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Messages - Snrasha

Pages: [1] 2 3 ... 47
1
Mods / Re: [0.95a] Pulse Industry
« on: March 20, 2023, 03:30:42 AM »
Only thing I'd have to add is that, for the sheer amount of weapon-points the Minster Ultra-Heavy has, it has entirely too few OP. You can't fit more than 75% of them properly before you run out of space, never mind the Fighters. The rest all Looks really cool though. Love the mod, it's awesome!

The minster is not a battleship. This is normal. If you put only very bad fighter and bad weapon, you can fit all of them.

2
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: September 24, 2022, 01:04:20 PM »
Hi, first off cool mod and ship aesthetic. Unfortunately I've ran into an issue with my current save where ALL the remnant systems were replaced with SAD ones on sector generation. I assume there's not meant to be 20 odd SAD motherships? There are no remnants in the sector at all save for the odd few that spawn via Ruthless sector.

I hadn't noticed at first and got a few hours in and have now since had to abandon the save. I'm not sure if it a mod conflict, there are no error messages. Here's my mod list for that game if it would help.

Spoiler
{"enabledMods": [
  "yunrutechmining",
  "$$$_lightshow",
  "$$$_trailermoments",
  "pantera_ANewLevel25",
  "raccoonarms",
  "AttunedDriveField",
  "lw_autosave",
  "BSC",
  "blackrock_driveyards",
  "HMI_brighton",
  "bruh_moment_console_commands",
  "CaptainsLog",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "istl_dassaultmikoyan",
  "DetailedCombatResults",
  "diableavionics",
  "Diktat Enhancement",
  "DisassembleReassemble",
  "edshipyard",
  "HHE",
  "fleetsizebydp",
  "fluffships",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "sun_hyperdrive",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "Interstellar Federation Refurbished -unbalanced-",
  "kadur_remnant",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "officerExtension",
  "console_overlord_additionalcommands",
  "planet_search",
  "TAR",
  "pt_qolpack",
  "roider",
  "rotcesrats",
  "sun_ruthless_sector",
  "sanguinary_autonomist_defectors",
  "SCY",
  "SEEKER",
  "PT_ShipDirectionMarker",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "transpoffder",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "WEAPONARCS",
  "toggleWeapons",
  "whichmod",
  "audio_plus",
  "shaderLib"
]}
[close]
Hi, completely missed that, sorry. Send me a message if i do not answer.
But in my memory, the mod worked properly. Probably incompatible with some mods.

3
Mods / Re: [0.95a] Pulse Industry
« on: September 24, 2022, 01:02:37 PM »
Hi!

I would like to ask for a help with a rather specific problem I encountered. My first time playing Starsector was back in 2019. Naturally, after exploring the vanilla game a bit, I decided to install few mods. One of them was called High Tech Armada ver. 0.7.1d.

Here lies the core issue. I took a break from the game for 3 years, and just recently I wanted to try the new story content, so I started new game, played for few days before realizing that I have to patch the game first. (Well yes, I am not the smartest person on the planet, how could you tell?).

I patched the game and then went on to patch the mods. For the love of god I cannot remember where I downloaded the orignial High Tech Armada mod, and only link I found got me here. Content of the mod is the correct one, however mod loader does not treat the current version as "High Tech Armada", but as "Pulse Industry". Is there any workaround for this?
Hi, the original high tech armada do not exist anymore. Check with YuiTheModder for get the other content of High Tech Armada.

4
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: April 15, 2022, 10:58:37 PM »
Hi, nice mod but I just wanted to inform you that both types of SAD beacons don't seem to show any description when I inspect them. I've taken a quick look into the mod's files, and it seems to be because the beacons description in rule.csv are associated to the wrong tag (warning_beacon). Changing those tags to the ones I could find in ping.json seemed to work, but only for one of the two beacons (sanguinary_autonomist_defectors_warning_beacon2 works perfectly, but not the 3).

Not a big issue, but I just wanted to point that out.

Oups, thank. I will might update it when i have time :).

5
Mods / Re: [0.95a] Pulse Industry
« on: January 15, 2022, 11:19:20 PM »
Hi, love your mod and have been having fun fine tuning my Minster into a truly awesome force. While doing that I think I found a bug with hard flux dissipation where the Pulse Core Deviant is overriding the elite part of field modulation. By default (with elite field modulation skill and Pulse Core installed), hard flux dissipation with shields active is less than 100/sec. When I altered the minster and removed the core it was over 200/sec.

Oh, i will look at that when i have time. Thank

6
Quote
613518 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager

Hey, sometimes people get this error. But often, we never know why and where. Will be possible to add a another log on the CombatMain or say how resolve it on a thread ? Thank you very much :)

Definitely need to see more of the stack trace for this; this doesn't tell me very much beyond the issue being related to how GL lists are being used. It would also help to know what the person was doing when this crash occurred.

