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Messages - Nia Tahl

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61
Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 09, 2023, 01:32:31 PM »
In my defense it's been in your showcase for a while now, and I don't recall this issue being there when I've messed with it in the past...

Never has been in the showcase and it's a WIP ship, so of course things change.

The Nightwatch ships were also technically finished when they spawned, the falcon missing engines was just an error that snuck in.

62
Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 09, 2023, 07:46:14 AM »
Got an issue with the NX-A ship.

That's what happens when you cheat in unfinished ships.

Updated mod anyhow, but no fix for that.

63
Mods / Re: [0.96a] Bultach Coalition v1.1.2
« on: June 02, 2023, 03:22:12 AM »
This is my favourite high tech mod on the forums!

64
Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 01, 2023, 09:30:50 AM »
Fine, I increased the OP, now stop asking.

65
Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: May 29, 2023, 01:11:33 PM »
Possible bug? Not sure if rando scavengers are supposed to have Lostech.

Intended. The chance is very low, but it was added to have another source of lostech hulls now.

66
Mods / Re: [0.96a] More Military Missions (v0.0.4)
« on: May 28, 2023, 02:08:40 AM »
This is completely inappropriate behavior, and this is an official warning. Please re-familiarize yourself with the forum rules.

My apologies to both you and LngA7Gw, my tone was indeed inappropriate.


67
Mods / Re: [0.96a] More Military Missions (v0.0.4)
« on: May 27, 2023, 04:39:20 PM »
Fix your *** mod using dummy factions. It breaks other mods, including mine.

68
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 23, 2023, 08:44:20 AM »
Had a CTD with a Tahlan related error.  Though it would very well be something to do with experimental hullmods as well. Either way thanks for your mod!  It is my favourite faction mod.

Spoiler
9719550 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
java.lang.RuntimeException: Slot id [CS_WS0004SM] not found on hull [tahlan_lasher_pi_default_D]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.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(Thread.java:750)
[close]

Not my mod.

Is disabling a faction intentional?

No, forgot to restore the intended defaults before publishing

Hello Nia Tahl!

In the new update increased ordnance points to 300 from 260 for vanilla Legion.
The mod has the Kasadar Legion, which is still at 260 ordnance points.
Is it possible to raise it to vanilla value?

Yes, it's possible. Doesn't mean I will.

69
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 21, 2023, 04:58:33 AM »
Howdy, thank you for updating this great mod.
I got an error when booting the Starsector:
Fatal: DIRECTORY:
D:\Games\Starsector\starsector-core\..\modtahlan-shipworks-1.0
(data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
Check starsecor.log for more info
The error in question:
17610 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
org.json.JSONException: DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0 (data\weapons\tahlan_Higanbana_glow.wpn)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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(Unknown Source)
Can you please look at the error when you have the free time?

Try redownloading the mod and make sure to delete the old version before putting in the new one. Looks like maybe a file got corrupted.

70
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 21, 2023, 04:33:04 AM »

71
Mods / Re: [0.96a] Tahlan Shipworks 1.0
« on: May 21, 2023, 04:00:48 AM »
Updated for 0.96a

Changelog:
Spoiler
- 0.96a compatibility
- Reworked ship distribution among vanilla factions in accordance with new doctrines
- Adjusted some ship variants
- Removed Ingress for good
- Removed Defiance (you don't even remember what that is)
- Fixes and tweaks and ***
- Added Hel Retribution
- Skysplitter resprited
   - Lowered survivability
   - Added 2 medium missile mounts
- Other stuff I forgot
[close]

72
Mods / Re: [0.96a] ScalarTech Solutions 0.9
« on: May 21, 2023, 03:43:16 AM »
Updated to 0.96a.

This will break saves if you used the previous version under 0.96a due to changed package structure for the codebase.

73
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 10, 2023, 12:55:59 AM »
you made your combat ship worse in combat

the wing adds sufficient combat power easily be worth its OP, therefore not actually making the ship worse in combat unless you see it as separate from its wing, which it isn't. That's like saying a carrier is better in combat if you leave the bays empty.

74
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 09, 2023, 11:32:19 PM »
They really ought to be stronger, right? They cost more DP and supplies. That trips me up sometimes, too, that Converted Hangar ships *should* beat their non-CH equivalent because it's actually a hullmod that explicitly makes the ship stronger, not a sidegrade - but with a higher cost.

I think CH specifically isn't that problematic in principle, but greatly benefits from the high utility value of certain wings. I'm wondering if it might need a floor value for DP increase. A single wing of wasps on all ships massively increases resilience against fighters and missiles across an entire fleet at the effective DP cost of a destroyer or light cruiser in a lot of cases.
As such I could see there being a need to have a minimum DP increase which then scales up with higher OP fighters.

Sarissa is very strong for sure, though and could probably do with a smaller wingsize for slightly lower OP cost. A lot of free flux is just very good and they even do double duty as flak dispensers. The Iron Shell mod actually has a similar support fighter featuring a wing of two with an arbalest each and no system, which was quite solid with an overall significantly lower wing dps and worse hit rates.

For the Pegasus - what does a good campaign build really look like? I suppose it's contingent on the player flying it personally and burning FMR charges at the right time. Something like 4x Hurricane - it can burst down a cruiser on its own, sure, but it also burns through *so much* missile ammo. It probably is somewhat OP, but I feel like it's also a ship that comes across as more powerful than it is when used in the simulator. I'd love to get more info on how people are actually using it, with what kind of fleet in support, etc.

I ran the 4x hurricane Pegasus in campaign for a bit, entirely in AI hands (cause (sligthly buffed) Ret is too much fun to pilot anything else right now), to see how it would perform. The AI certainly uses FMR much more conservatively than player would, but there have been Ordo fights where I gave it an eliminate order against a Radiant and it would just do the thing and delete the Radiant from existence, essentially cutting the fight short. I fear this is almost more an issue with FMR itself than the Pegasus specifically.

In my eyes, FMR just has more charges than it ever should, allowing for stupid burst in player hands that the AI doesn't really understand. Ships being uniquely stronger in player hands isn't something new, but the Pegasus poses an excessive discrepancy in how it can trivialise combat under player control with no real skill required other than alternating the pressing of left mouse button and F. That in itself is an issue with FMR more than the Pegasus specifically, though, so I'd argue reducing (or even removing) the charges on FMR might actually be the best approach alongside maaaaybe decoupling Pegasus and Executor hull stats since Pegasus can afford to be a bit more slower and/or fragile.

75
General Discussion / Re: Current notes on 0.96a
« on: May 06, 2023, 04:29:11 PM »
Hmm - the difference between having Systems Expertise/Navigation/Elite IM and not, perhaps? Vs all-alpha-core Remnants, it wasn't much trouble to avoid getting flanked, usually by popping the outermost frigate. Though it really does depend on the number that's trying to do it, if it's like 5+ there's likely to be trouble.

All my playing with the Ret has been done with all 3 of those since they are default picks for me anyhow.

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