Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - grinningsphinx

Pages: 1 2 [3] 4 5 ... 21
31
Mods / Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
« on: January 15, 2022, 09:22:56 AM »
Hmm ok that is a lot to digest. I do see your point though, I did use high energy focus on many of the ships and I will go over their layouts and specialize them better. You make a good point about ground support. In my games they seem to go after the luddics with a vengeance but it takes them a bit to take over the planets so I will add a specialized troop transport at your suggestion. As to phase ships well tbh that is sort of my prejudice, I just do not like them or use them in my games. You do make a good point there that I am trying to make this a fun mod for anyone and I could maybe convert some of the current ships to phase, or maybe add a couple.

I do like the play on words with hive mines lol. I do know there are mods that have mines, I would have to do some research to make my own but I like that. By fighters are you referring to their drones: allsup, flyter, gnawler and katydid and if so what holes?

As to making unique effects and special spiriting well that may be beyond my talents. I am no artist and the visuals I use in all my mods are  from other modders who kindly posted their leftovers on spiral arms, I just recolored and or kitbashed them.

I am currently in the process of reworking their economy as suggested by MapleDaddy__ TTV so if you could flesh out your suggestions a wee but more I will work on your ideas next.


Aye, ground support maybe even advanced ground support, because this faction is basically hostile to everyone so they wont be getting any helping hands in invasions lol.  The issue with the fighters is that their heaviest fighter is an 8 point bomber, that really doesnt do its job armed with a single MIRV system:).  Some heavier fighter craft would be appreciated and maybe 2 gunship level stuff. Even with six wings of them they still struggle because the MIRV is such a small system to begin with. Maybe some work with fighter systems?

The econ rework is great!

32
might be an issue with overcapacity missile racks,  "stacks with null"

33
Mods / Re: [0.95.1] Yunru Core +
« on: January 15, 2022, 08:25:11 AM »
Is there a section with changelogs?

34
Mods / Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
« on: January 14, 2022, 09:49:13 AM »
Sure thing boss.

To me, theres nothing about these ships that says "this is a hive mind", its all just rather generic.  The systems they have while okay in practice, leave a lot of holes in the line up.

For instance, youre missing anything with a ground support package, nor do any ships have any fast missile racks or missile forges. Nothing has any kind of maneuverability system and i believe its lacking in phase ships.  The fighters are fairly generic with lots of holes in them as well. Perhaps ive not seen them yet, but there doesnt seem to be any other faction specific mod other then Biological Hull. High energy focus a bit overused. Perhaps borrow some of the code for the acid weaponry(with permission of course) and make some unique effects on some weapons. Maybe some energy weapons with limited tracking, thats pretty rare and enough to be unique. Combine the multi-part munitions from Arkgniesis and you could probably make curving beams!  Maybe some hive mines(heh), that instead of exploding with damage create fighter craft. Maybe take advantage of the state based ship specials that have been appearing? Dunno, just throwing ideas out there. Havent seen there home system yet, do they utilize special stations and defenses?


As a first pass its pretty cool, good adaptations on the sprites etc. Some of the ships look really cool like the Beetle and the big carrier dragonfly thing is useful. Tartiflette could probably give some insight on how to do fluttering wings etc and the Kingdom of terra has segmented ships, which would be really cool on the long worm like things.



35
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: January 14, 2022, 09:23:27 AM »
Just wanted to give a big THANK YOU to tomatopaste for taking care of the best faction mod in Starsector. You're a hero, buddy! :D

Same, nice to see its still being maintained.

36
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 13, 2022, 10:18:00 PM »
Can I use Asteroid Processing in an Astropolis to supply water to the planet below for the resource improvements that requires "large amounts of water"  ?

37
Mods / Re: [0.95.1a] Hiver Swarm - V0.4 - 01/11/22
« on: January 13, 2022, 07:07:30 PM »
Not too much synergy between the ships, nor evidence of any kind of hive mind type ships.(Yukikaze etc) Are you planning on expanding the ship systems to match ship roles? 

