestars.com/other/Sector/hotfix.zip

Unpack it inside the 'data' folder of the mod.

I get an error during the initial load of Starsector when I used the hotfix. The game CTD with the error "Fatal: Ship hull variant [xle2-frg-manticore_variant] not found!"

Full error from the log file:
Quote
4494 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
   at com.fs.starfarer.loading.P.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOOo$Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.??00(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

289
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 22, 2015, 08:22:56 AM »
Paste your log file please.
Not the same person, but also crashed after repairing a derelict ship in Midline (Marauder's system). I had previously repaired a ship in one of the ISA systems and it worked fine. Below is the error.

I'm guessing it has something to do with the fact that Midline is not considered to be owned by the Marauders, and an empty system has no ships to choose from.

Spoiler
Quote
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.??00(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.super(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.plugins.ShipWrecks.Repair(ShipWrecks.java:445)
   at data.scripts.plugins.ShipWrecks.optionSelected(ShipWrecks.java:312)
   at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.B.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

EDIT: If it matters, this was on 0.65.1a-RC1

290
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 20, 2015, 11:06:41 PM »
Just noticed, the Hammerhead-U (UIN big freighter) should probably have 1000 cargo space to be like the others, not 125.

291
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 19, 2015, 12:24:32 PM »
Like I said the other day, really enjoying this mod. Thought I would dump my feedback on factions:

XLE seem like they have the worst ships compared with the other 3 factions, mostly for Flux dissipation reasons, as their ratio of max flux to flux dissipation is 20:1 when most ships are 10:1 or lower (UIN generally has 5:1). Their cargo ships also have a much higher logistic value than other factions. Seems like just giving them more flux dissipation to work with, or increasing their max flux would be a great buff. As is, if you mount any energy weapons, you tend to build up too much Flux, and have to spend a long time venting. Frontal attack ships seem much more like brawling ships, which could use high flux dissipation for energy weapons.

ISA have far and away the best frigates and destroyers in the game. They have good Flux capacity and dissipation, and good shields. The Extended Missile Racks allow for a lot of long range support. The Illinois is easily one of the best destroyers in the game, capable of soloing a Moscow if piloted well. Indiana has one of the highest Flux capacities, with good dissipation, meaning its shield is incredibly tough. The C class makes for amazing missile spam.
I was a little surprised to not see a larger carrier than the Idaho, since their combat doctrine would call for missile spam and well armed frigates and destroyers (providing the missile spam), with the rest of the fleet playing defensive. Seems like a supercarrier capital ship would be fitting.
My destroyer composition was just a bunch (6+) of Indiana-C classes providing long range support, and an Illinois as my flagship, mostly holding the other fleet in one place. It could effectively take on any of the RSF battle fleets, although the ones with 2 Moscows tended to get a little hairy towards the end when the Indianas run out of missiles.

RSF don't seem like they are powerful until you reach the larger ships. With the weak forward facing shields, most smaller RSF ships are vulnerable to missiles and assault craft. Larger ships are quite tough, since they can spread missile damage across their armor, and can mount more point defense. Flares aren't always reliable to handle missiles on the smaller craft, but they do help. The lack of omni-shields really hurt for dealing with missile fire.

UIN are designed for broadside engagements, but they end up with the highest Flux dissipation, meaning you can mount just about any weapons you want and not build Flux. Seems like the XLE approach of higher Flux capacity, but low Flux dissipation is more fitting for a true broadside, rather than a brawl. Fortress Shields help avoid a brawl rather than promote them, and also function as effective anti-missile defenses. Particle Beams are a little on the powerful side, since you can just outrange most weapons with them, and simply keep pulling back from the enemy.

FFS I have not played with as much, but what ships they do have seem quite effective. I don't think they match up against the ISA frigates and destroyers, but probably are the second best.

Marauders have extreme vulnerability to missiles due to lack of shields. Pirates just have civilian ships, so they don't match up ship for ship. Black Widows might be slightly better at fighting UIN, since the UIN tends to pack energy weapons, but I feel like they should have a combat doctrine of speed/mobility, since they are raiders trying to get in and out quick.


I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.

292
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 16, 2015, 09:29:51 PM »
There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.

Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers?  The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.

Really been enjoying this mod!

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