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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 456928 times)

ciago92

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Re: [0.6a] Kadur Theocracy v1.0.1
« Reply #15 on: September 14, 2013, 10:43:11 PM »

any idea how to fix a save that has too many planets from that bug? my save is no longer loadable :-(
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Vayra

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Re: [0.6a] Kadur Theocracy v1.0.1
« Reply #16 on: September 15, 2013, 12:13:36 AM »

any idea how to fix a save that has too many planets from that bug? my save is no longer loadable :-(

I don't think there's a way to fix it once it has happened, but the new version won't create extra systems anymore. I'm really sorry about your save! :(

Really do enjoy this mod. Seeing the way the faction has its ships, There could be a possibility for a capital ship sized ship of the Behemoth, you know with a really big gun... cause yea that *** is sexy. Just a suggestion ofcourse. It's awesome already :P

Thank you very much! A battleship sized roughly equivalent to the Behemoth and/or Seraph with a pile of armor and large ballistic mounts is something I'm planning on including eventually, I'm just trying to figure out a way to do that without it being "just another Onslaught". The Lance of Longinus will likely remain exclusive to the Behemoth, but the Behemoth might change a fair bit over time as I'm not entirely happy with its current image.

edit:

New version here, including supply/CR usage for fighters and a slight drop in price, and a pirate station and spawn point in the Kadur system.
« Last Edit: September 15, 2013, 02:44:41 AM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Doogie

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #17 on: September 15, 2013, 10:54:25 AM »

Stylistically, you could rip off the left side of the Behemoth and put some sort of missile apparatus on there. Basically have it so the right side is that smooth triangle but the left is much more blocky.
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ciago92

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #18 on: September 15, 2013, 11:23:08 AM »

so yeah, idk if it was reboot starsector or updating the mod but I can play the save again lol. there's still like fifteen planets but I don't think it's increasing anymore. as long as it works lol

edit: aaaand it doesn't work again. oh well. starting over is the fun part anyways lol
« Last Edit: September 15, 2013, 11:44:46 AM by ciago92 »
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Alfalfa

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #19 on: September 15, 2013, 07:14:22 PM »

For the behemoth, giving it engines that protrude a little more, such as the ones on the Rukh or the Leviathan, would improve the look.  As mentioned above, some asymmetry might help; perhaps a large hardpoint or a dual medium hardpoint coming out one side.

Some pretty cool looking ships overall.  Now that hyperspace is out I want some more systems to explore!
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Vayra

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #20 on: September 17, 2013, 04:18:34 AM »



New Behemoth, upgraded to Battlecruiser and increased in price and stats accordingly. :) Thanks for the suggestions, everybody!

Expect a 1.0.3 soon, I'm just waiting on permission from some people -- I want to add some inter-mod interaction with this next update.

edit: looks like I need to do some cleanup on that sprite, too. Ah well.

So it looks like a lot of modders are putting unique hull mods on their faction's ships, and I'm still pretty short on ship systems -- I'm really happy with phase shunting, but it can only go so far. Any suggestions for hull mods or ship systems fitting the theme and gameplay identity of the Kadur Theocracy? Any design space you guys would like to see filled?
« Last Edit: September 17, 2013, 04:29:13 AM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Erick Doe

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #21 on: September 17, 2013, 04:28:12 AM »

I like that it isn't all symmetrical.
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limash

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #22 on: September 17, 2013, 07:08:51 AM »

when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
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etherealblade

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #23 on: September 17, 2013, 07:39:36 AM »

Ok...phase shunting is great...however I propose:
The Quickening (AKA: Emergency Weapons Overide): Basically it ups the rate of fire and speed of projectiles/missiles, infinite flux....however when the cooldown is over, forced flux venting and engine burnout from the overload on ship systems.

Judgement of the Kadur: Fires the Spear of Longinous 5 times in a row. Decent buildup, but heck of a cooldown

Kadur's Secret Armory: Reloads all ammo of weapons and missile systems.

I'll be back with more.
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Jazzrish

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #24 on: September 17, 2013, 08:02:35 AM »

when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis
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sorry for my english..

Alfalfa

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #25 on: September 17, 2013, 10:02:14 AM »

New Behemoth looks mean; definitely not something I want to be in front of.
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Borgoid

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #26 on: September 17, 2013, 05:07:16 PM »

I like that it isn't all symmetrical.

It's giving me an eye twitch.
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limash

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #27 on: September 17, 2013, 05:23:10 PM »

when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis


   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1539)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more


this is what my log says
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Jazzrish

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #28 on: September 17, 2013, 05:53:24 PM »

when i try to play this mod i always get Fatal: Error compiling [data.scripts.world.vayraAttackSpawnPoint] cause: Compiling unit "data/scripts/world/vayraAttackSpawnPoint.java" check starfarer.log for more info
better paste the last few lines of ..\\starsector-core\starfarer.log for analysis


   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1539)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more


this is what my log says

thought the line before them contains the most important error information, which usually begins with sort like 14447125 [Thread-6] ERROR...

this is not a professional advice though :)
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sorry for my english..

Vayra

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Re: [0.6a] Kadur Theocracy v1.0.2
« Reply #29 on: September 17, 2013, 07:52:33 PM »

Yeah, I'd need a bit more of the log than that to take a look at it. :)

Have you tried deleting the mod folder and re-downloading the most recent version, as well?
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it
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