Would you be so kind to add my mod in there ;D? Unless It's too troublesome for that.
This should be quite useful to a lot of people wanting an enhanced gameplay experience that does not mess with the game's balance - nice idea and good luck with it! Maybe my Positron faction will be able to sneak in here some day? I guess that's up to me, too. :P
might I suggest corsairs of corvus?
I like this. have my favorites mods in it ;D
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.
Well, for commenting: i'm making mod that should fit in there perfectly 8)Oo, that sounds awesome. Can't wait.
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.
Well, for commenting: i'm making mod that should fit in there perfectly 8)Oo, that sounds awesome. Can't wait.
Wait, when you said in the qualification that a mod has to have "character", did you mean character like in, having specific fleets, ships or artstyle?I'd assume a mod with "character" is a mod that fits in well with the core game from both art and gameplay perspectives.
Exactly!Well, for commenting: i'm making mod that should fit in there perfectly 8)Oo, that sounds awesome. Can't wait.
Can't wait to check it out ;)
Corsairs of Corvus is not quite yet on the standard of the currently added factions (both lore wise and balance wise), but I will surely consider putting them in when the Mod is more solid! Nontheless kudos to medikohl and DeathSG for their work on those ships!I've been tweaking the balance for a while, just about ready on that aspect.
I'll just have to ask you, have you tried out the latest version of my mod? If so, did you feel the artstyle was getting a bit more..... Together? ;D
I'll just have to ask you, have you tried out the latest version of my mod? If so, did you feel the artstyle was getting a bit more..... Together? ;D
No I haven't tried it, mostly because of the Terra class.. It just looks immensely OP and out of place.. but that's not for this thread.
Adding the gun runners would be a valid choice, both due to their usefulness in obtaining weapons for new hulls and also for their wicked carrier designs...^^
I just now realise how big the Gila Monster is.
This is fun ... If by fun, I mean 'getting my backside roundly thrashed regularly'. Although I suppose that does count as fun for a lot of people ... But, regardless, I'm back down to a Dram again, after losing my Hammerhead to a Ninja Eventide (completely bushwhacked by those needlers ...)
I do have 30k or so, so I might go and pick up a nice TT boat and gradually get my own back on those crafty Lotus scumbags...
But, regardless, I'm back down to a Dram again, after losing my Hammerhead to a Ninja Eventide (completely bushwhacked by those needlers ...)
Substantial changes in the new version ;) probably up in 3-4 hours.I am eagerly awating to see what new you have added :D
Nice job on the compilation.
Unrelated: I see there's another Mass Effect fan on the boards aside from me :P
Hmmm. Can you make a new faction pardon, specifically set to my faction? :), Paul seems to no longer update his mod so that's Why I'm asking you. :)
Can we please be allies with the Junk Pirates?
I feel lonely in the system...
I'm going to feed your changes to Nomads (re: the spawn point) back into the standalone version, because I was planning on doing that anyway , but I'm not going to name the planet Arrakis. I'm trying to keep explicit references to Dune to a minimum, because that is a huge IP backed by some really scary lawyers, and I don't want to tempt fate in the slightest. I was however planning on making a desert planet for them to spawn at, and making it small and close to the system's star.
I'm not too keen on the color change though.
I'm currently in the process of rebalancing all of the nomads ships with thorough playtesting, so hopefully folks won't find them so OP. I have noticed so far that the Scarab fighter is incredibly OP, so he's getting a solid nerf. The Iguana was actually underpowered so I will be giving them a boost but also increasing their cost; their fleet cost and base value will put them squarely near the top of the list of the heaviest fighters, which was actually my intent; somewhere between frigate and fighter, which is good. The Komodo was overpriced I found compared to similar cost destroyers, and so I'll probably be just reducing their fleet points etc.
As for the Doom Cannon: I will be reducing the firing rate and upping the flux cost per shot, given that it has no limits on ammunition, and to reinforce the idea that the Gila Monster requires support to be successful.
They are neutral to everyone except the Tri-Tachyon and the Hegemony, by design. They're friendly with the pirates.
I think the pirates wouldn't bother hitting the nomads- too little loot, too many guns. No convoys to hit even, or weak cargo ships to pick off.
Can we have JP be a shade of red? Or teal. Fits their ship hulls better. Cream for the nomads would be nice.
Paul seems to no longer update his mod so that's Why I'm asking you. :)
Glad to see you got it working :)
I like the mod so far. A compilation focused on trying to maintain balance and consistency is nice. No offense to the mishmash people, but I never really got into that mod due to some of the mods added being so unbalanced.
Nomads too powerful? Should try to add a equally or stronger faction in ( Luke mine! ;D), or decrease their spawn rateYour shameless self promotion and inability to take no for an answer angers me.
Yeah, when DeathSG and I were working on it....lets just say it was just after campaign mode came out, and many mods hadn't been balanced yet. So we were doing it ourselves. also trying to keep up with updates and adding things of our own. didn't work so we passed it off to somebody else. Right now I'm focusing on making all the ships I created balanced against vanilla ships. (That damn dachshund frigate sized carrier, seriously dropped the speed down on that one to make it far more vulnerable)Glad to see you got it working :)
I like the mod so far. A compilation focused on trying to maintain balance and consistency is nice. No offense to the mishmash people, but I never really got into that mod due to some of the mods added being so unbalanced.
And thats why there is more then one collection of mods. Why should we have 2 collections that are the exact same. Mine is ment to get as many good mods in one collection, Uomoz's is ment to get the most... I almost wanna say RPG'ish style mods....
The Dachshund is insane...
Um, Uomoz. Is it me or are fleet spawn rates really low in this mod?
I noticed that there are far, far fewer of them since making them hostile to everyone. I think I will revisit the spawn rates again before the next release, and in the interim if you have any improvements to the scripts code, send them to me and I'll backport it to the standalone.
I just want to voice my support for this mod, I enjoy how most of the factions are quite balanced and fit well with the existing game. I didnt want to grab something with everything, just the best fits and this one fit the bill perfectly. I do thind the sustain fire of the nomads faction is a bit much but I think it is okay in that they dont have a station to buy them out at so you have to capture thier ships and tech.
A little touch on the spawn rates. I think that your will need more then 5 max fleets because of the scout types. If the large fleets dont get cleared then it will cause all the large fleet spawns to hog all the slots. Do the modded factions go back to thier spawn to resupply, despawn and respawn?
A advanced empire, utilizing the latest technology to their advantage against all their enemies, seeking total destruction of the hegemony and tritachyon alike.And that kills pretty much the current concept of the Corvus System (dominated by He and TT, with many smaller factions roaming around).
Suggestion: Limit the early stock of modded space stations, they carry a very large selection of some of the best late game material right at the start of the game and remove alot of the tough selection at the start of the game from the semi random selections at Tri Tach and Hedge.
Suggestion: Limit the early stock of modded space stations, they carry a very large selection of some of the best late game material right at the start of the game and remove alot of the tough selection at the start of the game from the semi random selections at Tri Tach and Hedge.
I like that. Checking starting cargo list for stations right now, seems like that the issue here is Lotus Pirates Station that holds pretty much every weapon of the game from the very beginning. Lowering their stocks in v8.
I found a good way to balance this (probably): keep only the weapons that common variants of Lotus use on starting station , remove the rest.
Aha. When will the next update for this come? And will you be adding more mods to it? Such as the massfarer mod? Possibly mine?
Heh. You've removed your images in the signature so you go around with a "image not available" sign XD
EDIT: You've fixed them now i see. And mind telling me who that figure in your Profile pic is?
I see you're a talimancer ;), if one had to choose, i'd prefer liara, actully (No haters allowed here ;D)
I see you're a talimancer ;), if one had to choose, i'd prefer liara, actully (No haters allowed here ;D)
Absolutely. I respect all opinions (spam not so much so let's cut this OT discussion here ;)).
I would *love* to see the Ironclads or IDF in here... otherwise, kudos! Junk pirates rule.
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.
I'd like to but I have very little time to work on them atm :(
Good work here ;) i see you aren't going to add the scourge in here, are you?
Would be fun with them in campaign.
I'd like to but I have very little time to work on them atm :(
Can help you with adding them into campaign ;)
I wonder if there's a way to make ships uncapturable for balance purposes...
Hope the massfarer mod will make it here! Will it?
Fantastic, I can't wait to try it out! Downloading now.
I am eagerly awaiting the day when you add my mod here
Until then i am a sad panda :-\
Am I actually able to purchase Nomad ships in your mod? Cause it's really annoying that I can't in craftomega's Minimash...
Oh man, it's awesome! I laughed when I realized the IF station is slowly orbiting sol and I see what you mean by separating out the scripts/world files. I'll definitely be playing this mod over mine; it's just so darn fun. Also, mendonca's Junk Pirates are great bad guys--they're fun to destroy and make for a good starting enemy faction since they aren't too tough in small numbers.
Anyhoo, it seems the feds need some smaller, less powerful craft and super fun stuff to sell at their station. I'll be making some neat IF weapons, focusing on lower level small-slot stuff. I'd like to dig into the existing ones as well, since they were part of the old MissilesInc mod and don't all feel right with the IF in their current forms.
I hate that my laptop isn't with me, I really want to play.
Was gonna ask for Gun Runners again. But Lotus sort of makes them redundant... And lotus is better anyway.
Add the Scourge, I need something scary to fight late game. Or, you know, increase the fleet spawns and fleet sizes of Hegemony and TT...
Expansion Pack xD.
When you say you're not done, do you mean you've figured out some way of making the engine do it but haven't coded it yet? :o
Ancient enemy of my enemy........
But my enemy is the TimCORP. And the hierarchy. and the IDF.
And pretty much all other factions......
Will that mean that more factions will join the fray?
The crusade is possible, provided you know your way around.
But getting enemies in the middle of stuff is possible, though i don't know about a artifact.....
May I know which the new modder is? Someone we know or someone yet to be revealed XD
And does he have a mod out here?
HA-HA Upgradecap you old fox you aint fool anyone! We know that new enemy of scourge is ancient race -----> TimCORP!!! Yeah!!! That's why you didn't post stuff to TimCORP tread and you let it sink on second page... I'm reading you as book. 8) You are planning something HUGE with Uomoz and now i know what 8)
HA-HA Upgradecap you old fox you aint fool anyone! We know that new enemy of scourge is ancient race -----> TimCORP!!! Yeah!!! That's why you didn't post stuff to TimCORP tread and you let it sink on second page... I'm reading you as book. 8) You are planning something HUGE with Uomoz and now i know what 8)
Damn, you got me.
Who told you? Someone in high Command? Anyways, you are too late to stop me now. The forces that be (TimCORP) is too powerful now for anyone to stop. not even you 8) MUHAHAHAHAHAHAHA >:D
Their are quite gamebreaker in UC 11, fixed in UC 12 (that adds 2 factions :D).
They *** all of Hegemony's, TT's, Lotus, Junk Pirates, IF fleets
I cant even beat them with vandala's quick start mod lol
Now i regret suggesting that enforcer.
They *** all of Hegemony's, TT's, Lotus, Junk Pirates, IF fleets
I cant even beat them with vandala's quick start mod lol
Now i regret suggesting that enforcer.
My mod works with other mods?!
That's news to me or did you manually edited them to combine them?
They work, you can even use all 3 of them at the same time.Interesting, so the Starfarer program just adds stuff up and combines it?
I guess i am going to try that against the scourge
Wiped the floor with a blob and 2 swarms in sequence, no crew losses. ;D
Also the main fleet is scary. And FUN
I need some happy testers to try the new Scourge spawn system :D (plus you'll have the new 2 factions revealed).
I'd love to.
i could test it, I have the next 2 days off.
PM'd
Now that I've got the majority of my senior project BS out of the way, I can return the favor by helping you test this.
Hey, I'm currently trying out a serious new youtube channel, and was planning a lets-play style series on starfarer, and I really like the look of your mod. Do I have your permission to film it on your next version (12)? (Balancing reasons+I love the federation).
Thanks
Peter
My Youtube Channel (http://www.youtube.com/user/RetepTheEyeCandy?feature=mhee)
Two renames:
plague_rider.png > plague_rider.PNG
spreader.png > spreader.PNG
Ack. I did check for that kind of format issues, but in windows it shows me .png no matter what (just checked, they seemed fine).I'm used to it by now, it doesn't bother me. ;)
http://www.youtube.com/watch?v=Gg0qeD-WO48 (http://www.youtube.com/watch?v=Gg0qeD-WO48)
There you go, feedback and spreading it round is very appreciated :)
Having a problem downloading the newest update for the mod, 12.1, when I try to click on the download link it tells me that the URL is invalid. Am I using the wrong download link or is something just not working for me?
I just *drastically* reduced initial spawn and spawn rate for all modded factions in DEV. A lot more slow-paced (harder to get better ships), a lot more vanilla-ish. Atleast Hegemony manage to be present in system this way. I like it.
What do you guys think?
Played 12.1 a bit today and it's fantastic! Holy snap the Scourge are tough buggers and their swarms just keep coming. As you saw, there's some special sauce waiting for them in the latest IFed patch and I'll have v1.14 out sometime tomorrow with more goodies.
I'll be updating to 12.1 :) Will 1.3 be save-friendly?
I run a fleet with nothing but Scourge ships and Valkyrie carriers for Marines. No crew required ftw. Though my flagship IS a Paragon.. It has a lovely evil overlord feel to it, and hell no am I setting foot on one of those infested ships.
Refitting Scourge ships: Just load the default loadout. Heheh.
Uomoz, what is the diference between scourge flock, swarm and blob? and also where is the main fleet?
7z is another compression format (slightly more efficient)
I'll reupload the V13DEV in .zip format now just for compatibility.
unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...
unfortunately other than illegally mounting the guns on the ship you cant make guns only usable by a specific ship type so far...
If you have 999 OP cost on the weapons, let the ships have 1-2 op, and they can still mount them, though the player can't mount anything on the ships. Also, this can be countered by letting the ships have a unlimited crew requirment (Set really high) and let the fleets spawn with large amounts of crew. :)
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.
You can place a weapon with 999 OP back on a ship with 1-2 OP, provided the ship has the weapon in its stock build.really? This requires further testing to confirm awesomeness!
Im a bit worried about the elder ships being overpowered super goliaths that I tend to want to avoid in mods. How are they balanced? Im still running a game in version 8 so I cant be judgemental though.I balanced them as much as i could. Don't have any feedback on them yet :) HP and ship OP are in line with vanilla ships but you have to take in account that those ships are bigger then vanilla capitals. They don't have shields. Just do not attack them up front :P
I think they're fine, if not underpowered for what they're supposed to be. I was able to kill one of the wide ones by sniping at its back for a few minutes and I went up against three of the long ones and just outran their missiles until they exhausted their ammo and had to retreat. Both matches won with a little IFed Scythe interceptor.
I'm being corrupted by some mysterious forces here.
Uomoz, part two (much improved-less nooby with me actually winning in the gameplay XD) is being uploaded, I'll throw the link at you when its ready :) Thanks for 13 its great so far!
I'm being corrupted by some mysterious forces here.
What force mat that be? ;D
I'm being corrupted by some mysterious forces here.
What force mat that be? ;D
Energy demons...
nuff said.
Thanks for the find Sarkovar, it's been fixed in IFed v1.161.
Found a typo in the dev build that crashes the game at the initial loading screen. When the big scary claw satellite of DOOOOM (a.k.a. the Earthcracker)'s hull file searches for the folder "interstellarfederation" it decides to rage quit because the folder is actually named "interstellarFederation" and it refuses to admit that its the same damn thing.
Aside from that and the plague rider and spreader hull files still containing the same typos that cause crashing I haven't had any problems
with the dev build.
Hi! Thanks for the feedback! The Scourge is being reworked as we speak (there are problems with the auto-resolve, they are devastating with the current algorithm), for the moment if you want to fight a Scourge fleet I suggest you to control the battle yourself ;).
I've reported that before, Uomoz. :P Camping their map edge with 3 undamaged Onslaughts and 12 Broadsword wings, killing everything, they retreat and I end up with 3 caps and 12 wings all at 5% health exactly.
72019 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_AdmiralThomsan_607542480931200669...
73268 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
73282 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
78884 [Thread-6] ERROR com.fs.starfarer.combat.D - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
at java.util.AbstractList$Itr.next(AbstractList.java:343)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.super(Unknown Source)
at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
89049 [Thread-6] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
89049 [Thread-6] INFO com.fs.profiler.Profiler - -------------------------------------------------------------------------------------------------------
89049 [Thread-6] INFO com.fs.profiler.Profiler - Main loop in Title Screen State 3414 58.36s 100.00%
89049 [Thread-6] INFO com.fs.profiler.Profiler - Display.update() and sleep() (if not vsynced) 3413 46.38s 79.48%
89050 [Thread-6] INFO com.fs.profiler.Profiler - Title screen rendering 3414 6.51s 11.16%
89050 [Thread-6] INFO com.fs.profiler.Profiler - LayeredRenderer rendering 3414 2.57s 4.40%
89050 [Thread-6] INFO com.fs.profiler.Profiler - Other - 1.57s 2.69%
89050 [Thread-6] INFO com.fs.profiler.Profiler - Ship rendering 1587 0.55s 0.95%
89050 [Thread-6] INFO com.fs.profiler.Profiler - Module rendering 3174 0.34s 0.58%
89050 [Thread-6] INFO com.fs.profiler.Profiler - EngineGlow rendering 1587 0.15s 0.26%
89050 [Thread-6] INFO com.fs.profiler.Profiler - Damage decal rendering 1587 0.05s 0.08%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.02s 0.03%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Flux vent rendering 1587 0.00s 0.00%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Fighter rendering 2787 0.25s 0.42%
89051 [Thread-6] INFO com.fs.profiler.Profiler - EngineGlow rendering 2787 0.13s 0.22%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Damage decal rendering 2787 0.06s 0.11%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Module rendering 5574 0.03s 0.06%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.02s 0.03%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Flux vent rendering 2787 0.00s 0.00%
89051 [Thread-6] INFO com.fs.profiler.Profiler - Cloud rendering 3414 0.21s 0.35%
89052 [Thread-6] INFO com.fs.profiler.Profiler - Screen panel rendering 3414 2.36s 4.05%
89052 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.77s 1.32%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine rendering bg and stars 3414 0.38s 0.65%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine rendering bottom particles 3414 0.34s 0.57%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatState updating starfield 3414 0.04s 0.07%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine rendering top particles 3414 0.02s 0.04%
89052 [Thread-6] INFO com.fs.profiler.Profiler - Rendering sun glows 3414 0.01s 0.03%
89052 [Thread-6] INFO com.fs.profiler.Profiler - Rendering whiteout 3414 0.01s 0.02%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine rendering debris 3414 0.00s 0.01%
89052 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine.advance() 3412 3.43s 5.87%
89052 [Thread-6] INFO com.fs.profiler.Profiler - Advancing entities 3412 1.17s 2.01%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Ship.advance() 27406 1.03s 1.77%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Advancing weapon groups 27406 0.62s 1.06%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.35s 0.61%
89053 [Thread-6] INFO com.fs.profiler.Profiler - BasicWeaponAI.advance() 75506 0.15s 0.25%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Linked & alternating 10901 0.10s 0.17%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Computing FF danger 3918 0.01s 0.02%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Checking if ship hulks are in the way 9608 0.01s 0.01%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.36s 0.62%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Updating armor state 183 0.04s 0.07%
89053 [Thread-6] INFO com.fs.profiler.Profiler - Linked & alternating 1205 0.02s 0.03%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.14s 0.24%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Updating armor state 1 0.00s 0.00%
89054 [Thread-6] INFO com.fs.profiler.Profiler - CombatState AI 3412 0.96s 1.65%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.66s 1.14%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Binning collidables 3412 0.15s 0.26%
89054 [Thread-6] INFO com.fs.profiler.Profiler - ThreatEvaluationAndResponse 8858 0.07s 0.12%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.07s 0.12%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Checking if ship hulks are in the way 3869 0.00s 0.00%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Checking for potential collisions to avoid 3384 0.06s 0.11%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Assessing incoming missiles 240 0.01s 0.02%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Computing incoming weapon damage (by type) 240 0.00s 0.01%
89054 [Thread-6] INFO com.fs.profiler.Profiler - Assigning fleet members to tasks 148 0.00s 0.00%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Finding good armor angle to use 64 0.00s 0.00%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Directing engine AI (incl. collision avoidance computation) 138 0.00s 0.00%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Checking if ship hulks are in the way 1254 0.00s 0.00%
89055 [Thread-6] INFO com.fs.profiler.Profiler - CombatEngine collision checking 3412 0.60s 1.02%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.49s 0.84%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Handling ray response 4442 0.06s 0.10%
89055 [Thread-6] INFO com.fs.profiler.Profiler - Ship.applyDamage 4436 0.04s 0.06%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.02s 0.04%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Handling collidable response 7459 0.05s 0.09%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.05s 0.08%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Ship.applyDamage 300 0.00s 0.00%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Advancing clouds 3412 0.33s 0.56%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.14s 0.24%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Updating battlefield objective effects 3412 0.08s 0.15%
89056 [Thread-6] INFO com.fs.profiler.Profiler - In effects plugin 3412 0.05s 0.08%
89056 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.04s 0.07%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Fog of war: updating visibility 3412 0.05s 0.08%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Movement 3412 0.05s 0.08%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Gravity 3412 0.02s 0.04%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Ship.applyDamage 1 0.01s 0.01%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.01s 0.01%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Ship.applyDamage 11 0.00s 0.00%
89057 [Thread-6] INFO com.fs.profiler.Profiler - Contrails 3412 0.01s 0.01%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Updating armor state 20 0.00s 0.01%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Floating damage numbers 3412 0.00s 0.00%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Other - 1.98s 3.39%
89058 [Thread-6] INFO com.fs.profiler.Profiler - GLListManager.nextFrame 3414 0.04s 0.07%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Updating open space speed bonus 42 0.01s 0.02%
89058 [Thread-6] INFO com.fs.profiler.Profiler - DebrisParticleSystem.advance() 3412 0.00s 0.01%
89058 [Thread-6] INFO com.fs.profiler.Profiler - ExplosionParticleSystem.advance() 3412 0.00s 0.00%
89058 [Thread-6] INFO com.fs.profiler.Profiler - CFMV Advance 40 0.00s 0.00%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Main loop in Campaign State 271 4.57s 100.00%
89058 [Thread-6] INFO com.fs.profiler.Profiler - Display.update() and sleep() (if not vsynced) 271 2.56s 55.92%
89059 [Thread-6] INFO com.fs.profiler.Profiler - Campaign rendering 271 1.56s 34.17%
89059 [Thread-6] INFO com.fs.profiler.Profiler - CampaignEngine rendering 271 0.89s 19.47%
89059 [Thread-6] INFO com.fs.profiler.Profiler - LayeredRenderer rendering 271 0.83s 18.20%
89059 [Thread-6] INFO com.fs.profiler.Profiler - Campaign fleet rendering 2210 0.64s 13.96%
89059 [Thread-6] INFO com.fs.profiler.Profiler - Campaign engine glow 17566 0.27s 5.82%
89059 [Thread-6] INFO com.fs.profiler.Profiler - Shadow 7952 0.21s 4.62%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Ship sprite 17566 0.09s 1.99%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.07s 1.53%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.19s 4.24%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Rendering UI indicators 271 0.05s 1.14%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Rendering UI indicatorsV2 3584 0.04s 0.94%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.01s 0.20%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.01s 0.13%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Screen panel rendering 271 0.59s 12.82%
89060 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.53s 11.55%
89060 [Thread-6] INFO com.fs.profiler.Profiler - CompoundFleetMemberIcon.renderAtPosition() 192 0.06s 1.27%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Ship rendering 182 0.04s 0.90%
89061 [Thread-6] INFO com.fs.profiler.Profiler - EngineGlow rendering 182 0.02s 0.37%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Module rendering 364 0.01s 0.22%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Damage decal rendering - fleet list 182 0.01s 0.18%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.01s 0.13%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Flux vent rendering 182 0.00s 0.00%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.02s 0.37%
89061 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.06s 1.38%
89086 [Thread-6] INFO com.fs.profiler.Profiler - CampaignEngine rendering starfield 271 0.02s 0.48%
89086 [Thread-6] INFO com.fs.profiler.Profiler - CampaignEngine rendering starfield 271 0.02s 0.48%
89086 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
89086 [Thread-6] INFO com.fs.profiler.Profiler - CampaignEngine rendering bg and stars 271 0.00s 0.02%
89087 [Thread-6] INFO com.fs.profiler.Profiler - CampaignEngine rendering bg and stars 271 0.00s 0.02%
89087 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
89087 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.36s 7.96%
89087 [Thread-6] INFO com.fs.profiler.Profiler - Updating open space speed bonus 5675 0.05s 1.01%
89087 [Thread-6] INFO com.fs.profiler.Profiler - CFMV Advance 5951 0.03s 0.68%
89088 [Thread-6] INFO com.fs.profiler.Profiler - Auto-resolving battle 1 0.01s 0.13%
89088 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.09%
89088 [Thread-6] INFO com.fs.profiler.Profiler - Computing auto-resolve stats before combat 1 0.00s 0.04%
89088 [Thread-6] INFO com.fs.profiler.Profiler - Auto-resolving the battle 1 0.00s 0.00%
89088 [Thread-6] INFO com.fs.profiler.Profiler - Applying post-auto-resolve result to fleets 1 0.00s 0.00%
89089 [Thread-6] INFO com.fs.profiler.Profiler - GLListManager.nextFrame 271 0.00s 0.07%
89089 [Thread-6] INFO com.fs.profiler.Profiler - DebrisParticleSystem.advance() 270 0.00s 0.02%
89089 [Thread-6] INFO com.fs.profiler.Profiler - ExplosionParticleSystem.advance() 270 0.00s 0.02%
89089 [Thread-6] INFO com.fs.profiler.Profiler - addIconForMember 6 0.00s 0.02%
89090 [Thread-6] INFO com.fs.profiler.Profiler - Updating armor state 13 0.00s 0.00%
89090 [Thread-6] INFO com.fs.profiler.Profiler - Setting mission 1 0.03s 100.00%
89090 [Thread-6] INFO com.fs.profiler.Profiler - Updating ORBAT widget 1 0.01s 45.16%
89090 [Thread-6] INFO com.fs.profiler.Profiler - Updating fleets 1 0.01s 45.16%
89090 [Thread-6] INFO com.fs.profiler.Profiler - Adding ships to fleet widget 2 0.01s 45.16%
89091 [Thread-6] INFO com.fs.profiler.Profiler - Adding tooltip 10 0.01s 25.81%
89091 [Thread-6] INFO com.fs.profiler.Profiler - Adding member icon 10 0.00s 12.90%
89091 [Thread-6] INFO com.fs.profiler.Profiler - Creating FMIcon 10 0.00s 9.68%
89091 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 3.23%
89091 [Thread-6] INFO com.fs.profiler.Profiler - Sorting members 10 0.00s 0.00%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Setting icon params 10 0.00s 3.23%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 3.23%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Fetching button 10 0.00s 0.00%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Other - 0.00s 0.00%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Created preview 1 0.01s 45.16%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Text & typer 1 0.00s 9.68%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Updating objectives widget 1 0.00s 0.00%
89092 [Thread-6] INFO com.fs.profiler.Profiler - Updating flagship 1 0.00s 0.00%
89093 [Thread-6] INFO com.fs.profiler.Profiler - Other
Yes, Uomoz, I reported that, don't bother typing it again ;)
Even without the bug, they come in a bit early for you to gather 3 Onslaughts and required weapons... Those weapons are surprisingly even harder to get than the ships.