From the user:
Quote
I went to mission, there was a mission where I could select basicaly any ship (benchmark, one before the last). I chose the Lodium, put the hardened shield mod, went to a simulation, all went fine.
When I exited the simulation and pressed esc, the game crashed again:

7
Quote
613518 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager

Hey, sometimes people get this error. But often, we never know why and where. Will be possible to add a another log on the CombatMain or say how resolve it on a thread ? Thank you very much :)

8
Mods / Re: [0.95a] Pulse Industry
« on: January 14, 2022, 11:39:01 PM »
I got an error when trying to build in the hardened shield on a lodium.

2106811 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager
   at com.fs.graphics.util.GLListManager.beginList(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.super(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.coreui.Oo0o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoO0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.e.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.F.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.N.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.do.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

 :'(

Already got this issue multiple times, seems to be a another mod which cause the crash because everybody put hardened shield on lodium.
I just do not know what mod cause the crash.

9
Mods / Re: [0.95a] Pulse Industry
« on: January 05, 2022, 10:57:02 AM »
Is this only a kitbash or does it include a faction as well(Waiting on some computer parts so I can't run the game right now and check)?

Hi. Only kitbash, do not contains factions.

10
Mods / Re: [0.95a] Pulse Industry
« on: December 17, 2021, 12:27:45 AM »
Really hope this gets updated soon! Really love the Lodium!!!

This version is not compatible with the new starsector update ?

11
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: November 16, 2021, 02:08:48 AM »
The mod is great, i epsecially like the hubships functioning as research stations you have to fight against for blueprints.

Only thing i have gripes against is the HVB from this - a literall HORDE of wadjets is not something the initiall description prepares you to fight against, and the Sakura cruiser recieved as a reward seems underwhelming - yeah, it is supremely tanky, but lacks the weapon mounts / systems to actually do something fancy with that tankyness. At least in my experience.
Thank for the feedback, but have you tried to put full burst weapon on it ?

12
Mods / Re: [0.95a] Pulse Industry
« on: September 28, 2021, 02:05:05 AM »
Minster-class Ultra-Heavy CapitalShip is more weak than any other capital ship I have cost me 3_500_000 credits to buy, cost 75 to deploy, no discount mod to allow put weapon on slot, is not clear, reactor is weak.

In my opinion for 0.95a balance it's useless.

You said it's a exploration ship ok, but 6 of burn speed ? it has a very combat system (probably overpower), have a lot of mount of weapon, cost 75 de deploy, have operation center, etc, I mean everything is mean for combat, but it's an exploration ship that is slow and cost a tons of resource to maintains ?

Exploration do not means to be fast. This is a hubship. The system is for defense purpose. It does tanker, freighter and has a low crew maintenance.
And max burn 6 is pretty logic for the size of this ship. And i think you can put every slots with mining weapon for mining planet with Nexerelin.

For the cost maintenance, i will just say than you can put some hullmod for balance it. I do not see any problem to use it on a fleet.
Also for the price for buy the ship, do not forget than this ship is put the market from a private industry.

13
Mods / Re: [0.95a] Pulse Industry
« on: August 04, 2021, 05:31:17 AM »
Ancient issue, but I'm gonna point out that the Lodium-class Heavy Cruiser has a black dot on each side respectively, on the upper half of the ships sides (left + right).
I removed them for myself, but for future updates, this might be good to get rid of. ;)

EDIT: Athenia-class Fast Carrier also has some random pixels left on the upper end of the sprite, while the Malice-class Frigate has some on the sides.

Love the ship designs btw!

Thank, fixed for the next update.

14
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: August 01, 2021, 09:30:06 AM »
Adjusted Sector does not spawn any SAD systems, is there anything to be done to fix this?
Something Adjusted Sector need to be updated when the author will have time. The problem is not mine.

Edit: The problem is mine because i modified some id, but only Adjusted Sector can fix it.


15
Mods / Re: [0.95a] SAD: Sanguinary Autonomist Defectors
« on: July 13, 2021, 12:35:32 PM »
Oh. Ok (
Wuh ? What ?

Thanks, the mothership feels like a much more balanced threat now. The only was I was able to kill it previously was by abusing some really broken EMP Artillery weapon from the hiigaran faction mod that disabled all its weapons through its shield, now I can take it on without cheesing it and it feels more in line with the tier 3 battlestations. Also the shield effect is very aesthetic.
Yeah, but the "poor" version seems to be more dangerous than the "proper" version and i will need to rebalance that. They can be always a big threat anyways.

Thank for the shield effect, do not seems to be problematic for the player eye too.

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