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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Orikson

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You have to many mods @gofastskatkat. I assume you have upgraded the jre to 7u79 and allocated enough memory in the vmparams file?

Here's my suggestion of mods you should retain for a good gameplay. This are really clean ones.
- Audio Plus.
- Autosave.
- Combat Chatter.
- Console Commands.
- Dassault-Mikoyan Engineering.
- Diable Avionics.
- GraphicsLib.
- Interstellar Imperium.
- LazyLib.
- Leading Pip.
- ORA.
- Shadowyards.
- SS+.
- Templars.
- Unknown Skies.
- Upgraded Rotary Weapons.
- Version Checker.

Then, the mods that you can add to the list:
- Better Beginning.
- Combat Alarm Sounds.
- Degenerate Potrait.
- GKSec.
- IBO Mobile Suits.
- Power Dolls Portrait Pack.
- Arsenal Expansion (the new name of Racoon's Arms Pack)
- The Silent Armada.
- Tore Up Plenty.
- Hegemony Auxiliary (or the Venture (A)).

They are at least stable though not tested to the extreme yet.

Mods not to use:
- EZFaction.
- Starsector FX.
- Arkadian.
- ATX.
- Discount Ships.
- EZFaction Explorer.
- Galatia Complete.
- IFed Leagcy.
- Industrial Officers.
- Neutrino.
- Oculian Berserks (or RED mod).
- Useable [REDACTED]

That's my advice anyway. Hope this helps.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 30, 2017, 07:32:03 PM »
After a year without actually doing it, I just put myself back to kit-bashing for your biggest misfortune and for fun, so to make a little pile of garbage sprites and as it is always good to have outside opinions. Well I'm here. On the other hand, although I tried several things from the flight decks of the biggest, I cannot put anything to make them less empty without it looks ridiculous or totally incoherent... Or simply That I like it. Same problem with the paint job to find a color that is not already used by already existing factions. (Vanilla or Modded)



Light carrier and Destroyer



Heavy carrier

Random stuff... ( Drones ? Turrets ? )

Mmm... these look oddly appealing.

You got some parts somewhat right, though most are a bit odd and sort of just there for no reasons (or looks like they'll snap off at any time).

The flight decks of the carriers are a bit off, mostly because the lighting style is different and the placement.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 30, 2017, 07:28:12 PM »

a full military conversion of the Venture with a large front mount and 2 additional small turrets for PD

Hmm... too dark. Sure, the colour fits the stealthy military style, but in game wise, it'll just be another thing player wouldn't recognise till the scorch it/blew it up.

Mods / Re: [0.8a] Outer Rim Alliance v0.7 (08/05/2017)
« on: May 28, 2017, 04:09:44 AM »
I think ORA adds too many systems to the game, look at any other mod, the base amount is around 2-3, five systems clumped together wayyy too much.
Their systems could be spread apart across the sector and that more of them should feature markets from base game factions. (I really like the new SRA placement, makes it possible to interact with them without having to actively seek them out from the edges).

Changing the position of ORA systems would require a revamp of the lore around them. Plus, placing markets into Vanilla star systems is usually not ideal.

On the case of outer systems, the introduction of Sustained Burn basically makes their distance redundant.

Mods / Re: [0.7.2a] ApproLight v0.4.6a(f1) -Prime-
« on: May 26, 2017, 09:55:50 PM »
Any plans to update this mod?

It's not the question of "When it is updating?", it's "When is Approlight's latest update going to be translated?"

This mod original form is from the Starsector Chinese community, so expect a long time till an update. Plus, the 0.7.2 one was behind on updates anyway.

Modding / Re: New To Using Mods, Having Trouble
« on: May 22, 2017, 04:59:28 AM »
We have this guide.

Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 21, 2017, 12:51:23 AM »
Is there a reason we still have run of the mill premade (D) hulls? Looks to me like these can all eventually be replaced with a system that randomly assigns d-mods to certain hulls in markets/AI fleets

Run of the mill premade D hulls came from a time before 0.8.

This leads to confusion especially when the player decides to restore ships with D-hull mods (also labelled as a D ship), with some ships end results of restoration being 'D ships without D hull mods'.