Thanks for the report!It's 13, I attempted to edit my post and put in that information soon after posting but I had a forum issue where it wouldn't let me post due to to many words (the error report) even though it let me post it the first time. Then I just sorta went to bed because it was like 11PM. I'm also sorry I deleted the save... I wasn't really thinking I just sorta had the idea in my head that "It don't work must mean it ain't important [delete]. All done." I was really sleepy and I tend to play Starfarer towards bedtime because of all the games I COULD play Starfarer is one of the most, I wouldn't say brain dead because it takes a lot of skill to play when your a lone clunker ship against several, I'd say it's soothing in comparison to something that would keep my brain awake like Fallout or Minecraft, etc. Something about blowing up enemy ships when outnumbered and when fightning against the odds and still suffering no loses (in the form of ships, but still suffering heavy hull damage and loss of men) is ever so satisfying...
Is it DEV14 or 13?
Can I have the save?
O well-
V14.
O well-
V14.
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board. Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.
They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board. Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.
They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.
if you read the lore their stats make sense, also, if their cost went up I think they would be much more balanced
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board. Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.
They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.
Proper feedback here, you hearing this Erick?
BTW, I feel like saying that the Antediluvians are WIP right now, so they will probably get a lot more fine tuned when the mod is officially released (right now I'm using a DEV Antediluvian version for U'sC).
After a few run ins with the Anchor, Forlorn, Sentinel, etc. I find this faction may need to be nerfed across the board. Despite lacking shields, their high speed, thick armor, destroyer-like flux dissipation and wide arcs lead to choas for 3000 credit 3-5 fleetpt frigates.
They're super tiny too....hard as hell to hit--IMO, this makes up for their lack of shields, no need to slap 400 armor on them when 9/10 shots miss.
As said they are still wip, but actually anything larger than a frigate is easy to kill, and if you read the lore their stats make sense, also, if their cost went up I think they would be much more balanced
I find this mod to be the best quality mash made of really good balanced mod.
And no trace of self-insert imba faction ***.
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?
Aw. :(
Though I did receive some feedback stating that they are a bit too angular and look too similar to one another. I'm trying to adress this through an overhaul. Adding smoother parts to the ships and trying to give them more unique shapes, to set them apart from one another.
Uomoz im soooooo enjoying this mod pack! Thanks for the work!
Does the Purifiers base start selling those awesome ships eventually'?
I dont want to have to attack them :(
PS: Oh, and can I give a suggestion? the Piranha Missile Launcher (I think thats the name of the Heavy one that burst into a wall of shrapnel) could get a minimum flight time before detonation. If the enemy is close, it will almost always explode inside the shields, making it only damage the user
Im really not liking Antediluvians art syle... Im finding it rather jarring. Could you release a version that does not have them in?
...
Does the Purifiers base start selling those awesome ships eventually'?
I dont want to have to attack them :(
Ive been playing this mod for a couple of hours now, and I have to say it really brings the sector to life! I ran into a bug when fighting the Scourge though: Ive fought them twice, and both times they've retreated, but when the battle resolution comes up afterwards, it always shows my fleet as having taken serious damage; even the ship Ive piloted thats taken only minor damage comes up with 5% health. The credits gained are next to nothing as well, though maybe this is due to the "Scourge retreat = me being defeated" bug
Alex told me he fixed that. Are you playing with the latest version of the game?
I have been playing this mod for a bit, very impressed with the diversity of the ships involved. The problem for me is despite this diversity involved, all factions are lacking a major role for any large fleet - Carrier Vessels.The Federation Titan-class was intended to have 2 flight decks, but the was a formatting error in it's .ship file.
Antediluvians comes with a few linux/java syntax errors but at this point in time I'm prepared to just say F--- it I'll fix them myself, no point in wasting your time when I've normally fixed all the errors that I get by the time you get the message.
I'll still point out the ones I can't solve by myself; but, there's no point in me grumbling about the little *** on the forums if they aren't an issue for the majority of users and I can fix all of them in about 2 minutes.
I can send you all the fixes for the newest dev build if you would like me to, but if not ... meh. I'll still be thankful that you take the time out of your day to make such a wonderful compilation and continue to make it better every day. ;)
Antediluvians comes with a few linux/java syntax errors but at this point in time I'm prepared to just say F--- it I'll fix them myself, no point in wasting your time when I've normally fixed all the errors that I get by the time you get the message.
I'll still point out the ones I can't solve by myself; but, there's no point in me grumbling about the little *** on the forums if they aren't an issue for the majority of users and I can fix all of them in about 2 minutes.
I can send you all the fixes for the newest dev build if you would like me to, but if not ... meh. I'll still be thankful that you take the time out of your day to make such a wonderful compilation and continue to make it better every day. ;)
I am a Sad Panda:Spoiler60235 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.EldersSpawnPoint]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/EldersSpawnPoint.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/EldersSpawnPoint.java, Line 36, Column 37: A method named "setPreferredResupplyLocation" is not declared in any enclosing class nor any supertype, nor through a static import
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6549)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3429)
at org.codehaus.janino.UnitCompiler.access$6300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2869)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2326)
at org.codehaus.janino.UnitCompiler.access$3800(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2299)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2320)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1353)
at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:868)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1457)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more
63235 [Thread-6] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
63235 [Thread-6] INFO com.fs.profiler.Profiler - --------------------------------[close]
been playing this mod for 2 days just want to drop in and say it's great ;D
Hi,
I think there is a bug with the dagger fighter. It has a reaper torpedo, but even on the right approach vector & very close to its target, it never fires it? ???
I seem to be having a problem I installed it the way I was supposed to but when it was done with the loading screen when the games start up the game just crashed is there something I'm supposed to install with this or something
(P.S. sorry for the bad grammar)
As you will have realised, Uomoz, I don't check the forums often enough (every 36 hours) to give you any useful feedback before the actual release. So lalala.
I just saw a pair of damaged, fleeing Plague Riders wipe out an entire Lotus wolfpack. So I have to ask, what the hell?
Then I chased them down and impaled them on my Tachyon Lances.
Also, in practice, I believe a Purifiers fleet will completely destroy a Scourge fleet, yesno? Why do they get so badly dominated in autoresolve?
Is autoresolve calculated on weapon OP?
They have some combat-related weird stats, for instance:
0 max flux <- this might be broken <- Just gave them a fixed low max flux
0 flux dissipation <- this might be broken <- Just gave them a fixed low flux dissipation
0 ordinance points <- this might be broken <- Just gave them 1 OP
0 shields <- no, ex. Hounds
0 crew <- no, ex. Mining Drones
Weapons:
999 OP <- this might be broken <- Lowered to 300
0 flux cost <- no, ex. Missiles
Not sure he wants to. In terms of scarcity of specific powerful weapons, Gun Runners completely break the balance. Also their ships fill no roles which the Lotus Conglomerate doesn't already.
Nomads need faster spawn rate.
My balance concerns with the Antediluvian mod still stand.
As an example, the sonicturret (http://i.imgur.com/Gv5i0.png) is a 12 OP medium-mount weapon that does 42000 DPM, that's 12000DPM MORE than the 16 OP large mount Hellbore (http://i.imgur.com/iz0OM.png) and it's mounted on this:
(http://i.imgur.com/R2x8z.png)
A thin target more difficult to hit than the Hound,
(http://i.imgur.com/BBKBo.png)
This is not an occurance with the Antediluvian mod, but a theme. All other medium weapons do 7000-15000DPM, so why does the sonicturret do more damage than one of the most powerful heavy weapons in the game? This isn't simply a "I think this weapon could use a nerf", it's not even in the same ballpark. I'm not arguing for the removal of the mod from the collection, but every weapon in this mod needs to be reevaluated. Until this is addressed I'm removing the Antediluvians from my personal copy as they just aren't fun to play with.
Erik, please please please balance against vanilla, not your own mod.
How about making them take up a larger flux per shot instead? so they'd be able to fire them less often, say like... 1750-2000 flux to fire, you could up the damage just a bit, as long as you make them use it less.
That or you can turn the weapon into kinetic/fragmentation so they can stay competitive.
To mitigate the Solon being OP on ships with larger flux reserves, could you convert it to Burst operation (rechargeable mag), so that the fire rate over time is more of a hard-limit?
I've been playing for about an hour, and noticed that the Purifier's station is still empty, and supply fleets in general seem to take quite a while between trips. Am I just used to more fast-paced mods, or is there something I'm missing?
The Cleat bomber with its torpedoe is working, but not the dagger bomber.
The Cleat bomber with its torpedoe is working, but not the dagger bomber.
Right now it doesen't :). In the DEV you can only join the factions (I need the testers to look if there's any bug with it), and possibly form the pirate alliance.
It basically divide the system in 2 factions: All pirates vs everything else.
It could be made that the factions deliver ships and equipment to the Abandoned Storage. (that doesn't seem to exist)
Unless I'm exceptionally blind, I can't seem to find the Abandoned Storage Facility. It's meant to be in orbit of Corvus 1/I, isn't it?
does it make the pirates allied to you? Also, when you join the nomads or Atlantis, where could you get their ships. It makes sense that if you are going to fight for those two factions that they give you access to their technology. Also, you could have them reward you with ships after completing missions, and I will playtest for you
Unless I'm exceptionally blind, I can't seem to find the Abandoned Storage Facility. It's meant to be in orbit of Corvus 1/I, isn't it?
I need some interesting ideas to develop the war between Ante and Noms, every suggestion is well accepted (I like the idea of delivery rewards to the Abandoned Station).
??? ??? ???
*is playing Corvus 15 Dev2* ( I think it's dev2)
http://puu.sh/vH4w
There's me, right now, in orbit above Corvus 1. That Storage Facility has a cloak or something.
*reads as '-tween Anti and Food....-'*
Even more ???
Um, how about the nomads want a steady source of water for themselves and the atlantians want to aquire the nomads energy based tech
Um, how about the nomads want a steady source of water for themselves and the atlantians want to aquire the nomads energy based tech
In the beginning it was a religious war.
But I like your idea: after all the Nomads come from a desert planet, and the Antediluvians are new to Starfaring and need any new tech they can find to survive.
Thanks! ;)
??? ??? ???
*is playing Corvus 15 Dev2* ( I think it's dev2)
http://puu.sh/vH4w
There's me, right now, in orbit above Corvus 1. That Storage Facility has a cloak or something.
Well, I used the forum search and i found the link from this thread
http://fractalsoftworks.com/forum/index.php?topic=2824.0 (http://fractalsoftworks.com/forum/index.php?topic=2824.0) check the last post
So technically, Uomoz did post it, but i can refrain from this if it bothers him :)
Did you guys update to Starfarer latest version?
I fear this has already been brought up, but there seems to be something odd going on with the way Scourge fleets are handled in auto calculated battles. I get the feeling the 999 OP weapons are the culprit of this. It seems quite egregious to me, as they aren't actually very dangerous, and yet entire System Defense Fleets are wiped out by a mere Blob.
I assume the high OP cost was to restrict their use to scourge vessels only. I also assume you didn't want the entire incursion being staved off by one Hegemony Defense Fleet, but I don't doubt a more graceful option could be thought of.
Nitpicking aside, I absolutely love this mod. It adds a huge amount of Stuff to the game, especially Enemies to fight for those of us who don't like alienating neutral factions.
Oh, and an idea I had. It would be interesting if occasionally the pirate factions would band together to fight the other factions. I expected this from the start, as I anticipated watching Junk Pirates, regular Pirates and Lotus fleets ganging up on Hegemony, Tri-tachs and IF forces for an awesome war. I don't know how robust the AI can be made at this point, though.
46249 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/junk_pirates/ships/junk_pirates_cleat_v.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_cleat_v.png]
46269 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 130.60 MB of texture data so far
46270 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
46289 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 131.93 MB of texture data so far
46296 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
46307 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 132.60 MB of texture data so far
46390 [Thread-6] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
46390 [Thread-6] INFO com.fs.profiler.Profiler - --------------------------------
46391 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.UomozGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/UomozGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/UomozGen.java, Line 56, Column 26: Cannot determine simple type name "AntediluvianSpawnPoint"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more
(<unknown>:5702): Gtk-WARNING **: /usr/lib/gtk-2.0/2.10.0/immodules/im-ibus.so: wrong ELF class: ELFCLASS64
(<unknown>:5702): Gtk-WARNING **: Loading IM context type 'ibus' failed
/usr/lib/gio/modules/libgvfsdbus.so: wrong ELF class: ELFCLASS64
Failed to load module: /usr/lib/gio/modules/libgvfsdbus.so
thieves@thieves:~/Downloads/starfarer$
I still get the same error.
That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers. I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.
That said, I realized there's really no way to "Play as" one of the races, particularly the Antediluvians who have no starbase, so you can't amass a fleet of the seafarers. I'm a little disappointed at this, I recently toyed around with them and I found I like them a lot, almost as much as IF.
Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you. :)
Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you. :)
Well, from a 'lore' standpoint, it wouldn't make much sense to have Antediluvians sell off their tech at a starbase... but from a FUN standpoint, I might just have to add in a starbase.
I'm really glad to hear that the faction is growing on you. :)
That's just it, though. I don't want them to just sell off their ships. I don't want to see Independent Fleets with Antediluvian ships in them. But I want a way to "Play as" them, either by allowing ships upon Recruitment, or just having their ships be available without blowing them up to smithereens gently.
It would be kind of cool if we could make it so Recruitment restricts your usage of ships to the basic ones (Fuel Tankers/Freighters) and then your faction's ships only.
Before Grate Collapse Domain find out extincted ancient race. Unfortunately Domain also found reason of their extinction and it was alive! Scourge. Scourge lay dormant for a long time just to be awake by new pray. Food. Beautiful biological entities full of juicy flesh.
The First secret war started. Domain didn't want to entire human race find out about Scourge. They think that they will be able to defeat them and they didn't want to spread panics across all Domains worlds. So the first secret war began.
At first Domain have a lead but as time passed Scourge assimilated more and more Domains ships and eventually overwhelmed them in initial system. Totally surprise for Domain was Scourge ability to understand assimilated technology. Armed with new knowledge Scourge find out way to Domain space.
War at home started. Unfortunately Domain was unable to stop Scourge. Last hope was in distant scientific colony totally dedicated to advanced warfare research. They even have state of the arty factories to produce that advanced prototypes.
Decision was to make big, easy to produce ships with lots of firepower and enough space to save Domains colony's. So, they come up with 2 ship designs. Extinctioner battleship and Faithoper Colony ship. They was combination of low tech and midlines technology's without shields.Because of that they was simple and easy to produce. Extinctioner was design to crush pesky little Scourge menace and Faithoper was primarily design to save colonist and give them life similar as on planet.
On paper it was good idea but in reality it was capital train wreck. Scourge number was immense. No scenario predict such flood. Faithoper instead bringing hope and providing faith become Scourge light that envelop Domain in darkness.
Final answer of science colony was highly advanced crafts with low armor and advanced shields and completely automated AI. Their intention was to make ships that shield less Scourge couldn't effectively use because of weak hull. The Purifiers was created.
Unfortunately at that time Scourge spread too far. Domain decides to shut down Gates but give special ability to Purifiers. They was able to activate gates and use them. They purpose was to go in every Domain system and destroy Scourge.
Yes, but kinetic ships can't get through their fighter screens.Errrr, i don't get this. Can you please explain?
And I have more of a problem with the background writeups on their weapons and ships. Have you read them?
Think he means that ballistics cannot go through thier weapon/fighter screens but energy weapons can as they do not use bullets.
So do the joining a faction scripts work?
So do the joining a faction scripts work?
It seems to work only as far as setting some factions friendly and others hostile. There doesn't seem to be anything resembling missions yet.
The Unidentified Faction is currently Neutral to the player. Seems a little odd, given what they are. Is that intended?
Uomoz, was there any follow-up question after asking if I was on Linux? I'm on Ubuntu.
I received some feedback about convoys not delivering items to the IFed station, and sure enough, convoys were absent in SectorSpawn.java. That and more has been fixed in IFed v1.19 (released).
Holy mother of god.Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.
No, I think he has a point. Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous. I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP. I haven't seen a ship so forgiving with OP in a while.
Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
Holy mother of god.Then again missiles are that Ships thing but I agree that OP should be lowered to that all 4 or 5 can't have the best missles without sacrificing abit more gun power.
No, I think he has a point. Even if you fit it with vanilla only weapons (MIRVs) that's a little ridiculous. I think it'd be fair to change two or even four of those into medium missiles, or reduce its overall OP. I haven't seen a ship so forgiving with OP in a while.
Remember, these are supposed to be vanilla-balanced, and in my opinion balancing it out by price shouldn't have too much weight on its overall power.
(http://i.imgur.com/zlZtW.png)
Me right now.
Now, watch the IFed fighters have extortionate refit costs that drain my supplies in one battle. :L
Yay!
EDIT: Quick update on the DEV version, I forgot to update the IFed fleet compositions. Fixed.
It's the fleet that actually keeps the Scourge menace alive :)
they do make for awesome screenshots.
Imma get one now.they do make for awesome screenshots.
That's why I made them :D
It's the fleet that actually keeps the Scourge menace alive :)
They do sleep into the asteroid, but then, the Heart (when the faction will have more ships and stuff) will hold a *key* vessel that actually keep the Scourge united. Without the Heart the Scourge have no control and can only wither and die.
Scourge are a bit weird.
Insanely OP in auto resolve, but frankly only slightly bothersome in personal command.
The Scourge ought to be dangerous in actuality, rather than just on paper.They are.
Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).
(http://i.imgur.com/F3MaR.jpg)Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).
Yes. My Little Pony faction! :P
ISA mod? The faction from Okim's Ironclad mod?Question to the players: do you want to see any other modded faction in-game? I can think of one that I'd like to see in here but I also want to hear your thoughts ;).In seriousness, I haven't seen too much of it but I'd like to see the ISA mod. I don't think it's vanilla balanced, but if you could convince him to do so for the compilation I'd love to see it.
I like ISA ships look BUT they have USA flag on them ::). Not lore-friendly ;).
One faction I'd like to see, would be the Hierarchy, from Fight For Universe. But, with their armor, I don't think any vanilla ships really stand a chance against them without some serious tweaking to the Hierarchy's ships.
Neutrino, ASP.
Actually Lotus is from dante. mendonca made Junk Pirates ;).
Actually Lotus is from dante. mendonca made Junk Pirates ;).You know I started to typed Junk Pirates then I thought, 'Wait, isn't it the Conglomerate?'
Neutrino, ASP.The Neutrino's would fit well into the system but would be fairly odd to fight against
Mine, if I had the time for it. :-X
The Neutrino's would fit well into the system but would be fairly odd to fight against
I won't personally ask Okim to do a version of his mod with different shipstats or graphics (as I don't personally like to touch modders work). It won't happen, probably.
(I have NO IDEA, how stable is it and\or how many bugs did I manage to put in this fast release, any feedback is well appreciated!)
Hehe now that I think about it, Corvex and the Elders rarely get any action, so I'm thinking maybe I could make neutrino mine the star per Se? Gotta get that ultra dense armour from somewhere white dwarf/neutron star, close enough, It'll be dense. ;D
And another thing, Do you want me to make my ship have some form of _hull variant? cause it seems a little strange that everyone else has bare hulls and mines have fully decked out ships xD
It's "impossible" to make a weapon ship specific though.Other than the 999 OP weapons on the premade variants like the Scourge have.
Ha. Official tester.
Hehe now that I think about it, Corvex and the Elders rarely get any action, so I'm thinking maybe I could make neutrino mine the star per Se? Gotta get that ultra dense armour from somewhere white dwarf/neutron star, close enough, It'll be dense. ;D
Other than the 999 OP weapons on the premade variants like the Scourge have.
Yay new dev! This is the only mod collection I care about whenever I log into the forums!
DEV or v15?
You do know how to ruin a day :)
You do know how to ruin a day :)
Wait what?
Anyway, updating fixed version in a few minutes.
If you only got this kind of support for AAA games.
If you only got this kind of support for AAA games.
Maybe in dreams? :)
I'm actually under exams *again* ::). But I'll keep on dedicating a good amount of my free time to this compilation, if the content you guys produce keep on being so good.
I just miss the time to play the game and that's why I need playtesters now more then ever, like NikolaiLev ;).
I'm actually under exams *again* ::). But I'll keep on dedicating a good amount of my free time to this compilation, if the content you guys produce keep on being so good.I'll playtest.
I just miss the time to play the game and that's why I need playtesters now more then ever, like NikolaiLev ;).
You do know how to ruin a day :)
Wait what?
So whats the deal with killing the scourge heart or whatever? Do they all die instantly or just no more large spawns when the asteroid nears the sun
Uomoz, was there any follow-up question after asking if I was on Linux? I'm on Ubuntu.
I've been training in the mountains (just like Rocky IV) for a scenario like this. Incoming wall of text, but it WILL answer your questions.
Allow me to step in here, I have Ubuntu 12.04, (because I'm not a fossil, get that upgraded son) and if you read further back into the thread you'd see me asking a lot of the same questions. The answer is simple, "typos", "typos" as far as the eye can see, "typos" within "typos". A kind of "typo"-ception if you will. Why the " you might ask? Because windows doesn't really care if a word is capitalized or not, it's a bit of a grammar slob. Linux on the other hand is the exact opposite. It's a grammar Nazi and if you tell it to look for a file, lets call it Apples, it needs to be spelled capital A Apples because if it's spelled lowercase a apples linux will spit it out like poison. So, what linux is looking for is AntediluvianSpawnPoint.java (assuming you're running ver.14) and it will never find it. Why you might ask? Because its extension is spelled .JAVA not .java, .JAVA might as well be Chinese as far as linux is concerned. Rename the file extension to .java and it should work just fine.
Assuming that's the only problem you're having...
I can't remember how many fixes I had to perform on the Antediluvian stuff to get it to fly straight. I know I had to rename the graphics folder from Antediluvians to antediluvians rename all the portraits, and then go into all the Ante ships hull files and fix their extensions I just can't remember if there was anything else.
I'll change the extentions to be lower case for the next release, so that Linux users won't keep running into these issues.
Strange though. I capitalized the extentions because, for me, the original game had capitalized extentions. Trying to be thorough and consistant, I changed all extentions to be capitalized.
Hey Erick, while you're here, I don't suppose I can get an update on whether or not we can get an Antediluvian station, so we can play as the faction?
I'd love to take on Corvus with those speedy, hardy ships.
If you only got this kind of support for AAA games.In Alex's defense, I'm pretty sure he's giving more time than Uomoz is. He's making a whole new feature you know :-\
Start working for Fractalsoftworks and we will have the next patch in hours ;)
If you only got this kind of support for AAA games.In Alex's defense, I'm pretty sure he's giving more time than Uomoz is. He's making a whole new feature you know :-\
Start working for Fractalsoftworks and we will have the next patch in hours ;)
Would you think it's bad to add the Omega Class Try-Tachion vessel into this Mash? :D
Would you think it's bad to add the Omega Class Try-Tachion vessel into this Mash? :D
I could add it to the simulation mode though. For fun.Wait until we can (if we ever will be able to without maybe modding it) get multiple ships into one sim.
I think I've stated this before, but what I'd ultimately want is the ability to Play As a faction. "Selling off" Antediluvian tech isn't really what I want as much as... "You are an Antediluvian scientist, sent out as a Wayfarer to find technology. Here's your frigate, when you can get some tech or credits, come back to us and we'll grant you better ships."
Same thing with Nomads, really, and other factions. Am I the only one who plays thematically? I have a savefile for an IF-exclusive fleet, a savefile for a Junk Pirate (who, given the nature of his faction, will use other faction's ships too) and so on.
