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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Gezzaman

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31
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: February 07, 2016, 12:17:07 AM »
Thanks for the massive update

unfortunately i am getting non stop crashing when i enable this mod and start a new game. Is this mod based on Java 7 or 8?

this is the end of the error log

166963 [Thread-11] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]
167041 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.o00000(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)

32
Mods / Re: [0.7.1a] Pegasus Belt Council v1.3 (update 2015-12-15)
« on: February 04, 2016, 10:15:32 PM »
amazing sprite as usual, looking forward to seeing what special ability you will give it

33
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 04, 2016, 10:11:56 PM »
More ships are always very welcome  :D

adds to faction variations and immersion. The biggest gripe i have with playing vanilla is that nearly all factions launch attack fleets etc with very similar compositions

34
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: February 04, 2016, 10:06:14 PM »
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

you will never have the range with mediums that you do with large.

ummm... most medium mounts outrange large mounts just so you know

35
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: February 04, 2016, 10:03:47 PM »
Ye since in the near future 0.7.2 will have an official ship called scarab, pretty sure this one will need to be modified

36
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82RC6)
« on: February 04, 2016, 10:00:58 PM »
"Some of the Neutrino ship/weapons now can use for mining."

i guess all they needed to do was tone down their lasers :P

37
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 05:12:19 PM »
thankyou for the phase cloak changes!

38
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.1 - Updated
« on: January 29, 2016, 03:16:28 PM »
Rhon Lasers, Longinus laser and Clarents are the only things i find placable on non templar ships to be used reliably.

39
General Discussion / Re: Plasma Cannon
« on: January 29, 2016, 01:19:04 AM »
o_O im on 0.7.1 also... can different saves vary that much?

40
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 28, 2016, 11:58:52 PM »
A few medium mount weapons are more flux effective than 1 big large mount tbh and do more

41
General Discussion / Re: Plasma Cannon
« on: January 28, 2016, 06:18:38 AM »
black market has a lot of plasma cannons :P

42
Like what Dri said, I think having each faction having a high chance to deploy certain types of fleets suitable to their style / lore.

Also make the sprites more... different even though they may use the same hull ( eg  XIV varients with an obvious colour scheme)

More unique Cruisers / Capitols per faction?

43
Mods / Re: [0.7.1a] Extra System v0.1.1a
« on: January 20, 2016, 09:05:47 PM »
this is an amazing mod, makes those easy to find but weaker ships more viable rather than being overlooked and never touched

44
Blog Posts / Re: The Ion Pulser & Development Process
« on: January 17, 2016, 04:56:45 PM »
that EMP damage looks scary, good job!

45
Mods / Re: [0.7.1a] Interstellar Imperium 1.9.2
« on: January 17, 2016, 04:53:21 PM »
You should make a custom tune for Titan X about to explode ( think Worms Holy Hand grenade)

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