38
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 13, 2022, 05:18:14 PM »
Hiya sir!

I received this error when i used the Academy to train an adminstrator with one skill.  Upon completion i see she gained hyper-cognition.

When i clicked on that admin in the manage admin screen, this happened:

222569 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at com.fs.starfarer.settings.StarfarerSettings.ô00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
   at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
   at com.fs.starfarer.campaign.command.OooO.recreate(Unknown Source)
   at com.fs.starfarer.campaign.command.OooO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.coreui.o0o0.addItem(Unknown Source)
   at com.fs.starfarer.campaign.command.AdminPickerDialog.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.for.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.impl.K.setSize(Unknown Source)
   at com.fs.starfarer.ui.impl.K.sizeToInner(Unknown Source)
   at com.fs.starfarer.campaign.command.AdminPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.command.OutpostListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)

Any ideas? Ty!

Edit: Found the issue, gotta add the tier 3 to sector core, settings right underneath tier 2.


39
Mods / Re: [0.95.1] Yunru Core +
« on: January 13, 2022, 08:48:31 AM »
Fatal Error loading phasefloat.png in new version of core.


\mods\Yunru - Midline Expansion,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\Yunru - Misc Ships,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\UnpackBlueprints,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\YunruCore,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\prv Starworks,E:\StarSector 9.5.1A\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.String(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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(Thread.java:748)


Restored previous version, still works.

40
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: January 13, 2022, 08:37:25 AM »
First your mod is a fantastic idea. Tech mining felt very underwhelming baring the occasional stroke of luck and bloated planet inventory with resources mostly useless at this point. And the depletion counter is very handy.

Question though : is it intentional for me to find really powerful stuff very frequently ? First draw on big ruins - "Extensive ruins" - and I got a corrupted nanoforge. I thought maybe begginer's luck and all that. Then later on lots of hull mods and blueprints, sometimes two or three at a time, and even later on a bioforge factory item ... Same planet at a couple month interval. I'm using Tartiflette's Unknown Skies by the way.

I like your mod a lot on paper but this just offered me some of the best items for this playthrough and I felt like I did not really deserve them yet. Was I unbelievably lucky or is it working as intended ?

Corrupted nanoforge is fairly  common. The truly rare stuff can only be found in certain places, and the rare stuff is still fairly rare from techmining.

41
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.33
« on: January 11, 2022, 01:59:48 PM »
It feels really weird that Expanded Missile Racks doesn't have a S-mod effect, to the point I initially thought I had a mod conflict.

Perhaps something like doubling the rate at which missile recharge (should only affect the Pilum in vanilla, but it feels better than nothing)?
Expanded Missile Rack is powerful enough to not require an S-Mod Bonus.


If it's powerful enough why not go the other way?

Quote
Expando Missile Racks:
Increases the ammo capacity of missile weapons by 50 percent.

SMod Bonus: Ammo capacity bonus increased to 100%

My vote is for missile reload, because theres very few things that enable faster reloads.

42
Mods / Re: [0.95.1a] Hiver Swarm - V0.35 - 12/13/21
« on: January 11, 2022, 01:48:11 PM »
Is the long range blaster supposed to be 800 damage for 75 flux?=P

43
Mods / Re: [0.95a] AdvancedGunneryControl 0.10.2
« on: January 11, 2022, 01:35:24 PM »
Hiya sir!!! Any update to the mod yet?:) Thank you very much in advance!

44
Mods / Re: [0.95.1a] RotcesRats v0.16
« on: January 11, 2022, 01:19:44 PM »
wasteland system doesnt spawn nearly enough missiles to do anything to fighters.

45
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: January 10, 2022, 08:48:36 PM »
Yeah...gotta wait for update:(

41954831 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
   at data.scripts.plugins.Neutrino_EveryFrameCombatPlugin.advance(Neutrino_EveryFrameCombatPlugin.java:239)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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(Thread.java:748)

Pages: 1 2 [3] 4 5 ... 21