Thanks everyone, at least I know there's some of you interested in our mod.
The Solvernia variant especially looks really nice, its color scheme is quite striking. And you could hide it somewhere, like Neutrino's Unsung, if it ends up being too powerful for general use.
After you're done with the planned (sketched) ships, will you add more ships? The planned ships in the cruiser category consist of only carriers, so unless that's intended you should probably add a ship or two into that category.
Very nice sprites! I love the striking, sci-fi sharpness of them!
Looking forward to what this faction has in store.
What sort of play style are you thinking of for this faction? What about the weapons?
Ryxsen1421 your sprite work is sexy. I can't wait to fly them around the sector! And, ping a moderator if you have a download you want promoted to the other subforum.
Man, this is awesome! I know what my next playtrough of Nexlerein will next. And i am really like your style.(http://i.imgur.com/voqoXb8.png)
Neuxoria
Super Carrier
Advanced ( AI )
Two Medium Ballistic Mounts ( frontal and rear )
Four Small Mounts ( placed in respective angles )
6 ~ 9 Strike Craft Slots ( Four flight decks ) That or same stats as Astral Class.
(http://i.imgur.com/ffU2Mc1.png)
Selam
Phase-Submarine
Advanced ( AI )
Eight Large Built-in Torpedo Tubes ( 6 frontal, 2 rear )
Two Small Ballistic Mounts ( frontal and rear )
Three Built-in VLMS
Its like a slow destroyer-size submarine with decent phase duration ( unlike vanilla ships that are nimble and deadly ), I hope we can make it phase in and out at much slower rate with cooldown timer. I'm thinking of this ship to be specifically made to combat anything bigger and slower than a destroyer. Her torpedoes might be unguided but fast that deals heavy damage if not blocked or intercepted.
Ever since we cant really have a dedicated switch ammo type system for the submarine, it may have two anti-shield and four high explosive torpedo loadout frontally. The rear tubes will have high explosives only.
That Super-capital.... even the silhouette gives me the chills.
I'd say keep it, you can even have it as an IBB or a "Boss Ship" like the ones in ApproLight.
Hehe, thanks again everyone! We're almost done salvaging the mod and slapping old weapons back onto our ships. By the way, what upgrades do you guys wanna suggest for this ship? I might consider implementing them for her military and advanced variants.
Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]
It'll probably be a wet paper towel or have crippling flux issues.
Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Medium Ballistic Mounts ( all frontal )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
Eight Small Mounts ( placed in respective angles ) [/center]
8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship
:-[ ??? :-[
8 large mounts, 4 medium, 8 small
8 LARGE
"Light" battleship
:-[ ??? :-[
How on Aurora did you get that number?
Four Large Ballistic Mounts ( 2 frontal, 2 rear )
Four Large Built-in Missile Launchers ( two rear missile spammers, two frontal torpedo tubes )
8 LARGE
can you guys see this? its a demosntration of our signature AA weapon system but not sure if we can reproduce it in current starsector version....I'm no modder, but I'm not sure why it wouldn't work. The Reina's (which I assume was what you were showing off) seem to act like vulcans, though I could easily be missing something.
https://www.youtube.com/watch?v=OzcHPyMk12I
I'm not trying to specifically aim towards this mod to do this, but i'd like to have more point defense like the Vulcan cannon.
I'm not sure if its just me but the visuals of a volley of quickly fired bullets look cool.
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then. :)
Is it difficult to reproduce a fast-firing flak gun?
Those effects certainly were really sleek though!
with a pinch of flak rounds. that's what the Reina PD's about. but if you feel like wanna have classic PDs, I better start making more sprites then. :)
Is it difficult to reproduce a fast-firing flak gun?
Those effects certainly were really sleek though!
(https://i.imgur.com/q41vgi2.png)
Nameless
Heavy Freighter
Feel free to suggest names to her.
Man, the Nameless is such a cool name for a ship, though. Maybe we could have one in-lore as some kind of hero ship?"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.
As for class names,
Hakobu
Rifuta
Morigana
Aliana
Kamotsu
Unso
Takiko
Arixis
Opphaler. According to Google Translate, it's Norwegian for "Hauler"
-
"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.
Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.
Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.
Hmm...That works! Glad to see it's almost ready though!Opphaler. According to Google Translate, it's Norwegian for "Hauler"
-
"Nameless" sounds more like a name that goes to a mysterious and powerful warrior who's actions have inspired fear...That should be saved for a extremely powerful ship.
Random idea for a cruiser class ship called that: Low armor and hull but fast and maneuverable with a narrow but tough shield. Narrow profile with no rear defense and limited broadside defense. 2 hidden large weapon hardpoints that are tailor-made purely for the ship. Only 3-5 small ballistic mounts, intended for defense. Low flux capacity and vent points, but with a active system that vents flux rapidly when used. Dark coloring with nothing to make it stand out except that there is nothing to make it stand out.
Basically a quiet harmless looking cruiser who, if you let your guard down, will kill you before you realize something is wrong.
(http://i.imgur.com/lKB8AAI.png)
Exoscar
Fast Torpedo Wing
I believe this is what you're looking for. a very fast and nimble strikecraft capable of dealing strategic blow to enemy ships. but this one can only launch a barrage of torpedoes before needing to return to carrier for resupply. however, she won't have anything but speed to avoid taking hits. I also have a much bigger strikecraft ( as big as a Tempest frigate! ), but I havent remake it for use yet.
(https://i.imgur.com/WLAesnw.jpg)
here's my counterpart of the vanilla small carrier. we're almost ready to launch the mod, starting with frigate size ships and their respective weapons!
Hey, how's the mod coming along, if I may ask? The waiting is killing me. ;)
ETA, somewhere in the middle of April.
The question arises of Nexerelin compatibility.
Or will it not have it from the start?
Nice to finally see the mod get off the ground! I played around in the test mission, and this is what I could think of immediately:
1) Sound design is really nice, but it has issues with timing (weapon sounds play long after the weapon has been fired).
2) The Reisen seems to have one of its Medium Ballistics slots as a Large Ballistic instead (the frontal right one).
3) The Weiss_50 and Claris_50 have identical projectile appearance despite having wildly different mechanics/stats, which makes them very hard to identify in a firefight.
4) The Solvernia seems to have 4 built-in cannons, but these can be removed by clicking "Strip" (This is probably due to an issue in the .ship file). It also completely lacks collision bounds.
5) The special hullmod doesn't seem to work as intended: looking through the code it seems as though you are using some functions in ways they don't quite work. Also, a quick tooltip on what, more exactly, the hullmod is supposed to do would be nice.
All in all, really nice work for a first version!
4) How do you fix the 'strip' problem?Make the weapons Built-In, not part of the Variant. Build-In weapons may not be removed via Strip.
Looking forward to your work, love the ships these act like Battle-cruisers once you hit the jets
:o
You have my interest.
Sooo guessing this aint compadible with the newest version of the game(Yet?)?
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!Has nobody read the forum rules about necroing posts? ???
I'm pretty sure this is pretty much dead but... i hope you can update this.. The ships looks glorious!Has nobody read the forum rules about necroing posts? ???
i agree there should be a forum post for outdated/abandoned mods for requesting permission to update etc
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
runcode com.fs.starfarer.api.impl.campaign.shared.SharedData.getData().getPersonBountyEventData().addParticipatingFaction("uaf");
Where's the source code of this mod?
Where's the source code of this mod?
It's not included in the mod (@ author can you include it in the next update?)
also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)
Where's the source code of this mod?
It's not included in the mod (@ author can you include it in the next update?)
also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
(also^2 no proper feedback yet, elden ring came out before the UAF gave me any bounties so I've been playing that; though if you wanna get my thoughts as they are, feel free to contact me on discord @ ruddygreat#2615)
Is the source code out there? Well, I need to search harder.
And after searching harder, I think I found the source code.
https://github.com/suzakuchris/uaf
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?
Not sure if it's by decision but with the new update the Auroran Nanoforge instead giving you 30% Production Quality gives you -50%. Is it a bug or intended to work like that ?
There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.
As far as any misguided attempts at 'securing' code go, it doesn't do much.
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
also a (very) minor note - all of your portraits are in 128 * 128 and taking up 4x more vram than they need to be, the game only displays them at 64 * 64 (iirc, might be wrong here?) & the mod's already v vram-hungry, it'd be much nicer on lower-end machines if you cut 'em all down to the proper size.
The source code is in the jar, guys. Open it with an archive program and extract the zip within.
Preaching to the choir.There's no obligation, but it's generally considered polite and makes it much easier to check for malicious code in a mod - and it preserves your comments, which simply digging around in the .jar doesn't.
As far as any misguided attempts at 'securing' code go, it doesn't do much.
Well, here's a website full of articles on why free software (free as in freedom) and freely licensing your code is important.
https://gnu.org
https://fsf.org
I use this Java Decompiler GUI (https://github.com/java-decompiler/jd-gui) to explore the "cooked" JAR files of every StarSector mod I've played with thus far, as part of my efforts to learn how to code for this game.
As with all decompilers, the resulting converted java is not a 100% match for the original source code, but at least the interface is clean and lightweight, which suits my purposes. Thus, having a ZIP or unpacked java src folder within the mod folder is no longer a necessity for me.
Let us leave it at that and keep this thread on topic please.
So far I like this mod, it has some good potential. One thing that really annoys me though is Favonius, it keeps spewing out an unreasonable amount of tourist fleets from different factions and I always find 20 fleets full of buffalos and nebulas fighting eachother and massively slowing down the game. After finding that out I started always targeting and destroying that planet as my first priority.They should also be neutral (edit: as in Independent faction), just named Tourism Fleet or something, regardless of which faction they spawn from.
Perhaps you could tone down the spawn rate of tourist fleets, or if you can't simply remove whatever industry or market condition Favonius has that makes those fleets spawn ?
They should also be neutral, just named Tourism Fleet or something, regardless of which faction they spawn from.From what I've seen, hostile factions will attack each other. I've seen plenty of hegemony tourist fleets attack other hostile tourist fleet such as the Anarkis, Legio or League.
That way they'd only really be fighting pirates.
I have a bit of a problem, all auroran markets stopped selling ships, i do not have any idea on what caused it, but i do have a guess, they stopped selling ships after i used the "home" command from console commands, i set my home on auroria and went out to do a mission, then used the command to teleport back, only to find the ship market completely empty.You would probably be better off posting this in the forum of the mod that adds the home command rather than this one.
If anyone has encountered the same problem but managed to fix it, please do tell me how, because i dont want to start a new run just because of this.
edit: just found out if affected all the modded factions.
An essay worth of useful feedback.
Feedback
Either way, any chance of a .zip version?
Yooo tyEither way, any chance of a .zip version?
Thanks for trying out the mod, .zip is uploaded.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".Either way, any chance of a .zip version?
Thanks for trying out the mod, .zip is uploaded.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".
Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"
FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.
EDIT: v0.7.2d1 still has these issues.
Found a bug. "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG] resource".
Looking into it there's only one pd_claris_cn_turret_recoil.PNG, and changing it to a .png triggers a similar error; "java.lang.RuntimeException: Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource"
See my quoted post below.
The easiest way to go about fixing this would be to change all the names on the right-hand side to the left-hand side.
Afterwards you should be able to get past the loading screen.FYI there's a Linux-specific bug: the mod won't get past the loading screen due to the case-sensitivity with file paths.
Specifically Starsector looks for:
- pd_claris_cn_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_hardpoint_recoil.png (not found) vs. pd_claris_cn_hardpoint_recoil.PNG (exists).
- sm_tona_rg_turret_recoil.png (not found) vs. sm_tona_rg_turret_recoil.PNG (exists)
- aria.png (not found) vs. Aria.png (exists).
Once either the file paths or file names (but not both) are modified correctly Starsector can get past the loading screen when UAF is enabled.
Given the existing files the easiest would be to simply use lowercase file extensions.
EDIT: v0.7.2d1 still has these issues.
How do you manage to get a UAF commission if you don't start as them any way?
after playing with this mod for a bit i can safely say that these ships are really op
17069 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Fusoreina_Prototype_glow1.png] resource, not found in [D:\Starsector\starsector-core..\mods\LazyLib,D:\Starsector\starsector-core..\mods\MagicLib,D:\Starsector\starsector-core..\mods\Nexerelin,D:\Starsector\starsector-core..\mods\UAF,D:\Starsector\starsector-core..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.Object(Unknown Source)
at com.fs.util.Object.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
14077 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
at com.fs.starfarer.codex.CodexData.Object(Unknown Source)
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
at com.fs.starfarer.codex.A.<init>(Unknown Source)
at com.fs.starfarer.codex.A.Ô00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Feedback and request.
Wall of feedback.
Feedback
Like I said before, you could make all civilian traffic be from the Independent faction regardless of where they're coming from. That way they'd only really be hostile to Pathers/Pirates and would stop fighting each other all the time. The space between the Aurora worlds and the rest of the core becomes a transport graveyard far too easily.Feedback
I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Feedback
I'll ask my co-dev to disable this until I figure out a better way to show civilian traffic in and out of the resort world.
Crash log
For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?
Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)
For fighter, is there an easy way to compare their weaponry when choosing to outfit a carrier?
Something like the Super Aria has 3 different weapons with unknown parameters:
1 x 40mm CN Class I (Some kind of kinetic)
2 x AMSSM Class III (HE?)
2 x HVAR Class I (HE?)
You can check the details of the weapons by pressing F1 to switch between the weapon details.
Not sure if this was mentioned or not, my job is to throw this out here: when you colonise a planet with industrial ruins from industrial evolution, my planet had 3 different stability and "population upkeep" modifiers, which resulted in 549% upkeep and 10% income modifiers at 7 stab on a 200% hazard planet
the apparent problem can be found here
<incomeMult z="2547" b="1.0" m="0.09600001">
<mMs z="2548" s="uaf_bakery_base" d="Stability" v="1"></mMs>
<mMs z="2549" s="uaf_bakery_popmod" d="Population" v="1"></mMs>
<mMs z="2550" s="uaf_bakery_stabilitymod" d="Stability" v="1"></mMs>
<mMs z="2551" s="ind_population_3" d="Stability" v="1.0"></mMs>
</incomeMult>
<upkeepMult z="2552" b="1.0" m="5.2135997">
<mMs z="2553" s="uaf_bakery_base" d="Population Upkeep" v="1"></mMs>
<mMs z="2554" s="uaf_bakery_popmod" d="Population Upkeep" v="1"></mMs>
<mMs z="2555" s="uaf_bakery_stabilitymod" d="Population Upkeep" v="1"></mMs>
Previously these modifiers were quite crippling and multiplied each other, replacing them with 1 fixed it, so in summary something in the mod gives you 3 more stability modifiers than you should have and "population upkeep", hope this helps
P.S the music is sick, thank you for the mod
Fighter weapon classes.
High fighter casualty rate and commission crew bonus.
Missing heavy cruisers.
Solvernia causing problem again.
Fighter casualty, marine quest feedback and praises.
Enquiry regarding Yimie and Queen.
i'v never been a missile fan...but the Purcellyra man. ever since i got my hands on it, i'v been using it exclusively. I never knew spamming missiles would be this fun!!!
love the mod so far.
tho i can't seem to figure out how to get my hands on the super capitals and or contact the head npc(can't remember the name).
Suggestion on how to get the ship.
Solvernia.
....As for commissioned crew.. yeah, I've been asked for that even before UAF was released. I don't know why I haven't done it yet. I guess I'm not sure what I wanted for the thing? If possible I'd like to have at least 3 CCs ( carrier / combat / logistics ) that you can choose from but I'm not the coder and I din't know if its possible or not. I am currently indecisive and clueless, will likely to stay that way for the next couple versions....
Suggestion.
Storing AI ships.
Generally I don't think the CC-Bonus comes with a downside unless it's a really good bonus, given that it's something you're only supposed to get if you sign on with them or ally with them.Suggestion.
I did considered that actually but then I immediately remember seeing people complaining about how durable the fighters are in combat, hence I nerfed them all a couple times several versions ago. Maybe it should come with a downside too I guess?
or was it better to just give additional flux capacity instead since we have obvious weapon-to-flux inefficiency?
...
Hey one of your flag ship Solvernia has quite a lot of oversight in it like one of the missile section using crusier class while others using capital moduleThere's a quick fix for this. \Starsector.0.95a\mods\UAF\data\hulls and replace ["hullSize": "CAPITAL",] with ["hullSize": "CRUISER",]
Crash log.
Wall of feedback.
Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.
Not sure if it's a bug or not, but I've found that contacts are disappearing from their planets, so far the contacts from lunamun, auroria, nur and hem fayette have ceased to exist and only nia remains.
I need more context about this to diagnose this problem. What happened in your game?
Is there any way to disable tourism currently? I love this mod, but all the tourist fleets completely cripple my computer, especially by midgame. I've tried removing the tourist beach building but that doesn't do it.
Bruh... Idk why, but when i point cursor on building Interdimensional Confectionery, my income and upkeep stats goes crazy.
I rised rep with UAF to max with Nexe operatives, mb this is the point? (I have no commission, and i cant built it, just pointing is enough)
Also when i do this again, multipliers changing!
Living upto my twitter and actually posting feedback in the thread;
The keycards are cool, but the more expensive ones should probably be limited somehow. Perhaps dedicated assassination/bounty missions offered by factions with an alert that a card might be involved? Saying "how about rare salvage from stations/planets" feels alittle boring as a recommendation.
Obviously this hurts getting early rep with UAF and Nia, so a "cheap" card can remain as drops to help players get that head start. Perhaps a damaged version of the existing cards that is still valuable for reputation but less cash?
I'm not really in favour of reducing the value of the original cards, finding one should be a good moment and money is always good! But the expensive ones dropping from random small pather/pirate fleets is abit crazy.
So i'm fairly new to the game still and decided to do a playthrough with this mod although i'm a bit stuck at the moment, when you speak to Nia the UAF administrator is she supposed to give you some quests or has this not been implemented yet? (wondering if this is the result of other mods that i'm running alongside uaf). When clicking the option to 'ask about uaf access' the only option I get is 'nevermind'.
Thanks so much for the quick reply. I was busy trying to increase faction wide rep, I didn't realise that i should have been trying to do it for the individual.So i'm fairly new to the game still and decided to do a playthrough with this mod although i'm a bit stuck at the moment, when you speak to Nia the UAF administrator is she supposed to give you some quests or has this not been implemented yet? (wondering if this is the result of other mods that i'm running alongside uaf). When clicking the option to 'ask about uaf access' the only option I get is 'nevermind'.
Welcome to Starsector. Well, we haven't implement custom or unique sets of generic missions yet for our faction. So we've been using vanilla stuff as temporary placeholder. You should try to increase your reputation to Nia up to 50 to unlock all the access currently in the mod.
is there any upcoming hotfix to fix the blueprints issue, i reaally love the look and feel of the ships i just can't equip my fleet with your weapons and fighters and makes me very sad i've been looking for a few hours but I can't pinpoint the issues myself as there are so many fighters and weapons (v good i like this)
(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)
Heads up, getting this error with the EA build
I was wondering, who's the artist for all these new portraits?
Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.
Spoiler(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)
Heads up, getting this error with the EA build
Well, that aircraft was removed and rebranded into something else - it is now Lumayan(mFA) hybrid fighter - sorry but your old save is now incompatible if you're using the EA build.I was wondering, who's the artist for all these new portraits?
The same person that draw basically everything in the mod really. lol ;)Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.
with how infinitely thirsty the whole community is about balancing and stuff, I doubt I'll stop nerfing/buffing things but I'll try my best not to make my contents unfun to play with. Thanks![close]
Unfortunately, I can't seem to figure out where the save is. Have tried deleting the save files but still have a CTD. Unless the save files are stored somewhere else, idk what's a good fix.
Always delete the old folder before any updating a mod. This crash is caused by leftover files from a previous version.Spoiler(https://media.discordapp.net/attachments/461525528650973184/1008081393127018516/unknown.png)
Heads up, getting this error with the EA build
Well, that aircraft was removed and rebranded into something else - it is now Lumayan(mFA) hybrid fighter - sorry but your old save is now incompatible if you're using the EA build.I was wondering, who's the artist for all these new portraits?
The same person that draw basically everything in the mod really. lol ;)Hello friend, I would like to let you know that your mod made me fall in love with this game again.
I dont think that i spent so much time with a single run ever before.
Thank you. :)
And please dont nerf your ships too much in the future.
I am having so much fun as they are now.
Looking forward to future updates.
with how infinitely thirsty the whole community is about balancing and stuff, I doubt I'll stop nerfing/buffing things but I'll try my best not to make my contents unfun to play with. Thanks![close]
Unfortunately, I can't seem to figure out where the save is. Have tried deleting the save files but still have a CTD. Unless the save files are stored somewhere else, idk what's a good fix.
is there a version that just has the portraits?
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_pd_reina_ii.wpn
- actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.png
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_pd_reina_ii.wpn
- actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.png
Error loading [graphics/weapons/fighters/155mm_class_i_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_fw_155mm_class_i.wpn
- actual filename: ./graphics/weapons/fighters/155mm_class_i_recoil.png
Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_claris_cn.wpn
./data/weapons/uaf_cantata.cn.wpn
- actual filename: ./graphics/weapons/pd_claris_cn_hardpoint_recoil.PNG
./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
Error loading [graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_tona_i.wpn
- actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.PNG
Error loading [graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_tona_i.wpn
- actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.PNG
Error loading [graphics/ships/aria.png] resource, not found
- defined in: ./data/hulls/uaf_wing_aria.ship
- actual filename: ./graphics/ships/Aria.png
I'm incredibly honored to be given a front page highlight, thank you!
I'm looking forward to the Rafflesya and future updates!
BTW, how the hell is a Federation ruled by a Queen?
I think the mod broke, the Aurora Diplomatic Bureau doesn't exist in my save, so I'm kind of stuck in terms of diplomatic relations with the UAF
Worth noting that the mod has had 3 updates since the beginning of the month. Make sure you have the up to date version.