Quality players?
Riiiight............
Man, the Neutrino station never seems to have any capital ships, I wanna add that ridiculous super carrier to my Lots O Bees Fleet but I can never find it. It doesn't help that the Lotus Con. tends to spend most of its time eating Neutrino fleets(who also don't have cap ships in them.)Second Neutrino convoy dropped off a supercarrier. Now I just need to money to get it, outfit it, then fill the hangar with Flohs.
Quality players?
Riiiight............
Hey! If you wanted my Testing (and my axe) you'd better change that attitude, mister! >:(
^^ LOL How long did it take?A while.
What is this Red Tempest thing? Sounds like it's overpowered, rather than the other ships being underpowered.
The Antediluvians merely suffer from unclever AI more than other ships. They require special tactics the AI is not capable of.
http://i1022.photobucket.com/albums/af343/erick_doe/Scale_Chart_02-1.pngIs that faithoper shrunk? From here it looks like the Neutrino supercarrier is as big as it...
Dun dun dun!
Scale chart including all of Uomoz's Corvus ships. Excluding vanilla Starfarer ships.
:)
Nope. These are all their original sizes.
This chart is absolutely amazing! Gotta link this in the OP.Yes, this. I wasn't denying the awesomeness.
Nope. These are all their original sizes.
In game for me, on 1900x1200, they are much, much bigger. The Super carrier and faithoper eat up about a third of the screen. On this, nowhere near that. in fact I'd say most cruisers are bigger.
: oNope. These are all their original sizes.
In game for me, on 1900x1200, they are much, much bigger. The Super carrier and faithoper eat up about a third of the screen. On this, nowhere near that. in fact I'd say most cruisers are bigger.
No, what I meant is, the sizes between these ships check out. Uploading the chart did shrink down the entire chart a wee bit. But the sizes between the ships are consistant, in relation to each other.
Uomoz, have you considered increasing the frequency of station restocking? That's my only problem with this mod...
even if I personally built many of the convoy scripts for the aforementioned modders xD
Why do people make convoys rather stingy about what they deliver?
This is alpha people... surely you want people to get as much testing time with your ships as possible?
Convoys take a few days to enter and leave the system, so if every faction in the collection doubled their convoy rate, we'd see close to 30 convoys in system at any given time.
Maybe a script similar to the diplomacy system can be used to pay for an increased supply rate of a particular faction.
Actually you can have like 9000 convoys at the same time xD.
I was actually waiting for the Nomads "nomads" update before doing anything like putting up a station xD.DUNDUNDUUUUN
On a side note: Uomoz's Corvus will probably go back to vanilla values of planets and stations (or at least a lot less stuff as it is right now) in a future update. Thinking about cutting a faction or 2.
But, why?
The reason I have Uomoz's Corvus installed is because it gives me a bunch of mods and factions all playing nice with each other, and it's all lush and awesome.
I like Synchrony.But, why?
The reason I have Uomoz's Corvus installed is because it gives me a bunch of mods and factions all playing nice with each other, and it's all lush and awesome.
Because I don't quite like the mess it is right now?
The think that one thing that really works well in the vanilla campaign is the 3 powerblocks (TT, Heg and Pirates).
I may come back to that kind of diplomacy status for the system, for example allying all the pirate factions together, although keeping them as separate factions.
I need to think more about it but I might cut all the extra planets (if the modders give me green light) that clutter the orbital space and then cluster many stations around the more important planets.
As it is right now I find that most of the time a player will only attack a weakened enemy fleet (because there are a lot of them) as most of the factions are in total war to every other faction.
I'm open to feedback on this: if you're interested in stopping me, now it's your moment. xD
For that allied pirates idea, how does this sound?The lotus need a nerf.
Whatever trigger you use to ally them buying something from the hate station, it generates sort of a new faction, This allied pirate faction, which usually only spawn 1-2 really large pirate fleets composed of all 3 pirate factions' ships.
They'll change all the already existing pirate factions to at least be neutral to each other and friendly / neutral to the new allied pirate faction. I'm not sure if it's possible to reduce normal pirate spawnrate after the system is generated but that'll be nice if the pirates join together, they'll start spawning more slowly as a whole.
Imo there is just sorta to many fleets going around atm, and the lotus are probably the most dangerous as is, idk may need some trimming, as there are alot more anti pirate fleets than there are pirates.
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.I'd probably nerf that there Hydra. Awesome ship, fairly flipping OP though.
I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.
The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.
I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.
TTS as in tri tachyon?The only thing I'd touch about the lotus is their revolver cannon, that things op. The problem with that weapon is that it's like on every fighter they have, and that gives every fighter they have, practically bomber capabilities.
I'd change it to like... 75-100 dps ish with a small range increase so it isn't useless but that high explosive damage is insane.
I hate having to go aaaaaaaaaaaaaaaaaaall the way to the JP or IF starbases. But this is even the case with TTS. How about moving some near TTS planet as well? Neutrino would be allied to them I'd think.
TTS as in tri tachyon?
Tri tachyon and the Neutrino are harsh enemies.
TTS as in tri tachyon?
Tri tachyon and the Neutrino are harsh enemies.
Hegemony, then.
Speaking of the Neutrino, I just got a hold of a couple of their ships. How could this have gotten past balancing?
The Nirvash... okay, I guess that's kind of manageable, they're only beams, though for 7 op 686 is a little too much burst damage for 1000 range. But the Pile-driver, and in particular the Unstable Photon Cannon? Holy ***. Maybe someone else has had different experience from me, but this is a little ridiculous. Too much damage and too much range.
plz make stations for people...
plz make stations for people...
Antediluvians 11.5 has a station. Uomoz's Corvus has not been updated to include that version though.
Is it possible for the noamds to say, randomly set up a station at a planet for say.. 14 days, then tear it down? and move to another planet etc like nomads?That may actually be possible.
Is it possible for the noamds to say, randomly set up a station at a planet for say.. 14 days, then tear it down? and move to another planet etc like nomads?That may actually be possible.
If the station graphic is moddable, why not have the Nomad's 'station' as a picture of Nomad ships, instead? A sort of home fleet, like the Quarian Fleet, or the fleet surrounding the Battlestar Galactica.Also good
If the station graphic is moddable, why not have the Nomad's 'station' as a picture of Nomad ships, instead? A sort of home fleet, like the Quarian Fleet, or the fleet surrounding the Battlestar Galactica.
Could lead to issues of larger fleets having difficulty actually catching the station. I know on Ascendancy, the Esk station moves so fast that my fleet of just one cruiser and two destroyer takes several seconds before managing to dock once it hits the planet's gravity well and slows down.So intercept it...
*thoughts of slow NPC fleets forever chasing down their home station*Could lead to issues of larger fleets having difficulty actually catching the station. I know on Ascendancy, the Esk station moves so fast that my fleet of just one cruiser and two destroyer takes several seconds before managing to dock once it hits the planet's gravity well and slows down.So intercept it...
seems this mod is dead....sad :(
seems this mod is dead....sad :(
http://puu.sh/CCFf
This is probably the most awful starting ship ever. I almost got destroyed by the Piranha wing's Swarmers. SWARMERS! Not even something like a Harpoon.
how do i change the ordinance points in your mod...some of the points are off in some purifier ships and...i cant fully arm them with their weapons on some or half the ships...
not to be mean...but some of the ships looks like a color mess...like....random colors everywhere...looks a bit sloppy..about IF ships, I won't take your feedback in consideration much. So shouldn't arci IMHO.
Eww. That sniper weapon is inefficient and weak, too. Even if I was trying an all nomad fleet I don't think I'd make use of that frigate.Oh? I love that starting frigate. I took out a hound, a lasher, and a talon wing with it. Is that good? ;D
http://puu.sh/CCFf
This is probably the most awful starting ship ever. I almost got destroyed by the Piranha wing's Swarmers. SWARMERS! Not even something like a Harpoon.
But it doesn't even have the armour to take on hits from swarmers. It's a nice ship for support and throwing pewpew everywhere. But I don't think I'd trust it for much else. It doesn't even carry enough supplies to repair itself.One salvo of Sandstorm twin masers will not only wreck it's shields and kill it but the damage will also destroy the disabled hull
wait a minute...that sloppy color ship comment...i posted that somewhere else...how did it get here...Doesn't really matter... IF is developed primarily for inclusion in UC (or so I hear). It's also, in my opinion, got some of the most meticulously well-coloured sprites in the collection. If you say the colours are sloppy it sort of destroys the credibility of any other comments you make...
nono not all the ship....theres a very select few...im just saying...btw im suprised the ironclads mod wasnt included...there a major oneYou could be a bit more specific, would help your argument.
i just got this mod and made a account to show my love for it. also tali is a boss
hope all the mods in this keep working as time goes on.
(http://www.memes.at/pics/mother-of-gusta.jpg)
If star systems are implemented by then. Then....then.....*imagines jumping into a system owned entirely by something like the Lotus Pirates*
meep~
If star systems are implemented by then. Then....then.....*imagines jumping into a system owned entirely by something like the Lotus Pirates*
meep~
Can't find a nice destroyer to escort my Auria. I prefer symmetrical shipsI prefer to compose my escort from this ships: Medusa, Hydra, Hacksaw and Vice
At the moment, I have a pair of Neutrino Vices with photon torpedoes and tractor beams, though, the tractor appears to be counted as PD, of all things.May I suggest you to use a pair of Annihilator rocket pods instead of photon torpedoes? They overwhelm defence systems much easier.
the Medusa is just a nice antimatter blaster platformI completely disagree :) Tactical lasers + Pulse lasers/Phase beams + Railguns/Some rockets, makes this ship more deadliest
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starfarer 0.52.1a launcher
0 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.6.0_18
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ironclads [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\ACM]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: inorbita [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\ascendency-A.3-full]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ffusx [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Fight_For_Universe_Sector_Xplo]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: xxhaddFaction [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Scrapper Faction v1.25]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SLM [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\SL Mod]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Starfarer Plus 1.02 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Starfarer Plus 1.021]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: confederatemod [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\The Confederacy of Free Stars]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: tradescav [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Trade Scavengers]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]
15 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: UomozCorvus16 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16 DEV3]
31 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 1Hz, 32bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 1Hz, 16bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 800x600, 1Hz, 32bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 800x600, 1Hz, 16bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 1024x768, 1Hz, 16bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 1024x768, 1Hz, 32bpp
265 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 1280x800, 1Hz, 32bpp
3572 [Thread-6] INFO com.fs.starfarer.StarfarerLauncher - Running with the following mods (in order of priority):
3572 [Thread-6] INFO com.fs.starfarer.StarfarerLauncher - Uomoz's Corvus [id: UomozCorvus16] [version 16DEV.4] (from C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16 DEV3)
3572 [Thread-6] INFO com.fs.starfarer.StarfarerLauncher - Mod list finished
3572 [Thread-6] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
3588 [Thread-6] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
3619 [Thread-6] INFO com.fs.graphics.L - Using refresh rate:1
3619 [Thread-6] ERROR com.fs.graphics.L - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:317)
at org.lwjgl.opengl.Display.create(Display.java:857)
at org.lwjgl.opengl.Display.create(Display.java:785)
at com.fs.graphics.L.ô00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
3619 [Thread-6] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
3619 [Thread-6] INFO com.fs.profiler.Profiler - --------------------------------
3619 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
at com.fs.graphics.L.ô00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated
at org.lwjgl.opengl.WindowsPeerInfo.nChoosePixelFormat(Native Method)
at org.lwjgl.opengl.WindowsPeerInfo.choosePixelFormat(WindowsPeerInfo.java:52)
at org.lwjgl.opengl.WindowsDisplay.createWindow(WindowsDisplay.java:185)
at org.lwjgl.opengl.Display.createWindow(Display.java:317)
at org.lwjgl.opengl.Display.create(Display.java:857)
at org.lwjgl.opengl.Display.create(Display.java:785)
... 4 more
I attempted to start Starfarer with your dev build and the game crashed on startup. Here is the error message (it probably doesn't have anything to do with your mod to be honest, I think I know what's causing it but just to be sure)You're probably trying to use another mod alongside UCorvus that affects the settings, as you've probably figured out already. UCorvus doesn't touch the settings.json. Which other mods are you using?
Found mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]
I attempted to start Starfarer with your dev build and the game crashed on startup. Here is the error message (it probably doesn't have anything to do with your mod to be honest, I think I know what's causing it but just to be sure)You're probably trying to use another mod alongside UCorvus that affects the settings, as you've probably figured out already. UCorvus doesn't touch the settings.json. Which other mods are you using?
PS: How stupid of me, the mods are listed right there. If you don't do any tweaks, Fight for Universe is NOT compatible with Uomoz Corvus. Actually, tis not compatible with mostly anything. And yes, FfU does change the settings.json, for example. Not sure about SL mod (don't even know which one that is) and never tried Ascendancy so not sure about it either.
Also, why:CodeFound mod: UomozCorvusIncursionsandRelics15 [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 15 - Recruitment]
Are you running both DEV3 and Corvus 15? Kinda redundant, never had a problem with just the DEVs.
No no I'm only running one mod, that is the Dev build. You didn't read it, it says that's the mod list. The list, of mods I have installed but I don't use them all at once, in fact recently I've only played Corvus Dev. So your completely off, the reason it isn't working is because my graphics card is broken, I just wanted to see if Starfarer would work without a graphics card. The answer is not on my computer.
antideluvians have a station in their mod...does this mean this mod will see Atlantis a station too?
Caused by: org.lwjgl.LWJGLException: Pixel format not accelerated
odd...i think nomad mod died....havent heard or seen any new progress in a long time :(
antideluvians have a station in their mod...does this mean this mod will see Atlantis a station too?
Yeah, eventually. They need convoys to refill it though.
why is everyone thinking im a troll
I don't think you are troll. ;DHe thinks you're an idiot. /cough
im not giving any more advice to this site...turns out everyone is a jerk to me...its what i get for trying to help..this forum is dead to me...Poor kid...
Ok folks, let's get back on topic. This is Uomoz's thread.
It's because of DSTech...I'll check that
It's because of DSTech...Awh~
Or you could try the Red Tempest.It's because of DSTech...Awh~
You have no idea how used I am to taking a Blade as first ship...Guess I'll have to play with the normal, balanced, non-destroythemwithlazers ships. *le sigh*
Yeah, you're right. I wonder when that'll be.
Furthermore, I wonder what I'll do with them. :-X
If Uomoz'll have me once I re-do the .ships after the next patch, this is a draft of a new ship. It may or may not be inspired by a contemporary aircraft.
I figured I needed a ship to take advantage of the phase ship systems.Spoiler(http://i.imgur.com/rpGER.png)[close]
I'll throw in my vote for Davidoff to be next on the list for when multi-system is incorporated.
2461676 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.new.null.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.B.B.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
at com.fs.starfarer.combat.F.class.private$super(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY :o :-[ :-[ :-[ :-[ :'( :'( :'( :'( :'( :'( :-[ :-[ :-[ :o >:( >:( >:( >:( >:( >:( >:( :P ??? :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(CAAAAAPS
It works pretty well actually. I'm uncomfortable getting up close to those guys though.
An Onslaught phalanx takes them out quite nicely.
Uomoz's Corvus and Omega's Minimash are two very different mod comps--quality vs quantity. Adding more ships does not a better mod make.That's kinda harsh... sure, Omega's minimash has a lot of ships but its a hugely fun and varied experience offering so much to the player.
Uomoz's Corvus and Omega's Minimash are two very different mod comps--quality vs quantity. Adding more ships does not a better mod make.That's kinda harsh... sure, Omega's minimash has a lot of ships but its a hugely fun and varied experience offering so much to the player.
V16 DEV.3: http://www.mediafire.com/?gh1f9nplhqalia2
It's located under the big download button as a separate download.
All right, time to be negative: Pulse Beam Emitters need to be nerfed. Right now, despite Medium weapons, they can tear through the shields of anything below Destroyer (and then, of course, the armor and hull), and even Destroyers can be kited easily by a Frigate armed with PBEs (say, the Singularity with twin forward-mounted medium slots), and with both Advanced Optics and an ITU, the range is absurd. I think the best solution would be to increase the OP needed, as right now they cost I think 8 each... I had a Singularity with AO, ITU, Auxiliary Thrusters, two PBEs and a Tac Laser, and still had enough OP to put on like 7 vents. With that, I could fire my PBEs (from well outside the range of pretty much anything), vent within maybe 2 seconds, and take on fleets of any number of Frigates, or a Destroyer with a few Frigate escorts.Pulse Beam Cannons don't you mean?
What does that do?
What does that do?
It makes the weapon charge to full power with the press of a mousebutton, instead of holding it down.
Which in turn means that the shots will fire appropriately with the SFX. Hope that helped! :D
Has anyone tested compatibility with 0.53a?What does that do?
It makes the weapon charge to full power with the press of a mousebutton, instead of holding it down.
Which in turn means that the shots will fire appropriately with the SFX. Hope that helped! :D
Note that this doesn't fix in all cases; the Hadron Accelerator won't fire after charge-up if there's not enough flux cap.
-- Griffinhart
WB NikolaiLev! I'm currently updating the Antediluvians and IFed in here, so an updated version will be up soon-ish (after I've played a little bit more with vanilla).
Id just like to say that i just got this mod, and i love it, BUT, you have to change the color of the *Unidentified Reading* fleets because you cant have a black colored fleet on a black map, you cant see them. could you make them like dark grey or a dark color that appears on the map?
I think thats the point ValkyriaL :P
Yo Uomoz, do you have any idea how to change a fleet's ship prefixes (i.e. "HSS")? I can't find it anywhere, but I was told ships in IFed standalone are different than U'sC. I wish to edit it regardless.
Ok, I received 6 test request in like 10 minutes, so we are good like this :D. Will send u all the link to the test as soon as it's ready.
Yo Uomoz, do you have any idea how to change a fleet's ship prefixes (i.e. "HSS")? I can't find it anywhere, but I was told ships in IFed standalone are different than U'sC. I wish to edit it regardless.
:P
That's what you get with a popular mod. ;) Anyways, what's being added?
:P
That's what you get with a popular mod. ;) Anyways, what's being added?
Added a faction, cut A LOT of stuff.
Next version (out today or tomorrow) will probably be a complete overhaul. Scourge Pur and Eld will be cut until more starsystems are implemented. The diplomacy system will be simplified until vanilla SF has a similar system (and I will eventually add to it). 2-3 planets will be cut. I'll ask permission for 1-2 factions to be added.
That's pretty much it.
Awww....no more Scourge? I know you're remaking the whole faction, but I'd like to see them one more time. :)
Scourge\Relics war is too big of a conflict to be included in the current single system build, so they'll retreat into dark space for a little bit. On the other hand a lot of old grudges and new incomprehensions generated a whole new set of POWER BLOCKS into Uomoz's Corvus.
Scourge\Relics war is too big of a conflict to be included in the current single system build, so they'll retreat into dark space for a little bit. On the other hand a lot of old grudges and new incomprehensions generated a whole new set of POWER BLOCKS into Uomoz's Corvus.
Will the pirates still be against everyone, or will they band together to keep their criminal enterprises running?
:X
I don't want to get everyone jealous and anxious, but... UC16 alpha's gameplay? Brilliant! ;D
i Think you should improve the hegemony D fleet while you are at it, all the other *big* faction fleets absolutely face roll it.In 15, in my experience, the Hegemony Defence Fleet wins out against Tri-Tach's equivalent more often than not. Pirates can't field anything to challenge it, IFed is non-hostile to the Hegemony... don't think I've ever seen Lotus fight them. Same with Scourge.
2018493 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
Something wrong with one of the new shipsystems maybe? AI not knowing what to do with it?
Or did something get screwed up with the AI in a faction file?
[edit] looks like something went wrong switching to the actual combat.
{
"id":"neutrongun",
"type":"WEAPON",
"aiType":"EMP",
"weaponDataId":"neutrongun",
"outOfUsesSound":"gun_out_of_ammo",
"aiHints":{
"threatRange":800,
"threatAmount":4,
"threatAngle":0,
"threatArc":0,
"weaponAssignmentSuitability":{
"LIGHT_ESCORT":{"mult":1, "flat":15},
"DESTROYER_ESCORT":{"mult":1, "flat":15},
"FULL_ESCORT":{"mult":1, "flat":10},
"INTERCEPT":{"mult":1, "flat":10},
}
}
}
i would post a pic of the fleets but i don't know any sites i can upload to, can someone give me a site? I will post them in my next comment.http://www.imgur.com/
Seems the new release of UC has sparked a lot of new development in the old mods. :)
Seems the new release of UC has sparked a lot of new development in the old mods. :)
Or, you know...0.53 ;)
Seems the new release of UC has sparked a lot of new development in the old mods. :)
Or, you know...0.53 ;)
I'm pretty sure Alex fits his development plan around Uomoz's Corvus :D
:( I can't use this mod because I can't run 7z :(
just an error, in battle (like 1min after its starts)Spoiler2722859 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
at com.fs.starfarer.ui.g.o00000(Unknown Source)[close]
just an error, in battle (like 1min after its starts)Spoiler2722859 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
at com.fs.starfarer.ui.g.o00000(Unknown Source)[close]
What were you flying and who did you attack? What kind of ships were present?
Added Point Defense drones to the Charybdis.
Added Sensor Drones to the Morningstar.
I see IFed ships in there and Shadowyards Heavy Industries ships. IFed has custom ship systems. Does Shadowyards HI also have custom ship systems?
[EDIT]QuoteAdded Point Defense drones to the Charybdis.
Added Sensor Drones to the Morningstar.
I guess that means they do. Unless these are vanilla systems. Anyway, the log report looks similar to the one Keptin had. He traced back it to ship systems.
I see a Helios. Are you on Uomoz 16, or 16.1? There's a known issue with the Helios' (also the Montana's) ship system. keptin put up a fix in the IFed thread, and I think 16.1 incorporates it.just an error, in battle (like 1min after its starts)Spoiler2722859 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
at com.fs.starfarer.ui.g.o00000(Unknown Source)[close]
What were you flying and who did you attack? What kind of ships were present?
http://imgur.com/a/Agidh#R8Udt
How is this possible?waitSpoiler(http://img215.imageshack.us/img215/5793/screenshot000d.png)[close]
How is this possible?
Edit: Sorry, was not clear enough of what was going on.
An unarmed Echo made my Hound retreat in auto-resolve. So something must be very wrong.
(http://img215.imageshack.us/img215/5793/screenshot000d.png)
1st i was on 16 (i think) now i download 16.1 fight that Lotus transport & so far so goodI see a Helios. Are you on Uomoz 16, or 16.1? There's a known issue with the Helios' (also the Montana's) ship system. keptin put up a fix in the IFed thread, and I think 16.1 incorporates it.just an error, in battle (like 1min after its starts)Spoiler2722859 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
java.lang.ClassCastException: com.fs.starfarer.combat.systems.R cannot be cast to com.fs.starfarer.combat.systems.String
at com.fs.starfarer.combat.ai.system.if.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.ui.impl.F.o00000(Unknown Source)
at com.fs.starfarer.ui.g.o00000(Unknown Source)[close]
What were you flying and who did you attack? What kind of ships were present?
http://imgur.com/a/Agidh#R8Udt
-- Griffinhart
-- Griffinhart
How is this possible?
An unarmed Echo made my Hound retreat in auto-resolve. So something must be very wrong.
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?
Are you using Linux?
I've made everything lowercase in the Antediluvian mod, since people with Linux were experiencing issues. However, I opened up UC16.1 and the portraits there still have upper case characters. You can manually change it for yourself. Or you can wait for Uomoz to fix it.
(http://cache.ohinternet.com/images/6/6e/Copy-Pasta.jpg)
I always get an error while loading the antediluvian portraits, any know how to fix if off the top of their head?
Are you using Linux?
I've made everything lowercase in the Antediluvian mod, since people with Linux were experiencing issues. However, I opened up UC16.1 and the portraits there still have upper case characters. You can manually change it for yourself. Or you can wait for Uomoz to fix it.
ok, I've been working on updating starfarer plus, along with descriptions for all the ships therein.
I hope to have it ready for inclusion soon.
ok, I've been working on updating starfarer plus, along with descriptions for all the ships therein.
I hope to have it ready for inclusion soon.
As I already told to craft, I don't really like many of the super simple kitbashes that SF+ has. So I won't implement it unless i see some drastic change of style in there.
EDIT: as a general rule, factions where i can immediately tell where the ship's pieces come from won't be included.
Hadron Accelerator cannon. it stops charging just before it shots
Uomoz, i added my own modded onslaught into the game and activated your mod *it can use all weps to test them* and apparently, the AI cant fire the Hadron Accelerator cannon. it stops charging just before it shots, i think changing it into a single click weapon would be better, you click it, charges up and shots on its own. and what happened to the lotus flotilla? they don't seem to spawn anymore and a question or 2 from me =D how do i make my own weapons? like cain and so on? and how do i write a description on ships i make?
Let's go with "highly evolved humans", genetic augmentation or whatever. Sent to the fringe of space a century before the Republic colony ships were built, their experimental Hadron reflector left them stranded in an uninhabitable system. Their geneticists' morals were quickly thrust aside in a desperate attempt to survive, eventually leading to an advanced mutant race, of sorts. Jardain territory was some distance away from the original colonies and their existence forgotten, but thousands of years later, as the IFed began to expand its boarders, the Jardain perceived them as a threat and decided to launch a preemptive surprise attack to exterminate all creatures they consider beneath them.
And yes, common weaponry.
