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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 - Ryu116

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31
Mods / Re: [0.7.2a] Ship/Weapon Pack 1.0.0
« on: April 22, 2016, 11:55:21 PM »
Dark.Revenant,

I truly AGREE with what you are doing and it is very wise steps you are taking.  By dividing your big modpack into module style mods where you have multi mods working together, it will make it much easier to maintain them.  By doing this ways, it also allow you to be able to even add any more different mods that would work together with your different mods for any purposes, if you ever have any plans for it.

I am looking forward to where this modding path will take you to.

 :)

32
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 11, 2016, 09:14:47 AM »
I vote for 1b and 2b too.  1b and 2b looks the best! :)

33
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: January 02, 2016, 09:23:39 AM »
i like anti-ship sledgehammers.




and i'm horrible at shading.

And the story is something like: Division 1 was the secret deep-science laboratory of the Hegemony(like DARPA). Some of the faction's greatest breakthroughs had been made there, and the Versatile Modular Platform was about to be one of them. The idea was to integrate modular functions such as weapons, shields, logistics, or industrial modules into a basic frame, making it extremely versatile and effectively replacing many frigates, cargo haulers and destroyers such as the Hammerhead and Lasher. It would have been an invention that would have changed the fate of the Sector were it not for decreasing budgets from battle expenses and destabilization of the Hegemony from constant electronic attacks from the Tri-Tachyon, which ultimately forced Division 1 to be decommissioned. Needless to say, the VMP project was cancelled, and its incomplete prototypes were left to gather dust in an isolated hangar. The ship seen above is one of the first results of the VMP project, and has a railgun used in orbital defense platforms as its main module.

That story makes perfect sense and I sincerely recommend this story to be implemented as background story about exotic, unique experimental anti-ship sledgehammers.


34
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 30, 2015, 06:45:33 PM »
Your ship with shade look much better and it look great!

I would like to try your ship in starsector when you release it.

:)

35
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 26, 2015, 03:05:14 PM »
An opinion? Please '.'. Thank you!
Spoiler


[close]

Your ship is looking interesting, it look like gunship destroyer.  I think it could look better if you replace two larger gun spot on far down / left of ship with smaller gun, so it have more 'realistic' looking to ship.

36
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 26, 2015, 11:58:40 AM »
Just here to pop in for some  opinions,

Poll Poll Poll!

http://i.imgur.com/9YMcN3T.gifv

http://i.imgur.com/8CmctHC.gifv

http://i.imgur.com/xDGgi7A.gifv

Third link with purple color looks the best IMO.

37
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 25, 2015, 07:25:35 PM »
Yeah, so you won't see any chatter if flying a solo ship.

I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.

I have idea about this solution:

We could select the specific traits that affects how our crew talks on our own ship.  At character creation menu, you could add certain menu that allow you to pick any traits that you would like for your character to have.  And If it is possible, ensure it is compatibility with SS+ and Nexerelin too.

And at the same time, you also could implement the crew reaction to any situations like allied ships does when taking damages. The type of chatters depends on the amount of rookie, veteran, and elite crew that included in your ship, just like allied ships (If I remember correctly if this feature is already implemented for allied ships.  Please correct me if I am wrong though.)

38
Mods / Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« on: December 25, 2015, 11:27:05 AM »
I am not sure if I am doing anything wrong, I am unable to see any texts (chats) coming out from screen or any ships.  I took screenshot of all mods I installed into my Starsector:





Gameplay screenshot (Chatter lines not appearing anywhere in screen.)







Just in case starsector.log is needed, here is link:
https://www.mediafire.com/?52fdjykm5rusd7f

I think This could be due to mods conflicting with each other?

39
Mods / Re: [0.7.1a] The Knights Templar 0.9.5c
« on: December 23, 2015, 03:06:21 PM »
would a holy hand grenade Templar bomber wing be too much to ask?  ::)

How about unguided torpedo (or guided version) with holy grenade warhead? Holy grenade torpedo would only have one ammo and after hitting target, holy grenade torpedo would take 3 seconds to explode that would shake whole map.  Holy torpedo would be only available to player for over million credit (As stated) or higher price, so it would be so difficult to obtain.  HGT (short for Holy Grenade Torpedo) also have very strict requirement when meeting certain conditions, in order to be worthy of receiving from the highest order of Templar.

Just an idea for humor feature in this epic mod.

:)

40
Suggestions / [Suggestion] filter tab for factionalized ships and weapons
« on: December 21, 2015, 08:44:05 AM »
Hello everyone,

I noticed there is still one feature missing, fliter tab for specific ships and weapons.  For example when I was customizing my weapons and wanted to try different ships and weapons in starsector, I still have to swim through many different ships and weapons from starsectors.

So I think it would be great help to have tab filter that allow you to customize the filter that shows specific faction's ships and weapons in both ship and weapons selections.  That way we will be able to efficiently work with each ships and weapons effectively.

It will be great help when testing ships and weapons quickly each time we load starsector too.  So here is my idea how this could work:

Add an extra codename for each ship and weapons, for example:

ShipFaction = Heg, Lucc;
WeaponFaction = Priate, Tri;
.
.
.

Where code would use short name of each faction with 'Gen' for general included if specific ship and weapons are for general usage besides specific faction.

That way, filter can use these codename to filter the ship and weapons when customizing filters to display ships and weapons on screen.

41
I am able to install more mods and enjoy smooth gameplay without any crashes in starsector 0.7.1a!  I played for an hour as bounty hunter while seeing many things going on in starsector.  I am very thankful for all helps from everyone here!



(This is how joyful I feel after solving issues with fatal: null CTD issues with helps from community in this forum.)

 ;D

Here is list of mods I have installed:






Screenshot of my gameplay:


42
That solved my fatal null crashes and I am able to add more mods and still enjoy the smooth gameplay with starsector!  I didn't have any crashes so far.

:)

43
Ahh I see!

I did some modding with officers in setting (config file from starsector core):

Quote
"officerSkillIncreasePerLevel":3,
"officerMaxLevel":40,
   
"officerMaxHireable":40,
"officerPlayerMax":20,

That must be reasons... I will restore the value back to default value.


44
Hello everyone,

I have been having too many fatal: null crashes since I installed new java, so I am not sure what is going on, I have lot screenshots and information provided:

I am using Window 7 64 bit and I am using an external LED Monitor as secondary monitor with my DELL laptop.





This is list of mods I installed in my Starsector 0.7.1a:



Here is result from using version checker mod:



And finally,

Here is error info from starsector.log:

Quote
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
   at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
   at data.scripts.campaign.events.SSP_PersonBountyEvent.initPerson(SSP_PersonBountyEvent.java:602)
   at data.scripts.campaign.events.SSP_PersonBountyEvent.startEvent(SSP_PersonBountyEvent.java:501)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startPersonBountiesIfN eeded(SSP_EventProbabilityManager.java:110)
   at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:108)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:58)
   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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
946018 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
946018 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Is this error related to recent version of java 8 64 bit?  I kept getting lot of crashes lately.  I didn't experience crashes in with Starsector 0.7.1a (without mods) and older Starsector 0.65.2a (with lot mods).

Any helps with my fatal null crashes is much appreciated and if there is any information missing, please let me know.

45
Mods / Re: [0.7a] ORI faction v0.3 Exerelin compatible
« on: December 13, 2015, 09:43:18 AM »
I enjoy playing with your mod ORB for starsector, so I am wondering if there is any plans for updating ORI for starsector 0.7.1a?

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