Nia is not the only high ranking official you need to win over. You will need to have good standing with UEF as well as with Nia before she connects you with other key officials in UEF. Those officials are the ones who will give you access to their best ships.
ok so, for whatever reason, you need to have a commission with UAF in order to even get options to talk about UAF access even if you have maxed out Nia and are cooperative with the UAF.
personally i feel like either the commission part should get taken out, or it should get stated as a requirement seeing as currently Nia says they only give access out to trusted individuals
(https://i.imgur.com/JuBglWR.png)
United Aurora Federation
A stray faction far away from home in a place where they don't truly belong.
Development is on-going towards 0.73 but the mod is actually playable in campaign.
Keep in mind that everything is subject to change and continuously being updated, nerfs and buffs come and go - but artstyle will never change.
Mod review by IroncladLion!
https://www.youtube.com/watch?v=lrr3K3i3wLI
Download here for 0.72e1! (https://drive.google.com/file/d/1XAGcdoaXFQrQUScnkkRFl2oZHkVKUAGM/view?usp=sharing)
>or here for .zip!< (https://drive.google.com/file/d/1b9XhlVhOSVmV-dRtbMKYrUxvlxjh7NhP/view?usp=sharing)
[Click here for 0.72f3e Early Access!] (https://www.patreon.com/posts/uaf-0-72f3e-70369534)
NOT SAVE COMPATIBLE after 0.72e1 and 0.72f3c!
The mod requires;
Nexerelin (https://fractalsoftworks.com/forum/index.php?topic=9175.0)
LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
MagicLib (http://fractalsoftworks.com/forum/index.php?topic=13718.0)
GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0)
There isn't much known about the Federation as a whole from where they're from but they do come in full force as they established a solid foothold in the outer reaches of the Persean Sector. Their goal is simple, they're simply there to guard the 'interdimensional' gate at all cost and hold until they found a way to close the gate and return home... but while waiting, why not try to be friendly with the locals, engage in cultural and trade exchange? Oh, lets sell some baked goods from their homeworld too because why not? at least we tried to be welcoming first but with an iron fist at the ready.
Ship Tech Tree removed because its too outdated, it will be given a new one sooner or later.
Special thanks to;
Vermy, Yimie, Naggy, and the rest of the core team for helping this mod come true at last.
Selkie & Timid N' Co, for their relentless support from the beginning to the end.
I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.
Quote from: Ghosts of Razgriz
I would like to get in contact with you, as I would like to offer you an accord and my assistance in the development of the mod, as a writer, I have already requested a friend request on discord, whenever you're available, do contact me.
I think using the unofficial discords' channels might be more effective here - I *think* proofreading is something needed but I'm not sure. Try practicing by "forking" the mod (editing your current copy) and see if you have any issues.
Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.
Too bad I am banned from the "main" server for ranting about how much I hate dyslexic people and illiterates.
That would get you banned here too; please familiarize yourself with the forum rules (https://fractalsoftworks.com/forum/index.php?topic=2668.0) and consider this an official warning.
I noticed that several of the UAF derelict ships have no damage with 3 in built s-mods is that intentional? Also when entering UAF territory they don't seem to mind that I have the transponder off allowing me easy access to the black market fleets, will this be patched in the future or is it part of the UAF lore?
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?Did you look in the lower left area of the Core during a non-random game?
So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
I looked but it seems to empty, the ones left seem to be to far from where they should be, or it might just be me.So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?
Look far to the south west, or bottom left-middle. Should be 3 systems down there, or that I've seen across most my saves with them.
What do you mean by non-random game?So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?Did you look in the lower left area of the Core during a non-random game?
What do you mean by non-random game?So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?Did you look in the lower left area of the Core during a non-random game?
The Auroran dimensional nanoforge doesn't seem to give any benefits, am I missing something or is this a glitch?
What do you mean by non-random game?So just got this mod, but I cant seem to find the star system where the UAF is located. Is there a set sector age we should be using along with size or any other requirements?Did you look in the lower left area of the Core during a non-random game?
cant recall if i did on this save
Non-random game =/= Keeping random core worlds off on sector generation with Nexerelin installed and enabled.
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?
21915540 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Not sure if this has been reported here, but I had a Ship-stealing encounter on the bar on New Aurora, the target was an Exoria-class Fast Carrier...I have run into a game-crashing Nullpointer exception just like you, except mine happened when I got a mission from the bar and declined it. Seems like something's already possibly gone wrong at the start of that bar conversation so I added a bit more from the log.
...Well after completing it the game pulled a NullPointerException;
...
Not sure if this was the base game or another mod that caused it, think it's the first time I've seen one of these hop up in a while.
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?
No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.
So I tried to get the UAF weapon blueprint via Console Command mod and it always crashes my game.
Thanks for the great mod with so many ship weapon fighters etc.
Is there any way to turn off UAF nuke explosion effect..I tried editing setting but failed with crash.
Or hope there could be an option in setting file. The explosion effect is nice but it's kind of killing my eyes if I have more taufan fighters.
So I tried to get the UAF weapon blueprint via Console Command mod and it always crashes my game.
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?
No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.
Bug Report:
Hey Ryxsen!
Using the latest version of the mod, and I can't progress the questline past Nia. I'm at 75 rep with her and 100 with UAF. I've tried being commissioned, not being commissioned, doing more missions, giving more cakes, etc. but I'm not getting any indication of contact with Irina, I've checked everywhere, in every tab of the game, in all UAF stations, just to make sure I haven't missed anything but nada.
For context I used the UAF start on Nex, and can give you my modlist if you need that too.
I'm pretty far into a playthrough with this mod and I was wondering how the keycards I keep seeing options for with the contacts are supposed to spawn. I haven't been able to find any through exploration or defeating bounties generated with UAF fleets. Have I just been unlucky or am I just looking in the wrong places?
No, this is an issue I'm having as well, I think another mod's salvage weights may be overriding it.
I think I'm also having the same problem. A few runs ago I was using mod version 0.7.2e1 with over 100 other mods but I was regularly getting keycards after battles. Started a new save with 0.72f3e and over a 20 cycle period I didn't see a single keycard drop.
So I started removing other mods and starting new saves to test the drop rates, and eventually I reduced the game to just UAF and its dependencies and I still was not seeing any keycard drops.
So I think the keycard drop rates may be bugged in the EA version, or that my testing method was wrong (I tested by using console commands to teleport across the sector, battling random enemies, and I tested for about 20 fights each save before concluding that no keycards are dropping.)
I can also reproduce the crash when adding the weapon blueprint into my inventory via commands, and the crash happens when I try to open the inventory when the blueprint is added.
I am also having this issue. I'm at 100 rep with both Nia and the UAF. When doing the CONVERSE option and asking for UAF access it gets no dialogue and the only option is "nevermind"
HOWEVER, i did find that after i resigned my commission with another faction and then asked for a commission with the UAF and was accepted. After that i tried asking for access again and only then did i get it. the full dialogue and options.
I am also having this issue. I'm at 100 rep with both Nia and the UAF. When doing the CONVERSE option and asking for UAF access it gets no dialogue and the only option is "nevermind"
HOWEVER, i did find that after i resigned my commission with another faction and then asked for a commission with the UAF and was accepted. After that i tried asking for access again and only then did i get it. the full dialogue and options.
0.72g1 build is just around the corner, if you guys just keep reporting andsolving things for us while at it. We can get the hotfixes and bugs patched out if possible before release.
Hi, amazing mod, I'm loving my commissioned playthrough with them!You need to get some minening ships and interact with planets and asteroids to mine them for resources :)
One question... Alexandra Yamato gave me a mission to go "mining", but I don't understand how to do it. How does it work? What am I supposed to do?
hi! idk if this has been adressed before, but in some of the wings that "stay and fight until ordered otherwise" in their description just return back on they do their first salvo, this is not only on mixed flight decks shared with bombers and what not, but also when they're the only wing employed.You might want to address specifically which wings were you talking about? I am using aria and naga wings for pretty much 80% of my hangar slots and they seem to work just fine to me.
Idk if this is an issue with the text or the wing itself and, as i kinda want to respect the mod intentions i won't try to "fix" either of those.
Just wondering if you guys are aware of it, cause right now it's making it a bit difficult to design my fighters wings based on "waves" or not. I also thing some of the fighters are clearly intented to stay and they come out very weak otherwise with a very meager salvo for the price which kinda gave me a bad impression of some of the wings that would be fine otherwise.
I might suggest that we need a bit more distinction on the wings, at least in their description (of course when fixed) it should be clearer to know their intended use etc, i like watching fighters and what not but i think that not everyone should need to spend 30 minutes testing every wing to get an idea of what they do and which ones are "bugged" and that might be the main thing, cause maybe i found the need to test them because i saw some of them not doing what i expected to do which cost me a couple of fights as i kinda like going in outgunned and watching a very expensive fighter wing dropping a 500 dmg salvo and running away was a bit jarring.
I love the mod, thanks for your works guys!
Greetings
I humbly come before you to ask of a simple request, hopefully to be thought about and implemented. Could you please add some ArmaA mecha strikecraft for the mod? I think it would fit the lore and playstyle of the UAF
Hello Ryxsen!
Great mod overall, but there are a couple of upper/lowercase mismatches in some filenames, which make the mod error out on loading for us few, poor Linux users ;)
Maybe you could patch these out in an upcoming version? Currently these need to by fixed manually every
time a new version is released (which is of course generally very much appreciated).
I put the affected files and definitions together below.
Thanks in advance!
* UAF version: 0.72e1CodeError loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_pd_reina_ii.wpni'm attaching my log file as well if it helps.
- actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.png
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_pd_reina_ii.wpn
- actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.png
Error loading [graphics/weapons/fighters/155mm_class_i_recoil.PNG] resource, not found
- defined in: ./data/weapons/uaf_fw_155mm_class_i.wpn
- actual filename: ./graphics/weapons/fighters/155mm_class_i_recoil.png
Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_claris_cn.wpn
./data/weapons/uaf_cantata.cn.wpn
- actual filename: ./graphics/weapons/pd_claris_cn_hardpoint_recoil.PNG
./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
Error loading [graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_tona_i.wpn
- actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.PNG
Error loading [graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.png] resource, not found
- defined in: ./data/weapons/uaf_tona_i.wpn
- actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.PNG
Error loading [graphics/ships/aria.png] resource, not found
- defined in: ./data/hulls/uaf_wing_aria.ship
- actual filename: ./graphics/ships/Aria.png
Heya Ryxsen, linux user here, ran the UAF 0.72f3e version and ran into the same issue as 0.7.2e1, a previous poster mentioned this as well, i did the same as him and i was able to play the mod just fine, it was an issue regarding lowercase and upercase in the file extension some paths were .PNG while the file had .png and viceversa
Actually.. I was asking for a volunteer to test the upcoming 0.72g1a build.Psst.. its basically early access to new version.Not the public version lol. I'll send you a download link in DM, do not distribute it and be responsible as it is not a guaranteed stable build. Report back if its all good or not.
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.
Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.
why is graphics lib a dependency? I think graphicslib is responsible for a memory leak in my game but I can't turn it off because it is a dependency for this mod.
Also, I'm willing to give a hand with the programing, or at least help with this linux file naming error if it hasn't been fixed already.
You can disable features of the lib and even the whole of it as I remember:
https://fractalsoftworks.com/forum/index.php?topic=10931
On an unrelated note, how does the Novaeria-class work? i was experimenting in the sim with it since i just got it (on verson 0.72e1) and i assumed that i had to place everything that is not on the bridge on auto-fire but, the fighters on both bays would not engage, they stay permanently in regroup state.I'm also having this issue in my campaign. Most of the fighters are not engaging.
Great mod, I'm having lots of fun experimenting with it.the f3e version should fix that I believeOn an unrelated note, how does the Novaeria-class work? i was experimenting in the sim with it since i just got it (on verson 0.72e1) and i assumed that i had to place everything that is not on the bridge on auto-fire but, the fighters on both bays would not engage, they stay permanently in regroup state.I'm also having this issue in my campaign. Most of the fighters are not engaging.
One of the officers (Yimie) is the captain, since I'd rather fly a smaller craft.
Probably my dumb ass is doing something wrong...
When I have UAF enabled, the only way I can load a saved game is by starting Starsector from scratch and loading the game fresh. Under any other circumstances - for example, if I load a game, play for a bit, exit back to title screen, load a game, and try playing - I get the memory leak error popup. 100% reproducible, every single time. Having to quit to desktop every time I want to load a saved game isn't great.It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF
Also very consistently, after playing for a while, saving a game starts getting slow and erratic, to the point that the game executable will freeze during the saving-game process. Random save corruption isn't great either.
This is stuff I have seen within the first year of game time, so it's not like there's a lot of accumulated data to save.
This is with version .72e1. I am using the JRE 8 and have modified my vmparams to use more system RAM (3072 is what I currently have it set to).
I also am using a fair number of other mods but the game runs very smoothly with them but not UAF - with the other mods and not with UAF, I've played for 10-20 years game time with no problems. I could start doing systematic cross-checking - UAF alone, UAF plus Nex, UAF plus Nex and one other, etc - but, I admit it, the thought of doing all that work is a bit discouraging right now.
It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF
After asking around a bit: Try upping the RAM allocation to fix the slowdowns, 3 GB isn't much depending on modlist.It's a problem with graphiclibs and magic libs I believe. You can recreate the bug with both of them on without UAF
You're right. I just did. Definitely not UAF's fault, sorry about that.
Any suggestions on how to prevent this? Any specific things to disable?
So my game has started crashing whenever I go into combat with UAF fighters, only starts happening later in the game.
199937 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
java.lang.RuntimeException: Ship hull [uaf_wing_pengawas] variant [uaf_wing_pengawas_gsp]: slot id [MODULE_ANCHOR] not found for weapon [uaf_triyia_pdx]
Happens with every UAF wing I try to use.
[Click here for 0.72g1b!] (https://www.patreon.com/posts/72021272)CTD upon loading saved game(s) after updating to 0.72g1b, because of missing lines in hull_mods.csv for the Assault Pack and Assault Missile Pack hullmods; re-adding the lines from 0.72f3e seems to have resolved that.
NOT SAVE COMPATIBLE after 0.72f3e!
Intended-by-yourself that 0.72g1b is not meant be compatible with 0.72f3e-created saves, and my edits will screw things up even further? Or an oversight that I've managed to solve on this PC, but with unpredictable results?
...I heard that there's a series of quests that comprise a story for this mod, of sorts. How do I start it?Get cooperative with the uaf afaik.
I thought the whole "dev despising balance comments" from the video was just a joke but no there really do be guys out there trying to tell the guy MAKING THE MOD what "fun" actually is like ****ing nerds
Sorry in advance for the long post.
I'd personally recommend you not to bother with trying to reason with balancingRegretfully, this seems to sum up the entire mod.
If you did played the mod though, that'll definitely change my stance for sure.Yes, I have. Fairly extensively at this point; I played just with UAF and vanilla. (I didn't use other mods because most mods are balanced around vanilla, and it's unreasonable to expect authors to balance around specific mod interactions.) When I'm saying things are unfun to play against, or boring to play with, it's not from just looking at the stats on them, it's because I've played with and against them. But, also, most of these ships didn't need playtesting to tell they were overpowered. There is no magic juice in there that makes the UAF having straight-up better everything work fine in concert with other mods and the base game.
The UAF will not try to be or abide to vanilla style and balancing but they will respect it in their own ways and based around them.
Furthermore, don't bother using vanilla weapon as a point for balancing. UAF doesn't use them at all - so its better to just balance everything around ourselves instead....Then what's the point of the faction if it doesn't care about vanilla? This mod only adds one faction and that faction exists alongside vanilla; you either use UAF ships against vanilla/modded ships (boringly easy, it's like shooting fish in a barrel), use vanilla/modded ships against UAF ships (very rough; it's a "challenge" but it's not a fun one), or use UAF ships against UAF ships (still unfun- Semibreves, crazy strong fighters, and crazy powerful capitals mean most fights are very one-sided). UAF does not exist in a vacuum, and unless you add a few opposing factions and make this a total conversion, it will never exist in a vacuum.
I personally know you claimed you didn't try the mod just because it's anime and unbalanced.I was right, though: It definitely is anime, and it definitely is unbalanced. I have played it now, though, so I hope you'll actually listen to my feedback.
It makes me happy when I see people enjoying what I came up with rather than constantly bullying me for being different than the rest.Please don't interpret this as a personal attack on you. You aren't being bullied for being different, you are being told your mod is overpowered. I'm telling you this because you've clearly put a lot of effort into your mod, and it would be a real loss to have all that effort result in something that people don't want to use because it's too powerful to be fun. My opinions, of course, are my own; there are clearly plenty of players who do not care about that sort of thing.
Please don't interpret this as a personal attack on you. You aren't being bullied for being different, you are being told your mod is overpowered. I'm telling you this because you've clearly put a lot of effort into your mod, and it would be a real loss to have all that effort result in something that people don't want to use because it's too powerful to be fun. My opinions, of course, are my own; there are clearly plenty of players who do not care about that sort of thing.
I think the balance issue is one of community-wide good practices; there's a tendency for power-creep arms races to spill over into feedback on other mods ('UAF is a powercreep munchkin mod{1}, why isn't your mod a powercreep munchkin mod? Make it like that! All mods should be like that one mod I like!') which is annoying but also pretty easy to filter out once you know that tendency is there.
But I agree that bothering Ryxsen is not the way to go about it. Personally, I took a look at the preview posts and decided 'nah' a long time ago; I'm sure if/when it's finished I'll take another look for curiosity, but the mod doesn't grab me now and doesn't seem like it's headed in a direction I'll like, so... I'm just not using it.
Simple as that. Not everyone has to enjoy or approve of every mod.
{1}Note; I don't actually think UAF is a powercreep munchkin mod, at least not by design. I'm just using it as an example because we're in the UAF thread. Feel free to mentally substitute some other mod if this hurts your feelings.
Disclaimer: I don't know much about balance, and i haven't spent like 2000h on this game to know everything in and out. (Most of my build are either random or self improvise.)
All I care is turning the mod into a VN novel with playable ships and characters and make it fun to play as in their own setting. That's all that matters in my eyes.
So yeah, its clearly overpowered on player's hand whos unrestricted by lore or aesthetics but I don't care about that, everyone have their own playstyle and I'd say let them have fun especially in this wonderful single player game. I find it acceptable that we have our own mixture of ups and downs as well. Balance is merely subjective depending people's point of view, it's obvious we'll never be able to impress anyone and I quite frankly - don't want to bother with it because we're trying to do our own thing. All I care is turning the mod into a VN novel with playable ships and characters and make it fun to play as in their own setting. That's all that matters in my eyes.
When you put several other mods the UAF doesn't look like OP at all, I'm playing with it and many other mods ... it's not easy as many here say.
Well they only compare it to vanilla factions, so your opinion won't fly.
Hey so an issue i have is that despite getting both faction reputation and Relation with Nia to max i am unable to request access, when i select the option nothing pops up, any ideas on how to fix this?Hey folks, just wanted to come by and give those wondering about the "Aurora Diplomatic Bureau" lock-out / missing text with UAF Admins that I've seen mentioned a few times.
./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
./graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
./graphics/weapons/Missiles/amazoch_light_asrm_dual/Sample.PNG
./graphics/weapons/Missiles/amazoch_s_asrm_single/Sample.PNG
./graphics/weapons/Missiles/clemente_s_mrm_double/Sample.PNG
./graphics/weapons/Missiles/clemente_s_mrm_single/Sample.PNG
./graphics/weapons/Reina MG PD/pd_reina_mki_hardpoint_recoil.PNG
./graphics/weapons/Reina MG PD/pd_reina_mki_turret_recoil.PNG
./graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG
./graphics/weapons/Weiss FLK PD/pd_weiss_flk_turret_recoil.PNG
but then the "Its not your mod, let the guy do what he wants" defense is basically flawless
also the "if its such a big deal, do it yourself" defense is worth mentionning
but all gets trumped by the "I don't wanna" arguement
guy's literally making a passion project out here on HIS OWN TIME, WITH HIS OWN SKILLS and here all of you are pretending someone died and made you king....
I mean, I sort of get your point, but Dragn and everyone else are trying to provide constructive criticism, aka feedback. I'd say it's settled now, in that Dragn gave their feedback (in good faith) and Cy has turned it down - which is perfectly fine too.
Just bug report, specific to Linux:
The case is matter -- if you refer to file as foo.bar, then it must be foo.bar and not foo.BAR
Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?
maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)
maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...
We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.
here all of you are pretending someone died and made you king....
So I'll just say, half of y'all are acting like you didn't read BadDragn's posts literally two pages ago
Just a small note that the Isenoria with the Raffelsya bomber is incompatible with realistic combat and causes a fatal null crash.Given how thoroughly Realistic Combat brute-force overwrites many, many established Starsector gameplay mechanics in favor of its own, your issue is something to bring up in that mod's thread, not this one.
The fact is it's just so irrelevant. The balance scheme he referred to just doesn't exist in Starsector. Good ships in SS cheat. Scarab has Temporal Shell. Paragon has advanced targeting core. Onslaught has integrated ballistics, almost always guaranteeing enough room for Heavy Armor. Monitor has Flux Shunt.
SS combat isn't balanced off of raw stats. It's balanced off of weapon behavior and the ability to vent flux. Raw armor values are kinda pointless, because the important part for a capital ship is whether it can shrug off a reaper torpedo or hellbore shell. If it can't, it needs to keep those shields up, which means it's always going to flux out. The raw flux stats you need to get away from this dynamic are extreme.
Raw armor values are kinda pointless, because the important part for a capital ship is whether it can shrug off a reaper torpedo or hellbore shell. If it can't, it needs to keep those shields up, which means it's always going to flux out.This is just plain false in the way implied; if it weren't, shield shunt Onslaught would not be a thing.
The balance scheme he referred to just doesn't exist in Starsector.
As for "always going to flux out": again, misleading at best. When you're a capital that can run multiple large and medium ballistics at flux neutral, it's much, much harder to flux out because you can use your entire, massive, capacity bar to absorb damage, and vent it off that much faster after it does build up, and enemy ships have a much harder time closing enough to use their weapons to begin with. Almost 30k effective shield HP that can be active vented in under 17 seconds (stripped Reisen(M) and Rillaru(SP) both do this) is a hell of a drug. Even if you aren't anywhere close to flux neutral, the difference between fluxing out in 20 seconds of combat instead of 10, or 40 instead of 20, requires no description.