Ran into a Null error while fighting a junk pirate fleet, it was one with the new ship in it along with a kraken a goat and a spike.
2473754 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Ran into a Null error while fighting a junk pirate fleet, it was one with the new ship in it along with a kraken a goat and a spike.
2473754 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Thanks for the report. It seems like an error related to subsystems (the custom JP subsystem maybe?). I checked the code and U'sC version is kind of identical to the original.
Any tips?
Hang on a second, time out... does that REALLY say Neutrino Combat Lawyers?
Hang on a second, time out... does that REALLY say Neutrino Combat Lawyers?
Thanks for the report.
I had tested the phase drone subsystem and everything appeared to be working correctly at my end.
If you wanted to remove the subsystem in your version, you could do it in the Uomoz ship_data.csv - change the junk_pirates_drone_phase subsystem to something else, or remove it entirely.
I won't get a chance to have a play about with it in the next few days, but I will do that ASAP to confirm whether this is a problem and get my mod changed if so.
Man, Persephone "frigate" wings are tank as hell. Cheap, too. One Auria, one Titan, one Mercury, two Nereid wings, two Iguana wings, two Skinwalker wings, and six Persephone wings: faceroll whatever comes your way HUEHUEHUE
IFed station needs to stock more Mass Drivers and Cains uhuhuhu what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez
-- Griffinhart
ETA2: Honestly, I think "at least 1FP per ship, minimum" is a good rule of thumb, unless you've got some amazing extenuating penalties.
-- Griffinhart
what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez
Speaking of penalties, their flux is pretty poor, meaning they can't fire non-stop. Also, they can usually only bring one weapon to bear. Unless they are charging precisely head-on. And don't forget, they are the only "fighter role" ship with a poor maneuverability rating.Sure, but here's the thing - because they're classed as "fighters", they can go R&R at any available on-field carrier (or, technically, any ship that has a flight deck), which ups their survivability drastically (assuming they can, of course, get to a carrier in time - I'm thinking the AI has them bug out after a second loss).
Upping their crew requirements might also be a fitting measure. Considering they're small frigates and not one-man fightercraft.Mm, yeah. From a balance perspective, I don't really see that as a big thing; crew tend to not be particularly expensive if you're not fielding a large ship - and even then, it's not that expensive: Regular Crew cost 60 per, and, for example, Titans require only 500-some odd for a skeleton crew, so that's only in the 30k Credit range, and the ship itself is nearly 230k, so crew only makes up roughly 15% of the cost, before weapons (after which, crew tend to be even less of a cost factor; three Cains at 16800 per, Dual Flaks are what, 4k? Five of those for 20k, and ten Railguns for roughly 8k, so the total cost of a Regular skeleton-crewed Titan is something like 340k, of which the crew is only about 10%) - or are trying to crew your ships with better-than-Regular, but flavor-wise, it makes sense.
Man, I can't even do that, I don't have any ships with enough Large Universal/Ballistic/Missile mounts to fit them all!what am I even going to do with eight Hadron Accelerators and ten Omega Devices, jeez
Commit pirate genocide.
Yeah its not the Turbot, I fought one and didn't crash; though I'm still getting the Null error while fighting the junk pirates. It tends to happen with groups with Krakens in them. So maybe that's it? Though I fought a Kraken once, and crashed, fought the same group again and didn't crash then fought a different group and crashed so I don't know what the hell is going on.
If i am going to add a description to my ships, do i write that like underneath another capital ship or at the bottom of the whole thing if i open it in word pad?
id,type,text1,text2,text3,notes,
waterworld,"PLANET","Fair Atlantis is a blue-green jewel, sitting in the Corvus system. It is covered by the Celadon Sea. A never ending ocean, below which rests the Antediluvian home of Cerulean City. The Antediluvians are as mysterious as they are beguiling."
frigate_sentinel,SHIP,"The Sentinel is a sleek and swift vessel of exploration, both underwater and in space.
Its engine systems may look sub-par, but they only have to push so-much mass. Adding to its sleek and fast design, the Sentinel is equipped with capable ballistic systems and finds its hull covered in modern pressure plates. However, all this means that there is little space for a proper crew or subsystems.",,,
frigate_azores,SHIP,"The Azores served as prototype platform to the new ion-gas algae powered engines.
It performed rather well, though later designs refined on the original prototype. This leaves the Azores a relatively slow frigate. Relatively, for it is still able to reach impressive speeds. Its other systems perform quite well. All in all, the Azores is a cheap but reliable ship. It is able to wield a battery of five pressurized turrets.",,,
frigate_anchor,SHIP,"The Anchor was once used for extended research missions beneath the Celadon Sea of Atlantis.
It comes with an augmented fan-controlled and ion-gas propelled engine system and superior pressure plating. However, it does lack in the ballistics department, granting it little damage output in combat. Its mid-section can only hold a small battery of three turrets.",,,
frigate_forlorn,SHIP,"The Forlorn was designed to break up rock and crystalline formations below the Celadon Sea.
It has superior ballistic systems, yet lacks in the pressure-plate department. It cannot take much of a beating before its hull is breached and its internal systems are exposed. However, its reasonably capable engines allow it to perform well during hit-and-run tactics. Allowing it to strike swiftly and retreat out of weapons range just as quickly.",,,
frigate_cape,SHIP,"The Cape is a modern design. It is sleek, well-rounded and costly.
Plus it can accommodate more personnel than any other frigate-classed Antediluvian ship. It is often described as the researcher cruise-ship, offering relatively luxury accommodations to its crew. It is also used as launch for the commanding officers of larger ships.",,,
frigate_donovan,SHIP,"A tribute to an ancient artist from an ancient world.
The Donovan is a well-rounded and advanced submarinal- and space craft. It sports five ballistic mounts and is nearly fully covered in pressure plates. It is also internally reinforced by the latest in bulkhead technology, warding off both aquatic pressure and the punishments of outer space. It is the only frigate in the Antediluvian fleet able to field a sonic turret.",,,
reflectorbeam,WEAPON,"The ARB-10 'Cleito' Antediluvian Reflector Beam. A water based laser beam that can cover incredible distances.
The ARB-10 is the Antediluvian answer to phase technology. As a ship equipped with a Cleito can quickly hit targets over greater distances. These reflectors are now found on larger ships, previously unable to catch up with their phasing prey. The beam is conjured by sending light through a system of aqua-based reflecting pools, at nano levels.","Strike",
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?
Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?
Ah-ha yeah, that is definitely right. But it's TOO LATE! :P
Ah, yes, of course~!Uomoz, you know, groups of peoples working together under common causes are called blocs, not blocks, right?
Ah-ha yeah, that is definitely right. But it's TOO LATE! :P
It is uhh... The new spelling in cycle 127. That's right.
172750 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerExceptionUnfortunately it doesn't really tell us much.
java.lang.NullPointerException
at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.Could it be some strange incompatibility with ship systems on one of the ships?
The Cutlass and the Scatter PD have been a part of the Junk Pirates' loadouts for some time, not sure why that would cause issues now. All of those hulls have been part of the Junk Pirates' fleets for some time, too. Only one I don't recognize is the Dugong, but I'll probably be able to go 'Oh, THAT one' if you pointed it out. I just don't recognize it by name.Could it be some strange incompatibility with ship systems on one of the ships?
Just wanted to say that I've been enjoying version 16 a lot. Everything feels so much cleaner and more organized. Nice work.
There was a post in between but i think he removed it. BTW is it possible to edit weapons in the Sf ship editor?
Just had a crash against a pair of clams, a hammer, and a spike. Not sure of the variants, I'll check that in a bit. Got most of the way through a fight, the hammer and the fighters were already taken down, I'd gotten one of the clams to near overloading when the game crashed, could it be an issue with the fortress shield on them? I haven't seen the AI use it at all in previous fights and I'm not really sure what would trigger it, but that could've been the problem. What portions of starfarer.log could I post that would be useful in debugging?The last chunk before you crashed.
not sure if I know what the visual cue would beFortress shields are bright pink when turned on, does that help at all?
I don't know whether the clam is ever using it's fortress shield - not sure if I know what the visual cue would be - I think it might have - and it certainly seems to me like it should be doing as I sit and pepper the little mite with all sorts of ordnance.
Yeah I know that already xD.I like the Romanian one better :D
http://translate.google.com/?hl=en&safe=off&biw=1858&bih=995&q=uomoz&ion=1&bav=on.2,or.r_gc.r_pw.r_cp.r_qf.&um=1&ie=UTF-8&sa=N&tab=wT#it/it/uomoz
Click for how I pronounce it.
Always wondered if that round thing was a reactor or fuel storage, if the former then why does the destroyer sized tanker have three, and if the latter why does this ship have one? (not to say the design isn't awesome) I guess an automated billboard ship would be pretty long range though so I suppose it'd make sense to have extended tanks.
Would it be possible to put another sun/orbital system off the map and use that to simulate another system? Or does the ai get weird if it's working too far from the origin.
Will update U'sC with this cool stuff as soon as Ante gets updated with convoys. :D
EDIT:
Noticed a small thing some time ago that bugs me a little. There seems to be a slight offset between the weapons and the ship sprites (maybe due to the fact that they were made without ship editor?). I can fix it in half an hour time with Trylobot tool and send you the updated files if you wish!
(http://i.imgur.com/Q1OOV.png)
(like the gun on the right)
Captured a large Atlantis ghost ship. Just notice they have no systems...I am assuming this is intentional?
Hmm... looking at the files none of the Atlantis ships have systems.
I am playing this mod for a couple of days now, and I love it!!!
Its so cool to have that much more variety of ships, factions and bases!!!
But my current favorite ship (Blowtorch) is just crazy OP:
(https://dl.dropbox.com/u/55698016/OP_Blowtorch.png)
It kills capital ships without any problems, since those 6 pulsed beams cut through everything like butter. Shields just overreact and disable the enemy, and the hulls dont take more than a handfull of shots either.
I think those 500 flux dissipation/sec is just too much.
Im running on 16.1 still, just to let you know.
I am playing this mod for a couple of days now, and I love it!!!
Its so cool to have that much more variety of ships, factions and bases!!!
But my current favorite ship (Blowtorch) is just crazy OP:
(https://dl.dropbox.com/u/55698016/OP_Blowtorch.png)
It kills capital ships without any problems, since those 6 pulsed beams cut through everything like butter. Shields just overreact and disable the enemy, and the hulls dont take more than a handfull of shots either.
I think those 500 flux dissipation/sec is just too much.
Im running on 16.1 still, just to let you know.
Sweet, thanks dude!
Edit: There appears to be something wrong with the close support clam, or possibly the new grapeshot weapon, I noticed an enemy clam was occasionally taking an unexplicable 36,000 damage hit to shields and overloading hopelessly.
actually, with that configuration, he'll run out flux prematurely and lose out on damage if he fires them all at once, but since he decided on defensive hull mods it makes it slightly more durable :P
Each pulse beam takes up around 500-600 flux to fire if my math holds up.
actually, with that configuration, he'll run out flux prematurely and lose out on damage if he fires them all at once, but since he decided on defensive hull mods it makes it slightly more durable :P
Each pulse beam takes up around 500-600 flux to fire if my math holds up.
I have them all linked together, and are firing them every 4 seconds roughly.
Sometimes the shield ceases working when firing, so I always have to check if its still on.
The shield was so small initially so I increased its arc to have some protection.
With the thrusters I make sure I can orient the ship fast enough towards the enemy.
12 [main] ERROR com.fs.starfarer.StarfarerLauncher - java.lang.RuntimeException: Error loading mod descriptor [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16.3a - Power Blocs\mod_info.json]
java.lang.RuntimeException: Error loading mod descriptor [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Uomoz's Corvus 16.3a - Power Blocs\mod_info.json]
at com.fs.starfarer.launcher.ModManager$1.accept(Unknown Source)
at java.io.File.listFiles(File.java:1134)
at com.fs.starfarer.launcher.ModManager.String(Unknown Source)
at com.fs.starfarer.launcher.ModManager.<init>(Unknown Source)
at com.fs.starfarer.launcher.ModManager.Ö00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
Caused by: org.json.JSONException: Expected a ',' or '}' at 462 [character 463 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:227)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.Ø00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
at com.fs.starfarer.launcher.ModManager.super(Unknown Source)
... 7 more
"m_isVanillaBalanced":"true"
"m_isCompilation":"true"
"m_compilationModList":"nomads, Antediluvians, The ASP Syndicate, junk_pirates, shadow_ships, Neutrino, Lotus, interstellarFederation"
"m_incompatibleWith":"Collection, minimash"
37858 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
at com.fs.starfarer.title.ooOO.L.Ò00000(Unknown Source)
...
OM NOM NOM NOM NOM'D
Found the error,
we left out a column in the ship_data.csv
it's the column right after shield type,
so right now it's
SHIELD TYPE | SHIELD ARC
when it should be
SHIELD TYPE | DEFENSE ID | SHIELD ARC
PHASE phasecloak
Edit: on the offchance I'm wrong, I'll eat my words :D
1000 posts about this mod! Deep thanks to the great modders, players, scripters, moderators, Alexes, Uomozes that makes this community awesum!
I <3 U!
1000 posts about this mod! Deep thanks to the great modders, players, scripters, moderators, Alexes, Uomozes that makes this community awesum!
I <3 U!
Quick question on the New ID. I purchased one and it reset my relations with the Tri-Tachyon buy not with some other factions like the Anitdilluvians. Is it supposed to reset for all of them, or do I just need to purchase more ID's?
The neutrino corp seem OP. The ships are cool, especially the new weapon types, but they are way too powerful. Even the AI never seems to never lose with them against much larger fleets.
[INF_albatross] is Interstellar Federation ship.yes it is but there is an "Albatros" in CEALUS (that i have problem with that ship too,even that he isn't there yet ;p, maybe i got some "albattros curse or something?)
I analyzed fleet compositions and spawnchances for all modded factions, here's my thoughts on the current U'sC integration.
NOTE TO MODDERS: Alex "secretely" modified fleet compositions for vanilla factions so they have [80,80] crew on all fleets. This was implemented to nerf the chance of captures. I manually changed this values on every update for all factions but if you want to put this modification in your own version, you wouldn't do any damage :D.
...
SHI
Needs more diversification, plus the top-tier fleet have way too many FP for the role of the faction. Maybe a nerf to 130-140FP and a lower (10%) chance?
20% 25FP
35% 40FP
30% 50FP
15% 200FP
Let me know what players and modders think about this!
Neutrino ships tend to favor 1 on 1 combat
Ah! Sounds like I need to re-download :)
Hmm, when I try to use the new version it says:
Fatal: No enum const class
com.fs.starfarer.api.comba.WeaponAPI$AIHints.Show_In_Codex
Right at the beginning of the game, on launch before it gets to the menu screen.I had the same problem with the newest MOD ver. game crashes at the begining of the loading bar
Yeah it's a bit overpowered, especially combined with current NC weaponry xD.
Yeah, that's an issue I'm well aware of. In this case imho nomads should have reduced dissipation to compensate the insane amount of turrets xD.
Now how the heck do they have it. xD
Should I take it out? :P
did you get those changes done? You should upload a package with the changes.
did you get those changes done? You should upload a package with the changes.
Any mod can be added as long as it fits the criteria, the ones im working with might just join soon. ;D although Uomoz might have to create a second system to fit all the factions.what exactly are the requirements?
They must have some kind of lore, be well detailed and constructed with good fleet variation, they must be weaker or on equal strength with the hegemony as they are the most powerful vanilla faction. i guess that would be it. Think Uomoz could answer that better.-
Ooooh Uomoz i summon thy! :D
There's also the fact that Uomoz isn't really adding more factions on account of a single system containing so many is kind of a crunch.:(
Have you played 16.4? 16.2 was worse.yea i know...
The mod is great, the implementation is great but unfortunately a single star system isn't big enough for a dozen factions.
Waiting for the next game patch pretty much :)
Dont let the modding die.
All the non up-to-date mods will be cut in the next version. As SF grows and get better, only the (personally) best and most updated mods get to keep on being in the compilation. Ship systems and a general balance check are the basic requirements to keep a mod in the compilation.
I analyzed fleet compositions and spawnchances for all modded factions, here's my thoughts on the current U'sC integration.
NOTE TO MODDERS: Alex "secretely" modified fleet compositions for vanilla factions so they have [80,80] crew on all fleets. This was implemented to nerf the chance of captures. I manually changed this values on every update for all factions but if you want to put this modification in your own version, you wouldn't do any damage Cheesy.
Ante
A lot of fleets diversification, that is awesome. 25% of 100+FP fleets it WAY too much for a faction "on the run". The top fleet is way too big, it outnumber Heg Def fleets, maybe a 140-150FP cap?
20% 25FP
35% 35FP
5% 35FP
5% 65FP
5% 55FP
5% 90FP
5% 120FP
5% 180FP
15% 225FP
Can you post a small tutorial on how to add other mods ourselves?voila
Also thank god for lotus removal, they are OP as hell. So are junk pirates.
Can you post a small tutorial on how to add other mods ourselves?voila
Also thank god for lotus removal, they are OP as hell. So are junk pirates.
http://fractalsoftworks.com/forum/index.php?topic=3877.0
http://fractalsoftworks.com/forum/index.php?topic=1282.0
or weren't you pointing at this?
1990797 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
1990799 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
2003981 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozEvents.spawnFleet(UomozEvents.java:29)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I'll work on the .54a this afternoon (new version probably out in 6-7 hours)
No its more of a staggered thing, with Uomoz waiting a few days for people to catch up, then posting it and continuing adding things.
Will we be seeing a return of the Scourge?I've been waiting a long time for them. Me wants the Scourge back! :)
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.As i recall that can be fixed...
I think that was more of a joke.As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.As i recall that can be fixed...
No, i think i mange to do that with Relics. Just need to specify what weapons to be delivered in station and not to give allrandom thing to delivering mechanism.I think that was more of a joke.As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.As i recall that can be fixed...
Vanilla convoys still deliver random weapons though. One thing I can try doing is set all Scourge weapons as built in.
It's just a discrepancy in mendonca's .csv arrangement and with (in general) most other .csv
Dev version 13.2Download:SpoilerQuoteTested with 0.54a!
Content:
-vanilla balanced gameplay
-campaign integrated
-4 missions + custom backgrounds and icons
-31 custom ships (16 FF, 5 DD, 5 CL, 5 BB)
-3 factions (Antediluvians + two special sub-factions) + 1 planet and station, 9 different fleet types
-weapons now have visual recoil
-14 portraits (7 male, 7 female)
-custom sounds for weapons
-custom names and custom ship prefix
-supply convoys
To be fixed / added:
-more story-driven missions - IN PROGRESS
-more lore[close]
Download! (http://www.mediafire.com/?d68y12at3fy0661)
Changelog:
+Ghost ships made more powerful. Ghost ship prices decreased; as to avoid players making too much profit from "farming" ghost fleets.
+Slight armour increase, small cargo space increase, minor speed increase for all Antediluvian ships. Since the introduction of ship systems the Antediluvians have been sup-par and required several slight improvements.
+Added Persephone Ghosts, to make up for the Ghost fleet's lack of a fast attack ship.
+Fixed pressure turrets not being delivered by convoys.
+Balanced fleet sizes. Decreased the OP values overall.
+Added Wayfarers sub-faction to the mod.
+Redid Flux points and hullmods for Antediluvian ships.
+Improved descriptions here and there.
+Added additional "Reflector" variants to Antediluvian ships.
+Lots more.
Postponed:
-Custom Ship Systems.
-Bounds (they are too detailed as of now).
-Adding unarmed variants to be sold at stations.
Do the mod builders have to provide you with some unique ships?
Ok, I gathered few ideas about the new version. A new faction with a very low spawn rate with named and famous admirals fleets with unique and not acquirable ships.
I meant not purchasable ships.
I meant not purchasable ships.
Admit it though. The Wayfarers gave you this idea, no? :D
Or am I completely off?
i'll post 16.5 in a few hours.Eagerly awaiting it. Haven't even fired up SF 0.54a yet. :v
Newest version of both Starfarer and Uomoz.
dear Uomoz,Thanks for kind word. Uomoz sad that Purifiers (that is one that you refer as Gatekeepers) look to much as kitbashed so he will not put them in again (probably). BUT if you like them, Uomoz Corvus mod and Relics mod (Gatekeepers are in Relics mod) can work together. You just need to have them both and activate both in mod list thingy in launcher and that is it.
tell me, can u put back in the mod the Gatekeepers and Scourge?
The GateKeepers were the best part in your mix. I loved their cannons and Cruisers!
And it was the only meaning and proof that there are another worlds, systems, which makes even the alpha game seem Much more interesting!
Thanks.
A minor problem I probably ought to put in the JP thread: The Junk Pirate's Octopus freighter's maximum personnel is 400, while its skeleton crew is also 400, which seems far too high.That's the fuel capacity, oh cripes, I hope I didn't just go and mess up my ship_data.csv even more :-[
Mendonca! you troublemaker ;DIt wasn't me I promise I promise! ::)
Might be a conflict with another mod. I had that error too with the Restock mod but that's because I modified it to include mod ships. Instead of persephone_wings, it's now persephone_wing_small and persephone_wing_large.
Mendonca! you troublemaker ;DIt wasn't me I promise I promise! ::)
I've had a look through, NikolaiLev can you confirm you are playing the very recent 16.5 upload ... i.e the one put up today?
On my download (JP and Uomoz), all things seem to be as expected? ???
3) ISF has beautiful ships but they seem very unbalanced in the bad way. They undermaneouver, have low shield efficiency barely decent outfit slots and just ok ordnance points. That faction's guns are quite decent though.
Will be fixed in the next version.Bulwark - 18500
[edit]
Can someone confirm for me that the prices are normal? Please check the Column and the Bulwark. They should both cost 3750 credits.
I think i'm getting some errors with the Antediluvian's in 16.5 i'm getting errors about the persephone_wings variants not being found,
Might be a conflict with another mod. I had that error too with the Restock mod but that's because I modified it to include mod ships. Instead of persephone_wings, it's now persephone_wing_small and persephone_wing_large.
Correct. It must be conflicting with another mod. I have experienced no issues running 16.5.
It only happened twice, once with the large and once with the small, first time was on game startup, second was when i tried save & exiting, hasn't happened after, was only running the newest 16.5 standalone, but it hasn't reoccurred yet....
Ship hull variant [persephone_wing_small] not found
I'll fix that as soon as I come back home (I think it's related to the title screen variants\wings list I made i a rush). It's not gamebreaking and the fix will be retro-compatible.
Well, I like adapting to "difficult" situations during my gameplay. I usually take what the market offer. I think Perma-stocking is way too much "casual" for my vision of this mod.
Perma stocking would take indeed a chunk the fun out of the game, but having a system with blueprints/ship scrapping for materials, even as a placeholder, would help with the current 'endgame' where if you wanted, you could totally afford a fleet of Battleships but you can't, even with millions of credits, since there is no supply.I completely agree with this post.
I wouldn't mind even downpaying an overpriced sum to be delivered after a few weeks ingame time.
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
I would like that very much as well :D
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?
I would like that very much as well :D
Gun Runners is a nice little mod, has a couple new ships (one of my favorite carriers) and a shop that will sell almost every weapon and faction rep reset for every mod installed. You just have to make a simple fix to get it to work with .54a:
Just replace
SectorEntityToken playerfleet = system.getEntityByName("Fleet");
with
CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();
in Starfarer\mods\Gun Runners\data\scripts\world\GRDefenseSpawnPoint.java. (Thx LazyWizard)
Can someone list a few good balanced mods that are compatible with Uomoz's Corvus?I did a test run wiht Uomoz's corvus and alot of mods (non-balanced and balanced) some time ago, this is the list of things I got working whit it whitout problems:
As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.
maybe in documentation ::)As long as Scourge Weapons can be found in random convoys, Scourge will wait in dark space.
Saw this a long time ago, but forgot to mention something:
If you add the "SYSTEM" flag under "hints" in weapon_data.csv, the weapon won't show up in random convoys.
...and resumed working on Scourge. :)
...and resumed working on Scourge. :)
Is it true? Are they coming back in the near future? :D
Why not just make all the planets about a quarter of the original size and add more systems?
Or you can keep everything normal and just make the planets go off the map.
So.
I wanna ask new stuff to include:
- Blackrock Drive Yards
- Thule's Elite Sub-Factions
- The Gedune
Thoughts?
Sounds legit, could probably throw in the valkyrians as well if there is space for them and if you want them in there.
So.
I wanna ask new stuff to include:
- Blackrock Drive Yards
- Thule's Elite Sub-Factions
- The Gedune
Thoughts?
Oh yeah, Il make a thread for them once i figure out how to make people able to download it, not familiar with media fire or anything like that.
More fodder for my fleet of one Auria and five wings of Persephones?
Sure, whatever. More things for me to roflstomp huehuehue!
Sidenote: the Phased Array Cannon still costs 0OP, and I can still buy it. The Paragon I recovered currently mounts three... I just need a fourth.
-- Griffinhart
I like *most* of the ships. But I also think that a few looks redundant and easily mirrored.To heavily armed? :) an easy fix, i do feel that they are quiet balanced right now tho, I feel that i cant do anything in those ships that i cant do in any other, If that makes sense. and yes.. i do like symmetrical things. ;D
got... to... make... mod... and stick to it.
otherwise i'll never get anything into uomoz corvus. ) :
I hate having a mind that changes so damn quick!
well hyph seems you reached your goal. ;D
I remembered when you just joined :'( . they grow up so fast.
A rough ETA for release of the next Uz's C? A week? Months? Want to know how long I have to update Antediluvians to DEV 14.
