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Starsector 0.97a is out! (02/02/24)

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Messages - Orikson

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Modding / Re: Installing Mods - A Simple Guide
« on: May 06, 2017, 07:59:28 AM »
Well, did some updating. Bit barren, but when more mods update, I'll add them in accordingly.

Short changelog (of the short hand and frustrates those that like changelogs):

- Reorganised the non-faction mods.
- Added new mods.
- Removed all non-updated mods for the time being.
- Cleared clutter and reformatted a few things.

Modding / Re: Restricting fighters to specific ships?
« on: April 26, 2017, 07:08:36 AM »
If you make the fighter an unchangeable build-in fighter, then yes, you can restrict that fighter to a ship only. More than one ship can have the same build-in fighter (though that'll be boring).

If you want the fighter to be uninstall able on specific ships... I doubt that's possible.

Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 24, 2017, 06:41:42 AM »
Genuine question: what are people loading their Del Azarchels with that makes them "bulls*** OP"? I mean, throwing 80 Squalls at something is amusing, but it's not... like... particularly effective or anything.

Combine it with mods, and have Dyna throw you against a Del Azarchel while all or most of the Dyna supported mods.

You'll fine this cruiser scarier than before.

Or use OP missiles from OP mods.

Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 23, 2017, 12:41:54 AM »
The Versant is supposed to be the player Wanzer: A high tier frigate but not a true "super-frig". I don't think there will be pilot-able fighters, too much issues in and out of combat, plus balance: Limited ship slots, too fragile for the AI, open to exploits, not properly handled by the AI autoresolve... (Also, that weapon is overpowered, it's twice as good as a Pulse Laser! If that's your baseline, no wonder the Versant fall short)

As for regular Wanzers, with FlashFrozen we are now headed toward creating wings of only one or two wanzers with long refit time, but buffing those to compete with regular fighters. Be prepared to fear the Raven again.

Oh my, I await the new revamped fighters and the other stuff too!

Mods / Re: [0.7.2a] Console Commands v2.7b (released 2017-03-16)
« on: April 20, 2017, 08:38:16 PM »
Well, sort of expected with the new game update, but this mod isn't working with the new 0.8 starsector.  Neither is LazyLib or version checker.

This is the message I get in the starsector log file...Softworks\Starsector\starsector-core\..\mods\Console Commands\jars\lw_Console.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Console Commands\jars\lw_Console.jar]
java.lang.RuntimeException: Filenames are case-sensitive, [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands\jars\lw_Console.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Console Commands\jars\lw_Console.jar]
   at com.fs.starfarer.loading.scripts.ScriptStore$ Source)
   at Source)

Every update applies this rule: All mods will be broken until they are updated. Do not use them and expect them to work.

Suggestions / Re: Blog post ideas
« on: April 19, 2017, 10:31:41 PM »
I suggest, and going with the majority, a lore blogpost.

It can be either solidifying whatever's has been present before this, or an entire revamp if Alex and David choose to do so.

Although, I would certainly like to read/hear about the sounds/music in Starsector.
There's only two blogpost to my knowledge that sort of touched on this topic:
- "Combat sound effects in 0.6a"
- "Faction Music"

On the subject of lore, most would refer to the blog post from the 21st February 2011, the "The State Affairs".

For those interested in Starsector's lore (but never did look into it), just use the Lore tag in the blogpost section to read up the rest of the blogposts with lore bits in them.

Be sure to read all of them if you can! They're quite interesting. Includes further reading in blogpost titled "A Starsector Reading List".

By my count, there's 111 blogpost to date, with this breakdown:

- 68 by Alex, mostly features and development stuff.
- 18 by David a.k.a. dgbaumgart.
- 4 by Ivaylo.
- 2 by Stian.
- 19 release blogpost (all written/created by Alex).

Note: It may be wrong, there was a lot to go through. :p

Personally, I don't mind whatever is chosen to be the content of the next blogpost. It's nice just to read them and see the way Starsector is heading, immersing oneself in the development and/or story of the game (in real life and the game itself).

If you go with cats though...oh my. It'll surely be cute. Would Leeloo mind?

