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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1231911 times)

Lopunny Zen

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1005 on: February 13, 2015, 05:43:56 PM »

yeah but if its a large Nuetrino ship or a carrier one your just ***...more *** then you would be if they did a normal fleet :|
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Taverius

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1006 on: February 13, 2015, 08:26:29 PM »

yeah but if its a large Nuetrino ship or a carrier one your just ***...more *** then you would be if they did a normal fleet :|
Those are also fine, the only issue is the built-in weapon on the Jackhammer, which is a beam with a 16k burst.
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Spenz

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1007 on: February 14, 2015, 02:41:17 AM »

Personally I don't think the Neutrino are OP, but even if they were, so what? Judging by the success of the Templar faction, OP is good and we could use more of it.  Besides, with the somewhat messed up economy the Neutrino have they might as well be Templar considering how hard it is to get their stuff.
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ValkyriaL

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1008 on: February 14, 2015, 02:48:57 AM »

the difference is that Neutrino are OP because zeroes, Templars are OP becuase of the abilities and powers they have, like an actual boss.
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Ahne

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1009 on: February 14, 2015, 06:14:01 AM »

Ok i have to admit i have not played the neutrino corp and the templar but i don't want too op faction in the mod so i don't use templar because of the tip that they are designed to be a boss faction.

I have also to say that especially the medusa-destroyer from tri-tachyon and the citadel rotunda-frigates are way too strong. Especially the the frigates for its insanely low price off ~11k.
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sirboomalot

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1010 on: February 14, 2015, 06:46:22 AM »

The medusa destroyer from tri-tachyon is a vanilla ship, it is in the game even if you have 0 mods installed. Generally the ships in vanilla are what mods base their balance around...
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Aklyon

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1011 on: February 14, 2015, 07:34:35 AM »

I'm not seeing lopunny's point either. Neutrino can be strong, but the have really tiny shield arcs.
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FasterThanSleepyfish

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1012 on: February 14, 2015, 10:59:56 AM »

citadel rotunda-frigates are way too strong. Especially the the frigates for its insanely low price off ~11k.

Sorry Anne, though I'll let you know a major rebalance is underway. Turret types, turret sizes, stats and more.
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Ahne

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1013 on: February 14, 2015, 01:53:39 PM »

wow nice!
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FabianClasen

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1014 on: February 15, 2015, 12:24:43 PM »

Hello.

Today is the first time i try to use some of the mods in this forum.
I already tried several others, none of which worked.

So i tried this one, since it was mentioned in the ozmoz thread as compatible.
At least i can start the game with this mod enabled and see the overhauled character creation. Which by the way looks very promising.

Sadly i get the following Exception as soon as i finish character creation and start the "real" game.
I only used the Factions marked as updated or without comment from the opening post. Both Libs are installed.
Is this a known thing, or am i doing smth. wrong?

Quote
ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
   at data.scripts.variants.SSP_FleetRandomizer$1.compare(SSP_FleetRandomizer.java:83)
« Last Edit: February 15, 2015, 12:33:20 PM by FabianClasen »
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Ahne

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1015 on: February 15, 2015, 12:34:42 PM »

You really need to use the for the mods defined game version. Most of the mods are for the 0.65.1a version of the game or even for an older version and not updated yet for the 0.65.2a.

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FabianClasen

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1016 on: February 15, 2015, 12:53:13 PM »

You really need to use the for the mods defined game version. Most of the mods are for the 0.65.1a version of the game or even for an older version and not updated yet for the 0.65.2a.



Thanks for the tip. I downgraded to 0.651a and the game loads just fine.
And here i thought "better update the game before installing mods, so you are not outdated". Silly me.
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FabianClasen

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1017 on: February 16, 2015, 01:06:22 PM »

I have another question, maybe someone here ran into the same problem, who knows.
Even though i now am able to run the mod(s) - which are awesome and should really be considered to be put into the core game - i now struggle to load my saves. It takes about one to two minutes to load a savegame, and sometimes it just outright fails to load. In the latter case i usually close the game about 5 minutes in.
First i thought i may have not given the jvm enough memory, but the problem stayed the same after i assigned 4gb. Any ideas?
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Nanao-kun

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1018 on: February 16, 2015, 01:13:13 PM »

I have another question, maybe someone here ran into the same problem, who knows.
Even though i now am able to run the mod(s) - which are awesome and should really be considered to be put into the core game - i now struggle to load my saves. It takes about one to two minutes to load a savegame, and sometimes it just outright fails to load. In the latter case i usually close the game about 5 minutes in.
First i thought i may have not given the jvm enough memory, but the problem stayed the same after i assigned 4gb. Any ideas?
http://fractalsoftworks.com/forum/index.php?topic=8726

You need to use 64bit Java as well.
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Shyguy

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Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #1019 on: February 16, 2015, 01:24:56 PM »

Is it a bad thing that I would love to see what SS+ and Vacuum would look like if they were merged together?
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