[/spoiler]
But you don't have to read any of that. Instead, here's an extremely simple test.
1v1 autopilot stock Reisen(M) standard variant versus sim Onslaught; the question is not "who wins?" or even "how much hull damage does the Reisen take?" but "knowing only what was said in this thread, does anyone have to think for longer than three seconds to guess who wins?"
(Before you say it: The point is not that 1v1 sim is a realistic matchup or anything of the sort, the point is that regardless of any theorycrafting we might post here, everyone immediately understands what 'better dissipation than Radiant' means for a ship.
The balance scheme he referred to just doesn't exist in Starsector.
I think any ardent believer of the vanilla Starsector ship/fleet design can't not find a satisfying solution in this series of balancing debate, as essentially, UAF introduced a High-Tech faction with long-ranged, flux-efficient ballistic weapons and strong carrier-fighter support. The real issue is never to coerce someone to stick with the HighTech/Midline/LowTech system, but to think whether some design choices can be improved under the new framework introduced by the author.
I personably think you have gone to another extreme by claiming 'SS combat isn't balanced off of raw stats'. For me, at least the speed of the capital ships matters.
suggestion: if you wanna add peticularly spectacular things for loot how about archeology quests ?
maybe quests involving ships that were thought long gone or who had gone missing (think bermuda's triangle stuff)
maybe even a quest line that happens once you stumble on a chunk of one of the larger ships, and finding all the pieces rewards you with some blueprints...
We have a water planet called Favonius. What if for every 2 months you can pretend you're salvaging in the waters for hidden treasures ( RNG on watcha get ) ? For a small fee of course. We have a canon reason to why there's ship wrecks everywhere after all.
And a Reisen vs Onslaught comparison isn't reasonable. Reisen simply excels in all the places the Onslaught doesn't. It's faster, and I mean, it's actually got two large mounts pointed in the same direction! Revolutionary!So, you yourself have noticed that Reisen is an Onslaught with none of its weaknesses. Which is one of the things people normally mean by 'OP', so why is that claim in dispute again?
I've done this (Radiant vs Resisen (M)). The Reisen(M) practically overfluxes itself, and adding a gamma core makes it a cakewalk. This is why I think you're talking nonsense. I'll post a vid later, if I can get the conversion right.I look forward to the explanation of how the vs. Radiant matchup – one I specifically did not cite – shows that anything I said (as opposed to being presumed to have said) is nonsense, unlike, say, the more pedestrian observation that Sabots and Reapers* are good actually.
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.Go to the Lunamun bar while being Cooperative with UAF, that should be it
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.
Sorry for the trouble, but is there a written guide or overview of this mod I can find? I'd love to learn more about it and see what is available in game, like quests and how to aquire the super ships if its even possible!
Are there specific requirements for starting the Twisted Daggers missions? I swear I’ve googled everything I could, but I can’t seem to find any info.
Lunamun, Aoi -> Take shuttle to the bars -> "A woman can be seen grieving alone at the far corner". I don't remember if you need rep with UAF however I didn't notice having the option till I was cooperative.Sorry for the trouble, but is there a written guide or overview of this mod I can find? I'd love to learn more about it and see what is available in game, like quests and how to aquire the super ships if its even possible!
1st post of the thread in the middle is a:
Youtube overview (https://www.youtube.com/watch?v=lrr3K3i3wLI)
Go to the Lunamun bar while being Cooperative with UAF, that should be it
(if you're getting it for the first time, if you already encountered it and picked the wrong dialog options there may be complications)
Lunamun, Aoi -> Take shuttle to the bars -> "A woman can be seen grieving alone at the far corner". I don't remember if you need rep with UAF however I didn't notice having the option till I was cooperative.
Spoilerhttps://i.imgur.com/oA5he0Z.mp4[close]
SpoilerAnd a Reisen vs Onslaught comparison isn't reasonable. Reisen simply excels in all the places the Onslaught doesn't. It's faster, and I mean, it's actually got two large mounts pointed in the same direction! Revolutionary!So, you yourself have noticed that Reisen is an Onslaught with none of its weaknesses. Which is one of the things people normally mean by 'OP', so why is that claim in dispute again?
Also, saying it's unreasonable to compare the Reisen to the first vanilla analogue just about everyone will think of on sight is... a take.QuoteI've done this (Radiant vs Resisen (M)). The Reisen(M) practically overfluxes itself, and adding a gamma core makes it a cakewalk. This is why I think you're talking nonsense. I'll post a vid later, if I can get the conversion right.I look forward to the explanation of how the vs. Radiant matchup – one I specifically did not cite – shows that anything I said (as opposed to being presumed to have said) is nonsense, unlike, say, the more pedestrian observation that Sabots and Reapers* are good actually.
*as part of a balanced ship fit
But now that you brought it up, I decided to try the matchups myself (Standard Reisen(M) versus the three vanilla Radiant variants, all unofficered)
- Standard Radiant wins with little?/no hull damage received
- Assault Radiant wins with 45-60% hull remaining
- Strike Radiant loses with little/no hull damage inflicted. An illustration of the limitations of relying on Sabots for all your hard flux, although an AI core's fearless personality might change how well this goes
A decent showing against one of the strongest vanilla ships, I'd say. I could try different variations (with comparable officers etc.) later, but I'm not sure there's a point if all it's going to be used for is to argue what should be completely uncontroversial points.[close]
you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.
Well, that's ominous. :-\you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.
Becareful of what you wish for.
You could increase the Onslaught's flux stats by double, and it wouldn't change much. It would still ride at that last 10% of flux cap just like the Reisen does.If this were actually true, it would have shocking implications for the ship fitting meta and balance in general. Flux == sustained firepower and effective HP and its recovery, claiming flux stats don't matter is claiming those things don't matter.
Balance in Starsector is a really strange beast. It would be nice if it wasn't, but one thing I can say for certain is that flux stats have very little effect on low-tech ships.
Well, that's ominous. :-\you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.
Becareful of what you wish for.
Five Minibreve launchers on a Purcellyra? No, no I won't be careful.you should make the Minibreves from the Taufan(NFX) into a medium missile launcher.
Becareful of what you wish for.
graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.png
graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
Keep crashing to Desktop with this error, any ideas?
I have a bug report, or perhaps just something that's become a bit of a major issue for me.
Keep crashing to Desktop with this error, any ideas?
Delete your UAF folder completely and replace it from the zipped archive. or go to hullmod_data.csv and delete assaultpack or the other line that was in it.
I don't understand much about code, but my guess is these lines might have been deleted in the new version but it keeps being called for regardless, causing the crash. Hope this helps you!
Anyway, I love the mod and I love the super-capitals, but it starts getting a little frustrating when I start losing more ships to my super-capitals than I do enemy fleets. Just wondering if this is a known issue?
EDIT: Just occurred to me that a literal interpretation of 'double' the flux stats would also affect capacity. Now that would be extra fun to try.SpoilerYou could increase the Onslaught's flux stats by double, and it wouldn't change much. It would still ride at that last 10% of flux cap just like the Reisen does.If this were actually true, it would have shocking implications for the ship fitting meta and balance in general. Flux == sustained firepower and effective HP and its recovery, claiming flux stats don't matter is claiming those things don't matter.
Balance in Starsector is a really strange beast. It would be nice if it wasn't, but one thing I can say for certain is that flux stats have very little effect on low-tech ships.
If flux has "very little effect" on low-tech ships, to the point that doubling Onslaught's flux wouldn't 'change much', why is it standard practice to max vents even on LT ships? Doubling an Onslaught's base flux = 600 dissipation; meanwhile we're spending 50 OP for 5/6 of that benefit; if nothing else, we'd now have 50 free OP to spend elsewhere.
Onslaught with double base dissipation (about 50% more dissipation after maxing vents) would 'still' be riding at near max-flux but it'd be firing 50% more non-missile weapons while doing so!
I did a sanity check:SpoilerBasic 1v1 sim test
Onslaught (Standard variant) mirror match, player Onslaught wins with 14%/47% hull left.
Versus an 'Onslaught Alter' with the same loadout but doubled base dissipation, alter version wins with 50%/76% hull. Onslaught Alter won even in the test where I botched the setup and gave non-Alter Onslaught ITU instead of DTC.
I won't even describe the outcome of the otherwise-mirror match where I removed all the vents from the player Onslaught.
Okay Histi, but I tried the Onslaught mirror match myself and it's painful to watch how skittish they are. They're barely using their dissipation. What about a matchup where the enemies don't just dance around each other?
Same test, except player-side Onslaught has an Eliminate order.
-Player Onslaught wins mirror match with 25%/10% hull remaining
-Player Onslaught loses vs. Onslaught Alter, with 57%/58% hull remaining
(While we're here let's do the same test real quick, with player ship being the Reisen(M)):
- Reisen(M) vs. Onslaught: wins with 98% hull
- Reisen(M) vs. Onslaught Alter: wins with 34% hull
Still too skittish! Let's try the Onslaught 'kiss' test
Manually piloting player Onslaught into other Onslaught/Alter's face, Annihilators on autofire:
- Versus Onslaught: Tried once, won with 94% hull
- Versus Onslaught Alter: Tried six times, failed each time (including the three where I was smart enough to not overload)
(manually firing the Annihilators, in attempts not counted above, just made things worse)
It turns out having a 50% faster combat vent is incredible, who knew
Honestly, I'm going to file the whole idea of flux not mattering under "surprising ideas are often false"
Multi-ship test
Also tried a different test: Using The Last Hurrah main menu mission, send the Eagle and two Falcons (all with Eliminate order) against Onslaught.
This one is quite unsatisfying because it depends on luck with positioning and the Falcon's Harpoons, but here it is for completeness
- Onslaught wins with 32% hull (woah)
- Onslaught loses, one Falcon dead, one Falcon at ~0% hull, Eagle at 85% hull
- Onslaught Alter loses, both Falcons dead, Eagle at 27% hull
- Onslaught Alter wins with 7% hull[close][close]
You can try an Onslaught with doubled flux stats. It's called a Reisen(M). It only produces 5 dp better performance in the sim, and minor tweaks to combat behavior eliminate that."Can kill in a standoff engagement with little or no hull damage" is not what I normally categorize as the value of a 1/8th DP increase.
Your principles are blatantly false, primarily because shields and weapons consume so much flux that increases in raw stats don't result in better performance compared to management. Only speed and weapon composition produce significant changes.
Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)
I mean.. that's pretty much a mistake on your end really. I also lost my hyper arias from time to time if I wasnt careful or not remembering what ship have it. They're suppose to be one-of-a-kind and can't be duplicated. Just like the supercaps.
It is a good idea though for when you just wanna have fun. Maybe I'll include it in the super capital blueprint and rebrand it so that we can always have that choice of consoling them in for giggles. I'd do it if you guys can tell me how to restrict the bp drop completely so that you can't obtain it through legal means.
Ok, so i seem to be stuck a bit on the progression and none of the NPCs are giving me any leads.SpoilerI'm at 100 rep, commissioned, 49 rep with the vemillion station admin (capped), 74 with each fo the npcs she sends me to (also capped) and nobody is saying how to progress further.[close]
Howdy! Is there a changelog anywhere for this mod?
Heck, just enclose it in the experimental blueprint package, or even the supercapital one if you think they're a little overtuned, because as it stands, if you lose a ship containing the Hyper Aria's it's basically lost for the rest of the run (I don't even think it has a salvage % chance alongside other strikecraft does it?)
I mean.. that's pretty much a mistake on your end really. I also lost my hyper arias from time to time if I wasnt careful or not remembering what ship have it. They're suppose to be one-of-a-kind and can't be duplicated. Just like the supercaps.
It is a good idea though for when you just wanna have fun. Maybe I'll include it in the super capital blueprint and rebrand it so that we can always have that choice of consoling them in for giggles. I'd do it if you guys can tell me how to restrict the bp drop completely so that you can't obtain it through legal means.
Would love to see the hyper arias be in a blueprint. Maybe as a reward for another campaign quest? Even having them at crazy production cost like 1 million for a squad, as reason for them not being used by the UAF normally? Love the mod, something so satisfying about all the dakka and space fighters.
Edit: Are the super capital blueprints not suppose to be found through exploration or tech mining? I found the elite bp with them a few updates ago. Using UNGP to save at least my bp progress. Also, found a derelict cherry vanguard, with an officer in it. Sadly couldn't salvage it.
Hey I've been having some trouble with getting the Queen to allow me into the November Auxillary on the most recent experimental patch. I have 100 relation with both her and the faction and yet she also won't accept any gifts.
Hello there !
I really love the game, and the UAF mod's idea as a whole, but I'm encountering a massive issue currently...
How can I play with the mod in an on-going session/game ?
Do I have to play with sector-gen to make the systems appear ?
(If yes, please tell me exactly what I need to do if it's not too much trouble, as I don't know where to modify setting exactly.)
I truly want to use the mod, but I also do not/will not start a whole new game just to do so.
What can I do ?
Probably a stupid question, but still: when updating the mod, do i need to simple unpack files in old mod-folder and remove old files, or delete it completly and unpack in a new one?
Hey so an issue i have is that despite getting both faction reputation and Relation with Nia to max i am unable to request access, when i select the option nothing pops up, any ideas on how to fix this?Hey folks, just wanted to come by and give those wondering about the "Aurora Diplomatic Bureau" lock-out / missing text with UAF Admins that I've seen mentioned a few times.
It seems that the Iron Shell v1.1 and 1.181 mod (link: https://fractalsoftworks.com/forum/index.php?topic=18297.0 , by Timid) is incompatible with the named UAF Admins "Spark A Conversation" option, specifically those relating to progressing the mod's faction story in the mods' version 72f3e and 72g1b. Namely Nia, AER-1A, Aeria Charllote, Alexandra Yamato, etc.
Hey so an issue i have is that despite getting both faction reputation and Relation with Nia to max i am unable to request access, when i select the option nothing pops up, any ideas on how to fix this?Hey folks, just wanted to come by and give those wondering about the "Aurora Diplomatic Bureau" lock-out / missing text with UAF Admins that I've seen mentioned a few times.
It seems that the Iron Shell v1.1 and 1.181 mod (link: https://fractalsoftworks.com/forum/index.php?topic=18297.0 , by Timid) is incompatible with the named UAF Admins "Spark A Conversation" option, specifically those relating to progressing the mod's faction story in the mods' version 72f3e and 72g1b. Namely Nia, AER-1A, Aeria Charllote, Alexandra Yamato, etc.
Hey! Created an account to ask - did you find a fix for this? I've just started up my first modded run and am super bummed I cant do the UAF story with Iron Shell enabled :(
Are the patch notes available without patreon's pay wall?
Are you sure it is Iron shell that causes this? I've been playing with both 1.14 and 1.181 and i've had no issues with progressing through the UAF. Using older builds of UAF and the latest build.
I started a modded game with just the basic hard requierments for both Iron shell 1.18.1, UAF 0.7.2g1da, nex and the libs.
And I'm still able to "Try to spark a conversation with Nia" and after bribing with cake and compliments request access to progress into UAF.
I started a modded game with just the basic hard requierments for both Iron shell 1.18.1, UAF 0.7.2g1da, nex and the libs.
And I'm still able to "Try to spark a conversation with Nia" and after bribing with cake and compliments request access to progress into UAF.
Do you have her set as a contact? Thats what I had to do with those characters in order to progress relationship further.
Love this mod but might have found a bug, is this the place to post it? it involves the built in weapon called the Sakura ASSVLMS.
I experience a crash when loading this mod while playing on Linux using version 0.72g1b. The crash is caused by the failure to find two resource files:CodeThese files actually exist, but use PNG as their extension (not png):graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.pngCodeRenaming these files to have the png extension fixes the issue.graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
> find UAF -name "*.PNG"
UAF/graphics/weapons/Missiles/amazoch_s_asrm_single/Sample.PNG
UAF/graphics/weapons/Missiles/clemente_s_mrm_single/Sample.PNG
UAF/graphics/weapons/Missiles/clemente_s_mrm_double/Sample.PNG
UAF/graphics/weapons/Missiles/amazoch_light_asrm_dual/Sample.PNG
UAF/graphics/weapons/Reina MG PD/pd_reina_mki_hardpoint_recoil.PNG
UAF/graphics/weapons/Reina MG PD/pd_reina_mki_turret_recoil.PNG
UAF/graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG
UAF/graphics/weapons/Weiss FLK PD/pd_weiss_flk_turret_recoil.PNG
UAF/graphics/weapons/Claris CN/pd_claris_cn_turret_recoil.PNG
UAF/graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG
This is not something most mod authors are aware of, but since StarSector is java based and innately multi-platform, this should enter into mod authors consciousness more often. Remember modders, case sensitivity is a thing and it matters! Proof is right here!
If you're developing this mod on Windows (from good ol' XP, all the way to 10), there's Attribute Changer from https://petges.lu/download/ (specifically, Release 8.70, not the newer 10.10a or 11.0; the interface changed rather significantly)...
This is not something most mod authors are aware of, but since StarSector is java based and innately multi-platform, this should enter into mod authors consciousness more often. Remember modders, case sensitivity is a thing and it matters! Proof is right here!
I don't get it, we've been renaming the damn .pngs every patch and they just kept coming. Why?
I just recently updated to 0.72g1b. Was there a change made to prevent Novaeria / Solvernia from being acquired via operative "procure ship" (didn't see anything to this effect in the notes on the patreon page)?Seems like it. Got a negotiator to level 5 for nothing, lol.
I've acquired them both this way in a prior game, but no longer see either in the target ship list for this mission type. Using a level 5 agent as well.
I just recently updated to 0.72g1b. Was there a change made to prevent Novaeria / Solvernia from being acquired via operative "procure ship" (didn't see anything to this effect in the notes on the patreon page)?Seems like it. Got a negotiator to level 5 for nothing, lol.
I've acquired them both this way in a prior game, but no longer see either in the target ship list for this mission type. Using a level 5 agent as well.
Thanks for responding, and oof. Well, hoping for RNG mission generation it is I guess...
UAF posts are currently dominating SS subreddit. I love it :-*
Something broke on the Cyrexa II SXC, it crashes the game every time I hover over it (anywhere)
"Fatal: Conversion = c, Flags = Check starsector.log for more info"
Sadly, starsector.log has no more info on the matter
Aight, I've fixed it, something is borked in the weapon_data excel file, I replaced the Cyrexas line with the one from the last working build, so it should be an easy fix.
Aight, I've fixed it, something is borked in the weapon_data excel file, I replaced the Cyrexas line with the one from the last working build, so it should be an easy fix.
Tell me the solution so that I can replace the file immediately!
Aight, I've fixed it, something is borked in the weapon_data excel file, I replaced the Cyrexas line with the one from the last working build, so it should be an easy fix.
Tell me the solution so that I can replace the file immediately!
Think the download for the latest version wasn't included in the post properly.
So i have nia at 54 rep but the uaf access question brings up only the never mind response
Edit: I do have iron shell installed as well
out of curiosity does anyone know if you need to add ITU to each segment of the Novaeria?
.....is that self made, or actually part of the mod.....
Can we be allowed to gain access to submarkets from being in a Alliance? I can't get the faction stuff to work as the queen and important characters just disappear from contacts.
hey guys, could you give me some tips? I'm not sure what's wrong.
I have found that when starting as the UAF, you cant develop Nia Auroria as a contact (thus, no story progression), had to resign to be able to do it. I think that is the reason some players are having problems of not being able to progress through the story.
Is Nexerelin absolutely necessary for the mod? I can see the appeal of Nexerelin but I'm one of those in the camp of not wanting the game to be a 4X. It's the only thing stopping me from trying out what looks to be a really good addition to the game.
I have found that when starting as the UAF, you cant develop Nia Auroria as a contact (thus, no story progression), had to resign to be able to do it. I think that is the reason some players are having problems of not being able to progress through the story.
Would it be possible using console commands to add her as a contact?QuoteIs Nexerelin absolutely necessary for the mod? I can see the appeal of Nexerelin but I'm one of those in the camp of not wanting the game to be a 4X. It's the only thing stopping me from trying out what looks to be a really good addition to the game.
I too would like to know this if anyone happens to have the answer?
Hi, I've just done a fresh install on UAF and all the required mods.
Balance issues.
I don't know why but whilst I was piloting the Neuxoria(SP), I noticed the 5 Hyacinths I gave it wouldn't go and attack anything even though I went to tab and both use the Fighter strike and Eliminate command nor has it done anything when and after activating the teleport recall ability the Neux has, it just stayed hiding behind the Carrier, I don't know if I have missed anything or the Hyancinth's like this purposefully or a glitch, I have no clue on what is going on with these frigate sized bombers.
I'm having some very weird issues with progressing in this mod. If I start unaligned with a faction and attempt to join the UAF, Nia never gives me any options when I ask her about UAF access, even at 100 relation with a commission and having developed her as a contact. I have also never seen any UAF characters have a converse option so I can't compliment them. I removed all my mods aside from UAF's dependencies and Console Commands and the problem persists.
If I start with a UAF commission Nia seems to work fine, aside from still lacking a converse option. I've been able to progress through the entire contact tree I know of this way.
I'm having some very weird issues with progressing in this mod. If I start unaligned with a faction and attempt to join the UAF, Nia never gives me any options when I ask her about UAF access, even at 100 relation with a commission and having developed her as a contact. I have also never seen any UAF characters have a converse option so I can't compliment them. I removed all my mods aside from UAF's dependencies and Console Commands and the problem persists.
If I start with a UAF commission Nia seems to work fine, aside from still lacking a converse option. I've been able to progress through the entire contact tree I know of this way.
Huh is that so? Perhaps I should actually try to start unaligned and grind the UAF to find out more about this. I have heard of this weird glitch but not sure what's causing it. Please lemme know if you find out or could guess how that happened. Oh and thanks for trying out the mod!