0.8.1 will introduce the 'P' tag for ships that when you restore, it does not go to the original base hull, such as the Sunder.

Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 20, 2017, 08:44:20 AM »
It's been a while since I've posted any bug reports, but here's one that sort of interesting and brought to my attention by another player.

This is related to all phase ships in the Neutrino line up. They all act normal until they reach 80% flux, whereby the weird thing began.

All the phase ships cannot phase through any object (asteroids, ships so far from observation) at that point.

They get repulsed to the outer edges and some hidden boundary.

I managed to break this though by using TheEND because of it's ability to remain in phase after it reaches 80%. By forcing the controls to not get pushed to the boundaries, I prevented it at the cost of jamming it into the spot endlessly until the ship runs out of CR.

Summary: The Neutrino phase ships start to act weird once they reach 80% flux. They can't phase through enemies and asteroids at that point.

That's all from me.

Mods / Re: [0.7.2a] Save Transfer 1.10.0
« on: May 20, 2017, 04:07:02 AM »
Please do not use that; it won't be compatible with the actual 0.8.1 update of Save Transfer.  The code for it is all done but it won't work on 0.8a.
I'm just using it to tide myself over till 0.8.1, the only purpose was to provide me with a way to use save transfer in 0.8a.

Well, it's advisable to always ask the modder before publication of any of your modifications.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 19, 2017, 12:42:57 AM »
So, I'm working on this new Hexon ship:

Considering this was done within a small timeframe and after what I've seen with the new battleship over there, I feel kind of outdated with the shading and the greebles.

Edit: On the side note, the port and starboard at the middle section are decidedly built-in, though I can work around it.

Hmm... too much colour and slots. It has rather weird depth here and there.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 19, 2017, 12:41:41 AM »
Fixed! Hopefully. I'm going to leave this as it is, for now.

This is quite nice I say.

I didn't think those specific ships were in use compared to the handful that were claimed in the thread here but the white ships are no loss really.

I can't seem to find this Leviathan you are taking about, have a link?

As for the demolished Valkyrian I was going to pull it apart myself and use pieces of it for something different.

Here's the link to the Ships & Weapons Pack mod made by DR.

If you scroll downwards to the banner saying "Boss Bounties", you can see the outline of the Leviathan in the right side of the banner.

Alternatively, you can download the mod and peek into the mod's graphics folder.


I was wondering can I use these sprites?



I know I have to ask permission to use that last one but I am unsure who that would be.

I saw the nearly destroyed ships awhile ago and this last update made me think that even worse vessels then degraded ships might be used by those who are very desperate. I mean even a derelict Onslaught is more then a match for most frigates or destroyers. The white themed frigates I am not sure what I going to do with yet I know I will think of something fun. Thanks.

As far as I know, the white yellow ships are being used by someone.

The 2nd last one is already in use. It's the Leviathan IBB ship from Ships and Weapons mod.

The last big one is from Project Valkyrie made by Valkyrian. However, the rights to manage and update the mod have been given to the Originem crew. I'd advise against using it for the tedious task of having to ask multiple people and the size of the sprite which the AI tend to handle poorly with.

Other than that, all the Vanilla ones should be fine albeit weird.

Come onto the Stasector Fan Chat Discord if you want a quick response. HELMUT is there.

Mods / Re: [0.8a] Interstellar Imperium 1.16.0
« on: May 16, 2017, 04:50:25 PM »
I've narrowed down this startup hang to some conflict with Better Beginnings that doesn't occur with other faction mods. I have no leads on what that conflict is, unfortunately.

Unrelated, I just ran into this, though it's only occurred once and did not prevent a second try from succeeding.
[117573 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner$ShipRecoverySpecialCreator.createSpecial(
at com.fs.starfarer.api.impl.campaign.procgen.themes.SalvageSpecialAssigner.assignSpecialForDebrisField(
at data.scripts.II_ModPluginAlt.initII(
at data.scripts.IIModPlugin.onNewGame(
at Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at Source)
at com.fs.starfarer.ui.j.o00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

What's your base game version, jre version and list of mods?

Modding / Re: Installing Mods - A Simple Guide
« on: May 10, 2017, 05:13:31 PM »
Minor update:

- Some shuffling.
- Some new mods.

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