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Author Topic: [0.6.1a] Interstellar Federation v1.27  (Read 365775 times)

Uomoz

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Re: Interstellar Federation v1.162
« Reply #150 on: May 07, 2012, 03:10:13 AM »

That would be awesome indeed.
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Rymosrac

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Re: Interstellar Federation v1.162
« Reply #151 on: May 07, 2012, 09:32:16 AM »

Quote from: keptin
OHMY.jpg

Quote from: keptin
Command & Conquer

I approve this message.
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Ambient

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Re: Interstellar Federation v1.162
« Reply #152 on: May 07, 2012, 05:15:56 PM »

Why doesnt the Titan class carrier have a flight deck?

I worked so hard to get one and found my fighters unable to repair and resupply mid fight.
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keptin

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Re: Interstellar Federation v1.162
« Reply #153 on: May 07, 2012, 05:20:56 PM »

Thanks, I found and fixed the problem.

*edit* fixed in v1.17
« Last Edit: May 11, 2012, 10:34:07 AM by keptin »
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Ambient

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Re: Interstellar Federation v1.162
« Reply #154 on: May 07, 2012, 07:46:32 PM »

Woah nice fast fix! Thank you!
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craftomega

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Re: Interstellar Federation v1.162
« Reply #155 on: May 07, 2012, 08:25:35 PM »

InterstellarFederation with Omega's Minimash
http://fractalsoftworks.com/forum/index.php?topic=1885.0
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Sörre

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Re: Interstellar Federation v1.162
« Reply #156 on: May 08, 2012, 04:50:49 AM »

The titan is going to be awsome now when it got the flight deck.

Like to use two Cain and a Hadron on the big slots for sniping all things.
Just overload the shilds of a frigate to capital with the Hadron and the Cains will finish them off.

The Cain is insane (yay, new slogan for the Cain ;D) when it got elite crew and advance gyros as it will snipe fighters and bombers.
And don not forget the emp!

The medium slots is all the way filled with dual flak, no need to worry about the lone fighter or bomber.

The small slots is some kind of PD weapon for those fighters that like to be inside the shild.

But what can you put on the five small slots on the port side?
« Last Edit: May 08, 2012, 06:01:33 AM by Sörre »
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keptin

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Re: Interstellar Federation v1.162
« Reply #157 on: May 08, 2012, 07:13:37 AM »

Glad you dig the Cain! pew pew

But what can you put on the five small slots on the port side?

Either MV50s for support or I leave them empty and use the OPs elsewhere.

Sörre

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Re: Interstellar Federation v1.162
« Reply #158 on: May 08, 2012, 07:48:46 AM »

Got a problem with the Cain :'(

Don´t know if it is your mod or Omega's Minimash, but i get an error as soon as i equip the gun on a ship but i can bbuy them and store them in the inventory.

Hope this is the right part:


5870893 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.new.while$super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.while.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.ÖôÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.float.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ØO0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.String.I.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.float.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


It is Omega's Minimash that is wierd, your´s worked just fine.
« Last Edit: May 08, 2012, 10:57:34 AM by Sörre »
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Krelian

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Re: Interstellar Federation v1.162
« Reply #159 on: May 08, 2012, 08:23:31 AM »

Suggestion:

Piranha Missile Launcher could get some minimum distance/flight time before setting off the shrapnel, as when an enemy ship is a bit close (not that much), it will set off within the user's own shields, not only wasting the missile, but raising your own flux.

Regards
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Uomoz

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Re: Interstellar Federation v1.162
« Reply #160 on: May 08, 2012, 11:23:20 AM »

Hey pal!

A little (or big?) suggestion here: lower the max FP on the Enforcement Fleet (now it's 300, while the Hegemony System Defense Fleet has 200), to a 180-200 to be "beatable" by the player ;).
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keptin

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Re: Interstellar Federation v1.162
« Reply #161 on: May 08, 2012, 03:38:50 PM »

Got a problem with the Cain :'(

5870893 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found


You're missing the railgun_burst.wav sound file.  Download IFed standalone and copy the sounds folder to the Omega's Minimash mod root folder.  That should solve the problem.


Piranha Missile Launcher could get some minimum distance/flight time before setting off the shrapnel...

The Piranha is pretty experimental right now...it doesn't quite have the level of finish that the other weapons do.  I'll see what I can do come next update.

lower the max FP on the Enforcement Fleet

Oops, didn't realize it was higher than the defense fleets; changed to 200.  :)
« Last Edit: May 08, 2012, 03:48:37 PM by keptin »
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Sörre

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Re: Interstellar Federation v1.162
« Reply #162 on: May 08, 2012, 03:42:38 PM »

It is something else as I have allready tried that.
Even tried.to renamed it and change in the Cain file.

Bet it is Omega that has done something bad so I can't play around with my favorit ship and gun.
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keptin

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Re: Interstellar Federation v1.162
« Reply #163 on: May 08, 2012, 03:46:27 PM »

It is something else as I have allready tried that.

The error you're getting is related to the sound file.  He might not have included the IFed config/sounds.json file or the contents in it that are used to reference railgun_burst.wav as "railgun_burst" in the cain.wpn file.

Rymosrac

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Re: Interstellar Federation v1.162
« Reply #164 on: May 08, 2012, 07:46:42 PM »

Is there a reason the lancer single mount has damage listed as 3000, while the dual and quad mounts have individual torpedo damage listed as 1400?

Just curious!
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