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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Apex Design Collective v1.2.7a  (Read 200775 times)

Tryhardosaurus

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #180 on: September 20, 2023, 02:04:18 AM »

@theDragn: Thanks for making a great mod! Love playing with Apex! The ships all feel distinct, and there's a bunch of them too (although I can never have enough ships to pick from!) THanks for keeping it up to date.
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BFEL

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #181 on: September 21, 2023, 02:38:48 AM »

Sure, you can stick to your guns, but do not lie to yourself and other about the fineness or subtly of your messaging. Because it isn't subtle, its a hammer and that's what people have issue with.
A hammer and sickle even!
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AvaAurora

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #182 on: September 28, 2023, 03:10:24 PM »

The VLS systems on the Crocodile are so unbelievably cool and I desperately wish for more of them on more ships.
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theDragn

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #183 on: September 28, 2023, 09:37:03 PM »

The VLS systems on the Crocodile are so unbelievably cool and I desperately wish for more of them on more ships.

Thanks! I'm pretty proud of them. The Iguana frigate does have them as well, but only four cells since it's a frigate. I would like to put them on more things, but I also don't really want it to be a missile-heavy or built-in-heavy faction, so they'll stay fairly limited.

Vundaex

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #184 on: November 19, 2023, 05:22:41 AM »

Keep getting the same crash when starting a new game, had to desactivate your mod.

354892 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.VerifyError: class data.activators.ApexCryoActivator overrides final method init.()V
java.lang.VerifyError: class data.activators.ApexCryoActivator overrides final method init.()V
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OperaWolf

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #185 on: November 20, 2023, 12:37:57 AM »

For anyone interested, SMOL is a mod manager here on the forums. It has an option to list every loading tip added by every mod you run and individually delete any you don't want to see for whatever reason. Hope it helps!
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power12359

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #186 on: November 24, 2023, 08:31:57 AM »

I like going to missions and checking out all the hullmods. I found this tab listed as unknown and it claims to have one hullmod. When I click on it, it says there is no matching hullmod. I took a look at the hullmod csv, and I think Ablative Spaced Armor was suppose to be set to hidden, not unlocked.
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theDragn

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Re: [0.96a] Apex Design Collective v1.2.7a
« Reply #187 on: November 24, 2023, 01:39:30 PM »

Keep getting the same crash when starting a new game, had to desactivate your mod.

354892 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.VerifyError: class data.activators.ApexCryoActivator overrides final method init.()V
java.lang.VerifyError: class data.activators.ApexCryoActivator overrides final method init.()V

You're using an outdated version of Combat Activators. Use the most recent version and it should work fine.

I like going to missions and checking out all the hullmods. I found this tab listed as unknown and it claims to have one hullmod. When I click on it, it says there is no matching hullmod. I took a look at the hullmod csv, and I think Ablative Spaced Armor was suppose to be set to hidden, not unlocked.
Ablative Spaced Armor only appears as a built-in hullmod on two ships that can spawn as derelicts (Lyapunov and Aizawa). The configuration it has is to allow players to spend a story point to upgrade it; the player can't learn it in campaign. I should be able to add a little bit of code to hide it in missions, but that's low priority at the moment. (Currently in my senior year of college, so things are a little busy!)
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