Not sure if bug: I just looted an Orbital Fusion Cannon off of a Tri-Tach Supply convoy.
Sure as hell glad they didn't have it mounted...
Not that I can, either.
-- Griffinhart
@hyph_k31
its not that i havent got enough ideas or that i havent got enough time and its not even that i dont have enough experience and knowledge....
its just that..... I cant work on something long enough to finish it... just have too many idea's... :'(
It probably isn't a good idea to mix two big compilations like UC and OM. There are probably tonnes of conflicts. >.<
That, and I dont really think you'd enjoy it very much, Corvus would just be too crowded.
Corvus needs to be crowded when you can wipe out any fleet you want easily
10837 [Thread-5] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error loading [data/world/factions/wayfarer.faction] resource, not found in [/home/jeff/starfarer/./mods/Uomozs_Corvus_16_5_-_Power_Blocs,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/world/factions/wayfarer.faction] resource, not found in [/home/jeff/starfarer/./mods/Uomozs_Corvus_16_5_-_Power_Blocs,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.null.o00000(Unknown Source)
at com.fs.A.super.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:722)
I figured it out: a number of the filenames are mixed case, but references to them are not all the same case. I tried a blanket recursive renaming of all files to lowercase, but some are referenced as mixed case. :-[As it turns out, case matters in most Linux filesystems! How wonderful and correct.
As it turns out, case matters in most Linux filesystems! How wonderful and correct.
Friggin' Windows...
-- Griffinhart
Yeah I'm not a modder, so I'm fixing it one file at a time, but to any modders reading this, on linux: /graphics/Antediluvians/ships and /graphics/antediluvians/ships are 2 different directories, and my_ship.png and my_Ship.png are 2 different files.
Yeah I'm not a modder, so I'm fixing it one file at a time, but to any modders reading this, on linux: /graphics/Antediluvians/ships and /graphics/antediluvians/ships are 2 different directories, and my_ship.png and my_Ship.png are 2 different files.
Uomoz has to fix that. Everything in the Antediluvian mod has been consistantly all lower case for a long time.
Uomoz, I recommend you pull out all Antediluvian references in the next version, and just put everything back in from the latest version of the Antedulivians mod, if that isn't too much work.
The game probably searches for _wing when it searches fighters and Persephones ids end with _large or _small.
The game probably searches for _wing when it searches fighters and Persephones ids end with _large or _small.
So it will probably help if I rename the wings to:
persephone_small_wing
persephone_large_wing
is 16.5 compatible with the bugfix update?
is 16.5 compatible with the bugfix update?
I think so. At least, everything loads okay. Haven't really tested it much yet.
Edit: Played out some battles against various factions, bought/sold stuff, seems okay so far.
The Nomads won't make it in? BTW, Ante's 14 is almost done. I just had to fix the weapon barrels.Oh noes! Did the nomads finally become too outdated?
[edit]
The Ante's could fit in with the Grey or Blue bloc.
[another edit]
Dev 14 is out: download here! (http://www.mediafire.com/?fhs68bqie85028n)
Uomoz, you could always add the mysterious Antediluvians in the outskirts of the sector map. Maybe create a binary starsystem with a second star far removed from Corvus. Planet Atlantis could rotate around Corvus, off map.Put the Nomads instead of the Andeluvians. Nomads are nomads, and have no home or it is really far away.
... Valkyrians? ::)
I don't have to explain why. Man you built those sprites you know better.Now now, let's not get ahead of ourselves here. If you had bothered to stay in the skype chat, you'd know that we've been discussing the Valkyrian's for a while. Saying 'I don't have to explain why' solves nothing. It doesn't even explain what part of the ships are OP. It's pretty much just not having a reason and pushing them away for pure contempt.
capital ships.not only capitals, don't remember wich one of the cruisers was it Nirvana Mk.III or II but there was aybe to take over onslaught in AI vs AI battle in simulation mode
The sheer number of weapons slots for once. I will never accept a faction that has a ship that clearly overwhelms a Paragon.But of course. Complete, logical sense. (http://i.imgur.com/ChRxJ.jpg)
Well, you can play MY mod with any other mod. You can also modify the scripts and integrate them!I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers) and usually with at least one other (the other had been Blackrock Drive Yards but luckily that one has been added. :)
If I don't like parts of the mod nobody is forcing me to ask the permission to integrate it.
You have a mod that interests Uomoz and he asks if he can implement it, and then he assigns it to a fitting bloc for your mod.Ah sorry i misunderstood :P i thought you can join actual alliances ingame :-X
You have a mod that interests Uomoz and he asks if he can implement it, and then he assigns it to a fitting bloc for your mod.Ah sorry i misunderstood :P i thought you can join actual alliances ingame :-X
P.S. Seems Junk pirates needs some more descriptions..
"33028 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found"
"33028 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found"
aww dont let the gedune mod in here they are so busted v.v..
Hyph I got Gedune in because they have a lot of potential but reading through ships stats i found one that have all the correct stats for shields and "NONE" at the type -.-
I can still pull them out, so please polish it a bit more.
Right, but what he's saying is that you've given shield stats to something without a shield.Hyph I got Gedune in because they have a lot of potential but reading through ships stats i found one that have all the correct stats for shields and "NONE" at the type -.-
I can still pull them out, so please polish it a bit more.
"NONE" is actually a valid shield type :P just look in the vanilla file.
That's not my reasoning. The point of giving it the shield stats, is so that in game you can give it a shield with hull mods...That's a really good question, but I *think* the hullmods have some sort of default stats. I don't know if they override the stats in the ships.csv, though.
Or do the hullmods add shield stats? In which case, whoops! I'll fix that immediately.
As soon as someone teach me how to script a change in the orbit focus for a station xD.If someone else doesn't beat me to it, I'll take a look this evening when I get home from work (~10 hours from this posting) and see if it's even possible.
Already fixed in DEV.
EDIT: Next version might have the omnifactory (http://fractalsoftworks.com/forum/index.php?topic=5199.0) orbiting the sun. ASP would be responsible of transporting random goods from any station in the systems to the omnifactory so it should have good quantities of random weapons (and ASP will have a different role then independents).
Good\Bad idea?
Thank you man. I want to move the Abandoned storage near the zone of the Bloc of choice. I could use Corvus.java and "interfere" with vanilla files modifying directly the spawn code but I never touched them (and I'm "proud" of that xD).That makes more sense and sounds a lot more possible than having it move during gameplay like I thought you were asking. :)
Thank you man. I want to move the Abandoned storage near the zone of the Bloc of choice. I could use Corvus.java and "interfere" with vanilla files modifying directly the spawn code but I never touched them (and I'm "proud" of that xD).Have you looked at how LazyWizard does it in his Manufactory mod? It intelligently chooses where it should orbit based on what exists or doesn't exist.
"length":1000.0,
"hitGlowRadius":120,
it's a byproduct of the projectile beingCode"length":1000.0,
the size of the explosion was scaled to the length and hence the tsar bomb going off every few seconds.
To override that, add this line somewhere in that .proj fileCode"hitGlowRadius":120,
I'm waiting a couple of mod releases.
It's Coming.
Soon.
Its an error in the Title_screen_variants, its fixed in the new version, simply go into that .csv and remove them.
I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers)
Working on it slowly. I've been helping Cycerin with Java coding for Blackrock yards. I'm not really satisfied with the sizing and look of some of the smaller non-fighter craft that I've done so far, but I have a lot of the weapons done so the ships aren't too hard to make.I'll note that this is what I love about Uomoz's. I play it with my own unfinished mod (the Freespace2 fighters/bombers)
When are you going to finish up those capitals??? I too play UC with FS2 stike fighters but have got my own coding that changes the ISA into a carrier-based US-style doctrine. Would love to see the rest of the FS2 strike craft in there though :D
I need a few testers for v17. Apply only if able to send back some form of feedback.
Cheers!
I need a few testers for v17. Apply only if able to send back some form of feedback.You know I'm in.
Cheers!
I'm probably the best qualified to stress-test your diplomacy system, so feel free to send version 17 my way if you want.
Malal's in the game? Goddamnit.I'm probably the best qualified to stress-test your diplomacy system, so feel free to send version 17 my way if you want.
I'm still implementing the teamkilling*****ard system, so it's not COMPLETELY OPERATIONAL.
Apparently Blackrock needs some work too.
Spoiler3039803 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [personnelConvoy] not found for faction [blackrock_driveyards]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.BRConvoySpawnPoint.spawnFleet(BRConvoySpawnPoint.java:45)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Bizarre. None of the DEV versions will show up under mods, for me.You need to remove all except the one you want to test from your mod directory.
I tried that. Then I noticed 16.5 was still in the folder. ::)Yep, that'll keep it from working. :)
They do spawn occasionally..like 1 fleet per cycle...
DEV15 is done!
-Fixed the path bug for Linux users
-All bounds have been redone
-Added ship systems
Download here! (http://www.mediafire.com/?f1tbkos568abvcb)
Alright, I found another bug. Its either something wrong with a menu variant or something wrong with a codex entry, I think...Pretty much, that variant doesn't exist and the menu is trying to showcase it.
I had basically been going through the codex from the main menu. Went through all the hulls and it was fine, went through all the ship systesm and it was fine, but when I went into the codex for fighters it crashed on me just a few seconds later.
The Wolf-Class has been there since the Pirate station came out in vanilla.really ?! i somehow missed that :D
And the pirates have their ways of getting things. ;)im fully aware of that, but still kind off strange for me that they have such a things from very beginning of the game
While checking the missions, one of them crashed my game.
Alpha and Omega
1178686 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [scarab_PD] not found!
Ship hull variant [junk_pirates_goat_Support] not found!
Title screen bug.
- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},
Quote- Set a "shipNameSources" in the world\factions\".faction" file: "shipNameSources":{"GREEK":1},
Yeah, stop flying around with Antediluvian shipnames! ;)
Fatal: Ship hull variant [scarab_PD] not found!
Title screen bug.
I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet
if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.I have a report. The antletuvian station is an abandoned station so it doesnt have any ships and weapons
And another one. The blackrock/neutroni side start on the tri achyon planet
if you started as any group member there are some stations that are empty, no ships , no weapon, only supplies & crew maybe fuel
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.
I'm pretty sure that is not a bug--it's on purpose to make capture the only method to get enemy faction ships.
Noooo !! it look's like i wasn't aware of that , CURSES !!! ... -_-'
i'm fully aware that if you choose any side only friendlies will have full sale for the player
PS: That's a cool idea BTW, Uomoz's
Problem with Omnifactory & antediluvian confirmed
EDITED: Problem with Omnifactory & antediluvian confirmed
(http://i.imgur.com/Wxwf2MM.png)
flarelauncher3
tpc
sensordish
gedune_aec
draken_SHIP
@theSonycan't say for sure, but there was some time that i have draken wing, if i had another crash sililar to that one i will look closley at any shipQuoteflarelauncher3
tpc
sensordish
gedune_aec
draken_SHIP
Was any of the above present in your fleet?
Dev version?
It might be incompatibility with fleet control mod (as we bot use corvus.java, I think).
I'm implementing random events using all this factions. Any ideas?maybe something with the pirate factions (and any similars) since everyone is hunting poor pirates then maybe an poweryfull pirate armada apears in the system (1 main super BIG fleet with many smaller fleets) raided the system, just for fun since later in the game hegemony or Tri-Tachyon just camping in their station
Perhaps, very rarely, a fleet from one of the Chinese mods could come flying in? The ship names and descriptions even show up as question marks when you use them with the English version of starfarer.
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.
Wait, the modpack contains a copy of Starsector???
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.Wait, they liked my FS2 mod enough to stick it in the pack with a pirated version of Starsector?
Alright, I found another bug. Its either something wrong with a menu variant or something wrong with a codex entry, I think...still presentSpoiler9233603 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_vice_Standard] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
I had basically been going through the codex from the main menu. Went through all the hulls and it was fine, went through all the ship systesm and it was fine, but when I went into the codex for fighters it crashed on me just a few seconds later.
I think I may be encountering a weird bug, running the current DEV build as well as the most recent Shadow Order and Valkyrians. None of the faction's supply bases seem to be getting restocked with goods/ships. The supply fleets still come, but they only ever seem to drop off fuel and supplies, no ships/guns/etc. Valks still seem to get stuff, but they are the only ones ive noticed actually getting new ships in. Playing on classic mode btw.since Shadow Orded & Valkyrians are not part of of this Mod collection i don't see a way that uomoz can help with that, unless you talking about all stations in the game don't recive any transport goods
The horums? :PThx mate, i appreciate that . . .
Welcome to the Forums!
I think I may be encountering a weird bug, running the current DEV build as well as the most recent Shadow Order and Valkyrians. None of the faction's supply bases seem to be getting restocked with goods/ships. The supply fleets still come, but they only ever seem to drop off fuel and supplies, no ships/guns/etc. Valks still seem to get stuff, but they are the only ones ive noticed actually getting new ships in. Playing on classic mode btw.
The Gedune do not make use of convoys, instead they have a recycling system...But it would seem that once again, it has stopped working.
In order for the Gedune to produce new stuff, you must supply them with both supplies and things to recycle. If you don't do that, they'll gradually build up their own resources.
Latest Dev Crashes almost immediately after a new game
"Fatal: Fleet id [armada1] not found for faction [pirates]"
Log to followSpoiler20343 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.OrdnanceExpertEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20430 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.OrdnanceExpertPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20531 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.OrdnanceExpertPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20634 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.TargetAnalysisEffect1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20733 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.TargetAnalysisPerk1] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
20832 [Thread-9] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.characters.skills.scripts.TargetAnalysisPerk2] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
21059 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id arcjetburner_SHIP_SYSTEM not found
21059 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id desdinovajets_SHIP_SYSTEM not found
21060 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id burstjets_drone_SHIP_SYSTEM not found
21060 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id burstjets_SHIP_SYSTEM not found
21060 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id shrimpsensor_SHIP_SYSTEM not found
21061 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id defensematrix_SHIP_SYSTEM not found
21061 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
21061 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
21061 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
21062 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_phasetele_SHIP_SYSTEM not found
21062 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id hadrontransporter_SHIP_SYSTEM not found
21062 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
21062 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gravityfield_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id kometdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_kyra_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id shockprobes_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id luciferdrive_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id minelayer_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id neutrongun_SHIP_SYSTEM not found
21063 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id gedune_burndrive_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id junk_pirates_drone_phase_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id meddrone_pd_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id runeshield_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id rune_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id brdy_sentineldrone_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id siegemode_SHIP_SYSTEM not found
21064 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id junk_pirates_tnt_drone_SHIP_SYSTEM not found
21065 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id torpedolauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id junk_pirates_welding_drones_SHIP_SYSTEM not found
21065 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_wraithii_SHIP_SYSTEM not found
21065 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id xflarelauncher_SHIP_SYSTEM not found
21065 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_emp_SHIP_SYSTEM not found
21084 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
21090 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 169.63 MB of texture data so far
21232 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
22846 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_Zakastra_3415012872765085600...
24861 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
24862 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
33022 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
java.lang.RuntimeException: Fleet id [armada1] not found for faction [pirates]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptAdvance.BOSS$(UomozScriptAdvance.java:82)
at data.scripts.world.UomozScriptAdvance.Events$(UomozScriptAdvance.java:70)
at data.scripts.world.UomozScriptAdvance.spawnFleet(UomozScriptAdvance.java:43)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Event in current DEV: http://imgur.com/a/h6lj5
Event in current DEV: http://imgur.com/a/h6lj5
horey sheet 3 unsungs ? Lord Uomoz gonna murder us all ;D
PS: i wanna be in it too
PS2: is it possible that solid "reward" like supplies/weapons or ships can be delivered to abandoned station ? because i think it's a good drop off point
What mod is that fleet from? :o
No, I mean. Does this fleet get generated in Uomoz Corvus? :P
1) Cycerin managed to kill them all with a BRDY super fleet.
To be fair, I use the Nevermore's burst jets + shields for ramming all the time. It's surprisingly effective, even sometimes against larger ships.1) Cycerin managed to kill them all with a BRDY super fleet.
I really regret not recording that. At least you were a witness.
Note that in said fleet, I was using a level 54 character and that I had to resort to RAMMING with out-of-ammo ships to finish the job. ;D
Vouch for my insanely sick piloting skills, too.
Happy 100 pages of awesomeness. :)
I'll be happy to whip up a boss fleet, just give me an Admiral level to shoot for and I'll design an appropriate fleet and set of variants (Can the fleets employ player skills, or is it just down to composition and variant shenanigans?)
I have a simple idea that you could use to kick-start several quests. Plant a Bounty Office on one of the planets. The player can go there and receive possible encounters that get more difficult as you progress. You can tie a lot of different encounters into one starting point that way. I don't mind throwing together some story-line and names for you if you like the idea. There's no reason you can't use regular variants either. Just put some ships together, add a little story explanation and away you go. Doesn't have to be complicated since this is the first time we've seen this implementation.
I suppose this might be too much to ask, but wouldn't it be interesting if attacking a faction repeatedly within a relatively short time-frame would cause various effects?
That is, every faction would have a certain amount of wealth. Attack them enough to be worried about you, and if the faction has enough wealth, they would start spawning in much larger fleets (the small fleets for that faction would disappear, just like how in WW2 the Allied navies stopped sending ships out alone in the Atlantic) and would hire mercenary boss fleets that would come from outside of the system and target the player's fleet and hunt them down.
If you kill enough ships for a particular faction, you would actually drain them of resources, and they would no longer be able to afford mercenaries, and their fleets would get smaller, and eventually they'd leave the system.
Another issue...do the transports actually transport anything? I intercept the transport fleets sometimes, and win the battle, but I don't get a huge amount of loot like one would expect if you had actually intercepted a fleet carrying the goods to restock a station.
I definitely wouldn't mind my name showing up as the head of a boss fleet, perhaps leading a rather large swarm of frigates and destroyers.
Awww, I would love to have my own fleet in this event thingie- 300 pts of Hounds armed with Heavy Maulers and light needlers. :P
^ Now THAT would be an awesome fleet to fight :P
Anyways, one thing I've noticed in the latest dev is that no matter how much the boss fleet declares that it is tired of pillaging, it will continue to chase around any and all other fleets, causing it to never actually stop its pillage.
Can't you just use:
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1);
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.How did you get the despawning to work?
Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)
Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
Made Boss fleet correctly spawning and despawning, plus added a new random event *secret*.How did you get the despawning to work?
Adding new events will be super easy, so PM me any ideas (and\or give your name for an enemy admiral) ;)
Stable DEV5: http://www.mediafire.com/?7as6f9khfx93yuj
if you want specific (non-stock) variants for your BOSS fleet, please provide them to me via PM or skype ;)
choked on results screen after battle with some lord dudeSpoiler1911828 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_einherjer_SHIP not found
1912844 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_einherjer_SHIP not found
2477672 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 289,52 MB of texture data so far
2483141 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.StackOverflowError
java.lang.StackOverflowError
at java.util.Arrays.mergeSort(Arrays.java:1270)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.sort(Arrays.java:1210)
at java.util.Collections.sort(Collections.java:159)
at com.fs.starfarer.campaign.fleet.FleetData.Ö??000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.getHangarSpace(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.ô??000(Unknown Source)[close]if you want specific (non-stock) variants for your BOSS fleet, please provide them to me via PM or skype ;)
any tip how to find player variant ship info in the game ? or just via screen or anything
Are you going to update the change log at all with everything thats new?
Got a glitch that shows up when it is at the loading bar.Spoiler12531 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/Uomoz/fx/warning.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Corvus 17 - Allegiance,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ò00000(Unknown Source)
at com.fs.util.C.Object(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
error on startup when almost done loading. no other mods active
uhhh where can i find starfarer.log? ;D
Not sure if bug, but the time interval between events was a bit too short, so the first event fleet didn't despawn before the next one spawned and so I had two event fleets floating around with the original turned from neutral back to hostile but it did despawn a bit after. Just throwing it out there :D
Reuploading the DEV (fixed a couple of bug while at it).
reuploaded!
http://www.mediafire.com/?fw8sxs14f46gxr3
BUG: event :sir BOOMALOT forgot to equip his ships with weapons ::)
Not sure if bug, but the time interval between events was a bit too short, so the first event fleet didn't despawn before the next one spawned and so I had two event fleets floating around with the original turned from neutral back to hostile but it did despawn a bit after. Just throwing it out there :Dyeah, about that ... is every events are hostile to the player ? because at 1st ver there was 2 version of JP & Lord something, one are hostile 2'nd are neutral + there was 2 Lords at the same time :D
that's what you sent me
2621782 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
2731313 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 188,15 MB of texture data so far
2936438 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 200,15 MB of texture data so far
2967047 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 212,15 MB of texture data so far
3002719 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 224,15 MB of texture data so far
3508360 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 236,15 MB of texture data so far
3627844 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 248,15 MB of texture data so far
3851391 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 260,15 MB of texture data so far
4075969 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 272,15 MB of texture data so far
4195922 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 284,15 MB of texture data so far
4273985 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 296,15 MB of texture data so far
4412594 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 308,15 MB of texture data so far
4455672 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 320,15 MB of texture data so far
5063000 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 332,15 MB of texture data so far
5164922 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 344,15 MB of texture data so far
5243953 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_komet_SHIP not found
5246922 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 356,15 MB of texture data so far
5295266 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 368,15 MB of texture data so far
5416610 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 380,15 MB of texture data so far
5457485 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 392,15 MB of texture data so far
5583578 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [] not found for faction [events]
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:249)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:85)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I get something like this:Spoiler457235 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.util.container.repo.FastIterationClassifier.super(Unknown Source)
at com.fs.util.container.repo.ObjectRepository.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.super.new(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addObject(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.spawnFleet(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:36)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
DEV 7 ofc.
can you specify faction and bloc choice? Thanks for the reports!
Quotecan you specify faction and bloc choice? Thanks for the reports!
supremacy+tritachion
this happened on 3rd 20 days cycle.
I get something like this:Spoiler457235 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.util.container.repo.FastIterationClassifier.super(Unknown Source)
at com.fs.util.container.repo.ObjectRepository.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.super.new(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addObject(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.spawnFleet(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:36)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
DEV 7 ofc.
can you specify faction and bloc choice? Thanks for the reports!
Well, everything fine, but neutrino ships with 0.2 shields and extreme durability outclass every other faction without any problems.well they are bit hard to take them out at the begining & even later on thay are a bigger chalange then Pirate (;D) but as NITRO wrote, you must get them surrounded
This faction shoud not be player playable or rebalanced or handicapped or marked as easy mode.
Basically all neutrino ships are 1 level higher, neutrino frigate as powerfull as destroyer of other factions.
This faction shoud not be player playableI can deal with them, but nobody can deal with me.
if (BOSS) || (!(Invasion)) {
1431968 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [] not found for faction [events]
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
One thing I noticed is that on hard mode the omni-factory had lots of crew, but no marines. This on purpose?
i updated to 17 now i am getting this
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Well how to i fix it so i can playi updated to 17 now i am getting this
java.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
public void WrapFleet(StarSystemAPI system, SectorEntityToken sol,
String base_name, String faction, String boss_id,
String fleettype1, String fleettype2, String fleettype3,
String name, String hello, String bye) {
SectorEntityToken base = system.getEntityByName(base_name);
if (boss_id.equals("")) {
Logger.getLogger("").finer("invalid createfleet call, resetting");
BOSS = false;
Invasion = false;
thedoctor = false;
zakastra = false;
sirboomalot = false;
uomoz = false;
JP = false;
EventsTimerReset = (int) (5 + (Math.random() * 10));
Event_Faction_Change("RESET");
return;
}
CampaignFleetAPI fleet = getSector().createFleet("events", boss_id);
system.spawnFleet(base, 0, 0, fleet);
Fleet_Assignments(system, fleet, base);
Treasure(fleet);
}
Codepublic void WrapFleet(StarSystemAPI system, SectorEntityToken sol,
String base_name, String faction, String boss_id,
String fleettype1, String fleettype2, String fleettype3,
String name, String hello, String bye) {
SectorEntityToken base = system.getEntityByName(base_name);
if (boss_id.equals("")) {
Logger.getLogger("").finer("invalid createfleet call, resetting");
BOSS = false;
Invasion = false;
thedoctor = false;
zakastra = false;
sirboomalot = false;
uomoz = false;
JP = false;
EventsTimerReset = (int) (5 + (Math.random() * 10));
Event_Faction_Change("RESET");
return;
}
CampaignFleetAPI fleet = getSector().createFleet("events", boss_id);
system.spawnFleet(base, 0, 0, fleet);
Fleet_Assignments(system, fleet, base);
Treasure(fleet);
}
this code injected into proper locations will allow to fix "old" games, they wont crash anymore, it expected to replace normal createFleet calls inside Event_Progress and other possible locations.
And what about http://fractalsoftworks.com/forum/index.php?topic=1283.0 Shipbuilders Guild ships, missed them much in current build?
Edit: Atleast it's working partially.... i think. Is "The Doctor" one of the "bosses" that's supposed to appear? Atleast i got a message where a vortex appeared in corvus and one called "The Doctor" appeared from it. Then he sent me a message "I'll spare you and your friends"... wth o_O
Meh! Wish i'd have been awake way back then.. would have been interesting to get my name on the mod. XD Anyway the fleet looked scary... LOTS of ships not that big but still lots of them. xD
Meh! Wish i'd have been awake way back then.. would have been interesting to get my name on the mod. XD Anyway the fleet looked scary... LOTS of ships not that big but still lots of them. xD
I'm still very open to new bosses and events, pm me any ideas!