1. I don't know actually, but we do know how to get anyone's reputation up via console command at least.
2. Yes, unless you don't wantAuroran Ground Forces DLC.Otherwise, I intend to keep the dependencies on as it actually helped me progress faster in my testing runs and that 'skip story' is actually really useful. Then we'll see if we can get it off someday for non-nexerelin enjoyers.
Thanks for the clarification. Having giving it a go with Nexerelin (never did more than do a brief 1 hr test of the mod until now) I understand your reasoning, the extra depth added by Nexerelin really helps make the faction feel more alive and interesting than it would otherwise be. And thanks for mentioning the skip story function, I had no idea that was even a thing until now, and it definitely made the start more enjoyable.
About 30+ hours in now and loving it thoroughly, looking forward to seeing how this mod continues to evolve. (The single mission Dagger was especially well written and a nice example of things to come.) 8)
Oh and I'm glad you could give also Nexerelin a more serious try after that one hour trial, it allows you to experience the game in a whole another way especially when you as a player have the ability to add or remove factions into your game. So it basically become sandbox World Conquest mode when you have Nexerelin and it's pretty interesting to see how each factions interact with one another!
Small side question about the Noveria exploration ship. (Just barely managed to acquire one) Do I need to upgrade each separate section of the ship with hull mods (armor, turret gyros etc) or just the center piece? (Since on the center piece I can't add a dedicated targeting system, but I can on the other ones?)
The whole super capital thing is still work-in-progress though.
I also noticed the ships core module can't accept either the Integrated targeting unit or integrated point defense A.I mods, (the mods are yellow as if they can be installed but clicking on them to install them doesn't work?) Just wondering if that's a bug or the main section already have them built in or something already?
Hello! First time using the forum, been playing Starsector for a good few dozen hours now and I'm starting to build up a big mod list to play with. Unfortunately, I've found that this mod conflicts with Starship Legends in both of their current iterations. Here are the details:
The problem:
When playing with both UAF and Starship Legends enabled, as soon as one of my ships would gain a trait from Starship Legends, I get thrown an error message stating "Starship Legends has encountered an error, please let the mod author know, null" which infinitely repeats and I cannot close out of it without alt+f4-ing the game. If I disable UAF, the issue stops. As far as I know, I am running the latest versions of all of the mods and the latest version of Starsector. Of course, there's always the chance that it's another one of the mods that's somehow interacting with both and messing them up, but I'd guess that that's unlikely. Anyways, perhaps I'm missing something obvious like having to install a patch or something, but I don't see any incompatibilities listed in this page and Starship Legends claims that it's compatible with everything. Any help would be appreciated, thanks!
Strangely, after re-enabling the mod to go re-do the issue so I wouldn't have to look through the entire log, everything... works fine?
I'm pretty close to the 100 hour mark of using Starship Legends with this mod (and about a dozen or so others,) in my current campaign, and zero issues so far, so I think you shouldn't have any future problems?
The English in this mod is THE WORST I've ever read everrrr. Aside of technical mistakes like missingspaces where thereclearly should bespaces and spellign erors, the writing itself is actual dogwater.
The English in this mod is THE WORST I've ever read everrrr. Aside of technical mistakes like missingspaces where thereclearly should bespaces and spellign erors, the writing itself is actual dogwater. I don't want to be mean to you because it's obvious English is not your first language, and I really feel that I get what you were trying to convey in most of the scenes - even if it is slightly cliche anime tropes - I actually really like the atmosphere you are trying to create.
TL;DR get a flupping editor.
THANKS.
Will the UAF get angry at me if I have a colony run by an Alpha Core AI like the other factions?
do they take issue with your colony/s being free ports as well?
Minor request, but could any of the Aurora Federation's ships be added to the reverse engineering list from Industrial Evolution? Would be nice to have a more reliable source of the ships other than hoping they show up for sale or getting the very rare blueprint drop.
Minor request, but could any of the Aurora Federation's ships be added to the reverse engineering list from Industrial Evolution? Would be nice to have a more reliable source of the ships other than hoping they show up for sale or getting the very rare blueprint drop.
Sure, but are you expecting the (M) and (SP) to be part of the reverse engineer white list as well?
I did the little quest thing? with the grieving woman in the bar and used my story points on it, it says I got the hyperaria?The hyperaria is a fighter LPC, not a ship, it should be in your inventory.
Except...I don't see any such ship in my fleet, or a blueprint, or anything in storage
is this bugged?
I did the little quest thing? with the grieving woman in the bar and used my story points on it, it says I got the hyperaria?The hyperaria is a fighter LPC, not a ship, it should be in your inventory.
Except...I don't see any such ship in my fleet, or a blueprint, or anything in storage
is this bugged?
Noticed I didn´t update UAF in a long time (still had 0.7.2e1 with the massive tourist fleet count). I see that the last update is from october 0.72g1dc, is a new update coming SOON tm or is gonna be a while before that?
Noticed I didn´t update UAF in a long time (still had 0.7.2e1 with the massive tourist fleet count). I see that the last update is from october 0.72g1dc, is a new update coming SOON tm or is gonna be a while before that?
anyone know where i can find the artwork at? been using the mod and finally watch ironclads video on it and now i really really really want the artwork. anyone?
I remember the lady at the Nur mining station used to send me on several fetch or supply quests, but now i get nothing.
Man, I'm on Nur and I can't figure out if Yamato wants 200 choco lavas and 500 donuts... or just 200 choco lavas, since that's the number that's highlighted.Probably the 500 donuts as well... I tried only bringing the choco lavas and there wasn't an option to gift.
downloaded this mod but it rate uncompatible with current version,i wonder why?
{
"starSystemLocations":{
"uaf_aoi":[-28400,-40000],
"uaf_stjarna":[-35400,-41000]
}
}
I was trying to reposition the UAF systems for a bit of varity since they break if I use Random Core Worlds. Sadly it seems changing the starmap.jason file in the mod doesnt workDid you make sure that your change was after UAF in the load order?I looked into everything that wasnt the .jar files, sadly only found definition for auroria, lunamon and resort.SpoilerCode{
"starSystemLocations":{
"uaf_aoi":[-28400,-40000],
"uaf_stjarna":[-35400,-41000]
}
}[close]
Is there a way to achive this?
Did you make sure that your change was after UAF in the load order?I did change the UAF mod itself.
One curious ?bug? with the minibrev is that the AI seems completely loathe to actually use the damn things. I had to fiddle with the settings of a separate fire control mod substantially before I could get my ships to start using them on their own.Yeah my ships also dont seem to want to use the minibrev.
Ah, yes, the one-of-a-kind super-capital ship.
Granted, it cost 50 mil, but the fact that she just has a "surplus" lying around is funny.
Hello, anyone having issues with the portraits not showing up at the character creation ?
I have reinstalled the game, with only the UAF mod (and it's requirements mods) but still nothing...
Hello, anyone having issues with the portraits not showing up at the character creation ?
I have reinstalled the game, with only the UAF mod (and it's requirements mods) but still nothing...
Instructions on the pateron have a fix
java.lang.RuntimeException: Ship hull spec [uaf_m_akatsuzuma] not found!now the probs is the portraits for new game is not showing
at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
please halp........... i really wanna play this tho
update: i fixed it by deleting the old ver... and use the newest update
Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
sed -i -- 's/PNG/png/g' *.wpn
Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
How is this done in Windows? That's a Linux command right?Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
Hi all, so I downloaded the mod an ran into this:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
has anyone else ran into this issue?
Disregard, deleting and re-installing the mod worked!
Ship hull spec [uaf_ai_lovela_default_D] not found!
Ship hull spec [uaf_ai_lovela] not found!
Yes, that's a Linux command, since he reported he was trying to run it on Linux and so was I. Unless there's a handy dandy tool for Windows to do it, you'll have to go through manually like you have.How is this done in Windows? That's a Linux command right?Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
Edit:
I'm going through and manually find which files have this problem:
uaf_pd_reina.wpn
uaf_weiss_flk.wpn
I believe that's it, but I could've missed some.
284740 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Adding ship null, isEnemy 0
314928 [Thread-3] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
314944 [Thread-7] INFO sound.public - Cleaning up music with id [battle_ambience_01.ogg]
315151 [Thread-9] INFO sound.public - Creating streaming player for music with id [battle_ambience_01.ogg]
315151 [Thread-9] INFO sound.OooO - Playing music with id [battle_ambience_01.ogg]
315239 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: data.shipsystems.scripts.istl_TargetPainterStats$TargetData cannot be cast to data.shipsystems.scripts.uaf_entropyAmplifier$TargetData
java.lang.ClassCastException: data.shipsystems.scripts.istl_TargetPainterStats$TargetData cannot be cast to data.shipsystems.scripts.uaf_entropyAmplifier$TargetData
at data.scripts.weapons.uaf_entropyLaser.advance(uaf_entropyLaser.java:48)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Got a similar issue, taken from the log:
479604 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_machi_apa] not found!
java.lang.RuntimeException: Ship hull spec [uaf_machi_apa] not found!
But in my case, deleting and re-installing didn't fix it. Any advice?
2344768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.combat.EntropyAmplifierStats$TargetData cannot be cast to data.shipsystems.scripts.uaf_entropyAmplifier$TargetData
java.lang.ClassCastException: com.fs.starfarer.api.impl.combat.EntropyAmplifierStats$TargetData cannot be cast to data.shipsystems.scripts.uaf_entropyAmplifier$TargetData
at data.scripts.weapons.uaf_entropyLaser.advance(uaf_entropyLaser.java:48)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2344925 [Thread-9] INFO sound.public - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
2344927 [Thread-9] INFO sound.OooO - Playing music with id [CatastrophicSystemsFailure.ogg]
{"enabledMods": [
"PAGSM",
"$$$_lightshow",
"pantera_ANewLevel30",
"AzurLanePortraitPack",
"CAS",
"cmutils",
"istl_dassaultmikoyan",
"hm_flagpack",
"diableavionics",
"dndnss",
"fast_engine_rendering",
"fleet_journal",
"gflportraitpack",
"gflportraitpack2",
"HexShields",
"immersionFriendlyPortraitPack",
"timid_xiv",
"lw_lazylib",
"exshippack",
"mag_protect",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"tahlan_scalartech",
"simpleplayerflags",
"tahlan",
"uaf",
"audio_plus",
"arknightsportraits",
"shaderLib"
]}
Hi this is my first time posting on any forum like this so sorry if it end up in the wrong place or something just wanted to ask for help cause i love playing starsector especially with the UAF mod running on it.Does your mod(s) list include both Industrial Evolution v3.2c AND Tahlan Shipworks v0.8.666a? Because the latter will not work the current version of Industrial Evolution.
I have plenty of mod dowloaded including UAF and the game starts up fine the only issue I have is when I want to create a new game as soon as I have selected faction and ships etc as soon as I select start game it crashes and comes up with this prompt.
Fatal:
com/fs/starfarer/api/plugins/derelicts/IndoEvo_ArtilleryStatoinPlacer
Cause:
com.fs.starfarer.api.plugins.derelicts.IndoEvo_ArtilleryStationPlacer
Check Starsector.log for more info
I have just written the prompt word for word as not the most computer literate especially when it comes to trawling through files to fix some missing code or something but any and all help would be greatly appreciated so that soon enough I hopefully get back to bring UAF glory to the sector thorugh the holy semibreve and its purfying light XD.
I ran into a bug while playing the game with the MVS ship Archon and the UAF Entropy Amplifier. Whenever the two uses these abilities on a single target, the game hard crashes to desktop with this error.Just ran into a crash like this, no Archon involved though. Not sure if this is the right formatting for the crash log, but here goes
ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.combat.EntropyAmplifierStats$TargetData cannot be cast to data.shipsystems.scripts.uaf_entropyAmplifier$TargetDataEdit: Okay, looking through this thread since the update and there are a lot of people having crashes like this. I'd say you're best off avoiding the Akatsuzuma for now.
Hi all, so I downloaded the mod an ran into this:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
has anyone else ran into this issue?
Disregard, deleting and re-installing the mod worked!
I have the smae bug, but I tried deleting the mod an re-instaling it 8 times already, in every time I download the mod again and the last try I even uninstalled the game and re-installed it, and the very same error happen again, I dont have any clue in how to solve this, for the time being I will wait for a patch fix, since this is not the only bug.
I have the smae bug, but I tried deleting the mod an re-instaling it 8 times already, in every time I download the mod again and the last try I even uninstalled the game and re-installed it, and the very same error happen again, I dont have any clue in how to solve this, for the time being I will wait for a patch fix, since this is not the only bug.
So you're saying 0.73c1 din't work?
I dont have any error at start.I have the smae bug, but I tried deleting the mod an re-instaling it 8 times already, in every time I download the mod again and the last try I even uninstalled the game and re-installed it, and the very same error happen again, I dont have any clue in how to solve this, for the time being I will wait for a patch fix, since this is not the only bug.
So you're saying 0.73c1 din't work?
Funny thing, my last try seems to be a few minutes before the the fix be released, and my post here was when I had some free time and ended up not seeing the fix, now I'll see if it works.
Edit: Yep, same error!
Bakery is broken for me.
got the permit from Nia, but I can't build it in my colonies. keeps telling me I need the permit I already got.
Found a microwave, but without the bakery I can't use it. Yet oddly enough, it CAN be installed on my heavy industry/orbital works? which unsurprisingly has not effect whatsoever.
I DO have three mods to update, two of which are failing update checks [details below] but I'll see if resolving those will fix it or not.
Mods
Lazy, Magic and Graphicslib
New level of confidence [30]
Autosave
better colonies
combat chatter
commissioned crews
fuel siphoning
supply forging
UAF - obviously
Scy
Star federation
Nexerelin [update available]
VIC [Fails update check - something about failing to load master file]
Unknown skies [Fails update check - Malformed JSON?]
You use them when invading planets :)Is it the Strategic Orbital Bombardment in the Abilities tab?
Hi there, using the 0.72 version of UAF worked just fine. But the new 0.73 version doesn't work even after using the .rar hotfix one. It always shows that particular error.
(I'm on Linux btw, so unsure if it's just me having this problem)
(just found out, if you click on the image, it enlargens it)
Hi there, using the 0.72 version of UAF worked just fine. But the new 0.73 version doesn't work even after using the .rar hotfix one. It always shows that particular error.
(I'm on Linux btw, so unsure if it's just me having this problem)
(just found out, if you click on the image, it enlargens it)
Something I just noticed, all other Weiss FLK guns have a "thumbs.db" file except for the "Weiss FLK PD" file.
Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
I'm stuck at relationship 24 with Nia Auroria, can't seem to raise it any further. She doesn't offer me any jobs either to do
I'm stuck at relationship 24 with Nia Auroria, can't seem to raise it any further. She doesn't offer me any jobs either to do
I had this same issue. I found it soft locks you at 24 and opens up missions from her. Still the interaction to join the UAF seems to be broken for me. Not sure if there is a minimum reputation required or something else that isn't acting properly.
Hi there, using the 0.72 version of UAF worked just fine. But the new 0.73 version doesn't work even after using the .rar hotfix one. It always shows that particular error.
(I'm on Linux btw, so unsure if it's just me having this problem)
(just found out, if you click on the image, it enlargens it)
Something I just noticed, all other Weiss FLK guns have a "thumbs.db" file except for the "Weiss FLK PD" file.
If you are still having the .PNG crash Degraine posted a solution. The actual error seems to be that the pointer is looking for a .PNG and not a .png, and linux apparently cares about the case.Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
Commisioned - yes.
acquire permit from nia - yes.
free industry slot - yes.
buildable - should be but I can't. keep being told I need to be commissioned/allied with the UAF and the permit.
Have you try the hotfix?
Have you try the hotfix?
oh. I'm still running 0.73c. lemme try that rq
I'm stuck at relationship 24 with Nia Auroria, can't seem to raise it any further. She doesn't offer me any jobs either to do
I had this same issue. I found it soft locks you at 24 and opens up missions from her. Still the interaction to join the UAF seems to be broken for me. Not sure if there is a minimum reputation required or something else that isn't acting properly.
Have you developed her as a contact in your Int(E)l menu? Should be available as soon as you raise her opinion to +1. She will not offer jobs until you do that. You can have up to 5 developed contacts, and each additional after costs a story point.
+24 Is her rep soft cap for gifts, jobs raise it fine after that. +25 unlocks two other contacts with an additional two at +50.
To get a UAF commission you have to raise your UAF rep. Jobs for Nia are the easiest to access, but any other contacts you develop with Aurorans or trade deals with their planets count as well. At or above +10, talk to a base or station commander and ask "to be commissioned by the Aurora Federation." They will give you a recommendation that you then take to Nia and ask to be commissioned.
Here's what puzzles me, however, with the new version of UAF mod.
Is there a reason why Eyeseau auxiliary command ship got its sensor strength nerfed? It used to be 500 and yes, this may have been a tad bit high, but now it's merely 150, which is exactly the same as the sensor profile (150). Could this have been a mistake? It's supposed to be both an electronic warfare and command platform.
Just one question, is Solvernia Auroria able to be added as a contact? I seem to have maxed her rep to 74/100 using gifts and small talk but can't progress her any further. Is there anything to progressing her further?No, sadly we din't add any more features on her other than just a couple of fan service dialogues but it pretty much serves as a teaser to what we might do in the future.
Also, personal question, wouldn't it make sense for UAF to be a paranoid faction rather than a pacifist? I always thought it was strange given they are trying to defend that universal rift they came from!
Here's what puzzles me, however, with the new version of UAF mod.
Is there a reason why Eyeseau auxiliary command ship got its sensor strength nerfed? It used to be 500 and yes, this may have been a tad bit high, but now it's merely 150, which is exactly the same as the sensor profile (150). Could this have been a mistake? It's supposed to be both an electronic warfare and command platform.
Thanks for trying out the UAF. You should probably keep exploring until you bump into our lootable hullmods and see if that helps. Oh and get the Omniscan too from Nia. Make sure you drag along the Eyeseau because the access options are hidden until you have the ship and enough reputation for it.
Since the 0.73c1 update the UAF does in fact just sit in the corner. I dont know what changed, but in my 3 attempts since then they always are at war only with the Luddic Path and Pirates after a few cycles. How do I pull them into a war?That sounds like a nexerelin shenanigans since from my experience with 0.73c1 the UAF are active in colonizing or fighting against jerks that raid them.
5. agents again but make uaf join a militaristic alliance and they will become aggressive Gandhi
It's a pleasure to come back to Starsector after a few months of illness and see a new UAF version. Really enjoying the new designs, but I do have some things to report:
1: The Rafflesya's change to bombing at a distance seems to have made it more vulnerable. I got my first Isenoria in the new version, deployed a Rafflesya against a target, and it managed to blow itself up with its own bomb by dropping it right on top of a disabled hulk. I'm not sure if it was just bad timing or if something has been changed, but I've never seen the Rafflesya blow itself up with its own bomb before, especially considering how it flew in the older version.
2: Something seems to be broken with the AI and UAF missiles in 0.73c. My subordinate ship captains and lieutenants were always a bit reluctant to fire their missiles before, but in the current version they just... flat out won't fire their missiles at all. Nowhere did this smart more than when I found Captain Torres hanging out on Hem Fayette and immediately put him in a Novayu with plans on upgrading him to a Purcellyra, only to notice that he spent every battle trying vainly to get close enough to shoot enemies with his PD gun. After checking around I've found old threads mentioning that the AI can be reluctant to use their missiles unless they are regenerating missiles like the Salamander or Pilum, or if they're missiles with a huge ammo amount like the Swarmer or Annihilator. I've noticed my captains being willing to use vanilla missiles before, if sparingly, but they abjectly refuse to fire UAF missiles unless I play tricks like setting them to a linked weapon group with another weapon.
I hypothesize the problem lies in the fact that the AI cannot comprehend the UAF's regenerating missile ammo system - it only processes that there's a limited amount of ammo and tries to conserve it, not counting on the fact that the ammo will regenerate over time. I would like to suggest seeing if either upping the ammo count and slowing the ammo regen or swapping UAF missiles entirely over to the infinite ammo system used by the vanilla Salamander and Pilum missiles will cause the AI to use UAF missiles more aggressively.
Those are the only issues I've really seen so far. The balance with UAF weapons in general is way different from before, but that's not really a problem to adapt to. I'm curious as to why the new bombs weigh so much though - I got a mission to deliver some as cargo to one of the UAF's allies only to find out that they weighed about ten times as much cargo space as I had available. Not sure if that's a bug or if I need a specific type of ship to carry them properly.
As for suggestions, will we ever see UAF mining equipment and civilian-hulled vessels for use with Nexelrin's mining feature and/or the Forge Production mod?
Do I have to be commissioned by UAF to unlock Automata and November Markets? Can I unlock both markets as their allies (in Alliance with UAF)?
Thanks for trying out the UAF. You should probably keep exploring until you bump into our lootable hullmods and see if that helps. Oh and get the Omniscan too from Nia. Make sure you drag along the Eyeseau because the access options are hidden until you have the ship and enough reputation for it.Please drop some in game hints towards this because there is no way to ever know this and there isnt any reason to go to Nia after getting the recomendation for the Queen, so its very easy to miss, making the Eyeseau a rather useless ship for the player.
I started a new playthrough and i cant seem to find yimie thompson. last time I just went to the bar in lumanmunu station and she was there.
am i missing something?
First off discovered the mod and love it. I had a blast adding it to my game, but I keep trying to figure out how to get the super caps. I don't want to you know betray the UAF by raiding their shipyards till it falls out but I don't know what to do at this point D: I keep running missions for the queens but nothing.
How do I use the rogue wave landing ability when invading?
I had the required atmo munitions and a sunami[MP] carrier yet the ability tells me I don't have the required ship to do it.
I do carry around 600 marines and heavy armaments each so could it be I need a second carrier? given they support 450 according to their tooltip.
Is this mod worth using? Or is it heavily imbalanced? Is it quality comparable to things like Vayra/Tahlan/Junkyard Dogs, etc?
but the supercapitals is there a short info on them , how to obtain them? because would like to try them out without using console commands.
Question about yimie questYes Yimie does have a timer. It's said during the dialogue. You can also check the timer at the IMPORTANT section.