Mods / Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
« on: April 16, 2017, 08:19:47 PM »
Hm.  I'm using a slightly outdated version of ORA, but I also haven't seen any mention of this in update notes - is there any particular reason ORA is hostile to the Luddic Church, but neutral to the Luddic Path?

Luddic Path are the bad side of the Luddic Church. Just about everyone hates them.

Mods / Re: [0.7.2a] DynaSector 1.1.0
« on: April 11, 2017, 06:24:28 AM »
(Does not work with DynaSector 1.1.0 yet!)
You spoke about it?
1081768 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
java.lang.NoSuchMethodError: data.scripts.campaign.fleets.DS_FleetInjector.pickTheme(Ljava/lang/String;)Ldata/scripts/variants/DS_VariantRandomizer$Archetype;
at exerelin.campaign.fleets.DSFleetUtilsProxy.injectFleet(
at exerelin.utilities.ExerelinUtilsFleet.injectFleet(
at data.scripts.campaign.fleets.DS_FleetInjector.injectFleet(
at data.scripts.campaign.fleets.DS_FleetInjector.advance(
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$ Source)
at Source)

You have to update Nexerelin.

A new version has just been released.

Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: April 04, 2017, 06:22:23 AM »
Does the faction have a starting planet? Ive tried a few new games and it spawns me on Serratum Barren world. Ive check the galaxy map and cannot find ANY planets which exigency owns...

ive downloaded nearly every faction mod which is compatible with Nexerelin and playing on Corvus mode.

Exigency does not have any markets in Corvus mode. This is intended.

They can have market in Nex random mode.

Association have Avesta station in hyperspace as their market in Corvus mode.

Exigency can have a market in Corvus mode if they successfully invade a market or the player does it for them while holding their comission.

Note that the open market in Exigency controlled markets are empty. So you'll have to snatch the black market, hunt their fleets, use Prism Freeport and/or snatch stuff from Avesta station.

Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 03, 2017, 08:13:46 AM »
Also explained way back. This one I think:

Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: March 31, 2017, 05:32:45 AM »
Blackrock Drive Yards
Combat Chatter
Common Radar
Diable Avionics
Exigency 7.2
Interstellar Imperium
Neutrino Corp
Ship & Weapons Pack
Tiandong Heavy Industries 1.1.2

ShaderLib and GraphicsLib perform the same function, the latter being the newer reincarnation of the two.

Remove ShaderLib basically.

You might want to check the versions of the mods you have against their latest one. I can't tell what's the version your mods are except Exigency and Tiandong.

Other advice:

Also, may I interest you in trying out the SCY Nation, Outer Rim Alliance and Dassault-Mikoyan Engineering mods? SCY is supported by Dyna and has great strike weapons, while the ORA brings broadsides and beam denial, and DME brings in fast ships of pristine white and strike power.

Mods / Re: [0.7.2a] Exigency v0.7.2 - Updated 3/19/17
« on: March 30, 2017, 02:33:00 AM »
Why fractions of it mod such weak? Everything that they are able to do it perfectly to blow up but their fleet doesn't pose any threat. One have no shield, others have no mobility. And both have weak arms and active sustem. Maybe it is worth giving "Exigency Corporation" armor restoration, and "Ahriman Association" to give the normal competitive ships? At them even cruisers can't be at war with destroyers.

They are even weaker than pirates...


What are you using to fight them?

Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: March 29, 2017, 08:21:36 AM »
Use JRE 7, this has been a thing for a long while.

Your GraphicsLibs, LazyLib and Starsector+ are outdated (current version of GraphicsLib is 1.0.4), (current version of LazyLib is 2.1b), (current version of Starsector+ is 3.6.1).

I'm not sure, but Extra Salvage/Boarding might also be causing problems.

Mods / Re: [0.7.2a] Outer Rim Alliance v0.41 hotfix (15/03/2017)
« on: March 26, 2017, 08:15:59 PM »
Hi any idea on this crash? Thank you!!

338153 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at data.scripts.plugins.ORA_beamDefensePlugin.advance(
   at com.fs.starfarer.combat.A.B.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$ Source)
   at Source)

Can you list what mods you have on? There might be a clash somewhere.

Other than that, what java version are you using? JRE 1.7 or 1.8?

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