You did send me a PM about a Valkyrian event, What kind did you have in mind? a boss? because i have a boss fleet in Valkyrians already, all you need to do is make that one an event should you wish to do so. :)
13220880 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Charles_6621058040044388968...
13221823 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
14080504 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Charles_6621058040044388968...
14081416 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
14093263 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_herzog_SHIP not found
14095679 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id thule_herzog_SHIP not found
14875971 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.you.cannot.autoresolve.this.fleet.you.moron
java.lang.null
at java.util.Arrays.mergeSort(Arrays.java:1270)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.mergeSort(Arrays.java:1281)
at java.util.Arrays.sort(Arrays.java:1210)
at java.util.Collections.sort(Collections.java:159)
Bahahaha! Is that a serious error-log? That is hilarious! :P
Posted by: ValkyriaL
14875971 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.you.cannot.autoresolve.this.fleet.you.moron
epic java joke.
for bosses - currently hurge fleets are everywhere, my suggestion for bosses - SINGLE capital or cruser with special case battle - 1vs1 only, no matter how many ships you have, you must duel him.
this will be chalenging and fun, especially if boss will be on neutrino ship.
epic java joke.
for bosses - currently hurge fleets are everywhere, my suggestion for bosses - SINGLE capital or cruser with special case battle - 1vs1 only, no matter how many ships you have, you must duel him.
this will be chalenging and fun, especially if boss will be on neutrino ship.
A fine idea, if we can alter the amount of fleet points available at the start of battle.
I feel that boss fleets do not have to be huge. A good selection of powerful ships should be enough. Perhaps with a special version of a cruiser or capital ship.
Because Neither Feddie nor Hegemony can resupply due to Gedune warfleets intercepting their resupply fleets.
Another quick question :PYes, they are supposed to be empty.
Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..
Or is that a clash with another mod that I have?
Another quick question :PYes, they are supposed to be empty.
Are the stations supposed to be empty? as in no weapons/Crew/supplies in most of them? ships are there, but at the start of the game they are completely empty of crew/supplies/weapons for me, aside from the faction I've selected..
Or is that a clash with another mod that I have?
SpoilerFatal: Key [type] has invalid value [DECORATIVE] in
[{"coreColor":[255?255?255?0],"specClass":"projectile","hardpointSprite":"graphics/
BR/weapons/deco/blinker/blinker00/png","animationType":"GLOW","testureTypr
":"ROUGH","hardpointAngleOffsets":[0],"textureScrollSpeed":1,"turretOffsets":[0,0
],"hradpointOffsets":[0,0],"glowColor":[255,255,255,0},"fringeColor":[255,255,255,0
],"projectileSpecId":"brvulcan_shot","type":"DECORATIVE","numFrames":22,"alwa
ysAnimate":"true","turretSprite":"graphics/BR/weapons/deco/blinker/blinker00/p
ng","barrelMode":"ALTERNATING","size":"SMALL","id":"blinker","frameRate":16,"t
urretAngleOffsets":[0],"pixelsPerTexel":1}]
Check starfarer.log for more info.
It appears when I start the game. Tell me what to do...
And please give link to Uomoz's Corvus 16.5 with last update[close]
SpoilerI like the allegiance thing, but I do have some criticism..
I just tried to play allied to Blackrock Driveyards and the very first thing that happened was I got buttraped by the Shadowyards Defense fleet (spawned on top of their biggest defense fleet)
Perhaps move the BR spawn point farther away from Shadowyards, or even make them neutral?[close]
SpoilerJust a quick question..
What was the reasoning behind removing the Lotus pirates? I really liked them :)[close]
SpoilerI like the allegiance thing, but I do have some criticism..
I just tried to play allied to Blackrock Driveyards and the very first thing that happened was I got buttraped by the Shadowyards Defense fleet (spawned on top of their biggest defense fleet)
Perhaps move the BR spawn point farther away from Shadowyards, or even make them neutral?[close]
That's not a big issue really, most factions are in all out war and if you adhere to one of them you must be really careful, especially at the beginning!
SpoilerJust a quick question..
What was the reasoning behind removing the Lotus pirates? I really liked them :)[close]
They'll be coming back in a different form ;).
Well in Us'C 17 official when you choose BRDY you spawn at BRDY station.
Well in Us'C 17 official when you choose BRDY you spawn at BRDY station.
Oh? I didn't, but I do have a couple other mods installed as well so thats probably why :)
On a related note, I assume that your not actually meant to be able to resupply at a hostile factions station, as they are staying empty even when I sell things to them :)
EDIT: Speaking of Slightly Overpowered... the Andiluvians need some tweaking me thinks.. those superfast firing turrets have some rediculous DPS potential..
My conquest got annihilated by a couple frigates because they just completely overwhelmed the shield, overloaded the ship and I was dead before I could do anything :P
Ante weapons are not that strong by themselves, but when ships have around 20 of those turrets firing at the same time, they are VERY powerful, but they have to be, since Ante ships are very fragile and has absolutely no way to defend themselves from enemy fire.True, but as a player, if you want a really powerful ship, add omni or frontal to them. It makes them so powerful.
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks, I'm damn near invincible with that setup XDi wish there was a like button :( (thats my eternal favourite ship setup)
Also, I managed to kill 2 unsung classes and got their herp thingies somehow. its funny XD my paragon has 2 herps on it XD.
Edit: it looks REALLY weird.
Uomoz, what happened to that "PM you later" Pm? ::)
Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks, I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow. its funny XD my paragon has 2 herps on it XD.
Edit: it looks REALLY weird.
so.... I broke another java game. :/ joy.Personally, I prefer Hyperion with 4 AMblasters and 2 torp racks, I'm damn near invincible with that setup XD
Also, I managed to kill 2 unsung classes and got their herp thingies somehow. its funny XD my paragon has 2 herps on it XD.
Edit: it looks REALLY weird.
Not sure how it's possible to acquire them, they were built in and set as systems in the .csv x.x
Can we still send you our ideas for bosses?
is lotus still in if so its not mentioned
There is no balance, some factions are more powerfull then others, this shoud be addressed in code:
aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.
neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.
blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.
So players who play this faction shoud get less help, player who play pirates shoud get more help.
For delivery system, stuff for free and automatically is not really fun.
It will be fair if player buy special item that trigger reinforcement:
Visit station SHI, buy item HULLS for 100k, expect delivery of random HULLS from SHI for 100k after some time.
Visit station 3TN, buy item WEAPONS for 100k, expect delivery of random WEAPONS from 3TN for 100k after some time.
rate delivery cost to stuff output to be discussed, 75% output will be ok.
this will also eliminate issue of too many ships, since you wont get new ships if not invested.
plan B:
investing not triggering reinforcement fleet, but improve next fleet to come, this will provide effective tiered system, more money you invested, better stuff you get.
this will effectively end in stacks of capital every 30 days after "some" time.
Also, since there is omnifactory, it will be fair to add bluprints of faction ships to it, losing only odissey before storing bluprint means no more capitals for supremacy faction.
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.
They are just like large sized anti matter guns. They might only have 125 FPS but wehen they shoot it costs 1200 flux..
The only thing on balance that I agree about is neutrinos. In the hands of the CPU they are just too good. As a human rotating shield and aiming guns is much more difficult which might make them a bit less op, but right now I have a hard time killing destroyers with a capital ship because 1 on 1 they are impossible to beat. When they drop shields they lose all their flux in 1/2 a second..
I don't find antideluvians a problem at all, play safer vs them, use a little range.
I've also defeated one boss fleet so far, I have 2 cruisers in my fleet. The battle didn't seem TOO difficult, but regardless, I don't think I kept any of the loot I got. Maybe make special weapon drops or something? All I got was garbage from the admantium guy or whatever. Making bosses unable to retreat would also be REAALLLYYY beneficial.
As per the free trade: Also a bit ridiculous, I'm getting mass amounts of junk that I don't want :/ I would suggest convoys that go to your blocs stations and bring them unique weapons/ships that you can't otherwise buy from them. Or bring those to your home station but make them cost credits. I'm sick of hegemony fighters and frigates zzzzzz
I kinda feel like the different factions aren't quite as unbalanced as some people are making them out to be, people seem to be looking at a faction or weapon's strength while ignoring its weaknesses.
The Neutrinos might be good at auto-battle, but auto-battle doesn't affect the player very much, and their shields leave a rather large portion of their ships exposed, leaving them balanced in a regular fight.
The Antediluvians might have a huge amount of armor and firepower, but other than their burn drives which leave them unable to turn, their ships are kinda slow, unshielded, and their weapons have a very short range.
The thule meanwhile have especially good weapons on their ships for the ship size, but they have no shields and only average armor, leaving them vulnerable to anything that out-numbers them.
The blackrock ships may have more than the average number of weapons on their ships, but their weapons are almost all short-ranged and for the most part balanced.
As for the IF's more powerful weaponry, I feel that the only thing that might need a small nerf is the hadron accelerator. I kinda feel that their other weapons, while powerful, are balanced by their large flux cost, large ordinance cost, and large cooldown to fire. Vilu was able to make a pretty powerful ship based off of a few of these guns, but he did so by stripping every other weapon off of the ship, and isn't the point of the refit screen to make a more powerful ship anyways?
As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.
As for the junk pirate capital ships, I've also noticed the problem. It seems like the crew requirement/capacity levels might need a tweak.Yeah, I've noticed that several times and for some reason never quite done anything about it ... Sorry :-[
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.
I understand that you intent to leave the balancing stuff to the original authors and I respect that, but the only reason why i did bring this up was because of this:SpoilerWith that setup (just 2 Hadrons and Mass Drivers, no other weapons) i beat Onslaught, Conquest and 2 Enforcer's in simulator. No more than 1½ minutes were used to kill all 4.Spoiler(http://i.imgur.com/R1HxgpS.jpg)
http://i.imgur.com/R1HxgpS.jpg[close]
Of course something like that might be possible with other weapons, but at least would require more than just 4 guns (i would think so).
edit: The Last Hurrah mission got Conquest that you can refit, if you want to see / test yourself.
edit2: One could drop capacitor's to fit in 4 Pilums and Accelerated shields + Magazines to fit in some point defense and that thing would be even more powerful :)[close]
Well I heard enough. Setting the thing to let AI fire the gun any time it starts charging and HALVING both weapons damage.
I understand that you intent to leave the balancing stuff to the original authors and I respect that, but the only reason why i did bring this up was because of this:SpoilerWith that setup (just 2 Hadrons and Mass Drivers, no other weapons) i beat Onslaught, Conquest and 2 Enforcer's in simulator. No more than 1½ minutes were used to kill all 4.Spoiler(http://i.imgur.com/R1HxgpS.jpg)
http://i.imgur.com/R1HxgpS.jpg[close]
Of course something like that might be possible with other weapons, but at least would require more than just 4 guns (i would think so).
edit: The Last Hurrah mission got Conquest that you can refit, if you want to see / test yourself.
edit2: One could drop capacitor's to fit in 4 Pilums and Accelerated shields + Magazines to fit in some point defense and that thing would be even more powerful :)[close]
Just as note and to whoever was crazy enough to think of it, the Vice with that hadron will no longer have enough max flux to fire the thing :P (cough sirboomalot)
@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
6k flux to fire a Hadron? It was FINE in the first place.
Is there a way to set specific loot for boss battles? I just beat a second and got again, junk drops. Maybe give them extra xp? Or a rare weapon you can't normally find? Give you a permanent bonus to FP? Or a +1 to a skill? So many cool things could be done
And I will say again, make them unable to retreat!
I think the personal convoy should only be there to be used in emergencies, like when you get completely wiped out, it has a couple frigates, maybe a single destroyer and such for you to use, it shouldn't be able to rebuild your entire fleet for no cost at all..
all this rolls shoud use weighted random, not hurge amount of ifs.
if for any reason you dont want WR - then switch case, current implementation will be source of endless issues.
neutrino and aqvidulian figher wings are:
http://www.youtube.com/watch?v=MIZbGSXeWWE
String type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.50f) {
type = "raiders";
} else if (r > 0.35f) {
type = "raiders2";
} else if (r > 0.25f) {
type = "miners";
} else if (r > 0.15f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}
Map potentialFleets = new HashMap();
potentialFleets.put("scout", 2f);
potentialFleets.put("raiders", 3f);
potentialFleets.put("raiders2", 1.5f);
potentialFleets.put("miners", 1f);
potentialFleets.put("attackFleet", 1f);
potentialFleets.put("securityDetachment", 1.5f);
String type = (String) CollectionUtils.weightedRandom(potentialFleets);
ianianian, go check your abandoned storage place.
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.
There is no balance, some factions are more powerfull then others
aqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.
neutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.
blacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.
Some factions have their own strengths and weaknesses.Your ships have outstanding perfomance compared to vanilla, burndrive allow to come close, hurge amount of DPS allow to deal with enemy.
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.
3000*4 hp fighters vs similar but 300 hp for vanilla is a bit overkill.
They have 1750 hp, not 3000. That's a big difference. That's a total of 7000 in a wing, not 12000. The Persephones also have weaknesses which have already been discussed. Back then I also said that I may tone down the ships if they prove too unbalanced. It should be noted that they are not nearly as strong as a frigate, as they only have 1750 hp and far less armour.QuoteThere is no balance, some factions are more powerfull then others
There's balance. Some factions have their own strengths and weaknesses. Perhaps you're still to discover them.Quoteaqvidulians - (sonic guns for space usage and water lasers...) completely idiotic ship size to durability ratio, 3000 * 4 figher wings with size of wasp that extremely hard to hit by hand and capitals with burndrive and 40 mounts, not really fun both to play with and to farm em.
with proper strategy completely unkillable.
Sonic guns for space usage and water lasers? What about them? It is no more far-fetched than mass drivers in space. Or plasma guns and laser beams. The Sonic Turrets create a powerful fibration within a cilinder called a drumchamber. This is done in an area of the ship that has gravity and molecules to manipulate. When the fibration is powerful enough, it releases a destructive pulse that continues outward into space. Much like a mass driver may ignite an explosion that generates enough energy to send out a solid object into space.
The Reflector Turret uses a series of tiny lenses that contain water, called aquapools. Light is being shot through the lenses, through which the beam picks up power untill it is capable of cutting through solid objects.
Antediluvian ships have many mounts, but only low grade weapons. The burndrive is part of Antediluvian tactics and survival, since their weapons are short range and they do not have shields.Quoteneutrino - 0.16 shields and 2-3 times more HP\armor then same class vanilla ships, kings of autoresolve, never saw neutrino fleet losing battle. Still can lose to figher swarms.
More powerful shields may make Neutrino ships too powerful. They already seem to have high hull and armour ratings. I agree that they seem to always win autoresolve situations. That might have to be looked at.Quoteblacks, thule - basically all ships have firepower of next tier, eg frigate have firepower of destroyer, in other terms stay on same level with vanilla.
They have powerful weapons, but terrible speed and other weaknesses. They seem balanced enough. As long as their fleetpoints and cost reflect their power, it doesn't matter what classification (frigate, destroyer, etc.) they have.
QuoteI can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.
Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.
It's a game mate. A game. It doesnt matter.
-Sandemo
PS. If you find this post offensive then i apologize.
QuoteI can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.
Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.
It's a game mate. A game. It doesnt matter.
-Sandemo
PS. If you find this post offensive then i apologize.
When they're fantasy, or mystical games that's fine.
But the problem is Science Fiction is based upon science fact sprinkled with some stretched truths.
So to go too far beyond what most people can logically break down starts ruining the enjoyment of the genre.
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.
They create ripples in the fabric of space time, the only reason that they are called sonic is because on their home world they used a similar design to blast rocks underwater :)
Also IDK what all of the fuss is about, kill the carrier and you are fine, also the only carriers that they have are on the cap ship and cruiser level so ya...
just saying, no offence intended :)
I just have to say, I love this mod.
Not only does it save me time choosing other mods, but it places them into groups and adds other features. I think that while the fleets may not appear balanced at first, after a while,it is inherently apparent that each faction has weaknesses (i.e. Antediluvians have no shields) and while it takes time to adjust to the change and the fast pace, it isn't really that complicated.
Are you mad?, single figher wing with 6000 DPS (its more then onslaught) 170 speed and total 12k HP with free regeneration on any carrier.
Ever if we take in account 75% drop versus armor, it still 1500 DPS, it will bypass armor of any ship in 2 seconds.
Your ships have outstanding perfomance compared to vanilla, burndrive allow to come close, hurge amount of DPS allow to deal with enemy.
Only valid strategy is kiting around, there is no chance in close combat and no chance to run away on same class ship.
Frigate kiting confirmed as "cheating" by devs and deal with next version.
Soo your ships can be killed only by "cheating".
No shield can be exploited only by long ranged weapons, there is nothing long ranged to tritachion faction.
You lore is fine, but read this http://tvtropes.org/pmwiki/pmwiki.php/Main/WillingSuspensionOfDisbelief it explain everything.
I can explain anything in current starfarer setting, lasers, plasma, space zombies, free flying around, but space sonic guns and infinite space hydro abrasive cutting is just unprobable and harm sence of reality.
Since when are games supposed to be realistic? The mod is good! It has interesting weapons and ships diffirent from the vanilla ships which makes it fun to play with. This is just my but in my personal opinion if it's fun it shouldnt matter if you throw the sense of realism out of window.
It's a game mate. A game. It doesnt matter.
-Sandemo
I'm just going to drop my little tid bit in.
The placement of planets and stations should be looked at, early in the game some factons have absurd levels of dominance, and even into late game resupply fleets have a nigh impossible team getting to their destination, EXCEPT for the factions whom have planets on the outer reaches of the map.
Also, your logic behind the Antediluvian weaponry isn't quite on point. Water presents no benefit to laser weaponry, infact in the way you've explained it it seems to make them completely useless.
Also, Sound requires a medium to travel, there is no medium in space for sound to travel through so sonic weaponry makes no sense whatsoever.
Instead of trying to explain it you should probably just say. It's magical! I ain't gotta explain ***! :P
A Persephone fleet with maybe two carriers on the fridges of a battle space seem to be capable of infinite regeneration so long as one fighter makes it away, which would be the case because currently you require a dedicated barrage of multiple medium class weapons to kill them. Despite their supposed low armor.
Off topic a bit
Realistically speaking (Did i typo that?) isnt for example a single nut or bolt or any small metal object that has been circling around earth's orbit enough to break through a space ship? = hull breach = you're dead. I dont remember where i read such a thing but that's what i remember anyway.
Back on to the topic a little bit
When i first heard about water based weapons i thought that they were literally spraying water into space which would turn into ice and do damage on the enemy which sounded hilarious. XD
-Sandremo
Off topic a bit
Realistically speaking (Did i typo that?) isnt for example a single nut or bolt or any small metal object that has been circling around earth's orbit enough to break through a space ship? = hull breach = you're dead. I dont remember where i read such a thing but that's what i remember anyway.
Back on to the topic a little bit
When i first heard about water based weapons i thought that they were literally spraying water into space which would turn into ice and do damage on the enemy which sounded hilarious. XD
-Sandremo
They're just aquatic lenses set within a laser system. I could've said "a beam of light passing through crystal lenses" and people probably would've an easier time accepting the weapon's concept.
A metal bolt in orbit could pick up a velocity so high that it can just pass through anything.
Why do you guys have to write such massive comments??? buhu.. (T.T)
The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.
The only thing I dislike about Antediluvians is Persephone wings - the total HP is very steep for a fighter wing, and totally out of line with vanilla standards. But since Persephones are one of the main reasons why the faction is a threat on the battlefield, it's silly to be reactionary and make them useless all of a sudden. But I'd personally lower the HP per persephone to 1200-1400 at most and see if compensatory buffs are needed elsewhere.
Now that's solid feedback! I concur and might reduce their HP by 250 and armour by 15. Then add a slight armour increase to the larger ships, to get them up to snuff.
Obviously if the AI is facing overwhelming opposition from they player it retreats. The AI is not that stupid you know. :D
Lord Uomoz has one of them, taking on his fleet is suicide however. i think the station also sells one.
Holy carp. 1 day off and +3 pages on this thread. Will edit with answers!
Holy carp. 1 day off and +3 pages on this thread. Will edit with answers!
Posted by: SainnQThey make me so proud ;D
I'd fight the doctor but I'm still trying to figure out how to counter that *** of hilarity
BUG
So I've been trying to get a certain Gedune ship for a while. But after sitting on their station for ages, only really small fleet types were spawning. The only ones I saw were Scavengers, Scouts, and Raider. But in /data/world/factions, there's three bigger fleet types: Liberators, Elites, and Seige Group.
After digging around a bit, I think I found the problem in /data/scripts/world/GeduneSpawnPoint.java:Code@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
Looks like an oversight when adding new fleet types; the probabilities total more than 100%, so the top several are the only ones that ever get picked.
I think this should fix it; just chose some probabilities that summed to less than 1.0 (and the remaining 0.1 goes to the else for seige fleet type)Code@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
A little bit of (possibly repetitive) feedback:
First, the delivery convoys are indeed a little too good, at least for Tritach. By about the third convoy I've got enough tempests to control any non-capital battle (so 2, maybe that's just a tempest issue.)
The 'shark' event (the fellow who warns enemies of independents and miners) blew away my convoy, even though independents don't seem to be angry with me. Does he just target anyone not with the Hegemony?
Balancing is more or less fine (though I've never fired the Hadron), even if not all factions are created equal. While they're not all perfect, they are both enjoyable and varied. I like how different the factions can be to fight.
While Neutrino is a pain one-on-one, their guns pretty much stink and with but a single frigate helping you out it's a nearly surefire, if agonizingly slow due to high armor, victory. Since most of their weapons lack punch you can focus on one ship at a time. Their autocombat victory ratios are indeed too high, but I imagine that's hard to fix.
While the IFed weapons are good, their ships have low OP and tend to use vanilla weaponry in standard loadouts. Can be abused by an engi-specialized player not using vanilla weapons, true, but that's true with any faction.
Antediluvs have solid fighters but everything bigger than one is awfully vulnerable. Guns are short range, allowing one to bombard them from afar.
Blackrock's generally poor shield 'hardness' makes them more vulnerable to a wide variety of approaches. Their weapons are nice and balanced now too, especially after the quill nerf.
And so on. These factions have real character on the battlefield, which in my opinion is one of the higher praises given the current focus of the alpha.
Maybe there could be starting questions to choose if personal convoys or boss fleets appear?
6k flux to fire a Hadron? It was FINE in the first place.
Is there a way to set specific loot for boss battles? I just beat a second and got again, junk drops. Maybe give them extra xp? Or a rare weapon you can't normally find? Give you a permanent bonus to FP? Or a +1 to a skill? So many cool things could be done
And I will say again, make them unable to retreat!
I think it's the fact that everything from your station is free of charge that does the most harm..
After a couple convoys I simply bought a couple really cheap freighters, sold every stack of weapon my station had and ended up with money out the wazoo..
I think the frequency needs to be reduced as well as the amount delivered, once you have a big fleet, protecting your supply convoy is not a problem, thus, giving you an endless stream of money..
I think the personal convoy should only be there to be used in emergencies, like when you get completely wiped out, it has a couple frigates, maybe a single destroyer and such for you to use, it shouldn't be able to rebuild your entire fleet for no cost at all..
all this rolls shoud use weighted random, not hurge amount of ifs.
if for any reason you dont want WR - then switch case, current implementation will be source of endless issues.
neutrino and aqvidulian figher wings are:
http://www.youtube.com/watch?v=MIZbGSXeWWE
I'll second using weighted random. It's much easier to read and maintain.
Let's look at an example. Here's the logic most spawn points currently use:CodeString type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.50f) {
type = "raiders";
} else if (r > 0.35f) {
type = "raiders2";
} else if (r > 0.25f) {
type = "miners";
} else if (r > 0.15f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}
With this, you can't tell at a quick glance what probability each type has, and if you add a new fleet type you need to carefully adjust each case to keep the same distribution.
Here's an alternate implementation with the same probabilities using LazyLib's weighted random (you will need to import java.util.* and org.lazywizard.lazylib.CollectionUtils):CodeMap potentialFleets = new HashMap();
potentialFleets.put("scout", 2f);
potentialFleets.put("raiders", 3f);
potentialFleets.put("raiders2", 1.5f);
potentialFleets.put("miners", 1f);
potentialFleets.put("attackFleet", 1f);
potentialFleets.put("securityDetachment", 1.5f);
String type = (String) CollectionUtils.weightedRandom(potentialFleets);
Notice with weighted random there's no chance of missing an else block and creating a null pointer exception (a NPE in the spawnFleet() method is by far the most common problem people come to me with), and you can easily tell relative probabilities by looking at the code (a scout fleet is twice as likely as miners, for example). If you ensure your weights add up to 1/10/100/etc, you'll always know the actual probability as well.
I like this Mod, the Original Game was a bit too boring for me, once you got a good Fleet you steamroll everything but here with the Events and different Ships i have a lot more to do.
There is one Technical Problem for me tho: After a few Saves and Reloads(like 15+) the Saving and loading gets REALLY slow and at one point i can't load at all anymore and have to restart the Game. This only happens with this mod, not in the Vanilla Game where i could play for hours. I also noticed that the Java App took quite some Memory when the saving and loading begins to slow down (highest in java.exe was like 1.4gb, but i still had a lot of available memory left so thats not the problem).
Anyone else has this problem and maybe a solution? It's no big deal tho. Restarting the game only takes a few seconds anyways.
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
WELL. That would be a huge deal of code, hours and work. HUUUUGE.
HUUUUUUUUGE.
Atleast I think. I need to take a look at fleet control code.