1)yimie quest have timer? Bcs i take the quest but i forgot about it after few ingame months and yimie was send to jail, I can't get the quest anymore.
2) i search help in Reddit and someone help try to reset the quest but after many times of resetting and testing it didn't work at all,is there anyway of resetting the quest in a save game?
Unfortunately I still can't play the mod, since the update until now I tryied to download the mod multiple times, form diferents browsers, I even asked a friend to dowwnload it, and test if his version as working(with was) and pass a copy to me, I'm using the 7zip to extract the archives, I deleted the mod and reinstalled it multiple times, I even desinstaled the game a few times to see if it solved the problem, but nothing changed, the error in question is this one:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
Unfortunately I still can't play the mod, since the update until now I tryied to download the mod multiple times, form diferents browsers, I even asked a friend to dowwnload it, and test if his version as working(with was) and pass a copy to me, I'm using the 7zip to extract the archives, I deleted the mod and reinstalled it multiple times, I even desinstaled the game a few times to see if it solved the problem, but nothing changed, the error in question is this one:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
Try downloading the mod from the download link, then apply the hotfix by overwriting the files with the ones from the hotfix.
I'm honestly at a loss. The game is throwing an error stating that it can't find the Akatsuzuma hull, which literally shouldn't be missing, period. Is your antivirus flagging that specific file and automatically deleting it? Because otherwise that's literally the reason why you're not able to load the game.
Unfortunately I still can't play the mod, since the update until now I tryied to download the mod multiple times, form diferents browsers, I even asked a friend to dowwnload it, and test if his version as working(with was) and pass a copy to me, I'm using the 7zip to extract the archives, I deleted the mod and reinstalled it multiple times, I even desinstaled the game a few times to see if it solved the problem, but nothing changed, the error in question is this one:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
Unfortunately I still can't play the mod, since the update until now I tryied to download the mod multiple times, form diferents browsers, I even asked a friend to dowwnload it, and test if his version as working(with was) and pass a copy to me, I'm using the 7zip to extract the archives, I deleted the mod and reinstalled it multiple times, I even desinstaled the game a few times to see if it solved the problem, but nothing changed, the error in question is this one:
Fatal: ship hull spec [uaf_m_akatauzuma] not found.
Delete the entire UAF folder and replace it with whatever version you have, and stop trying to load your old save. Lastly, if all that din't work - go to your saves/missions/carrierflightmaiden or firingrange and delete those saves as well. Your game is trying to find a hull that doesn't exist anymore, your UAF must either have a file that tells the game its there or you're trying to load an old save.
Question about yimie quest1. Yes, as is written in the quest you have 120 days to go and come back.
1)yimie quest have timer? Bcs i take the quest but i forgot about it after few ingame months and yimie was send to jail, I can't get the quest anymore.
2) i search help in Reddit and someone help try to reset the quest but after many times of resetting and testing it didn't work at all,is there anyway of resetting the quest in a save game?
yes i tried the option that you posted already,the same thing that i tried but some of the lines did not appear such as <st>$UAFTDScavenge</st>Question about yimie quest1. Yes, as is written in the quest you have 120 days to go and come back.
1)yimie quest have timer? Bcs i take the quest but i forgot about it after few ingame months and yimie was send to jail, I can't get the quest anymore.
2) i search help in Reddit and someone help try to reset the quest but after many times of resetting and testing it didn't work at all,is there anyway of resetting the quest in a save game?
2. Look at page 39 at my post, it explains how to save scum to reset the quest.
first thing is i remember theres a timer in the old version bt the new version is not showing the timer to meQuestion about yimie questYes Yimie does have a timer. It's said during the dialogue. You can also check the timer at the IMPORTANT section.
1)yimie quest have timer? Bcs i take the quest but i forgot about it after few ingame months and yimie was send to jail, I can't get the quest anymore.
2) i search help in Reddit and someone help try to reset the quest but after many times of resetting and testing it didn't work at all,is there anyway of resetting the quest in a save game?
You should see it with Yimies picture with the dialogue for the Quest she gave you.
It won't show up in the ACCEPTED QUEST Section. Always check the Important as far as I remember it's automatically mark as such.
And no you cannot reset the quest as it is as far as I remember a 1 time thing for every playthrough. So if you f*cked up then that's a GG for Yimie's quest
Try downloading the mod from the download link, then apply the hotfix by overwriting the files with the ones from the hotfix.Please god tell me that's not what you're supposed to do. The hotfix is the same size at the main file, surely meaning you install the hotfix only. It certainly doesn't look like a patch.
Please god tell me that's not what you're supposed to do. The hotfix is the same size at the main file, surely meaning you install the hotfix only. It certainly doesn't look like a patch.
It's a great mod and I've had a lot of fun playing thread the needle with Semibreves when assaulting enemy stations, you can knock those out in one single hit if you manage to hit the missile between the overlapping shields. Now, a question: the mod adds numerous npc's you can converse with and they seem to follow the same type of pattern - converse, compliment, insult and ask them what are their thoughts on something, all those work, but asking them what their thoughts are on something leads nowhere, is that because the mod is WIP or did I install something incorrectly?
Seems that'd be Iron Shell since I don't have PAGSM installed, only the Diktat Enhancement, thanks for the clarification. Time to pay my taxes, I suppose.To further clarify in case my words were confusing: the UAF converse system is coded based on the conversation system from another mod, it doesn't require raising rep with a different mod faction to unlock anything. In fact, generally speaking the UAF and both the Iron Shell and the SFC hate each other over competing fuel production industries + the UAF's usage of AI.
I'm running 0.73c1 version of the mod.Yes, you need a commission.
Do I need to have UAF commission to unlock acces to other npcs and that additional system? I raised my rep with to 52 by now, but the option "UAF access" leads to nothing...
I'm running 0.73c1 version of the mod.Yes, you need a commission.
Do I need to have UAF commission to unlock acces to other npcs and that additional system? I raised my rep with to 52 by now, but the option "UAF access" leads to nothing...
So I got the story quest on from the federation, but I went to the planet, nothing, no ping, some wrecks nothing in them, checked the planet, checked to raid the planet nothing. I'm not sure what the heck I'm doing wrong here but I'm going to lose out on this as the timer ticks down and I try to find it :(Open the contacts window on the planet and talk to the UAF spy.
Just tried to start a new UAF campaign and got a nasty 2-part bug.
This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.
This has happened to me too, but slightly differently. I tried talking to Nia through Nex's "Call Contact" option that lets you talk to a contact without being docked at their market (I think it's Nex, it might be a different mod). I tried to give her a gift, which was obviously impossible because I was docked at Prism Freeport at the time, and the error described above happened: NullPointer Exception, my fleet instantly blew up, and I respawned as if I was defeated in combat.This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.
No crash log, since the game itself didn't crash - the error message was in the chat window for AER-1A, not a popup. It just says "NullPointerException: null". But I was just now able to replicate it with both her and Aeria Charlotte. Started new games until I got one of them as a contact, tried to talk to her, game acts like I've been defeated and spits me out elsewhere with the official Restart FleetTM of one Wayfarer and one Kite. No error message with Aeria, just the boot.
One important bit that I missed the first time around is that this only happens when trying to contact them through StelNet's contact menu in the intel screen, not in person. They still won't see me in person, of course, but nothing happens afterwards and there's no error message with AER-1A.
Don't know much about modding, but hopefully this is just a matter of adding certain contacts to a blacklist so you can't start with them.
I have a question,i finish the uaf win event,and get my prize of super caps and other stuff but there's one thing I can't get,the queen's battlecruiser,it says i only need 1mil and 3 story point,i got them after i purchase the super caps,still left with 63mil and 19sp,but i can't buy it for some reason,it says i was out of credits,but i have them though,how can i get it?
I have a question,i finish the uaf win event,and get my prize of super caps and other stuff but there's one thing I can't get,the queen's battlecruiser,it says i only need 1mil and 3 story point,i got them after i purchase the super caps,still left with 63mil and 19sp,but i can't buy it for some reason,it says i was out of credits,but i have them though,how can i get it?
so i encountered a problem, i have commision with the uaf, got special permission to build interplanetary confectionery, but i still can't build it. What am i missing? or is this a bug?
This has happened to me too, but slightly differently. I tried talking to Nia through Nex's "Call Contact" option that lets you talk to a contact without being docked at their market (I think it's Nex, it might be a different mod). I tried to give her a gift, which was obviously impossible because I was docked at Prism Freeport at the time, and the error described above happened: NullPointer Exception, my fleet instantly blew up, and I respawned as if I was defeated in combat.This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.
No crash log, since the game itself didn't crash - the error message was in the chat window for AER-1A, not a popup. It just says "NullPointerException: null". But I was just now able to replicate it with both her and Aeria Charlotte. Started new games until I got one of them as a contact, tried to talk to her, game acts like I've been defeated and spits me out elsewhere with the official Restart FleetTM of one Wayfarer and one Kite. No error message with Aeria, just the boot.
One important bit that I missed the first time around is that this only happens when trying to contact them through StelNet's contact menu in the intel screen, not in person. They still won't see me in person, of course, but nothing happens afterwards and there's no error message with AER-1A.
Don't know much about modding, but hopefully this is just a matter of adding certain contacts to a blacklist so you can't start with them.
This has happened to me too, but slightly differently. I tried talking to Nia through Nex's "Call Contact" option that lets you talk to a contact without being docked at their market (I think it's Nex, it might be a different mod). I tried to give her a gift, which was obviously impossible because I was docked at Prism Freeport at the time, and the error described above happened: NullPointer Exception, my fleet instantly blew up, and I respawned as if I was defeated in combat.This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.
No crash log, since the game itself didn't crash - the error message was in the chat window for AER-1A, not a popup. It just says "NullPointerException: null". But I was just now able to replicate it with both her and Aeria Charlotte. Started new games until I got one of them as a contact, tried to talk to her, game acts like I've been defeated and spits me out elsewhere with the official Restart FleetTM of one Wayfarer and one Kite. No error message with Aeria, just the boot.
One important bit that I missed the first time around is that this only happens when trying to contact them through StelNet's contact menu in the intel screen, not in person. They still won't see me in person, of course, but nothing happens afterwards and there's no error message with AER-1A.
Don't know much about modding, but hopefully this is just a matter of adding certain contacts to a blacklist so you can't start with them.
Happened to me once too. Not using the Call Contact on them ever again
This has happened to me too, but slightly differently. I tried talking to Nia through Nex's "Call Contact" option that lets you talk to a contact without being docked at their market (I think it's Nex, it might be a different mod). I tried to give her a gift, which was obviously impossible because I was docked at Prism Freeport at the time, and the error described above happened: NullPointer Exception, my fleet instantly blew up, and I respawned as if I was defeated in combat.This is the first time I heard of such disastrous glitch, see if you can replicate the thing and get a crash log outta it. That or tell me step-by-step so that we can find out about it.
No crash log, since the game itself didn't crash - the error message was in the chat window for AER-1A, not a popup. It just says "NullPointerException: null". But I was just now able to replicate it with both her and Aeria Charlotte. Started new games until I got one of them as a contact, tried to talk to her, game acts like I've been defeated and spits me out elsewhere with the official Restart FleetTM of one Wayfarer and one Kite. No error message with Aeria, just the boot.
One important bit that I missed the first time around is that this only happens when trying to contact them through StelNet's contact menu in the intel screen, not in person. They still won't see me in person, of course, but nothing happens afterwards and there's no error message with AER-1A.
Don't know much about modding, but hopefully this is just a matter of adding certain contacts to a blacklist so you can't start with them.
you cant talk to any of the special characters when you are in alliance with them?
Can I make what I believe to be a small request and could you please add regenerating ammo on missile launchers to the vanilla weapons in the same way you did for this mod ?
that would make my day
SHIPS: The ships are wonderful. I usually go full remnant by the end, big A.I. freak, but these ones are so sublime that they became the core of my forces. I was using that special RAMA II, and they can kite like no ships I've ever seen. Still trying to figure out how to make the A.I. shoot the Minibreve(s) though. And the scream that the Semibreve makes hits just right.
I should say, for some reason the zip file wouldn't let me use the interplanetary confectionary even with a commission, but the .rar file did. Couldn't figure out why. Real headscratcher.
All in all, great mod, one of the best ones out there right now.
I'm able to acquire both income and upkeep multipliers for "Bakery: Population" simply by hovering over the Interplanetary Confectionery structure and seeing its description...
The multiplier values assigned seem to be random, but can be changed by doing the same steps on a new month. When the bakery's actually built though, the multipliers do the changes on its own every month (Is it simulating sales? 8)).
SHIPS: The ships are wonderful. I usually go full remnant by the end, big A.I. freak, but these ones are so sublime that they became the core of my forces. I was using that special RAMA II, and they can kite like no ships I've ever seen. Still trying to figure out how to make the A.I. shoot the Minibreve(s) though. And the scream that the Semibreve makes hits just right.
I should say, for some reason the zip file wouldn't let me use the interplanetary confectionary even with a commission, but the .rar file did. Couldn't figure out why. Real headscratcher.
All in all, great mod, one of the best ones out there right now.
I thought it was me building my ships weird, to have problems with that. From what I noticed, the AI seems to have trouble with weapons that have to charge to fire. They pump the charge oddly, so it's not as efficient in terms of DPS. Tona Railguns comes to mind, and Minibreve Launcher often fails to launch at at a good time, if at all... Unless Alex improves the AI on that end, it might be nice if the weapons could be changed to click-fire like the others, but have a slight delay to firing in exchange for the charge-up.
Regarding the ZIP - RAR thing, they're different versions is why. The rar link is the hotfix version which includes the fix for that confectionery bug.
Also quite late, but glad CY is feeling a little better. Perhaps you can try to mix your time with your other project, to change your days up a little. Call it a side hobby ;)
On a side note, found my first keycard (The violet kind)! They're real! 6 Osela ships and a Scinaut makes me feel like Space Dora lol ;D
I’m glad that I’m not the only one who can’t get them to fire. The strange part is, the medium version usually works fine. I can get it to fire if I pair it up with a machine gun or point defense, that was how I used to rig up my Griffins so they would blast everything as fast as possible. But that usually ends up wasting the missile.
That being said.. I didn’t actually know they needed to be charged to fire.. although that might be because I couldn’t pilot to save my life. But the fact that the input needs to be held down.. it actually explains a lot. It sounds like the inputs aren’t long enough to fire. So it’s pressing fire but not firing.. Interesting..
I guess I done goofed on the rar and zip, I probably didn’t read it right then. It’s good to know.
You found a keycard though? Interesting. How’d you find that? I’ve had several universe ending play-throughs and I’ve yet to find one.
I found one single orange? keycard when i kill a pirate fleet around 10 LY near Aoi system.
other than that....6 campaign, more than 200 hours, nothing.
...S and M basically need ECCM or they are kinda useless, with slow ass speed and terrible turn rate. That's a WHOLE lots of OP, kinda wasted, imo. Just use taufan, at least they get protecc and deliver by the fighter.
I’m glad that I’m not the only one who can’t get them to fire. The strange part is, the medium version usually works fine. I can get it to fire if I pair it up with a machine gun or point defense, that was how I used to rig up my Griffins so they would blast everything as fast as possible. But that usually ends up wasting the missile.
That being said.. I didn’t actually know they needed to be charged to fire.. although that might be because I couldn’t pilot to save my life. But the fact that the input needs to be held down.. it actually explains a lot. It sounds like the inputs aren’t long enough to fire. So it’s pressing fire but not firing.. Interesting..
I guess I done goofed on the rar and zip, I probably didn’t read it right then. It’s good to know.
You found a keycard though? Interesting. How’d you find that? I’ve had several universe ending play-throughs and I’ve yet to find one.
You're GLAD we can't fire them?! Kidding, I know what you meant. And yea, sometimes when the AI switches to their weapon group, it just cycles to the other launchers without launching any of them. Do you know if Aggressive / Reckless officers have better results? I very rarely use officers that aren't Steady (Fits my playstyle better).
I found the keycard off a Research Station. Apparently it's the 2nd lowest level among the 5 keycards, so I thought they'd be a little more common lol. Well, at least it'd make collecting the whole set a big achievement :)
Depend on the type of weapon you build, or the ship you let the officer on, or the actually role you want them to play
Timid and Cautious usually work best for carrier, with long range missle to top off.
Steady are best for BB, or ship with big gun and long range, they are the tanker , area denial and point defense platform, you don't want them to be overload by firing all their gun willy nilly or over pushing into a blob.
Aggressive is best use for assasin type ship, those that go in, unload their stuff then go out, get a kill or 2. Best for fast cruiser or some beefy destroyer.
I still don't find a use for reckless tbh. they are....a bit suicidal...well i guess you could play as luddic path and get the IED.
Since the tool tip said the card drop rate are actually quite good, i would assume you have to farm those pirate in the UAF system...But tbh i never even bother, i just get their sweet comm money, their basically apathetic relationship on the world and then ran amok throught out the sector, hence no card.
range of a fighter/bomber is around 4000 to 7000 while interceptor could go to 1500 iirc.
And timid officer behave is they run away at the 1st sign of danger while cautious try to stay at maximum range. i used to use steady for carrier but they sometime push ahead when the tide of battle is favorable then get stuck because they over extended since carrier speed is usually terrible.
So you want timid carrier for bombing run with long range bomber + missle, and cautious for skrimish light carrier with more interceptor, fighter and a short range bomber couple with some gun.
That said, you will need a front line to keep them from being chase around since one destroyer or frigate break through and those carrier will scatter away thus unable to support the rest of the team.
A balance carrier focus fleet will need at least 1 chonky BB to hold the line with A LOT of destroyer and frigate to distract enemy and escort the carrier.
Most people i think build a doom stack carrier fleet with every ship being carrier or capable of having hangar, but that imo is a wrong way to do thing. Since the more hangar you have, the weaker your skill became and the more fragile you fleet get in draw out combat like 1v3 or 1v5, which can be devastating. Not to mention a single good PD ship can make 50% of your fleet useless not to mention the Remnant or the High tech fleet.
That's my experience from building carrier focus fleet with UAF, it grief me when i saw Tsugumu chan occupy 1 hangar slot and the Troop transport chan occupy like 2.
Recommend : Increase the skill threshold if you want to play with UAF cuz half of your hangar gonna be wasted in the logistic fleet.
new person to the mod how do i progress contacts?
thanks for the reply also can i blueprints or weapons for the faction?
new person to the mod how do i progress contacts?
Welcome, prepare your space wallet and buy some baked goods to bribe the local administrator, Nia. Currently, our NPC leveling is dependent on Nia's reputation because we offer guaranteed NPC contacts ( which in vanilla, currently relies on pure RNG or campaign progression ). Think of the baked goods as a commodity for the player to fast level the progression without having to waste your resources and time going back and forth. However, at a reasonable cost of course.
the queen keeps telling me about person named permaisuri? who is this person?
Oh, well, would you look at that, a new IroncladLion video just dropped, featuring the UAF;
https://www.youtube.com/watch?v=6NR63bMB-js
Damnit, I should really sub to the Patreon at this rate, this has got to be one of the most, if not, the most, high quality mod experiences out there aside from overhauls like Nexerellian and Industrial Evolution.thanks for the reply also can i blueprints or weapons for the faction?
If you have access to UAF Markets you have access to UAF Ships/Weaponry, however for the blueprints, they're bundled and have to be found through exploration/salvaging ruins.
So first forum post I guess... I'm having loads of fun with this mod, though I've got to ask, is there any sort of restriction regarding the spawning of the quest involving theI could never really seem to get it to spawn for some reason...SpoilerHyper Aria and the Two Captains?[close]
So first forum post I guess... I'm having loads of fun with this mod, though I've got to ask, is there any sort of restriction regarding the spawning of the quest involving theI could never really seem to get it to spawn for some reason...SpoilerHyper Aria and the Two Captains?[close]
its in the bar on the robo queens moon
That's the thing, no matter how many times I visit the bar, the option doesn't seem to come up, which is why I'm confused as people say they are always there. Even with a fresh campaign.No, you need only have 75+ relationship with the UAF, and her quest will be available at the Lunamun bar.
Is there an RNG element to it?
Bonjour, j'ai un problème, mon jeu ne détecte pas les mod Graphicslib/LasyLib/MagicLib/Nexerelin, ce qui m'empèche d'activer UAF, je les est bien extrait dans le fichier des mod, je n'y connait rien en gestion de mod donc si quelqu'un pourrai m'aider se serait sympa merci d'avance. :)Salutations ! Oui, ces mods sont nécessaires pour faire fonctionner le mod UAF. Vous pouvez les télécharger à partir de ces liens (Ils sont également sur la page d'accueil). Vous devez tous les activer dans l'écran Mods avant de lancer Starsector.
Oui je les hait télécharger, le problème s'est que dans la liste de d'activation de mod, il trouve UAF mais pas les autres mod, je ne peut pas les activer vue que il ne les détecte pas.C'est étrange. Pouvez-vous également vérifier qu'ils ne sont pas au format .7z ou .zip ? La seule autre chose à laquelle je peux penser est que vous ne les avez peut-être pas extraits dans le dossier du mod, ou que vous les avez placés dans le dossier UAF. Ils ne doivent pas être dans le dossier UAF, mais dans le dossier mod lui-même. Si ce n'est pas le cas, je crains de ne pas savoir quoi essayer d'autre, je suis désolé.
Hi there, using the 0.72 version of UAF worked just fine. But the new 0.73 version doesn't work even after using the .rar hotfix one. It always shows that particular error.
(I'm on Linux btw, so unsure if it's just me having this problem)
(just found out, if you click on the image, it enlargens it)
Something I just noticed, all other Weiss FLK guns have a "thumbs.db" file except for the "Weiss FLK PD" file.
If you are still having the .PNG crash Degraine posted a solution. The actual error seems to be that the pointer is looking for a .PNG and not a .png, and linux apparently cares about the case.Can't seem to get starsector to start with the new UAF update enabled on linux. Crashes during the initial load with this error.
