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 on: Today at 06:40:07 PM 
Started by theDragn - Last post by theDragn
I had a similarly good first impression with the emitter, but that decayed quite a bit when I noticed the missiles that had gotten hit and seemed to be flamed out exploded on my shields or hull anyways.  My first impression was probably heavily shaped when a Dorito deleted my Aurora in less than a second, but that had little to do with the emitter in hindsight and more to do with the rockets.

As far as the medium missile, it's not actually possible for either the player or the OPFOR to mass them; the latter because they're encountered at most on 2 cruiser-sized ships at a time with somewhat limited medium space, the former because said the weapons themselves are a finite resource achieved only through those finite encounters, and what weapons are actually salvaged (or available in the first place) is basically up to chance.  I have other serious issues with the guns, but you can read about that (along with the other people's takes) in the other thread.

ICYMI, Old discussion of the various [REDACTED] guns was here:

Hmm. That's some food for thought, then. I'm definitely hesitant to make the arc emitters better than the secret vanilla ones... And point taken on the medium missiles, most of my testing them had been through console commands. Something to think about, anyway.

Good day. Sorry for using google translate.

Are there plans to add high-tech civilian ships? Now in the vanilla game, now the place of the largest tanker and container ship is taken by low tech ships. Maybe before the collapse, the blueprints of the high-tech Atlas and Prometheus or their analogues were hidden?

Yes, I had plans for a capital fleet tender/cargo/fuel ship. However, my life is quite hectic right now, and it will probably be a while before I have time to work on it.

 on: Today at 06:30:59 PM 
Started by Adex - Last post by Burvjradzite
Forgive me. It's first thought that comes to my mind and by being in a mood i let it be. The loadouts just differs in so many ways with that I used to see. And known from experience it's hurts because i used similar loadouts then i first started with this game. Now i see this loadouts as generic. I'd like to see some that will expand my understanding of the very class of a ship, loadouts just looking on which borns immediate necessity of trying them myself. Like SO mora with perdition or pack of glimmers or scarabs with antimatter. I've cut dreams of Apogee and Odyssey being a combat ships a long ago.

 on: Today at 06:25:09 PM 
Started by ThePinkPanzer - Last post by Ad Astra
Definitely agree, I whined about the player character sounding like a space gangster a bit, but that was mostly to fish for a few laughs, I really enjoy the added flavor in every snippet of lore added, I'm an immersion nerd and all the added fleshing out of the game world has been in the right direction without any kind of doubt, definitely worth the effort. I'd gravitate more towards a more neutral or less defined character for automatic (no player control) interactions, but I certainly understand having some kind of "anchor" to what the character interactions lean towards to have some sort of frame of reference. My favorite text choices were the comedic ones, it really adds to lighten up the solemnity of such an overbearing world, you wouldn't survive in such an environment sane without a few laughs and snarky remarks.

 on: Today at 06:21:01 PM 
Started by Graf - Last post by WeiTuLo
I know what you mean, I had 2 domain artifacts in the system I took over, and neither was a comm array. I couldn't install a third stable point with an alpha core, and I don't know whether I can move one in from another system, so I destroyed the +700 sensor to install the comm array after thinking about it for way too long.

 on: Today at 06:15:44 PM 
Started by Ad Astra - Last post by Ad Astra

Oh my god that's adorable! Hahahaha absolutely hilarious! I meant it figuratively but this is even more funny, its like those chibi cutesy versions of anime but with starsector, what a wild idea.
Many thanks, my lad, that was truly unexpected.

 on: Today at 06:15:10 PM 
Started by Alex - Last post by Alex
This topic has been moved to Modding.

 on: Today at 06:12:21 PM 
Started by Alex - Last post by Voyager I
Okey, maybe 1650 it is too high
Maybe?  1650 is more base armor than any ship in the game has except 1 (2 if accounting for variants), and you declared it to be an average value.
Also i use all medium slots with blasters,
I do not have maximum vents with my blasters.
I'm curious yet concerned as to what your builds look like.  That sounds eerily like the builds newbies show up with when asking why their guns aren't firing, and why are their flux bars full all the time...

1650. Okey, key. Than calculate 100 armor, not 83 as I

All medium mounts with blasters. No maximum vents. That ship can hunt everything including remnants, and it has sane armor/hull damage. You shoot hull fast, no need to shoot it for half of hour with weak bullet weapons.

You realize Safety Overrides completely changes the flux economy for a ship and also necessitates specialized builds to leverage the rules it imposes, right? Most ships won't have SO, and the ones that do don't play by the same rules as normal ships.

 on: Today at 05:51:57 PM 
Started by Histidine - Last post by Bucket
6406672 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at exerelin.utilities.NexUtilsMarket.getMarketIndustryValue(
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)
Not sure what happened here but looks like my game crashed when Nex tried to calculate and update intel for conquest missions in the background.

 on: Today at 05:50:24 PM 
Started by BeyondTheHorizon - Last post by Makao
The Tibanna Gas Coolant hullmod either doesn't decrease weapon flux or it doesn't show it on the refit menu.

 on: Today at 05:46:24 PM 
Started by Caymon Joestar - Last post by Caymon Joestar
So a issue a few people had when attempting to use this ship system for their modded ships is that the game would crash because it couldn't find the system id for it despite the id being correct in the csv.

So I looked into the system file and I think I figured out the cause of the crashing

The system id and the drone variant id are the exact same. I believe this is what causing the game to crash.

To be sure, I tested my theory out by taking the variant of the drone pd, changing it to "drone_pd_Hightech", and taking the system file and having it point to the new variant file.

Then I placed it onto one of my ships and it worked. The game didn't crash. Looking at the other drone ship systems, The station ones and "drone_pd_x2" are the only ones where the system and variant id aren't the same. While Borer/Terminator/ and Sensor has the system and the variant id the exact same, so it's possible they also have this issue.

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