Heh, yea, there are a few explosives in my fleet, along with a few other fun suprises. :P
Heh, yea, there are a few explosives in my fleet, along with a few other fun suprises. :P
Dont scare me like that! the next thing i notice is that someone is shouting "ALLAH AKBAR!" and is running through space without a suit packed with explosives trying to suicide bomb me Q_Q
Thanks a lot for the massive amount of feedback, will try to answer everything.SpoilerBUG
So I've been trying to get a certain Gedune ship for a while. But after sitting on their station for ages, only really small fleet types were spawning. The only ones I saw were Scavengers, Scouts, and Raider. But in /data/world/factions, there's three bigger fleet types: Liberators, Elites, and Seige Group.
After digging around a bit, I think I found the problem in /data/scripts/world/GeduneSpawnPoint.java:Code@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .5f) < 0) {
return raidFleet("scout");
} else if ((r -= .4f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .3f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .2f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}
Looks like an oversight when adding new fleet types; the probabilities total more than 100%, so the top several are the only ones that ever get picked.
I think this should fix it; just chose some probabilities that summed to less than 1.0 (and the remaining 0.1 goes to the else for seige fleet type)Code@Override
protected CampaignFleetAPI spawnFleet() {
float r = (float) Math.random();
if ( (r -= .3f) < 0) {
return raidFleet("scout");
} else if ((r -= .1f) < 0) {
return raidFleet("longRangeScout");
} else if ((r -= .2f) < 0) {
return raidFleet("raiders");
} else if ((r -= .2f) < 0) {
return Math.random() > 0.3 ? raidFleet("libers"): defendFleet("libers");
} else if ((r -= .1f) < 0) {
return l33tFleet(Math.random() > 0.1 ? raidFleet("elite"): defendFleet("elite"));
} else {
return Math.random() > 0.1 ? raidFleet("siege"): defendFleet("siege");
}
}[close]
The probabilities aren't actually more then 100%, it's just that more then 1 fleet can happen in the r -= .2f range (so 3 types of fleets in the space of 20%). To be more accurate the Gedune table is this:
30fp - 50%
14fp - 10%
40fp - 10%
120fp - 21%
60fp - 08%
200fp - 01%
public class UomozBug {
public static void main(String[] args) {
for (int i = 0; i < 100000; i++) {
System.out.println(testGeduneSpawn());
}
}
private static String testGeduneSpawn() {
float r = (float) Math.random();
if ( (r -= .5f) < 0) {
return "raidFleet(\"scout\")";
} else if ((r -= .4f) < 0) {
return "raidFleet(\"longRangeScout\")";
} else if ((r -= .3f) < 0) {
return "raidFleet(\"raiders\")";
} else if ((r -= .2f) < 0) {
if (Math.random() > 0.3) {
return "raidFleet(\"libers\")";
} else {
return "defendFleet(\"libers\")";
}
} else if ((r -= .2f) < 0) {
if (Math.random() > 0.1) {
return "l33tFleet(raidFleet(\"elite\"))";
} else {
return "l33tFleet(defendFleet(\"elite\"))";
}
} else {
if (Math.random() > 0.1) {
return "raidFleet(\"siege\")";
} else {
return "defendFleet(\"siege\")";
}
}
}
/** Output:
* jackson@jdesk ~/Desktop $ java UomozBug | sort | uniq --count
* 39947 raidFleet("longRangeScout")
* 9866 raidFleet("raiders")
* 50187 raidFleet("scout")
*
* I know Math.random() isn't perfectly random, but this is one
* heck of a co-incidence if the spawn code is correct!
*/
}
SpoilerI feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
WELL. That would be a huge deal of code, hours and work. HUUUUGE.
HUUUUUUUUGE.
Atleast I think. I need to take a look at fleet control code.
How many bosses are there in uomoz's corvus currently? And are there certain things you need to do or have for boss X to appear? If you want to keep it a secret the please do so. I'm just wondering since first there was the doctor around and now i got the bloody boomer on my arse.
And the final question are you going to be adding factions to the collection in the future? Or are you perheps just going to keep it this way with a select few factions and polish it to the best of your abilities and start something new when your done? Short version updates 4 evah ?
-Sandremo
PS. I hope the boomer has tons of explosives or something like that. XD¨
Edit: Would it be possible to have mines in starsector? :o[close]
Aw crap. I'll report this stuff to Hyph. Thanks! Fixing spawn rates in DEV.
Any tips on how to get my supply convoy to survive? Im still in the fairly early game and only have a few frigates, But I was leading the big nasty swarms off of it as bait and it suddenly turns away from my abandoned storage facility and decided to run straight into the pirate... planet.... This made me kind of sad as it was quite literally 1/4 of a screen away from my space station with no more enemies in the way.
Any tips for getting it to work?
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg
Might be a bit OP. XD
BEWARE THE REAPERS!
Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg
Might be a bit OP. XD
When I click that link i'm suddenly reminded of reapers...
I feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
Fleet Control worked fine with UC16, I've not yet tried with UC17.
I would guess that it still works fine.
Edit2: Wait for the shivans to be done. Atleast the SJ sathanas... it hurts. :D it has 4 very big red beams on it's front and each beam has a yield equilevant to approx 125 GT (Gigatons of TNT) per pulse. THat's for 1 beam and the sucker has 4 of them. XD http://www.hard-light.net/wiki/index.php/File:Sjsathanas-old.jpg
Might be a bit OP. XD
When I click that link i'm suddenly reminded of reapers...
125 GT (Gigatons of TNT)
You don't, the Shivans use masses of Sathanas juggernauts to push stars into supernova.Quote125 GT (Gigatons of TNT)
explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.
how you imagine to use such force against small space ships? press x to win?
You don't, the Shivans use masses of Sathanas juggernauts to push stars into supernova.Quote125 GT (Gigatons of TNT)
explosion power a bit idiotic, 4 mega tonnes able to alter our planet orbit - eg kill entire earth population, 125gt will shatter planet.
how you imagine to use such force against small space ships? press x to win?
Tomorrow or the day after I'll post an updated 17.1.
Much changed (especially in the code), added a lot of stuff, events, rewards, betrayal punishment, boss type based on player level, Boss XP reward.
One Titan. Ten wings of Wayfarer Persephones. Against Lord Uomoz.
1 question, is EVENT: Zakastra should look's like this ?Spoiler(http://i.imgur.com/UPVMFtn.png?1?5253)[close]
I checked actual game source and API closely, its possible to implement solo vs boss battles without hairy magic, but such fleets must be marked by some special way:
CampaignFleetAPI handle of fleet that solo must be marked with weak hashmap, later this value will be extracted and used inside BattleCreationPluginImpl
actual implementation - cant be done from my side ( i dont have list of fleets and other data ), but i have scripts ready.
Everything i discriber work perfectly, ships wont appear in combat and wont be damaged\lost if you retreated.
Well, if @Uomoz agree i will implement my suggestion about solo boss.
added
after few more checks - such fleets dont need to be marked, special faction shoud be used instead.
1 question, is EVENT: Zakastra should look's like this ?Spoiler(http://i.imgur.com/UPVMFtn.png?1?5253)[close]
Yes its supposed to be a small, fast fleet based on max OP ship designs. although the in-game variants seem to be wrong, and also missing weapons I may have to look at the variant information I sent across.
One Titan. Ten wings of Wayfarer Persephones. Against Lord Uomoz.
Holy cow. How did you manage to obtain ten wings?
SpoilerI feel like this has been asked in the past, but I don't remember the answer. Is there any possibility of adding the fleet control mod to this? I feel like especially with the new allegiances added, it would really feel like you have a specific faction and are trying to help them grow. Plus I feel like there could be some synergy between the convoys currently implemented and the convoys and such that the fleet control mod would add. I would love to see this added if possible!
WELL. That would be a huge deal of code, hours and work. HUUUUGE.
HUUUUUUUUGE.
Atleast I think. I need to take a look at fleet control code.
How many bosses are there in uomoz's corvus currently? And are there certain things you need to do or have for boss X to appear? If you want to keep it a secret the please do so. I'm just wondering since first there was the doctor around and now i got the bloody boomer on my arse.
And the final question are you going to be adding factions to the collection in the future? Or are you perheps just going to keep it this way with a select few factions and polish it to the best of your abilities and start something new when your done? Short version updates 4 evah ?
-Sandremo
PS. I hope the boomer has tons of explosives or something like that. XD¨
Edit: Would it be possible to have mines in starsector? :o[close]
At the moment between 1 and 10 bosses and they spawn randomly without any proc (but they may behave differently based on your standings and other stuff). This is the oldest mods collection of the game, it was created around the time campaign came out, 1 year ago. Never actually stopped updating\modifying it since then. The faction count will remain more or less this until I have more space to put the factions in ;). That said if an interesting mod is created and is better sorted\made then a mod currently present it can easily get in. And others get out.
That said if ANYONE is interested in getting in the game as a BOSS or contributing with a cool EVENT contact me via PM. No requirements! (Well, you have to think the fleet and some stuff, nothing big).
I propose the trifecta (http://www.youtube.com/watch?v=S45-lXhiO5A) of (http://www.youtube.com/watch?v=V35ypEhmgaE) stupid (http://www.youtube.com/watch?v=pRPQ4_EG7h8) as the final ultra super super boss.Oh god how terrifying. I however do want The Stupid to be in. Is it possible to be more ridiculous?
make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.
Or if you want I can whip up something even more ridiculous.
make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.If my eyes rolled any harder, we could use them to generate electricity.
Oh jeez, it's horrendously tempting to put up my personal fleet as a boss fleet.
Cains, Cains and Persephones forever.
-- Griffinhart
I propose the trifecta (http://www.youtube.com/watch?v=S45-lXhiO5A) of (http://www.youtube.com/watch?v=V35ypEhmgaE) stupid (http://www.youtube.com/watch?v=pRPQ4_EG7h8) as the final ultra super super boss.
make some rudimentary anti-cheat system and when a player is caught cheating in some way (credits, experience, or w/e) or is in devmode, spawn the stupid and have it hunt the player endlessly.
Or if you want I can whip up something even more ridiculous.
Hadrons on AI ships are awful, so I wouldn't do that anyway. But an Unsung with six Cains, or Neutron Lances? And an Integrated Targeting Unit? >:3cOh jeez, it's horrendously tempting to put up my personal fleet as a boss fleet.
Cains, Cains and Persephones forever.
-- Griffinhart
Do so! But remember that Cains and Hadrons are nerfed in 17.1.
This has probably been posted before, but I couldn't find any mention of it while diving into this thread (this thread is wicked huge).what faction alliance did you choose ?
Game started out fine, but when I went to an enemy factions station, it was empty. That's all well and good of course, I figured that was on purpose. Now though, when I go back to my own factions station, it too is empty. No crew, no supply, no ships, nada. I've tried plenty of the normal bugfixing stuff, but to no avail. Is this a common problem or am I doomed to slowly die as my crew shrinks and my supply dwindles?
EDIT: This is all on version 17, not the unstable one.
I've gone through multiple factions, each with the same problem. And I can't buy a single thing, from any station anywhere. Not even the omnifactory. I'm going to delete all my relevant savefiles and reinstall the mod and LazyLib. I'll tell ya if it works.
Im in love whit this mod, every time you update it is as exciting as the official releases!
:)
Btw, What do I need to do to have my fleet as a boss fleet?
Testing for dev mode is easy, just use Global.getSettings().getBoolean("devMode"). And you can check for cheat mods using the same code I gave you to check if LazyLib is active. :)
Validating a character's stats is tricky due to missing API hooks. I wouldn't recommend it as there would be too many false positives at the moment (specifically, you'd run into problems with mod-added skills/aptitudes and custom level up plugins).
Well, I don't know what the source of the problem was, but removing and replacing the mod files seems to have worked. Which means I can play it!!!
Though I would have liked finding out why it happened... I think I may have forgot to activate LazyLib the first time I ran the mod. Could that have caused any problems like this?
iron mode hostile to all omnifactory only no reloads. ;D
EDIT: 17.1 is pretty much done. Waiting for SHI update for the release though.
EDIT: 17.1 is pretty much done. Waiting for SHI update for the release though.
Sorry bout the wait. It should be up momentarily. I hadn't quite finished playing with the values on some of the weapons. Also, I was going to switch the way I've got the fleet spawn set up so as to fit with the standard you've requested. Gimme a bit.
iron mode hostile to all omnifactory only no reloads. ;D
Talking like a true man here. The only way I play :D Hound flagship FTW.
Guys it's a level 43 character with the strongest ship in the mod. That could easily own every fleet in the system. There's not a flaw in the Unsung: after all a huge, expensive, high-tech ship is supposed to be more efficient and proficient then a low-tech army.
I do see some flaw in ante design though: not enough ship-per-ship difference in aesthetic, functionality and weaponry. Every ante ship is basically a bigger version of the one before it, and behave exactly like that. The mod needs more weapon variety, a general reduction in ship-types in favor of a greater variety of forms and functions. Once you learn to fight 1 ante you learn to fight all of em.
IMHO.
Hehe, I guess it could be a mistake on my part, but I only intended it for be ship you were to discover/earn when multi systems get implemented, but since I finished the ship before said feature, I just put it in the station.
ATM for all purposes you don't get to fight it outside of the Uomoz event fleet, but you are allowed to purchase if you join the bloc.
I'm openminded about taking it out of that station so as to make it the only way to acquire( for now) through the event fleet.
But just as a note, hull mods and character skills almost nullify the weaknesses it has, but try flying one in a new character and you'll notice the weaknesses much more heavily, ( perhaps nerf a bit? )
CodeMap potentialFleets = new HashMap();
potentialFleets.put("scout", 2f);
potentialFleets.put("raiders", 3f);
potentialFleets.put("raiders2", 1.5f);
potentialFleets.put("miners", 1f);
potentialFleets.put("attackFleet", 1f);
potentialFleets.put("securityDetachment", 1.5f);
String type = (String) CollectionUtils.weightedRandom(potentialFleets);
(I really think the skill that improves marine effectiveness should also alter the chance to board vessels)
you can't effectively use it without risking losing the damn thing until you've probably hit the lvl 5 mark on many skills within a specific tree, so you're talking around 10+ Attribute points, and maybe over 30 skill points to be able to make it combat effective.
Alright, if it is that hard to get the unsung, I think it balances out.Let it is stay an endgame ship, just make it hard as hell to get.
If i am in a certain Bloc is there any way to improve relations to trade with other factions? or is vanilla mode the only way?
i have noticed lotus pirates in DEV build, is "no kitbash ships" rule lifted? (yes yes again suggestion about "new weapons" mod).
@MShadowy
I can port your code to WR without linking to LazyLib (WR is vanilla implemented in starfarer, just not added to API (WeightedRandomPicker class) (it have ugly method names but work perfectly)
@MShadowy[/b]@MShadowy: use LazyLib. Make it a requirement. It's an amazing mod with a huge amount of potential, and it's a shame many modders don't use it's functionality. In DEV is required to play U'sC.
No way, they are at war. You can get hated by your own bloc if you attack them though.
Hehe, I knew that splash looked a bit familiar,
http://www.eurogamer.net/articles/2013-03-06-starsector-preview
Kinda wish they expanded on it just a bit more into the customization aspects of ships, hehe. Kinda do wonder if we'll get a new picture with everyone's ships included again :P
Gonna release 17.1 in an hour or so.
Question: do you guys play this mod as a total conversion (with utility mods) or you add more mods in the fray?
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.
Gonna release 17.1 in an hour or so.
Gonna release 17.1 in an hour or so.I run this mod, and only this mod.
Question: do you guys play this mod as a total conversion (with utility mods) or you add more mods in the fray?
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.
183841 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
at data.scripts.world.UomozGen.generate(UomozGen.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Just out of curiosity, should DEV mods be played with DEV mode enabled? :-X
Crash on character creation. went the Vanilla bloc ( Neutral to Corvus )SpoilerQuote183841 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
at data.scripts.world.UomozGen.generate(UomozGen.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Yeaah I wouldn't fight the tempest early on if I were you, unless you can get right up its face with Light Machine Guns (you can't unless the AI drops the ball, it's too fast). And you're talking stock balance now. I wouldnt fight tri-tachs with low tech ships until you have significant character skills, Omens and Tempests are a nightmare to go up against.
The -only- counter I've had to it is playing as NC starting out.
Or using the Shipbuilder's Guild mod, which adds an EW frigate or two.
Otherwise, bend over. Here comes it comes.
Edit: Just tried RC1, error segment below.
809572 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
java.lang.RuntimeException: Ship hull spec [mendelian_robustus] not found!
at com.fs.starfarer.loading.F.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Won't make it past the boot up load screen before that hits.
Did you check the mod requirements?
67922 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozGen.CONTROLCargo$(UomozGen.java:133)
at data.scripts.world.UomozGen.generate(UomozGen.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.?O0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.?O0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Cheat protection is not good, anyone with basic skills in java can disable it, ever if you compile and jar your mod, it still easy to disable.
You shoud rollback cheated changes, not crash game with hull error, also its easy to create fleet with name you provided and evoid crash.
If you still want to crash game, use throw new RuntimeException("YOUR TEXT HERE");
For level detection... API looks more and more idiotic for me, ignore "blabla dont touch core" and just:
import com.fs.starfarer.campaign.*;
(MutableCharacterStats)MutableCharacterStatsAPI.getLevel();
Looks like my suggestion about solo fight bosses not get into 171, sadly, it's really fun when you can beat fleet only with skill, not swarm of persefones.
To evoid endless spring of similar errors (especially when you decide to add new factions or remove one), just like i suggested with WR, i will suggest you to write faction prototype class with every possible method embeded into it and extend other factions from this class.
I can help you to do it, or do it self, this will provide "minimash API" with ability to overcome "script override" limitation of vanilla and modular design with ability to disable\enable factions from mod menu.
Also this will allow someone else to develop initially minimash compatable factions by following API instructions, boss plugins and similar stuff.
Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1
It's explained both in game with messages and in the changelog.
MEANWHILE IN DEV:Spoiler(http://i.imgur.com/ljMJfdN.png)[close]
requires lazylib mod. check requirements!OK OK My bad (got same problem wits LazyLib as SainnQ has)
Blueprints are for ship upgrades :). You'll see in-game.
For now there's just an upgrade for hound and one for vigilance, but yeah, that's the plan!
try
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}
With direct method invocation i managed to create second static sun and it able to create anything as static object.
This can be usefull for something, i will post code soon, last preparations for release.
ps. Sorry, my code wont work with your current build, i checked again, it work well only when mod precompiled, if not, it will fail with unfrendly error anyway, no matter what.
You shoud think about precompilation, it speedup loading and allow you to overcome janito limitations with enums and other stuff.
*precompilation == jar your mod and compile it to classes, also this will provide some protection to your code.
pps. large imageSpoilerURL=http://imageshack.us/photo/my-images/703/screenshot000bw.png/](http://img703.imageshack.us/img703/8318/screenshot000bw.png)[/URL][close]
optimally every player should play however they want
MEANWHILE IN DEV:Spoiler(http://i.imgur.com/ljMJfdN.png)[close]
optimally every player should play however they want
>adds anti-cheating measures into a single-player game anyway
Really? Really.
*Sigh*
I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.
(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)
-- Griffinhart
MEANWHILE IN DEV:Spoiler(http://i.imgur.com/ljMJfdN.png)[close]
Awesome! I'm working on creating more upgraded ships. First I'll do a few more "starting ships", i.e. Lasher, Hound, Vigilance, Wolf. Then I'll start working on the "neglected" ships like the Valkyrie, Buffalo, Mule and Tarsus.
URGENT NOTICE!!!111
to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:Codetry
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}
If this code is present, SF will crash with user frendly error
Global.getSettings().getScriptClassLoader().loadClass("org.lazywizard.lazylib.LazyLib");
Class.forName("org.lazywizard.lazylib.LazyLib", false, Global.getSettings().getScriptClassLoader());
I'm a little worried about all these nondescript file reports for LazyLib. It's just a regular zip (archived with 7-zip). Has anyone else been having this problem?URGENT NOTICE!!!111
to stop endless flow of lazylib bugreports you shoud add this as first lines of your sector generator class:Codetry
{
Class.forName("org.lazywizard.lazylib.MathUtils");
}
catch (ClassNotFoundException e1)
{
throw new RuntimeException("PLEASE DOWNLOAD,INSTALL AND ENABLE LAZYLIB MOB");
}
If this code is present, SF will crash with user frendly error
I don't think Janino's classloader is set as the system classloader, so you'll have to pass it to the method. Either of these two lines (NOT both at once) should work:CodeGlobal.getSettings().getScriptClassLoader().loadClass("org.lazywizard.lazylib.LazyLib");
Class.forName("org.lazywizard.lazylib.LazyLib", false, Global.getSettings().getScriptClassLoader());
Can I modify it later with netbeans, like I do with the current mod? Will this make it hard to add new mods and stuff?
BUG with Player Supply Convoy with alliance Neutrino Corp.well arent "Your supply convoy" should drop cargo at the abandoned station ?Spoiler(http://i.imgur.com/XPkIbT8.png?1?8150)[close]
BUG with Player Supply Convoy with alliance Neutrino Corp.well arent "Your supply convoy" should drop cargo at the abandoned station ?Spoiler(http://i.imgur.com/XPkIbT8.png?1?8150)[close]
cuz as you can see they headed to the Solar Powerplant (Neutrino)
optimally every player should play however they want
>adds anti-cheating measures into a single-player game anyway
Really? Really.
*Sigh*
I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.
(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)
-- Griffinhart
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.
Say... 400fp of ridiculously fitted Unsungs?
I really liked the original suggestion of spawning a joke boss fleet if you are caught cheating, though. :)
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.
Hmm idk if its a bug but im playing with Supremacy bloc and joined Tri-Tachyon and my personal supplies instead of going to abandoned storage goes to tri-tachyon station -_- playing 17.1 rc1
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.
Sure. I'm just calling you out for being a hypocrite.
"Every player should be able to play however they want. Except if they 'cheat', in which case, *** 'em."
-- Griffinhart
Gotta admit I liked it the old way too. As it stands now what's the point of giving the player a supply fleet if it supplies who the player is employed to instead of the player?
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.
Sure. I'm just calling you out for being a hypocrite.
"Every player should be able to play however they want. Except if they 'cheat', in which case, *** 'em."
-- Griffinhart
optimally every player should play however they want
>adds anti-cheating measures into a single-player game anyway
Really? Really.
*Sigh*
I probably won't update to 17.1 because I don't want to have to go mucking around in someone else's code.
(For the record, I play with dev mode on because for weapons like the Cain, Hadron Accelerator, and Neutron/Tachyon Lances, having the extra level of zoom-out is really nice. Practically necessary, actually.)
-- Griffinhart
It's my mod. My rules ;). Like everything else in here, is balanced towards a fair hardcore environment where cheats are not intended to be in. It's not a public service.
Sorry, I agree with Griffinhart here. Deliberately crashing the game when a modified save is detected is not a good idea, especially since it would be very hard to recover your save once this happens (do you remember your exact stats and cash levels from before you cheated? No? You can never use this save again!). Displaying a message that this isn't how the mod is intended to be played would be enough, I think. As GH said, it's a SP game, cheating doesn't harm anyone.
I really liked the original suggestion of spawning a joke boss fleet if you are caught cheating, though. :)
I don't like cheating. I don't cheat at games as it cuts the fun for me.Sure, and I don't either (except for the aforementioned "I use dev mode because the default zoom levels in Starsector aren't enough" -- really, the maximum zoom distance should be keyed to sensor range).
Chill, remember that hours of my work (and of all the other modders) gave you a lot of fun times, so please respect it.Oh, I'm not angry. It's just like I said; as long as you were going to go out of your way to prevent players who cheat (for whatever reason) (according to your definition of "cheating") from using your mod, then I wasn't going to update to any versions of the mod that do that (because I fall into the group of people who are "cheaters" by your definition of the concept).
The code calls for big differences in level\fp\credits from day to day.
faction choice?
Uomozs Corvus 17.1 RC2crashes on map 1-2 days after my save game :SSpoiler112188 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
112329 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
150344 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:121)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:48)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Hmm. Looks like this is using core stuff that's not exposed through the API. This is against the terms of the license agreement; so, please don't do that. My apologies for the time and effort you've spent on this, wish you'd sent me a quick PM first to check.
On a practical note, if this were added to Uomoz's Corvus, it would introduce a dependency that would both likely break with the next update and would require a very specialized skillset to fix.
All in all, I would much rather improve the API than have you guys working around it. If you're so inclined, I'd love to hear any suggestions/comments/requests. In the long run, that will save everyone time and effort and will result in a more robust and accessible API.
import org.apache.log4j.Logger;
UomozScriptPersonalConvoy
protected CampaignFleetAPI spawnFleet() {
CampaignFleetAPI fleet = null;
Logger log = Logger.getLogger(UomozScriptPersonalConvoy.class);
log.info("Player faction is " + uscData.player_faction)
log.info("Player block is " + uscData.player_bloc)
CharacterCreationPluginImplSince scripts got replaced, any other mod that alter this file is incompatable, as long as eventbus not implemented there is no viable way to edit same file (actually its possible to implement event bus self but it will require all mods to use provided API == one more mod just to keep compatability).
CharacterCreationPluginImpl
Here's a bug in RC2 (downloaded about 2.5 hours ago, I think):
Bought a Vigilance, noticed the upgrade available at the omnifactory but thought I'd save my money for now and didn't buy one. Went back to storage and dropped off my Vigilance. Took off and received a happy notice that my upgrade was complete.
In other words, I upgraded the Vigilance without buying a blueprint first.
Some hullIDS missmatch filenames:
junk_pirates_goat_Support is good example.
