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Messages - Sapfearon

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so...fairly sure i narrowed down which mod caused me memory leaks and sometimes just freezing game...
Yeah. it's Exotica.

What's worse - i had no problems with at least 2 different previous versions, but new fancy one just stops me from playing. Can't post any logs since game just freezes.

great mod, works fine for me.  Surprised not many people talk about it.

Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: February 14, 2022, 03:53:56 AM »
i'm honestly surprised nobody talking about recent changes to IBB bounties and how last 2 are impossible to beat without straight out cheating / extreme modding. Let's talk about it then. First - all ibb bounties, as far as i'm aware - they all cheat. AI always deploy bounty ships even if it puts him way above what he can deploy so player already outnumbered before starting battle and no amount of officers/skills/control points change it. So in last bounty, ai deploys 3 capitals who i assume at least 60-80 each plus fleet worthy of 100-150dp. While player even at max battle size is limited to 240 if you capture all points. Then you add that literally every ship in this fleet is armed with weapons that should not be in hands of AI - the doritos OP weapons. And every single ship, every ship(!) even the smallest frigate is armed with them. Add officers from level 10 to 18(!!!) in each ship (alpha core is 8 btw) and you incredibly tough battle. But then there are 3 capitals and oh god, *** zeus overloads any vanilla capital ship from outside of screen in 2 valleys. Zeus literally wins duel with 2 paragons and there 2 more stupidly strong capitals you need to deal with not to mention smaller ship. This is like example of how you never should make fight.
I tried everything, from throwing 23 capital, spamming carries, spamming phase ships, abusing ziggurat which on it's own can delete 500dp fleet solo - no luck. Without having absolutely broken ships from others mods or simply cheating and raising allowed DP size to something like 800 it's not even doable. Maybe i'm missing some stupid tactic like spamming harbringers and dooms but really, nothing should be balanced around harbringer/doom spam.

Sorry, i'm a little angry after throwing fleet after fleet at final bounty. I beat every single bounty before with modest 220dp fleet and 1 capital in it and that even 3 hours of throwing everything i could at problem i achieved nothing. I even cleared all doritos in hopes that new weapons somehow solve this problem - noope.

Funny enough i remember beating this bounty 3 times before changes to skills and i don't remember having any problems at all. In fact, i never ever had problem big enough to force me spam capitals and still fail.

Mods / Re: [0.95.1a] Radiant Prototype
« on: February 11, 2022, 02:00:02 AM »
60dp is a lot, that's cost of paragon. way, way to much. This is price of one of kind super ship, like super capitals from others mod and radiant is not worth 75dp at all. Honestly, even at 60 it's debatable since you can get it for 40 with neural link/ai skill.

75dp radiants also have 0 crew.
Having 1 or 0 crew flagship kinda breaks a lot of story moments when you talking to officers at bridge - while piloting ship with 1 or 0 crew, heh.

Suggested change - change radiant to like 10 crew and 50dp. There is no reason to lock colored radiants behind 75dp trashbin.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 01, 2021, 02:25:36 PM »
can't play without your mod, hoping update will come sooner or later!
thanks for your hard work by the way.

crash after i left my colony.

6112826 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6112827 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Atmospheric_Rise.ogg]
6112858 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6112858 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
6113608 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   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)

edit : another crash, same problem. This is nex crash if i'm reading it right? something to do with agent?

Why you want to destroy a best piece of music not only in this mod, but in all game?

Shame on you , shame.

*play Revoluntion theme on max voice settings*.

It was funny for maybe a minute. Now it's annoying and offensive. Imagine having a really bad rendition of your national anthem as a faction theme and now you understand what i feel. =/

Also, revolutionary station in hyperspace tanks my fps to a crawl. Prism freeport is fine tho, so it's vayra mod problem.
Another problem - stormhawks are too strong. They are wiping perseans/hegemony/pirates like crazy. I'm fine with them as a new pirate faction, but losing half of core worlds is not fun honestly.