Fatal: Error loading [graphics/weapons/Weiss FLK PD/pd_weiss_flk_hardpoint_recoil.PNG] resource, not found in [/home/christopher/Downloads/starsector (copy)/./mods/LazyLib,/home/christopher/Downloads/starsector (copy)/./mods/MagicLib,/home/christopher/Downloads/starsector (copy)/./mods/Nexerelin,/home/christopher/Downloads/starsector (copy)/./mods/UAF,/home/christopher/Downloads/starsector (copy)/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
I'm sure Milky will fix this soon, but to fix this yourself in the meantime, open a terminal in the mods/UAF/data/weapons subfolder, and type this command to make every instance of 'PNG' into 'png' in the files here:CodeFixed it for me right away.sed -i -- 's/PNG/png/g' *.wpn
Jo. Did any one test the mod if it works with the new update?
Jo. Did any one test the mod if it works with the new update?
https://imgur.com/a/2uwpJyC
runcode import com.fs.starfarer.api.combat.MutableStat.StatMod;
MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
Map<String, StatMod> incomeMods = market.getIncomeMult().getMultMods();
for (String key : new ArrayList<String>(incomeMods.keySet())) {
StatMod mod = (StatMod)incomeMods.get(key);
String str = String.format("Mult %s (%s): %s", mod.source, mod.desc, mod.value);
Console.showMessage(str);
if (mod.source.endsWith("bakery_popmod")) {
market.getIncomeMult().unmodify(mod.source);
}
}
Map<String, StatMod> upkeepMods = market.getUpkeepMult().getMultMods();
for (String key : new ArrayList<String>(upkeepMods.keySet())) {
StatMod mod = (StatMod)upkeepMods.get(key);
String str = String.format("Mult %s (%s): %s", mod.source, mod.desc, mod.value);
Console.showMessage(str);
if (mod.source.endsWith("bakery_popmod")) {
market.getUpkeepMult().unmodify(mod.source);
}
}
Starsector 0.96a
Uaf 0.73c1
'''
136171 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
243103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/util/MagicRender
Is there anything I can do to fix it or do I just have to be patient and wait for the update to 0.96a?
Starsector 0.96a
Uaf 0.73c1
'''
136171 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
243103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/util/MagicRender
Is there anything I can do to fix it or do I just have to be patient and wait for the update to 0.96a?
That's a crash from the new magic lib update. There's a dev build out that has backward compatibility with .95 mods. Try that.
Found a bug with the Purcellyra: It's missile reload every 40 seconds doesn't seem to be working and the maximum ammo boost seems to be multiplicative instead of additive.Yeah, that's originally how its hullmod worked; it just increased regen rate. The description was changed in the 0.73 update iirc but I guess the actual functionality still hasn't been changed to reflect that lol
ex. say you have the missile skill with +100% max ammo, instead of getting 20% more ammo you get 40% more
edit: On further testing instead of restoring missile ammo by 50% it increases reloading speed by 50%
I was asked to post this runcode here to fix bakery income/upkeep mults appearing on colonies where they shouldn't. (Copypaste into console; code applies to the colony player is docked at)
Quick bit of feedback. "quick" lmao
ive got same issue as someone else on here the recruitment poster is not showing up
Tried playing the mod earlier but I keep getting "Fatal: Ship hull spec [uaf_m_akatsuzuma] not found!" tried redownloading and reinstalling the mod just in case something messed up somewhere along there but no dice
Tried playing the mod earlier but I keep getting "Fatal: Ship hull spec [uaf_m_akatsuzuma] not found!" tried redownloading and reinstalling the mod just in case something messed up somewhere along there but no dice
When updating a Starsector mod ( regardless if its mine or anything else ), always delete the whole folder and replace with a fresh one you downloaded. Oh and don't try to reload old save because that's long gone.
Really loving the ascetics of this mod, keep up the good work.
Also not sure if this is a bug or not, but there are 2 small missile weapons that seem to have their damage number mixed up.
The Exoscar/AASM Launcher and Exoscar/ASM Launcher cost 5 and 3 OP respectively, but the AASM does 1200 HE, and the ASM does 1500 HE. There are no other differences between the two.
Really loving the ascetics of this mod, keep up the good work.
Also not sure if this is a bug or not, but there are 2 small missile weapons that seem to have their damage number mixed up.
The Exoscar/AASM Launcher and Exoscar/ASM Launcher cost 5 and 3 OP respectively, but the AASM does 1200 HE, and the ASM does 1500 HE. There are no other differences between the two.
The extra A in the AASM one stands for "Armored," or at least that's my best guess. It's significantly harder to shoot down at the expense of some damage and two extra OP. The only indication of this other than watching it ignore point defense fire is the last line of the description describing a miniature shield of some kind.
The Exoscar/AASM Launcher and Exoscar/ASM Launcher cost 5 and 3 OP respectively, but the AASM does 1200 HE, and the ASM does 1500 HE. There are no other differences between the two.
Heya, I just tried using the purcyrellas siren song ability and it appears to have caused my game to crash :(
342056 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343329 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343463 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343479 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343532 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343660 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
343683 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344331 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344331 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344790 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344807 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344891 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344924 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344948 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
344949 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
345473 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
346265 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
346266 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
346725 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
346880 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347020 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347021 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347082 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347331 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347413 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347788 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347812 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347815 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347824 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347843 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
347902 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348095 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348213 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348228 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348283 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348345 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348356 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348362 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348377 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.void.o00000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348395 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
348434 [Thread-9] ERROR com.fs.graphics.for -
java.lang.NullPointerException
at java.util.concurrent.ConcurrentHashMap.putVal(ConcurrentHashMap.java:1011)
at java.util.concurrent.ConcurrentHashMap.put(ConcurrentHashMap.java:1006)
at com.fs.graphics.for$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Heya, I just tried using the purcyrellas siren song ability and it appears to have caused my game to crash :(
All clear from our local testing. The Purcellyra used to have 4 empty large mounts back in the day, but it literally set the whole sector on fire for a month due to how blatantly overpowered that was. So, I slapped 4 minirests in there and add another 2 large mounts to 'balance' it. Sorry but its a no-go unless you edit it yourself via the ship editor for your own enjoyment.
4248750 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
4248751 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4248756 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4249053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
One of the UAF ground battle abilities is causing a crash with the new version of Nexerelin that was released not long ago. Crash happened as soon as an invasion event occurred as far as I could tell.SpoilerCode4248750 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
4248751 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4248756 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4249053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
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0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
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0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
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0x0000220: e3b8 00ca b1
Stackmap Table:
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chop_frame(@470,1)
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append_frame(@513,Object[#352])
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at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
I was asked to post this runcode here to fix bakery income/upkeep mults appearing on colonies where they shouldn't. (Copypaste into console; code applies to the colony player is docked at)
is the newest version of UAF compatible with 0.95.1a ?
Just noticed that the Medium Ballistic Explosive Ivory 254 Support has 2 barrels, but only shoots 1 shot, compared to the Kinetic Medlav 254 Support which also has 2 barrels and shoots twice. With both being 10 OP I assume this is just a mistake, otherwise the Ivory is significantly worse, it even has a slower refire rate. This compared to the Rapid versions, with the kinetic gun firing 4 shots at a slower refire rate compared to the explosive version firing 3 shots with a faster refire rate.
Just noticed that the Medium Ballistic Explosive Ivory 254 Support has 2 barrels, but only shoots 1 shot, compared to the Kinetic Medlav 254 Support which also has 2 barrels and shoots twice. With both being 10 OP I assume this is just a mistake, otherwise the Ivory is significantly worse, it even has a slower refire rate. This compared to the Rapid versions, with the kinetic gun firing 4 shots at a slower refire rate compared to the explosive version firing 3 shots with a faster refire rate.
I-is that an excuse to buff the heck outta those guns? :o
Am I doing something wrong? I started a new Nex game to focus on UAF, but I can't talk with my contact. Every time I try and converse with my contact it says to go to some non-existent embassy. Should I not start with an UAF commission and try it out?
Just noticed that the Medium Ballistic Explosive Ivory 254 Support has 2 barrels, but only shoots 1 shot, compared to the Kinetic Medlav 254 Support which also has 2 barrels and shoots twice. With both being 10 OP I assume this is just a mistake, otherwise the Ivory is significantly worse, it even has a slower refire rate. This compared to the Rapid versions, with the kinetic gun firing 4 shots at a slower refire rate compared to the explosive version firing 3 shots with a faster refire rate.
I-is that an excuse to buff the heck outta those guns? :o
Am I doing something wrong? I started a new Nex game to focus on UAF, but I can't talk with my contact. Every time I try and converse with my contact it says to go to some non-existent embassy. Should I not start with an UAF commission and try it out?
I think you might need to talk to Nia on Vermillion station and develop her as a contact. I recall some people mentioning that starting as UAF can sometimes make your default starting contact one of the contacts that you can't access normally until you've increased your relationship with Nia and ask for access to the other contacts.
Thanks for the heads up. I'll just go spacer and develop the contact at Vermillion then.Am I doing something wrong? I started a new Nex game to focus on UAF, but I can't talk with my contact. Every time I try and converse with my contact it says to go to some non-existent embassy. Should I not start with an UAF commission and try it out?
I think you might need to talk to Nia on Vermillion station and develop her as a contact. I recall some people mentioning that starting as UAF can sometimes make your default starting contact one of the contacts that you can't access normally until you've increased your relationship with Nia and ask for access to the other contacts.
Ah, that bug.
When starting as UAF and custom high-level character.
It will automatically develop one contract somehow to get a high-level one.
Sometimes get Robot Queen, and Inari which still lock because we don't complete Nia's relationship questline.
And it's purely random.
Perhaps needs some code adjustment so that the campaign character can't be contracted in Nex code.
The error i see in the crash dump is attached.
hello i got this bug
The error i see in the crash dump is attached.
Delete your whole UAF folder and extract a fresh one as replacement. Do this every time you wanna update any mods because people tend to remove or replace things in later patches.
The error i see in the crash dump is attached.
Delete your whole UAF folder and extract a fresh one as replacement. Do this every time you wanna update any mods because people tend to remove or replace things in later patches.
I tried it again after deleting the mod folder and adding a fresh version of the folder with the same errors after trying to make a new game. I also tried it after deleting both Nex and UAF and adding nex back in then UAF with the same results. I'm unsure if there are other mods that may be causing a conflict with this one, and the first post doesn't seem to show any possible mods UAF can cause conflicts with.
The error i see in the crash dump is attached.
Delete your whole UAF folder and extract a fresh one as replacement. Do this every time you wanna update any mods because people tend to remove or replace things in later patches.
I tried it again after deleting the mod folder and adding a fresh version of the folder with the same errors after trying to make a new game. I also tried it after deleting both Nex and UAF and adding nex back in then UAF with the same results. I'm unsure if there are other mods that may be causing a conflict with this one, and the first post doesn't seem to show any possible mods UAF can cause conflicts with.
Kinda looks like it's got files from an older version before a lot of the ships and variants were changed or removed. Try downloading the most recent one again and using that instead of just extracting whatever you already have.
I got the same errors after deleting the folder then extracting the folder within the newest version archive into the mod folder.
I got the same errors after deleting the folder then extracting the folder within the newest version archive into the mod folder.
Weirdly enough, nobody have else have the same issue as you. I would've encountered the issue myself and unable to launch the game if it persists because the game panics and tries to find a non-existent entity.
Don't tell me you tried to reload an old save?
Quick edit: I was using a very old version of SMOL to launch the game and kept on getting the error. On a lark, I decided to try using MOSS instead, and a new game loads fine now! I honestly have no idea why it works with MOSS, but it looks like i now have UAF working!
if you can upload the most recent 0.95a that would be a life saver for me to be honest, thank you very much!
I just had a crash and the report spoke about UAF groundbattles. I'll attach the crash report that I got with the crash.Update UAF to the latest version this issue has been fixed already.
Hello.I am also having the same issue but for me it is
When I try to launch the game with the mod, it crash with an error saying : "Fatal: Ship hull spec [uaf_m_exoria] not found!". The rest of the message just tell me to look at the logs.
The logs says (for the last line) :And also, when I lauch the game without the mod, it crash again with an error saying it don't find an UAF ship.Spoilerhread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\Starsector\starsector-core\..\mods\UAF (data\variants\exoria\uaf_m_exoria_bomber.variant)]
17662 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_m_exoria] not found!
java.lang.RuntimeException: Ship hull spec [uaf_m_exoria] not found!
at com.fs.starfarer.loading.M.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
If anyone want more information I can send them.
I caused a civil war by forming an alliance with the UAF, going to war with the Hegemony, and saturation bombarding a Hegemony planet.
When you're visiting one of a faction's planets with the main interaction UI up, go to "Special Functions", if this doesn't work for any reason other than they don't trust you enough, I have no idea and can't help you.I caused a civil war by forming an alliance with the UAF, going to war with the Hegemony, and saturation bombarding a Hegemony planet.
Question. Cos i dident do it once. How do you form aliances? Or is thet when you get comissiond?
When you're visiting one of a faction's planets with the main interaction UI up, go to "Special Functions", if this doesn't work for any reason other than they don't trust you enough, I have no idea and can't help you.I caused a civil war by forming an alliance with the UAF, going to war with the Hegemony, and saturation bombarding a Hegemony planet.
Question. Cos i dident do it once. How do you form aliances? Or is thet when you get comissiond?
I'm going to be completely honest, I've no idea what I'm doing wrong - I have 20+ different mods on besides UAF, but all of them are up to date. Every time I select(just select, not even fire or anything) the small Exoscar torpedoes, my screen goes black instantly, essentially crashing the game. I didn't test it with larger variants, but I image the result would be very much same.
Hey just wanted to say I'm loving this mod, and I noticed an issue with the latest version. Not sure if it's being caused by the new Starsector version, new UAF version, or if I'm just being dumb.
It seems like you're unable to put ballistic rangefinders on any UAF ship larger than a frigate. I was confused by this because on the default loadouts of many ships, the rangefinders are included.
Great mod, thanks to the author. I look forward to its successful completion.
Now I found a strange bug, on the ship "Reisen" in the preset "Aegis" 2 guns "Penulisa 40 AS/R" they do not work (checked in the simulation). They don't shoot at all. If you remove one weapon, the remaining one will work normally. On other ships, such a pair works fine.
so ive spent the better part of 4 hours trying to get my hands on the super capitals none of the contacts have offered to seen one never seen one on the market all of the reps to each one is over 80 am i doing something wrong do i have to find a print to build one or have i just got extremely bad luck? im sitting on 70 million creditsIf i remember correctly when you have high reputation wiht contacts they offer supurcaps in dialogs for 8000000 creds since some update.
so ive spent the better part of 4 hours trying to get my hands on the super capitals none of the contacts have offered to seen one never seen one on the market all of the reps to each one is over 80 am i doing something wrong do i have to find a print to build one or have i just got extremely bad luck? im sitting on 70 million credits
The Swaras missiles have their DO_NOT_AIM (and other hints) in the groupTag column, leaving only STRIKE in their hints column, and therefore don't work correctly; only shooting on autoaim when enemies are in their firing arc, even though they behave like the vanilla Squall when used manually.I think the starting location isn't important.
The Cyrexa II 452 SXC has awful flux/damage, though that might be balanced.
Still needs quite a bit of proofreading, two examples that bother me most; in the description for New Auroria, it is called New Aurora and I think I remember a couple other inconsistencies with Aurorian and Auroran (and isn't the faction called Auroran Federation? Why the mismatch with the planet name?). I also think any usage of Starsector should be fixed, given that in vanilla dialogue and such, people call it the Persean Sector (because it's in the Persean arm of the Milky Way, while the domain is from the Orion arm explaining the Orion-Perseus Abyss "constellation" in the south-west on the hyperspace map)
Otherwise, good mod, and will likely become better still.
The Swaras missiles have their DO_NOT_AIM (and other hints) in the groupTag column, leaving only STRIKE in their hints column, and therefore don't work correctly; only shooting on autoaim when enemies are in their firing arc, even though they behave like the vanilla Squall when used manually.
It's just me or the semibrew doesn't deal anymore damage it can barely Overload a cruiser and to the biggest ship they react like nothing touch them this weapon goes from Straight OP to Barely usableStill does catastrophic damage to Star Fortresses when I land it on the armour, most capitals can't withstand taking it on the armour (and a Hel Scaith or other OP mod ship will still be severely injured by it), it reliably overloads cruisers or already-stressed capitals and you can score multikills by shooting it into the backline of enemy forces. I've made some incredible #MLG1337ProGamer shots by hitting a backline frigate or carrier with it - often taking out multiple frigates or destroyers at once because their shields are facing the wrong way. Truly, it's the area effect that makes this weapon incredible - and because an Expanded Missile Racks + Missile Spec + Systems Expertise Purcellyra can throw them out with reasonable frequency, you're incentivised to make truly audacious shots - because when you do, either the Semibreve or its follow-up will result in one or several lines of orange text on the screen.
problem:
the 120 day bounties are way too short, especially missions that require you to return with a new deadline.
for RP reasons, I wanted to do a lot of missions for UAF - despite running my own independent colony in Nexerelin w/o random core.
so I went to UAF territory, which is quite far away, took as many missions as I could and tried to do them in time. I could barely do 2 - one of them being right in a neighbor system.
120 days is simply not enough.
the biggest reason for this is a "break this guy out from a pirate base" mission. after you do the breakout, you have to *return* in a crazy short time span considering the distances. which voids all other missions that require further travel in the opposite direction (all of them unfortunately).
my fleet does 20 in hyperspace and I could not even get back in time for the return mission after buying fuel and supplies - which took quite a while due to some markets being in trouble.
...
solutions:
one way to solve it is simply increase the rewards significantly, but it *feels bad* to have one faction give way better rewards, even if it makes sense in the context. this is not the game for such a solution.
a better way would simply eliminate the timeframe completely, or at least triple it. kill missions send you to a map corner very often, and from UAF you take most of the time getting there. you can't stop and explore a system on the way, you can't fight anyone, cause that costs supplies and so on.
it punishes you from playing the game basically.
a more involved way that adds some RP:
tell the player the pirate/criminal you got to get rid of is there for 200 days, and after that, the faction's intel agency will update you on the location -- it's gonna be in a starsystem that borders the original one. but for exact location, you have to build a communication satellite somewhere, or have to be in a system that already has one. then you get a new *important* message that updates the location of the quest target.
I may just post in Nexerelin or maybe as a suggestion for the base game -- but I think chances are slim this gets implemented. the last idea seems it's too much work.
I think this is the wrong place for it. but I really don't know. 120 days seem "ok-ish" for unmodded Vanilla in a sector with standard size when the starting point to go anywhere is always the center. but the game is getting way too big for 120 days limits.
maybe it's like the 120 days is just a "max" setting in some json file and one can just triple that and UAF will automatically apply "max" since the system is far away?
what happens when you have 80 relation with them cooperative, and you STILL NEED to be commissioned with them???It may be annoying but no one wants you to meet their rulers when you are an outsider.
UAF is annoying when it comes to content, dont get me wrong ok, what happens when you want to make a colony?, you still need to be commisioned with them? are you kidding me right now, DUDE ATLEAST MAKE THE ALLIANCE IGNORE THAT EFFECT
if the player already have a strong faction, their colony is strong and basically already succeed, and you have nexerelin, and you STILL NEED to commissioned with UAF, dude why we cant use the alliance feature rather than commisioning with them? if UAF have this feature we can have a diplomatic relations and can access their content, imagine youre already strong, but still need a commision, your basically making urself a vassal to them, thats ridicilous
literally many ppl in the discord have been asking about this, damn even sindria fuel content is still forgivable
you can make a dialogue like this, after you end your commision with them or something
you contacting Nia
Nia: "How can i help you"
player : "i wish to end my commision, but can i make an alliance with your faction, because i have a faction on my own"
Nia : oh really your own faction?, well this is not my expertise when its about diplomatic between faction, but i can help you with that, ill try to contact our Queen auroria about this, maybe bring something special for her i guess
player : good, then it settled
*commision with UAF ended*
then you go to New Aurora meeting the Queen, and then talk about this, maybe some information about other factions, our tech via player ship blueprints, cooperative trading and tech, monthly trade or something, but if that is too complicated, then just make it simple, make an alliance and after the deed is done, you get access to their tech especially the super one, and you can still undergo their storyline while having an alliance, WITHOUT COMMISION
problem:
the 120 day bounties are way too short, especially missions that require you to return with a new deadline.
for RP reasons, I wanted to do a lot of missions for UAF - despite running my own independent colony in Nexerelin w/o random core.
so I went to UAF territory, which is quite far away, took as many missions as I could and tried to do them in time. I could barely do 2 - one of them being right in a neighbor system.
120 days is simply not enough.
the biggest reason for this is a "break this guy out from a pirate base" mission. after you do the breakout, you have to *return* in a crazy short time span considering the distances. which voids all other missions that require further travel in the opposite direction (all of them unfortunately).
my fleet does 20 in hyperspace and I could not even get back in time for the return mission after buying fuel and supplies - which took quite a while due to some markets being in trouble.
I think this *surprise new deadline with travel obligation!!* is not a UAF issue specifically - it's a horrifically bad designed quest blueprint from the base game, I assume (never give the player a surprise new deadline with a surprise distance to travel. seriously: why does it matter *after I break the guy out* when I return him? -- just tie the reward to the return and the player WILL do it.)
but the 120 days is something that UAF could maybe change? specifically since the system is always far away from the core, and doing missions for the faction without gate travel is completely unfeasible. the gas prices alone eat up the quest reward, and the reputation increases are minuscule for the time investment, so the only reason to do them is RP it feels like, unless you play as the faction.
the most efficient way to do it is repatriate a whole lot of prisoners that you collect elsewhere, go to UAF, do that, grab all missions, leave and come back a year later and so on -- that's what it looks like at least.
too much efficiency can make it a lot less fun
solutions:
one way to solve it is simply increase the rewards significantly, but it *feels bad* to have one faction give way better rewards, even if it makes sense in the context. this is not the game for such a solution.
a better way would simply eliminate the timeframe completely, or at least triple it. kill missions send you to a map corner very often, and from UAF you take most of the time getting there. you can't stop and explore a system on the way, you can't fight anyone, cause that costs supplies and so on.
it punishes you from playing the game basically.
a more involved way that adds some RP:
tell the player the pirate/criminal you got to get rid of is there for 200 days, and after that, the faction's intel agency will update you on the location -- it's gonna be in a starsystem that borders the original one. but for exact location, you have to build a communication satellite somewhere, or have to be in a system that already has one. then you get a new *important* message that updates the location of the quest target.
I may just post in Nexerelin or maybe as a suggestion for the base game -- but I think chances are slim this gets implemented. the last idea seems it's too much work.
I think this is the wrong place for it. but I really don't know. 120 days seem "ok-ish" for unmodded Vanilla in a sector with standard size when the starting point to go anywhere is always the center. but the game is getting way too big for 120 days limits.
maybe it's like the 120 days is just a "max" setting in some json file and one can just triple that and UAF will automatically apply "max" since the system is far away?
I don't know how this mod slipped by me till I watched IroncladLion video, and I've been into Starsector on and off with major updates since it was still Starfarer. Fantastic mod
Few questions, and a bug maybe?
Novaeria and Solvernia showed up on market on New Auroria for 127mil each, is this the way to obtain the 3 supercapitals currently in game?
'claim end-game reward' dialog option showed up for me when talking to Aeria offering Solvernia for 60mil, what are the conditions for this end-game in current version?
Is there a way to boost Solvernia Auroria relationship to cooperative, or is it pointless for now because it's just fluff?
makeshift shield generator can be installed on Novaeria sections making missiles and ballistic pass through them, energy weapons still hit, but I suspect you're not supposed to be able to install shields there in the first place anyway
what happens when you have 80 relation with them cooperative, and you STILL NEED to be commissioned with them???
UAF is annoying when it comes to content, dont get me wrong ok, what happens when you want to make a colony?, you still need to be commisioned with them? are you kidding me right now, DUDE ATLEAST MAKE THE ALLIANCE IGNORE THAT EFFECT
if the player already have a strong faction, their colony is strong and basically already succeed, and you have nexerelin, and you STILL NEED to commissioned with UAF, dude why we cant use the alliance feature rather than commisioning with them? if UAF have this feature we can have a diplomatic relations and can access their content, imagine youre already strong, but still need a commision, your basically making urself a vassal to them, thats ridicilous
literally many ppl in the discord have been asking about this, damn even sindria fuel content is still forgivable
you can make a dialogue like this, after you end your commision with them or something
you contacting Nia
Nia: "How can i help you"
player : "i wish to end my commision, but can i make an alliance with your faction, because i have a faction on my own"
Nia : oh really your own faction?, well this is not my expertise when its about diplomatic between faction, but i can help you with that, ill try to contact our Queen auroria about this, maybe bring something special for her i guess
player : good, then it settled
*commision with UAF ended*
then you go to New Aurora meeting the Queen, and then talk about this, maybe some information about other factions, our tech via player ship blueprints, cooperative trading and tech, monthly trade or something, but if that is too complicated, then just make it simple, make an alliance and after the deed is done, you get access to their tech especially the super one, and you can still undergo their storyline while having an alliance, WITHOUT COMMISION
Well, there isn't much I can do as an artist for the mod other than continuing on with my plan of remaking my sprites until everything is up -to-date. My co-developer whom are in charge of the coding are in quite a predicament irl which troubles her even 'till this day. The recent public donation thing are being spent wisely but that'll never be enough. Her mother just got submitted into ICU and her condition have been up and down last I heard. So, like it or not - UAF as it is are currently stuck in this version until further notice.
Anyway, that's why the next major patch could be the final one. We don't know what the future have for us and the mod scope is rather ambitious in terms of story telling and art production-wise, my realistic goal is to simply leave it in a playable state with maximum replayability. Story be damned if I couldn't make it but hey - I can always do that outside the game and mod.. so why din't I find another coder? Well, I made a promise with Vermy waaaay back then - we'll stick together no matter what as friends and finish the mod together. We'll take our time but she have the final saying when it comes to bringing the mod into life. After all, a ship wouldn't work without its engines.
Well, there isn't much I can do as an artist for the mod other than continuing on with my plan of remaking my sprites until everything is up -to-date. My co-developer whom are in charge of the coding are in quite a predicament irl which troubles her even 'till this day. The recent public donation thing are being spent wisely but that'll never be enough. Her mother just got submitted into ICU and her condition have been up and down last I heard. So, like it or not - UAF as it is are currently stuck in this version until further notice.
Anyway, that's why the next major patch could be the final one. We don't know what the future have for us and the mod scope is rather ambitious in terms of story telling and art production-wise, my realistic goal is to simply leave it in a playable state with maximum replayability. Story be damned if I couldn't make it but hey - I can always do that outside the game and mod.. so why din't I find another coder? Well, I made a promise with Vermy waaaay back then - we'll stick together no matter what as friends and finish the mod together. We'll take our time but she have the final saying when it comes to bringing the mod into life. After all, a ship wouldn't work without its engines.
Spoilerproblem:
the 120 day bounties are way too short, especially missions that require you to return with a new deadline.
for RP reasons, I wanted to do a lot of missions for UAF - despite running my own independent colony in Nexerelin w/o random core.
so I went to UAF territory, which is quite far away, took as many missions as I could and tried to do them in time. I could barely do 2 - one of them being right in a neighbor system.
120 days is simply not enough.
the biggest reason for this is a "break this guy out from a pirate base" mission. after you do the breakout, you have to *return* in a crazy short time span considering the distances. which voids all other missions that require further travel in the opposite direction (all of them unfortunately).
my fleet does 20 in hyperspace and I could not even get back in time for the return mission after buying fuel and supplies - which took quite a while due to some markets being in trouble.
I think this *surprise new deadline with travel obligation!!* is not a UAF issue specifically - it's a horrifically bad designed quest blueprint from the base game, I assume (never give the player a surprise new deadline with a surprise distance to travel. seriously: why does it matter *after I break the guy out* when I return him? -- just tie the reward to the return and the player WILL do it.)
but the 120 days is something that UAF could maybe change? specifically since the system is always far away from the core, and doing missions for the faction without gate travel is completely unfeasible. the gas prices alone eat up the quest reward, and the reputation increases are minuscule for the time investment, so the only reason to do them is RP it feels like, unless you play as the faction.
the most efficient way to do it is repatriate a whole lot of prisoners that you collect elsewhere, go to UAF, do that, grab all missions, leave and come back a year later and so on -- that's what it looks like at least.
too much efficiency can make it a lot less fun
solutions:
one way to solve it is simply increase the rewards significantly, but it *feels bad* to have one faction give way better rewards, even if it makes sense in the context. this is not the game for such a solution.
a better way would simply eliminate the timeframe completely, or at least triple it. kill missions send you to a map corner very often, and from UAF you take most of the time getting there. you can't stop and explore a system on the way, you can't fight anyone, cause that costs supplies and so on.
it punishes you from playing the game basically.
a more involved way that adds some RP:
tell the player the pirate/criminal you got to get rid of is there for 200 days, and after that, the faction's intel agency will update you on the location -- it's gonna be in a starsystem that borders the original one. but for exact location, you have to build a communication satellite somewhere, or have to be in a system that already has one. then you get a new *important* message that updates the location of the quest target.
I may just post in Nexerelin or maybe as a suggestion for the base game -- but I think chances are slim this gets implemented. the last idea seems it's too much work.
I think this is the wrong place for it. but I really don't know. 120 days seem "ok-ish" for unmodded Vanilla in a sector with standard size when the starting point to go anywhere is always the center. but the game is getting way too big for 120 days limits.
maybe it's like the 120 days is just a "max" setting in some json file and one can just triple that and UAF will automatically apply "max" since the system is far away?[close]
Worry not, lessons learned from this proof-of-concept mission and we'll make a better one if time and fate allows it. FYI, the mission was a work-in-progress - that's why you get 2 level 7 officers and a unique wing so easily because we also wanna have fun while developing the mod. Everything needs to be tested in-game and see if its good or not. Thanks for feedback.SpoilerI don't know how this mod slipped by me till I watched IroncladLion video, and I've been into Starsector on and off with major updates since it was still Starfarer. Fantastic mod
Few questions, and a bug maybe?
Novaeria and Solvernia showed up on market on New Auroria for 127mil each, is this the way to obtain the 3 supercapitals currently in game?
'claim end-game reward' dialog option showed up for me when talking to Aeria offering Solvernia for 60mil, what are the conditions for this end-game in current version?
Is there a way to boost Solvernia Auroria relationship to cooperative, or is it pointless for now because it's just fluff?
makeshift shield generator can be installed on Novaeria sections making missiles and ballistic pass through them, energy weapons still hit, but I suspect you're not supposed to be able to install shields there in the first place anyway[close]
Unfortunately that's how the game works, as far as I know - I don't really have any means of micromanaging what ship spawns where, how, when and what. Some ships will randomly appear in the market despite our intention of making them unique and rare. My co-developer also mistaken my request and accidentally made the 'End-Game Reward' to require all named character reputation to be maxed out. ( originally suppose to be one character = one ship ) Furthermore, the super capitals were created during the time where my co-dev and I are exploring the options and things on what we could do and whatnot. We have acquired experience already and ready to implement them in our next and final iteration. The Trios are currently waiting for a graphical remaster as we speak.You have no idea how hard is it to paint a big ship, let alone three of them!Spoilerwhat happens when you have 80 relation with them cooperative, and you STILL NEED to be commissioned with them???
UAF is annoying when it comes to content, dont get me wrong ok, what happens when you want to make a colony?, you still need to be commisioned with them? are you kidding me right now, DUDE ATLEAST MAKE THE ALLIANCE IGNORE THAT EFFECT
if the player already have a strong faction, their colony is strong and basically already succeed, and you have nexerelin, and you STILL NEED to commissioned with UAF, dude why we cant use the alliance feature rather than commisioning with them? if UAF have this feature we can have a diplomatic relations and can access their content, imagine youre already strong, but still need a commision, your basically making urself a vassal to them, thats ridicilous
literally many ppl in the discord have been asking about this, damn even sindria fuel content is still forgivable
you can make a dialogue like this, after you end your commision with them or something
you contacting Nia
Nia: "How can i help you"
player : "i wish to end my commision, but can i make an alliance with your faction, because i have a faction on my own"
Nia : oh really your own faction?, well this is not my expertise when its about diplomatic between faction, but i can help you with that, ill try to contact our Queen auroria about this, maybe bring something special for her i guess
player : good, then it settled
*commision with UAF ended*
then you go to New Aurora meeting the Queen, and then talk about this, maybe some information about other factions, our tech via player ship blueprints, cooperative trading and tech, monthly trade or something, but if that is too complicated, then just make it simple, make an alliance and after the deed is done, you get access to their tech especially the super one, and you can still undergo their storyline while having an alliance, WITHOUT COMMISION[close]
Believe me, we tried to allow alliance stuff for awhile now but this issue just keep resurfacing each time we add more into it. The current rules.csv are such a messy jungle of codes and dialogues that it's far better for us to start over from scratch rather than trying to rework from existing ones. So yeah, apologies for the inconvenience.
P.S - Thank god the story elements are being pushed back all the way to the final development phase, the longer I wait - the better the chance I can fix or update things before then.
---
I am also regularly updating the mod behind the scenes ( listening to external and internal feedbacks / concerns ) and allowing people to test it out in return for meaningful feedback in my discord server. I will only release the patch when I'm confident that it's safe, stable and functional. Hence my earlier statement of 0.74a1 being the last public patch for the time being. It's better for me to hold the update and let it bake in its own time and pace until it's ready to be served.
Maybe I'm missing something like a hullmod or upgrade but how would I use the nebula bravo? It seems like a weaker version of the normal l-freighter with slightly more fuel space. Is the 8 burn that worth it in exchange, especially when I'm already towing capitals? TIA.November Bravo original background is a middle version between Cargo/fuel/crew transpor.
Maybe this has been suggested before but I would like to see a couple other big fighter options for the Noveria. Maybe something like a spectre gunship. Same size as the huge bomber but have it have a rail gun, large cannon and a large machine gun all on the side and have it orbit the target like a irl spectre gunship would. Also have it also have some defensive drones like the bomber.
Honestly the UAF brings so much to the table Im not surprised that some might miss a feature or two.Maybe this has been suggested before but I would like to see a couple other big fighter options for the Noveria. Maybe something like a spectre gunship. Same size as the huge bomber but have it have a rail gun, large cannon and a large machine gun all on the side and have it orbit the target like a irl spectre gunship would. Also have it also have some defensive drones like the bomber.
I'm surprised you din't notice or mention the Neoscar. Don't you think the way it played in-game look awfully familiar to the gunship you mentioned?
Q regarding the quest of the girl in the lunamun bar, she says there's a wreckage but I can't seem to find it. The problem is I found it on my first game, is it just by chance?It's on the pirate base, talk to a shady guy there.
Q regarding the quest of the girl in the lunamun bar, she says there's a wreckage but I can't seem to find it. The problem is I found it on my first game, is it just by chance?It's on the pirate base, talk to a shady guy there.
Yeah, probably patrol or a task force decided to go through a fringe jump point and got caught.Q regarding the quest of the girl in the lunamun bar, she says there's a wreckage but I can't seem to find it. The problem is I found it on my first game, is it just by chance?It's on the pirate base, talk to a shady guy there.
Sorry, I should've said that I can finish it, but the first time I played there were wreckage of ships around with capitals so it was a pretty early boost. I can't find them anymore in subsequent playthroughs tho. Could it have just been coincidence? Like in the first playthrough somehow a fleet with a rillaru lost to the pirate crossbones fleet there and I was able to recover it.
Does anybody know to get nia relationship with you over 24? like it's maxed out at 24 for me and I cant get it to 25. I've tried giving her cake, complementing her but nothing works. Is it because vermillion station is independent? like it's part of the independent faction? Because in my current run vermillion station isn't part of the uaf, I only managed to get commissioned because I got recommended by a general on lunamun.24 is a cap for gifts and compliments, to go further you have to do jobs she gives.
Does anybody know to get nia relationship with you over 24? like it's maxed out at 24 for me and I cant get it to 25. I've tried giving her cake, complementing her but nothing works. Is it because vermillion station is independent? like it's part of the independent faction? Because in my current run vermillion station isn't part of the uaf, I only managed to get commissioned because I got recommended by a general on lunamun.Give her a piece will max at 24 relationship.
She won't give me any jobs? likes theres no option for her to give me jobs and I don't know why.Does anybody know to get nia relationship with you over 24? like it's maxed out at 24 for me and I cant get it to 25. I've tried giving her cake, complementing her but nothing works. Is it because vermillion station is independent? like it's part of the independent faction? Because in my current run vermillion station isn't part of the uaf, I only managed to get commissioned because I got recommended by a general on lunamun.24 is a cap for gifts and compliments, to go further you have to do jobs she gives.
Did you add her as a contact?No, how do I do that?
on intel tab all contacts you get will show togle on those you want and after that they will start ofering jobs for youGot it, thanks!
Wow this faction really does annihilate other vanilla and modded factions as well. Ships seemingly imba, but fleets are insanely chonky by pure quantity as well. They're pacifist, but it's doesn't really work because idk, there's no even official war*. Formed alliance, they sent me their 2 STGs to protect my system, holy ***. It's kinda too OP for a portrait pack.Bureau is on Vermilion indep station. For bakery and access to anything past first contact really you need commision, but you can form alliance first, then ask Nia for a commision.
Also am I really must be comissioned in order to place a dammit bakery on my planet or alliance is still the way to go? I was turned by 180, however I swear that tooltip said I could request a permission if in alliance.
Also where the hell is the diplomacy bureau? Can't get a quest anymore. Please help.
upd: Seemingly this was a wrong thread (Mods -> Modding), only now I found about that.
upd2: ...or was it? There's no main thread.
you need commisionSaturation bombardment it is then.
Aight, so I finally did come down to an opinion (ik, no one asked, but why not to post it anyway?)Well, for antagonist you can use other faction mods (who stops on one mod?). Iron Shell, PAGSM, Interstellar Imperium, etc. You can install Tahlan Shipworks mod, it has a bunch of different cool ships and faction that after some time starts use VERY strong ships.
This faction desperately needs a +- equivalent in balance antagonist. This could be damn cool. So far there's none.
The problem if you are getting comissioned with this faction is just that it's so unnecessary strong that you are out of something to do, there's no challenge for this faction, no reason to fight alongside. It's boring and tedious to grind relationships with every contact in order to unlock more ships (some that are lack of blueprints, omega v2 basically), but even getting them is pointless.
The second side of that problem is that if you ever decide to fight against this faction, it feels totally unfair. Hegemony and remnants can go smoke in their little corner and cry about. Though this is an interesting endgame scenario.
For the reasons above, despite being arguable the most quality mod in terms of design, it's... not the most fun mod that I've played with. It more feels like that it's just a personal faction of some player rather than a real in-game faction.
This faction desperately needs a +- equivalent in balance antagonist.
For the reasons above, despite being arguable the most quality mod in terms of design, it's... not the most fun mod that I've played with. It more feels like that it's just a personal faction of some player rather than a real in-game faction.
yes but i wish there were 2-3 more destroyer class combat ships
I think we can write the fanmade story together.For the reasons above, despite being arguable the most quality mod in terms of design, it's... not the most fun mod that I've played with. It more feels like that it's just a personal faction of some player rather than a real in-game faction.
Spot on, it is my personal faction with lore and setting borrowed from my main project. I officially claimed it does not belong in Starsector nor Persean Sector and the main goal is to find a way to allow them to return home. You must understand the whole mod were created under the guise of live testing assets and mission planning. That's why the lore was scrambled intentionally because they weren't in there in the first place! As the mod author, all I care is just world building and drawing things for the character I cherished for this mod; the queen.
Unfortunately that seems to be the case, I have my fair share of feedbacks where people stated UAF's playstyle isn't really that fun and there are others better than mine. That's fine! I'm happy to serve a niche and become an option for the player to install or not.
I'ma put it this way. You establish the Persean Sector as you see fit and play with the sandbox you created. Everyone have their own ways of understanding and mediating between balance and fun. Balance can always be changed by altering the numbers and I tend to listen to my fellow fans, players and other friendly modders beforehand.
I think we can write the fanmade story together.
Because the vanilla and mods can be the good sandbox with unlimited storyline.
(Don't need to contradict the main setting)
ike story about conquering persean sector markets with cakes :PHEGCOM desperately trying to convince the citizenry that the cake is a lie while the populous deserts for dessert
I know a bunch of people already asked this but i have combed through all the comment s about it and i do have the queen at 100 relation and if i try to converse with her it just keeps telling me she stares at me wondering what iam trying to do. Iam as well currently commissioned to the UAF. Anyone know what iam doing wrong?Do you give her Vanilla?
yes i have given her the icecream and i do have acces to the novermber marketThen I think its out of content for now.
I know a bunch of people already asked this but i have combed through all the comment s about it and i do have the queen at 100 relation and if i try to converse with her it just keeps telling me she stares at me wondering what iam trying to do. Iam as well currently commissioned to the UAF. Anyone know what iam doing wrong?If you mean you hit the "chat" option in the conversation suboptions, what I've noticed is that when you talk to one of the administrators or the queens, their chat responses default to that if your relations with them are too low or, potentially, they don't have lines for that relationship level like hidefreek said. To give an idea, Nia has a lot of lines once you get to the highest relationship level with her, but if you try to use chat when her opinion is less than 15, she gives the stare response.
i see so that means that the people who say that you have to talk to the queen with high relations to get the supercapital are possibly playing a different game version?To get a supercapital you need 100 rep with both queens (and commision i guess) and there will be "Claim loyalty reward dialog" to buy supercap for 60 mil.
This weapon says that it fires in a burst of four but it fires a burst of two. Is this a bug or am I interpreting this wrong?
Bit new here and need a bit of advice with the "check wreckage" mission i brought 50 marines, i went undetected onto the station but every single time the mission fails and my marines die, am i doing something wrong here i don't really understand what to do, do i have to defeat that insane pirate fleet? cause not sure how I'm meant to do that so soon after starting or is this a late game mission that's just available right away?You can repeat this ground operation over and over until success, it has not 100% success rate, may take a 1-5 tries.
Bit new here and need a bit of advice with the "check wreckage" mission i brought 50 marines, i went undetected onto the station but every single time the mission fails and my marines die, am i doing something wrong here i don't really understand what to do, do i have to defeat that insane pirate fleet? cause not sure how I'm meant to do that so soon after starting or is this a late game mission that's just available right away?You can repeat this ground operation over and over until success, it has not 100% success rate, may take a 1-5 tries.
I was asked to post this runcode here to fix bakery income/upkeep mults appearing on colonies where they shouldn't. (Copypaste into console; code applies to the colony player is docked at)SpoilerCode: javaruncode import com.fs.starfarer.api.combat.MutableStat.StatMod;
MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
Map<String, StatMod> incomeMods = market.getIncomeMult().getMultMods();
for (String key : new ArrayList<String>(incomeMods.keySet())) {
StatMod mod = (StatMod)incomeMods.get(key);
String str = String.format("Mult %s (%s): %s", mod.source, mod.desc, mod.value);
Console.showMessage(str);
if (mod.source.endsWith("bakery_popmod")) {
market.getIncomeMult().unmodify(mod.source);
}
}
Map<String, StatMod> upkeepMods = market.getUpkeepMult().getMultMods();
for (String key : new ArrayList<String>(upkeepMods.keySet())) {
StatMod mod = (StatMod)upkeepMods.get(key);
String str = String.format("Mult %s (%s): %s", mod.source, mod.desc, mod.value);
Console.showMessage(str);
if (mod.source.endsWith("bakery_popmod")) {
market.getUpkeepMult().unmodify(mod.source);
}
}[close]
The ships are nice, the faction is ok, the balance isn't a problem, the contract grind is unironically worse than Warthunder and I have seen no keycards throughout my entire time with this mod.
(several playthroughs where I max out relations on everyone and it isn't other mods since I only have two other mods that could possibly mess with it and I still get other drops besides the keycards from them)
The ships are nice, the faction is ok, the balance isn't a problem, the contract grind is unironically worse than Warthunder and I have seen no keycards throughout my entire time with this mod.