General Discussion / Re: Neverending Pirate Activity plus raids
« on: September 20, 2019, 06:23:10 PM »
He is right, pirates are broken right now. First, they are scripted to attack your colony in first 2 month. Probably before you finish your battlestation and patrol hq, thanks to new, longer build times. Second - pirate base spawn rate is INSANE. So, i decided to smack pirates, destroyed their base and what's the first thing i saw when i returned to my colony? PIRATE ACTIVITY. Again, bar, spacer, destoyed pirate base. Next month...Guess what? PIRATE ACTIVITY.
It's not that pirates are strong, they are mostly -1 stab but the spawn rate is insane. Same problem with Luddic path. They must be toned down to something more reasonable like 1 base per year or even 2 year. I'm okay with stronger raids tho. Thank Ludd this patch luddic path is just a -1stab if your colony is doing good.

Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 16, 2019, 05:47:20 PM »
Soooo, wait a second. This mod can remove pretty much all hazards unlike Maya's mod, right? And it even changes planet type? Amazing job! Sadly i'm already playing with TF mod, so i'll wait until next game to test. Solar shades is a feature that i love from Maya's mod, so i would like to see it here.
And about that building...Maybe make it a drop from remnant nexus? Or a custom quest like red planet? I feel like this should be a reward, not something you can build from the start. Otherwise players will be rushing  "penelope star" colonizing like crazy. Like i already doing...

Sorry for bad english :)

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.7c - Ready broadsides!
« on: September 16, 2019, 06:56:51 AM »
Cuchulainn from this mod right? I can't build it for some reason.

so, high value bounty from this mod, right? are unique ships recoverable? I can't get that unique falcon from black talons bounty. I tried like 20 times and still nothing. Also, not sure what's so unique about that falcon aside from cool looking skin.

I thinks it's a great idea. I would totally install mod like that :)

Modding / Re: Civilian (transportation/airliner) fleets?
« on: September 14, 2019, 10:44:10 AM »
IIRC trade fleets already sometimes deliver crew, but you can't do anything particularly interesting with them.

Wouldn't mind seeing more "decorative" fleets.

Yep, more "decorative" fleets is alaways good. In space rangers there are also civilian transports and diplomats. I love that nex adds mining fleets so maybe one day we will see more fleets...

Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: September 14, 2019, 10:41:33 AM »
I'm of the mind that these modifiers should apply slowly over time. Perhaps a series of self-upgrading buildings that replace modifiers over time. So instead of completely negating the Hot modifier it gives a reduced hazard rating that improves over time as the building upgrades itself over time.

I'm also of the mind that planets should have orbital and surface slots that limit how much stuff you can reasonably have in orbit. In the same way a space station gets added to a planet's orbit, solar shades and mirrors should be visible in-orbit. Orbital and terrestrial industries could be differentiated by orbital facilities having immunity to terrestrial hazards like weather, biome, and gravity. Imagine, finding an orbital gas mining platform that can only mine organics and volatiles

As a side note, I believe new products should be added to the marketplace to reflect the idea of active terraforming: Terraforming Liquids and Gases that would be specifically mined from ice and gas giants.

Terraforming should take a very long time and happen gradually, in my opinion. There should be high tech and low tech versions. High tech should be more efficient and effective but walled behind discovery of blueprints while some low-tech versions should be available but very expensive and only achieve results very very slowly.

solar shades and mirrors are visible tho. After you build them you get 3 shades near you planet :)

Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: September 13, 2019, 05:03:07 AM »
I don't think it's any of the other mods, since I played with all hose mods for a few days, getting MUCH further in. It's only when I added US that it started. (I did make some tweaks to my own mod, but these were all ship/weapon value tweaks, no scripts)

IF you want tot know, active mods are attached

Whats that terraforming mod ?

Probably this one.

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