(several playthroughs where I max out relations on everyone and it isn't other mods since I only have two other mods that could possibly mess with it and I still get other drops besides the keycards from them)
No grind is worse than warthunder, stop lying, You can easily max relations with dedication and a few free hours, not weeks
Greetings. I've noticed an issue when trying to launch Starsector with the mod. It crashes and says the uaf_m_exoria file is missing. I'll be the first to admit that I'm a novice when it comes to pretty much anything involving software. However I've simply installed the mod after a fresh download, leading to my confusion as to the missing file. I know not if this has been reported before, a quick scan of messages hasn't shown anything. Either way I thank you for reading and have a nice day.
Ladies and gentlemen, I'm here to ask a question.I would like to see what are you cooking.
Would you prefer to have early preview of the next patch soon or wait for me to bake the update for another three months? Regardless of the public outcome, I've already made up my mind about it so I will still continue on with my plan. It's just the matter of do you wanna be spoiled now or enjoy later when its more refined.
Ladies and gentlemen, I'm here to ask a question.give us a whiff its always nice to see a mod make progress its reassuring
Would you prefer to have early preview of the next patch soon or wait for me to bake the update for another three months? Regardless of the public outcome, I've already made up my mind about it so I will still continue on with my plan. It's just the matter of do you wanna be spoiled now or enjoy later when its more refined.
Ladies and gentlemen, I'm here to ask a question.
Would you prefer to have early preview of the next patch soon or wait for me to bake the update for another three months? Regardless of the public outcome, I've already made up my mind about it so I will still continue on with my plan. It's just the matter of do you wanna be spoiled now or enjoy later when its more refined.
I think I'm encountering a bug? My relationship with nia is 24. it says that my relationship is already well established and it wasn't increased when I gave her a choco lava cake. is it like a downtime thing? is this intended behavior?this is intended only large packages or completing missions raises the relation higher
I think I'm encountering a bug? My relationship with nia is 24. it says that my relationship is already well established and it wasn't increased when I gave her a choco lava cake. is it like a downtime thing? is this intended behavior?
Is the optimized ordnance assembly suppose to add 50% to reload progress, ie. deducting 100 sec from a semibreve reload timer or 50% off whatever currently remains, every 40 sec? If so, I am here to report that none of that worked. I used the 0.74a1 version, fyi, and the ship is Novayu class.
If the hullmod weren't supposed to do that, then I have no clue what it's doing lol.
I will go crazy soon.
Do research/science vessel have any use?
The Sin Is Not In Being litered with bugs, But In Failing To Recognize It.Suffer Not The Late Update... Nor The Broken Features.These Nightmarish Creatures Can Be Felled! They Can Be Beaten!Many Fall In The Face Of Chaos, But Not This One. Not Today.I always appreciate Darkest Dungeon references. Cheers!
Is it intended that even if you are in max rep alliance with the UAF, and max rep with and developing all the contacts except Nia who I've story point suspended at 75 rep, you are not allowed to talk to anyone unless you are commissioned with the UAF? I resigned my commission for conquering HMI reasons and can no longer talk to any of my contacts except AER-1A. I still have access to the specialty shops but I get the "We don't talk to unknown spacefarers"/"Go to the independent station" dialogues when trying to talk to the main contacts.Quite reasonable to me.
What is the Queen favorite substanc- I mean drink?The faction only has sweet desserts.
what if Starsector 0.97 released?I dont think theres too much in 0.97 that would affect UAF, so fingers crossed if it happens we wont get a month delay or something massive
I'm sure I'm not the first person to ask this, but is there a way to save-scum/ edit Yimie's quest? I didn't realize there was a 120 day timer and now it looks like it's locked out for me with house arrest and whatnot. Tried the method that mllhild posted but it doesn't seem to work anymore.There is a timer attached to the quest log in your intel but its in a blue color that hides in the text. There unfortunately isn't really any way to get the quest back if you let it run out.
On that same note is there supposed to be a timer in the quest log at any point? If not then I'd recommend adding one in cause it feels super cheap when every other timed quest in the game gives you a warning about how long you have except this one. If there and I didn't notice, is there any way to put the timer before the block of text explaining where to go?
Is the quest with Yimie and Mizuki still in this version? Or will I have to find a previous one?It is, I have both in a recent save
Does the current version still work with .97 if I adjust the mod info file?why don't you just try it ?
Bug report!they are fighters not ships check again in cargo or check carrier refit
Completing the "Yimmie Thompson" questline does not award ship.
After completing the questline mentioned i did not receive the "Hyperaria, An experimental retro-fitted superaria" ship . I did however receive the commanders.
I have tested it on multiple saves and tried reloading.
Used mods:
Required mods (Updated as of today)
Console Commands -||-
Speed up -||-
Sidenote:
Thank you UAF developers, for all your hard work that goes into this mod <3
So how do I access the new gacha function?Gacha? You mean new Favonius shop?
Hey! I have a problem when starting the game with this mod.
The message says "Fatal: Ship hull spec [uaf_m_akatsuzuma] not found!"
This also happens when i try to start the game with only this mod enabled (with required mods).
Thanks!
I don't know if it's the right thing to ask in a main thread, so please excuse me if it's not.Well, what type of captain are you? are you a mustly fast speedy captain that likes to flank your enemy? or are you a cruiser captain that keeps the enemy at bay while your heavy ships comes? or are you the big gun captain of a huge battleship that dishes out heavy damage on enemy shields and armor and obliterate them? or are you a Carrier captain that uses hordes of fighters or small number of best quality fighter and bombers to sunk you enemy from afar? If any one of this question fits you, you go with that style. Then you can find the ships that fits that style. It's your playstyle that matters most to you, as long as it's fun. P.S. Minibreves are *** dangerous at close range, don't use it in close range unless you want yoru entire ship literally covered with holes from the explosion. It's a bloody nuke after all.
I'm on a spree of trying out mods and this one caught my eye due to nice art and nice starships.
I'm looking at the starting fleet selection for this faction in Nex and can't figure out what starting ships to pick for an enjoyable experience that still allows me room to grow. Could I perhaps have some advice?
Up top, I'm enjoying the mod a lot and I think you've done some great work here. The new android shop in particular has me excited to explore the sector knowing that even if I never get a nano forge I can still get some neat things by trading in the scans and cards.
That said, I did notice a bug. Not sure if this is even the right place to report it, but anyways. Tried performing a small ruin restoration to see what it did, and currently it has negative days left until completion.Spoiler(https://media.discordapp.net/attachments/646941878406742040/1212216156837126184/image.png?ex=65f10745&is=65de9245&hm=32e53efeed75a503346c3012211c145e20db3c1baa3f137c068df75d382f06f6&=&format=webp&quality=lossless&width=550&height=317)[close]
Tried unassigning and reassigning the colony admin, tried swapping to a different admin with the skill, not really sure what else to try as I don't seem to have an option to cancel the process.
Ah, interesting. Makes sense why its not doing anything, the only mods I have installed are UAF and Nexerelin. I guess its trying to reference something that ain't there? Might try installing AotD and see if that fixes it.Up top, I'm enjoying the mod a lot and I think you've done some great work here. The new android shop in particular has me excited to explore the sector knowing that even if I never get a nano forge I can still get some neat things by trading in the scans and cards.
That said, I did notice a bug. Not sure if this is even the right place to report it, but anyways. Tried performing a small ruin restoration to see what it did, and currently it has negative days left until completion.Spoiler(https://media.discordapp.net/attachments/646941878406742040/1212216156837126184/image.png?ex=65f10745&is=65de9245&hm=32e53efeed75a503346c3012211c145e20db3c1baa3f137c068df75d382f06f6&=&format=webp&quality=lossless&width=550&height=317)[close]
Tried unassigning and reassigning the colony admin, tried swapping to a different admin with the skill, not really sure what else to try as I don't seem to have an option to cancel the process.
This is an Ashes of the Domain feature not UAF.
This is the thread you should report this under: https://fractalsoftworks.com/forum/index.php?topic=26307.975
Hi, is there a way to get Nia back if Vermilion Station decivilized by an invading faction? Hivers had their way with it and UAF stood around while I was on a mission for them. x'D
Not sure if this is a bug, but Solvernia's (The Captain) skill that reduces the Deployment cost of Solvernia (the Ship) doesn't seem to be working.Spoiler(https://i.ibb.co/qJsBSWR/Screenshot-2024-02-27-140600.png)[close]
She is clearly captaining her ship, but the DP cost is still sitting at 150pts.
We're aware of the issue and I have another and hopefully, final hotfix to address the issue. I will distribute it after I playtest it myself.
That being said, wadaya guys think of the keycard shop? How are the prices? I'm aware that Kaysaar's bundle are severely overpriced by one '0' but what else should I know before I release the third hotfix?
well, I do like the shop, pleasant surprise, like a kid in arcade, Volturn was my go to for surveys exchange but now UAF goodies take priority over cash. Looks like modder war is brewing, what will PAGSM offer next?
As for the shop mechanics I've run into small problem, when I signed up and got the complementary green card I exchanged it no problem, but later I found violet card in the wild and the shop didn't recognize it, still works if I give it to an npc. I don't know why, maybe some conflict with other mods (running 60 mods), I can't remember where I even found it, it's like a separate entity in inventory, doesn't stack with keycards spawned with console commands, I know nothing about coding but lines in savefile look the same as other card. It works everywhere else but the shop
Also; are drop rates for cards like previous version? I remember in 96a finding at most 1 card in each playthrough, or are they they diluted due to too many other mods?
without the cards i will run out of planets to buy out the shop, hehe.
We're aware of the issue and I have another and hopefully, final hotfix to address the issue. I will distribute it after I playtest it myself.
That being said, wadaya guys think of the keycard shop? How are the prices? I'm aware that Kaysaar's bundle are severely overpriced by one '0' but what else should I know before I release the third hotfix?
Apologies if this has already been reported, but on the main menu I saw a UAF ship wander in and the log reported a repeating error while it was on-screen:
Not really sure if I'm doing something wrong but I started a new game with Nexerelin on and I cant seem to access the contact that is given to me. It says to go to the "Auroran Diplomatic Bureau" which im assuming just means increase your reputation with the faction, which is odd seeing as how I just started the game with UAF as my faction. I already made the contact a priority contact etc and can't seem to talk to her.
Not really sure if I'm doing something wrong but I started a new game with Nexerelin on and I cant seem to access the contact that is given to me. It says to go to the "Auroran Diplomatic Bureau" which im assuming just means increase your reputation with the faction, which is odd seeing as how I just started the game with UAF as my faction. I already made the contact a priority contact etc and can't seem to talk to her.
Does anyone know how to get slovernia as a captain, i have her favorability maxed at 75 right now and I cant figure out anything else to do.
Is the feature of swapping ammo for Solvernia main cannons still in the mod?
Or it was replaced by Royal Super heavy Jets system?
<Insert Ship Here> not found? Delete the entire old UAF folder and insert a new one. Never replace an existing one.
I just updated the mod and this came up when I tried to run starsector
19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did I go wrong somewhere?
UAF 0.75c is out. Enjoy! I hope that's the last one because I wanna start working on the next super capital remaster patch.
Most likely a false alarm; I checked if the UAF_0.75c.rar archive was uploaded to/scanned in VirusTotal.com and it showed zero reports of such.UAF 0.75c is out. Enjoy! I hope that's the last one because I wanna start working on the next super capital remaster patch.
When I try to extract the new hotfix, I am getting warnings about the folder containing a trojan.
Trojan:Script/Wacatac.B!ml
Hopefully, this is a false alarm, but better safe than sorry.
When I try to extract the new hotfix, I am getting warnings about the folder containing a trojan.
Trojan:Script/Wacatac.B!ml
Hopefully, this is a false alarm, but better safe than sorry.
May I know what kind of anti-virus software you have? According to a tech friend of mine, they said this kind of trojan is most commonly known for producing false positive. I asked a select group of people to download all three known sources to download UAF 0.75c. None are reporting positives.
it's false positive, I already talk with one of the Dev and he confirm it to me around 3 day agoUAF 0.75c is out. Enjoy! I hope that's the last one because I wanna start working on the next super capital remaster patch.When I try to extract the new hotfix, I am getting warnings about the folder containing a trojan.
Trojan:Script/Wacatac.B!ml
Hopefully, this is a false alarm, but better safe than sorry.
Does anyone know how the elite skill for combat endurance interacts with Auroran Engineering hull mod?I think it stacks, i regened half of a cruiser hp before get to frontline.
As both a Rillaru main and a simp for the queen I really appreciate the Aeria Charlotte Battlecruiser. My only complaint about it is a somewhat defenseless rear where PD can't reach, but otherwise it's the perfect ship for me.
As both a Rillaru main and a simp for the queen I really appreciate the Aeria Charlotte Battlecruiser. My only complaint about it is a somewhat defenseless rear where PD can't reach, but otherwise it's the perfect ship for me.
It is an intended weakspot for the battlecruiser. You're given a ship capable of dancing around the enemy and pack-a-punch like a battleship. If you're fighting within your formation or replace the rear large mount with a point defense weapon. I'm sure that wouldn't be a problem for long.
Okay but the sheer amount of firepower you can fit on a Rillaru II while still keeping a faster speed is just mmmmm, 2 hammer barrages, 3 harpoon pods, all your main guns as cyrexa rapids and medlev rapids is just terrifying
We're aware of the issue and I have another and hopefully, final hotfix to address the issue. I will distribute it after I playtest it myself.Keycard shop is sick, man. GG. Also I discovered shunted Zeppy and the new cruiser with the cool missiles. very fun.
That being said, wadaya guys think of the keycard shop? How are the prices? I'm aware that Kaysaar's bundle are severely overpriced by one '0' but what else should I know before I release the third hotfix?
Hello, sorry if this has been discussed recently, but I think I remember reading somewhere that this mod might be finished soon? I was gonna install it earlier, but I was thinking I might as well wait if it's almost done.
Hello, sorry if this has been discussed recently, but I think I remember reading somewhere that this mod might be finished soon? I was gonna install it earlier, but I was thinking I might as well wait if it's almost done.
It's still quite a bit away from finishing, but the patches that are coming out are gonna be quite gameplay focused... still waiting on the lore grrrr
I just updated the mod and this came up when I tried to run starsector
19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did I go wrong somewhere?
I just updated the mod and this came up when I tried to run starsector
19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did I go wrong somewhere?
I am unfortunately getting the same error this dude keeps getting except in my case deleting the OG folder and installing new one doesn't fix the problem. My log is different however despite it being the same error of uaf_slvv_core not found
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
We're aware of the issue and I have another and hopefully, final hotfix to address the issue. I will distribute it after I playtest it myself.
That being said, wadaya guys think of the keycard shop? How are the prices? I'm aware that Kaysaar's bundle are severely overpriced by one '0' but what else should I know before I release the third hotfix?
I just updated the mod and this came up when I tried to run starsector
19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did I go wrong somewhere?
I am unfortunately getting the same error this dude keeps getting except in my case deleting the OG folder and installing new one doesn't fix the problem. My log is different however despite it being the same error of uaf_slvv_core not found
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Perhaps you put too many mods?
Putting too many mods can cause the problem.
Currently, I remove HMI to reduce the CPU stress.
***Most computers have low VRAM and the computer will take some RAM to compensate for it.
But using RAM instead of proper VRAM causes instability and likely ruins your gameplay when you reach a late game.
****Late game every faction fights full-blow war and because Starsector has real-time market and fleet combat at the same time without a loading screen. So, it uses a lot and your playthrough can no longer be playable and the game will no longer load mod contents and cause ERROR.
*UAF mod uses a lot of VRAM, I mean A LOT*
I just updated the mod and this came up when I tried to run starsector
19804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore. O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Did I go wrong somewhere?
I am unfortunately getting the same error this dude keeps getting except in my case deleting the OG folder and installing new one doesn't fix the problem. My log is different however despite it being the same error of uaf_slvv_core not found
java.lang.RuntimeException: Ship hull spec [uaf_slvv_core] not found!
at com.fs.starfarer.loading.do.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Perhaps you put too many mods?
Putting too many mods can cause the problem.
Currently, I remove HMI to reduce the CPU stress.
***Most computers have low VRAM and the computer will take some RAM to compensate for it.
But using RAM instead of proper VRAM causes instability and likely ruins your gameplay when you reach a late game.
****Late game every faction fights full-blow war and because Starsector has real-time market and fleet combat at the same time without a loading screen. So, it uses a lot and your playthrough can no longer be playable and the game will no longer load mod contents and cause ERROR.
*UAF mod uses a lot of VRAM, I mean A LOT*
Question:
I have 100 relation with the queen, I bought a Aeria flagship royal battlecruiser and a neuxoria elite super carrier from her, yet I can't seem to find Solvernia the dreadnaught, how to get that?
Question:
I have 100 relation with the queen, I bought a Aeria flagship royal battlecruiser and a neuxoria elite super carrier from her, yet I can't seem to find Solvernia the dreadnaught, how to get that?
Question:
I have 100 relation with the queen, I bought a Aeria flagship royal battlecruiser and a neuxoria elite super carrier from her, yet I can't seem to find Solvernia the dreadnaught, how to get that?
What Raaaain said, but I think I also read something about needing good relations with Solvernia the captain too. If it is necessary you can talk to her after getting clearance to meet the queen. Just look for her fleet orbiting New Auroria. Hell, even if it isn't necessary her interactions are worth checking anyways.
You only need rep with Solvernia if you want to recruit her - and you need her namesake ship first to do it. She's worth it, though.
Another question, if I wanted to disable the UAF faction and nothing else (keep all ships weps etc.) what files would I need to remove?
I ask this because Nex currently does not allow me to disable the faction in non-randomized sector playthroughs and I would like to play all the new quests in .97 without any funkiness (but with UAF pizzazz!).
I ask this because Nex currently does not allow me to disable the faction in non-randomized sector playthroughs and I would like to play all the new quests in .97 without any funkiness (but with UAF pizzazz!).Not sure what quests you're thinking about that UAF would interfere with? Far as I know it's pretty self contained, aside from some friendly mod interactions between Ironshell, PAGSM and Scalartech (and the Nex dependency).
I ask this because Nex currently does not allow me to disable the faction in non-randomized sector playthroughs and I would like to play all the new quests in .97 without any funkiness (but with UAF pizzazz!).Not sure what quests you're thinking about that UAF would interfere with? Far as I know it's pretty self contained, aside from some friendly mod interactions between Ironshell, PAGSM and Scalartech (and the Nex dependency).
As a side note. I have fallen in love with the Roria Esvernia. Such a slow and fat heavy hitter, I love her.
I don't know how to make a poll in my own thread, so I decided to host them on two different sites. Feel free to post your vote there! For those who are incapable of voting, I will just copy paste what I wrote there and into the spoiler instead.SpoilerHello fellas, I'm here to present to you things that you wanna see happen first before my team and I went into INDEV ( In-Development ) mode for the next major update, the 'Novaeria' patch.
Feel free to discuss in the comment section below.
1. Salvage Cruiser ( +Tug )
2. Milkydromeda class Fleet Supercarrier
3. More Keycard Shop Options
4. Keycard + Survey Data Farming Methods
5. Other[close]
Just to be sure, can we vote in here?
When I was doing the Yimie mission, I resigned my UAF comission to colonize a planet... but had no idea that would cause an automatic and instant fail the mission. I assumed, y'know, since it was a personal request and not one officially sanctioned by UAF command that you didn't need to officially be commissioned by the faction to do it.Btw if you colonize a planet while being commissioned this planet still be player faction, not the faction you commissioned.
Anyway, is a specific event or character flag I can modify in the save file to reset the mission? Or am I just locked out of that event chain for the rest of the playthrough?
Just to be sure, can we vote in here?
Ye.
I got the below error while playing wit UAF Mod
3083102 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.weapons.uaf_edge.onFire(uaf_edge.java:51)
at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.Óo0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.String.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.Ô00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
on the ymie mission, it suddenly disappears without warning after getting the card from the pirate station.
on the ymie mission, it suddenly disappears without warning after getting the card from the pirate station.
Did the timer expire by any chance?
I'm having a problem with the 0.7.5c with the mod_info.json. The mod does not show up on the mod screen, moreover when I try to open it on my pc (linux) the file just crashes instantly. I do not have this problem with 0.7.4, the mod_info.json there opens correctly.yeah, I had this problem too, and got stuck until I looked up a solution on my distro's forums. You just install unrar and 'unrar x UAF*'
For some reason that file is failing to read.
Attempting to frankenstein the old working mod_info file allows the mod to show up correctly on the mod list, but then my starsector just crashes when I hit launch.
Edit: I got curious and opened it in VS Code and got: "The file is not displayed in the text editor because it is either binary or uses an unsupported text encoding." What happened? This is literally a fresh download from the link. Also worth noting that the file sizes are also a bit wack, 18kb for both mod_info.json and uaf.version whereas for 0.7.4a1 I've got 705 and 305 bytes respectively. Now that I look at it, my uaf.version on the most recent version is a binary? Is there a problem with downloading on linux or something?
Edit2: This might be a problem with my system, extracting the entire uaf folder is corrupting some files for reasons I do not know, extracting the files individually seems to be fixing the problem though.
Edit3: It's a linux issue, I suspect that .rar files extraction is very hit and miss and liable to corrupt files. I downloaded the mod on my windows laptop and transferred the extracted UAF directory to my mod folder and now everything is working fine. I did not have similar issues with other mods (including other faction mods like imperium and mayasura), those mods were all .zip.
I'm not sure how inconvenient this is for the mod authors but would it be possible for future releases to be provided through .zip files?
So i did an oopsie and accidently gave the keycard for Yimie to the store on favonius. is there a way around that or is she locked out forever now?Try to add a card with console command(i think it's greed one in quest, but not sure)
I am having that bug with the "restoration project" never completing,I have everything updated and if I remember correctly this was fixed, right?
I don't know where I could report this bug so I'm commenting here
I am having that bug with the "restoration project" never completing,I have everything updated and if I remember correctly this was fixed, right?
I don't know where I could report this bug so I'm commenting here