32094 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: INVALID FILES DETECTED: barracuda
INVALID FILES DETECTED: gedune_bakoros
INVALID FILES DETECTED: gedune_byakuri
INVALID FILES DETECTED: gedune_chua
INVALID FILES DETECTED: gedune_dahaki2
INVALID FILES DETECTED: gedune_duri
INVALID FILES DETECTED: gedune_kitsune
INVALID FILES DETECTED: gedune_kitsune_attack
INVALID FILES DETECTED: gedune_kitsune_support
INVALID FILES DETECTED: gedune_kyirus
INVALID FILES DETECTED: gedune_kyra_drone
INVALID FILES DETECTED: gedune_mozok_f1
INVALID FILES DETECTED: gedune_mozok_t1
INVALID FILES DETECTED: gedune_mozok1
INVALID FILES DETECTED: gedune_nanda1
INVALID FILES DETECTED: gedune_tenzen
INVALID FILES DETECTED: gedune_tenzen2
INVALID FILES DETECTED: gedune_tychrea
INVALID FILES DETECTED: gedune_viper
INVALID FILES DETECTED: gedune_wraithii_drone
INVALID FILES DETECTED: junk_pirates_goat_Support
INVALID FILES DETECTED: rive_hunter
INVALID FILES DETECTED: squilla
INVALID FILES DETECTED: enforcer_Support
INVALID FILES DETECTED: tempest_Balanced
removed the cheat detection.\o/
removed the cheat detection.\o/
A lesson in why anti-cheating measures don't work.
(The best part is that you can scale this lesson up to "anti-piracy".)
-- Griffinhart
removed the cheat detection.\o/
A lesson in why anti-cheating measures don't work.
(The best part is that you can scale this lesson up to "anti-piracy".)
-- Griffinhart
He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod. Things like starter ships from another mod that he's done with the fellow behind the Antediluvian faction (I think)
Or if you sold too much *** in one go.
Also, Uomoz are you ready for 17.1 release yet or are you still on Release Candidates?
is 17.1 going to require that lazylib thing?Yes
removed the cheat detection.\o/
A lesson in why anti-cheating measures don't work.
(The best part is that you can scale this lesson up to "anti-piracy".)
-- Griffinhart
He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.
I just added cheat protection back in :3.
public static CampaignFleetAPI Secure_createFleet(String Faction, String ID) {
CampaignFleetAPI c;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
c = Global.getSector().createFleet(Faction, ID);
} catch (Exception e) {
// game core generate only one type of exceptions
// its runtime exception soo we cant just pick cause
log.info(e.getMessage());
FactionAPI f = Global.getSector().getFaction(Faction);
if (f == null) {
log.info(Faction + " is invalid faction");
} else {
log.info(ID + " is invalid fleet");
}
c = Global.getSector().createFleet("independent", "trader1");
c.setName("INVALID FLEET REPLACEMENT PARAMS WAS " + Faction + " "
+ ID);
}
return c;
}
public static FleetMemberAPI Secure_createFleetMember (String ID) {
FleetMemberAPI f;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
f = Global.getFactory().createFleetMember(
FleetMemberType.SHIP, ID);
} catch (Exception e) {
log.info(e.getMessage());
log.info(ID + " is invalid variant");
f = Global.getFactory().createFleetMember(
FleetMemberType.SHIP, "shuttle_Standard");
}
return f;
}
I just added cheat protection back in :3.
Why is it always the russians who speak shoddy english but are coding wizards?
Damnit! ;D
i personally expect that cheat protection this time will prevent cheating, not punishing for it.
Spoilerremoved the cheat detection.\o/
A lesson in why anti-cheating measures don't work.
(The best part is that you can scale this lesson up to "anti-piracy".)
-- Griffinhart
He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.
Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.
-- Griffinhart
Hey ponyfuck. Shut the hell up. You're ruining the mod for everyone else.[close]
i personally expect that cheat protection this time will prevent cheating, not punishing for it.
Yeah, that sounds like a better and smarter idea in my opinion too. Rather than punishing the player for cheating, it'd actually prevent the cheats from happening.
the question is, why punish cheating in a game that isn't even in beta?
I only use Dev mode so it is a bit easier to see, then when i get tired of flying the same ship for a couple of hours I buy the one I want to see how it is.
I just think its pointless to punish cheaters in a game that isn't in beta at the moment :P
Its all a matter of preference. I see it a little like writing a book or painting a picture, if you are partway through and someone looks at it, are you going to let them tell you that what you want to do with it is wrong? If you create something I feel like only you have the right to say what is right and wrong in it.
That being said, it is making me nervous to download the unstable version and play it, losing the capital ship I (FINALLY!) got playing hardcore mode without cheats in the stable version.
Eh, to each their own.
I'm gonna play HC for an hour or so. If during that I see no bugs I'll release 17.1.Oh c mon already!!! ;D
I'm gonna play HC for an hour or so. If during that I see no bugs I'll release 17.1.
the question is, why punish cheating in a game that isn't even in beta?
I only use Dev mode so it is a bit easier to see, then when i get tired of flying the same ship for a couple of hours I buy the one I want to see how it is.
I just think its pointless to punish cheaters in a game that isn't in beta at the moment :P
Guys, i't not a game, it's a MOD. Play vanilla, it allows cheats :3.
removed the cheat detection.\o/
A lesson in why anti-cheating measures don't work.
(The best part is that you can scale this lesson up to "anti-piracy".)
-- Griffinhart
He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.
Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.
-- Griffinhart
Hey ponyfuck. Shut the hell up. You're ruining the mod for everyone else.
changelog please!
Play'n on hardcore mode here, and I have to wonder, are all of the boss fleets supposed to be spawning from the station that I rely on for crew?
Suggestion for boss my custom flagship the Harbinger able to beat a nomad death fleet by it's self on autopilot. Should be a nice challenge for every some petty heavy fleets.Spoiler(http://www.img.ie/images/vfsuc_thumb.jpg) (http://www.img.ie/vfsuc.png.html)
(http://www.img.ie/images/5z57j_thumb.jpg) (http://www.img.ie/5z57j.png.html)[close]
Play'n on hardcore mode here, and I have to wonder, are all of the boss fleets supposed to be spawning from the station that I rely on for crew?
Hardcore!
Hmmm why my crew do not progress? They are all still green. 50 of 'em! After couple of battles! I'm with Neutrino. First crew i got for JP Destroyer that i cough and i buy that crew in Omnifactory. And it didn't progress. I went to Neutrino station and buy 50 new green dudes (sold old ones to slavery!). And after couple battles they are still green!!! WHY!?!??!?! :-[
Why would you add cheat protection to a singleplayer game?
So nice to be ignored :-\ Uomoz what's up with crew? No progress/leveling up, why?
edit: Is it slower then vanilla?
No, it's Neutrino stuff, I think. Probably related to the fact that they use 0 crew.But, but, but, that is only on frigates... Bigger ship use crew... :-\ Next time ill go with Thules! ;D
Suggestion for fighter balance. I have modded all fighters with a 50% speed increase. I find they are much more enjoyable to use as entire wings dont always die on the first pass to larger ships. They also have a good chance to make it back to carriers. Most likely a more balanced buff would be 30-40%. Anti fighter missiles may need to be adjusted.
Umm. Junk Pirates?
On a different note. Is there any way of getting access to the Nomad ships outside of their event? Like with the Trader, or?
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.
WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.
WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.
Heh, ok, changes are ftw, though I personally think that additions are better. :P
I don't understand, why would you do such a thing as remove a faction from the bloc system? I like them all! Wait, are they still gonna be invading? it will be ok if they still show up from time to time. Oh, and as sunfire said, remove anything but the Neutrino, cause the neutrino are awesome.
WAIT. I always changed a whole lot and I'll keep doing it. Because I liek changezzz. The "out of bloc" faction will still be present via invasions and boss.
Heh, ok, changes are ftw, though I personally think that additions are better. :P
There's a limit to quantity, while you can always strive for quality.
One faction is out of the Bloc system in next version. Guess which one ;).ASP Syndicate
One faction is out of the Bloc system in next version. Guess which one ;).
syndicate is not faction.Why ? because they don't have own station ? if not a "faction" then what are they ?
@Uomoz is there a way to rejoin a bloc once you've left it? Or join another bloc for that matter? One of the things I enjoyed about the M&B series was the ability to join/leave factions and to offer your services in a more temporary manner as a mercenary for hire.
I just want to say that I really enjoy this megamod tho.
That's an interesting concept as the code allows to change faction. Will think about it.What a??? You can't join other bloc if you left one that you began with? :-\
That's an interesting concept as the code allows to change faction. Will think about it.What a??? You can't join other bloc if you left one that you began with? :-\
I't not meant as a mercenary system to begin with. Other Blocs know if one admiral worked for the opposition.Meh... If your really good they (enemy) could pay you to join in against former Bloc. ;D
I get this constantly:I can play for 15 mins and then this happens. Got newest LazyLib and run MrDavidoff's ship addon, Relics, Scrappers, Valkyrians and Weapon Pack.Spoilerjava.lang.RuntimeException: Fleet id [] not found for faction [events]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.UomozScriptClock.Event_Progress$(UomozScriptClock.java:235)
at data.scripts.world.UomozScriptClock.spawnFleet(UomozScriptClock.java:86)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
public CampaignFleetAPI Secure_createFleet(String Faction, String ID) {
//Class selfReference = Reflection.getCallerClass(1);
Logger LOG = Logger.getLogger("Secure_createFleet");
CampaignFleetAPI c;
try {
// dont call core methods directly, you will aggro devs
// call API instead...
// _secure = new FleetMember(0, s, FleetMemberType.SHIP);
c = Global.getSector().createFleet(Faction, ID);
} catch (Exception e) {
// game core generate only one type of exceptions
// its runtime exception soo we cant just pick cause
LOG.info("Spawn_Event_Progress TRACE BEGIN HERE");
LOG.info("BOSS= " + BOSS);
LOG.info("Invasion= " + Invasion);
LOG.info("Harmless= " + Harmless);
LOG.info("Diplomacy= " + Diplomacy);
LOG.info(st);
LOG.info(e.getMessage());
FactionAPI f = Global.getSector().getFaction(Faction);
if (f == null) {
LOG.info(Faction + " is invalid faction");
} else {
LOG.info(ID + " is invalid fleet");
}
c = Global.getSector().createFleet("independent", "trader1");
c.setName("INVALID FLEET REPLACEMENT PARAMS WAS " + Faction + " "+ ID);
throw new RuntimeException("POST LOG ON FORUM");
}
return c;
}
Why i have no items and ships which i can buy in other stations? Just in Hegemony, Federation and in omnifactory i have some items and ships...You can buy stuff only in Bloc in what you are and in Omnifactory.
SAntediluvians: Feels like a joke faction, with their tiny short-range weapons talking about "sonic" effects in space, and their unshielded ships that go boom if you look at them funny. Except their fighters, oddly; those seem more durable than most of their frigates. Dangerous if you let them swarm you, but too slow to actually do so; only their fighters are fast enough to be a threat, and then only in large numbers. Might be more dangerous if I was flying a slower ship...
I think most of the hate comes from the AI's poor control of the ships. Which is something I'm addressing. Some weapon arcs are 180 degrees, meaning the AI also considers the ship able to attack frontally, instead of focussing on using its broadsides. I just have to decrease it to 160 or something similar.
Weapon ranges is also something I'm working on, as several ships are going to have their small slots traded in for medium slots.
Glad you're enjoying the faction, mostmodest. :)
Antediluvian lore isn't as nonsensical as everyone thinksit does not matter how many times you try to expain why sonic guns and submarines in space are OK, it will stay nonsence.
@Shield
its corespec error, weapon spec not loaded properly i dont have debug script for it now, you must provide savegame file if you want to recover savegame.
also you can just w8 for uomoz reply, maybe fix already done.
caused by some weapon detected by mod on init is now gone (other mod disabled or something like this)QuoteAntediluvian lore isn't as nonsensical as everyone thinksit does not matter how many times you try to expain why sonic guns and submarines in space are OK, it will stay nonsence.
phase submarines in space with phase sonic guns not better.
any phase ship controlled by AI currently is pain in ass, it will sit in phase as long as flux allow, then vent and repeat, any battle will be long and sad.
main issue is small amount of ship signatures, there are only 3 signatures:
space boat (long and narrow)
space station (round)
space station with tail (long and wide)
basically there is only 3 ships in mod, with large amount of kitbashes.
all ships have too much hp for its size, thule much better with it, ships durable and large, easy to hit, fun to fight.
194889 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:47)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Just got a Fatal: Null crash thats from the log
Will increase the omnifactory speed for HC. How would you increase boarding chance?
About the overcrowding, there's the Abandoned Facility for that very reason.
"baseFriendlyShipRepairChance":5,
"baseEnemyShipRepairChance":5,
About the overcrowding, there's the Abandoned Facility for that very reason.since factory produce up to 3 wings\frigates it will fill up few pages.
Thread.setDefaultUncaughtExceptionHandler(new EndOfTheLine());
package ru.rawcode.rcUtil;
import java.lang.Thread.UncaughtExceptionHandler;
public class EndOfTheLine implements UncaughtExceptionHandler{
public static void Trace2log(Throwable e, String exception) {
exception = "\n\t\tMessage: " + exception + "\n\t\t";
exception = exception + e.toString() + "\n\t\t";
StackTraceElement[] stack = e.getStackTrace();
for (StackTraceElement s : stack) {
if (s == stack[0]) {
exception = exception + s + "\n\t";
continue;
}
if (s == stack[1]) {
exception = exception + "Error Source: " + s + "\n\t\t";
continue;
}
if (s == stack[stack.length - 1]) {
exception = exception + s;
continue;
}
exception = exception + s + "\n\t\t";
}
//LOG.info(exception);
System.out.println(exception);
}
public void uncaughtException(Thread t, Throwable e) {
System.out.println("Here your can output whatever you want");
System.out.println("You can dump variables, player choises");
System.out.println("Or anything else, but game already dead, you cant reanimate if from here");
System.out.println("its");
Trace2log(e,"EndOfTheLine");
}
}
Hell I lost interest when my C+ professor spent most of the year doing decimal conversions instead of actually coding.
Is it just me, or does the link to download take other people into the Dropbox file and not offer a download? I feel like I've been banging my head against a brick wall trying to see where to actually download 17.1!
Will increase the omnifactory speed for HC. How would you increase boarding chance?
About the overcrowding, there's the Abandoned Facility for that very reason.
194889 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:47)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Just got a Fatal: Null crash thats from the log
Faction of choice?
dude why dont the boss fleets follow the rules...theres a neutrino frigate with the hydron accelerator and hes impossible to kill...i mean come on...if your going to make these fleets at least make them follow the rules..sheesh...these new fleets are un-enjoyable and hard for all the wrong reasons i want to make a fleet but at least mine follows the rules...i mean think about it..of course some people will create invincable fleets with stupid ship to boost their names and there egos....you think some of these people are going to be fair with this new system. The neutrinos shields are already pushing it not to mention it has the speed and the cannon. Ive never been so frustrated with the unfairness of some of these fleets...and even worse they spawn more in the beginning then you.
What rules do the boss fleets not follow? I am confused, the player is just as able to put a hadron on a Vice as the boss is, what is the problem here? My boss fleet even uses the default OP limit, not even accounting for the player's increased OP due to level-ups (though it does account for a player's increased FP limit), somebody tell me the rule I am somehow breaking!
What rules do the boss fleets not follow? I am confused, the player is just as able to put a hadron on a Vice as the boss is, what is the problem here? My boss fleet even uses the default OP limit, not even accounting for the player's increased OP due to level-ups (though it does account for a player's increased FP limit), somebody tell me the rule I am somehow breaking!
i guess he just dosent like the concept of a frigate that trades absolutely everything for a hadron collider, which is a very awesome weapon in its own right.
also, i need to get in my thick head that i must flank neutrino ships lol. they might have ship coverage but its still annoying as hell if you dont flank them XD
I didn't put a hadron accelerator on a frigate, there is no frigate with a large weapon slot, I put it on a vice class destroyer...
How can i fire all the rocket pods in 1 time? it just fired 1 by 1... sry for my english:3click on the weapon groups then at the "group" & done
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
I wonder what you'd think of the Astral with the two meteor launchers, ::)
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
I wonder what you'd think of the Astral with the two meteor launchers, ::)
were talking thule's meteor here right ? that thing is absurd XD
but does it follow the weapon size rule...and there should be rules..i have a max power fleet and i cant do it because of that ships and all the drones everywhere..i swear there are 20 per fleet of drones...my tri tach drones should be better...they are the tech fleet after all....it just seems dumb to make fleets you cant kill...i wish my fleet could be that big buts the games balanced limits tell me no...this isnt challenge...this is a bath of frustration and the neutrino ship thing is too busted....i demeand a fix and some ground rules here >:(...uomoz's fleet is strong but beatable...and so is many others but...you just chose all the cheapest possible weapon load outs ever...its the only fleet i do not like...and its funny i mention the cheap neutrino accelerator combo and you know v.v..im so mad right now at how much cheap this is it frustrates me too much. An no you cant flank the neutrino ship...its too fast and out maneuvers you...even worse when your fighting a giant fleet that is full of ditracting near impossible to kill drones. this battle would be so much fun if it wasnt for those 2 ships....but because of them this fleet will never be fun unless they hit the banhammer
I wonder what you'd think of the Astral with the two meteor launchers, ::)
were talking thule's meteor here right ? that thing is absurd XD
Heh, thats my favorite weapon in the game ;D
Uomoz that Neutrino bug when crew dont level up, well it's not have anything with Neutrino mod, Flash sad that in his mod crew level up normally. So its UC thingy. Just saying...
if (variantId.equals("neutrino_relativity_standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(17);
data.getStartingCargo().addMarines(4);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 1);
} else
About the unsung, it's not coming back to NC station anytime soon. :)Well now, i didn't meant Unsung, you was clear about that ship, but Flash got some other ones and when you look at his capitals you choosed smallest one and two that are capitals only by size. It would be nice to have one real capital ship to buy. Like Jackhammer, Banshee or Colossus. ::) Don't be such scrooge give us something to fight with ;D
About the unsung, it's not coming back to NC station anytime soon. :)Well now, i didn't meant Unsung, you was clear about that ship, but Flash got some other ones and when you look at his capitals you choosed smallest one and two that are capitals only by size. It would be nice to have one real capital ship to buy. Like Jackhammer, Banshee or Colossus. ::) Don't be such scrooge give us something to fight with ;D
^^ And what about Banshee ::)
Like many top tier ships they are delivered by convoys.I never seen one. I got two Lathe, one Nausicaa, one Colossus and one Kurmaraja (that one i sold to station). I never got anything else. Is number of cap ships in station limited? I need to buy them so i can get new ones?
No but the content of the convoys is random.Okay but in 3 years i didn't get that hull. So what is delivering chance for it, 1%? :-\
Exactly the same %chance of all the other ships ;).Ok fine, ill do it myself. Unsung is nice starting ship :P
Exactly the same %chance of all the other ships ;).Ok fine, ill do it myself. Unsung is nice starting ship :P
Ok?Well... no... i don't know how to do it :'(
5800 pix, about half the battlefield.
I totally want to watch it vent at max flux.Spoiler(http://i.imgur.com/Xf2n4HV.jpg)[close]
I think my titan has derailed this thread, in a somewhat happy fashion.
looks great Val'No, they are fine shooting it they just need to go down a log trench to the centre of the ship and shoot a 1 metre by 1 metre hole its no harder than shooting wombats!
but it will be almost impossible to fight with, i mean AI will have serious problem shooting something THAT big
thats why in vanilla capitals are long & wide
I think my titan has derailed this thread, in a somewhat happy fashion.
Well there's a report function so they will.:o
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
So, about the personal convoy fleets, I am not quite sure what they do. Well, actually I am assuming that they just make ships/weapons/items for your corporation/group-affinity spawn more frequently? Can I have someone clarify what exactly personal convoys do?Oooooh subscript.....
So, possibly dumb question... playing in hardcore mode, how does one get more marines? Or, for that matter, more crew - I'm not too low on crew yet, but - at least since I started paying attention - I haven't seen the omnifactory replenish any...
Also, faction internal feuds never seem to end - I see the "feud over" message, but they keep fighting each other.
Also-also, I now see the value in having Thule & Antideluvians around - their unshielded designs make them the only things the player can attack with a hound and have a chance at winning. (Then again, I have a herzog class Thule battle fortress lying around in storage with a variant that can take out an onslaught without taking hull damage... so their ships are, for shieldless designs, actually pretty good. Speaking of which, I call shenanigans on the missile that does 30,000 damage; having a thule battle fortress go from full hull & armor mostly intact, to dead, in one hit from something it had no hope of dodging or shooting down... yeah. Not fun. Stupid boss fleet.)
Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.
Hi ~I got an error when playing this mod. I first posted this problem at bug and report section. Then Alex pointed out this could be a mod related problem.
Here is the extract from the StarFarer.Log.Codejava.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
The game would load the save game and just crashed back to desktop.
Any help would be greatly appreciated.
Also, is it possible for more than one boss fleet with the same name? I remember it being said that the Uomoz boss fleet has an unsung in it, and both times i've blown it up, it is the same composition with a titan and some junk pirates cruisers.
EDIT: Fleet just popped up again and no titan, has an antideluvian flagship instead. Question answered :p
So, possibly dumb question... playing in hardcore mode, how does one get more marines? Or, for that matter, more crew - I'm not too low on crew yet, but - at least since I started paying attention - I haven't seen the omnifactory replenish any...
Also, faction internal feuds never seem to end - I see the "feud over" message, but they keep fighting each other.
Crew and marines don't get restocked so be careful! Checking the feud code atm, thanks for the report.
could you maybe add more civilians. currently its really hard to start out as a pirate becouse all other factions simply have better frigates and larger fleets, you have to be really good to kill any modded frigate with a lasher, hound or vigilance. if you would add some vanilla fleet traders/civilians/miners and maybe even some other adventurers. this would really help the pirates out early game so they can actualy build up a small fleet to attack stronger enemies with. these fleets don't need to be big or anything, becouse they would just be used as early game prey. lets be honest, a single pirate frigate would probably never try to defeat any kind of advanced ship that is better in almost every way.well lifa as the pirate aint easy at the start, its similar to the hardcore mode cuz you have problem with the hunting
I have to say this mod is awesome. I've been playing off and on for months but everytime I have I've always been left wishing for something more challenging and interesting. This mod really goes a huge way to making the game feel more alive and interesting.
I especially enjoy the experience of playing hardcore mode, the Omnifactory especially makes it not only viable but a great fun alternative.
To give a little info for the issue of the Omnifactory not restocking marines and crew, it will restock with some (180 I think) elite crew if the Omnifactory trader makes it there during an event, It'd be great if an event were added to specifically restock the factory with crew/marines though.
I have great fun starting a fresh game and clawing away at building a respectable fleet, that desperate attempt to capture any ship possible and have the factory produce enough of them to take on stronger fleets inch by inch is an awesome long term game and forces you to make do with what you can scavange and learn new tactics rather than pre-planning your favourite fleet. Taking on a Cruiser with a fleet of poorly equipped frigates and fighters is fun!
You've done a stellar job pulling all this together and have given me much entertainment over the last few days. Thanks!
hey uumoz, do hardcore mode alwaysbstart you with a hound ?
hey uumoz, do hardcore mode alwaysbstart you with a hound ?
The text choises you choose after selecting your name is what determines the starting ship. I think there's like 3 diffirent ships you can get?
Edit: atleast that was how it was unless uomoz changed it.
-Sandremo
java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at data.scripts.world.OmniFac$ShipData.<init>(OmniFac.java:678)
at data.scripts.world.OmniFac.checkCargo(OmniFac.java:489)
at data.scripts.world.OmniFac.advance(OmniFac.java:601)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Just updated to the latest version, started a new game and got this error after dropping off a fighter wing and couple of guns at the Omnifactory:Do you have this:Quotejava.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at data.scripts.world.OmniFac$ShipData.<init>(OmniFac.java:678)
at data.scripts.world.OmniFac.checkCargo(OmniFac.java:489)
at data.scripts.world.OmniFac.advance(OmniFac.java:601)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
well this is odd...i played as the pirates fought an enemy and lost my flagship. giving up hope i auto resolved and then the background was white just all white,really weird. i loaded an older save and it was still white. starsector crashed when i tried to print screen it. maybe i should have used the ingame image takerSpoilerjava.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.starfarer.util.O0OO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
After playing around with it some more, it only seems to happen in hardcore mode.
Process is this... Start hardcore game picking any ship, fly straight to omnifactory, take off any gun and drop it off, leave and 1 day later crash.
Any other choice of faction bloc or neutral game mode works just fine.
well this is odd...i played as the pirates fought an enemy and lost my flagship. giving up hope i auto resolved and then the background was white just all white,really weird. i loaded an older save and it was still white. starsector crashed when i tried to print screen it. maybe i should have used the ingame image takerSpoilerjava.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.starfarer.util.O0OO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
That is a bug in starsector itself that is fixed in the next version. It is caused by some sort of memory build-up in the backgrounds that becomes too much after an hour or two of play. Just restart the game whenever the white background shows up and save often if you've been playing for a while.
Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.
Yes.
Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.
Yes.
Great job on the mod btw, I've been playing on it so long that I have 4 Million and nothing to spend it on because of the fleet limit :/ but I'm still enjoying it! Can't wait for your next update.
the astral with the meteor launchers arent bad...just shield them...and its strong but challanging...unlike the sniper neutrino ship v.v..
public static void CaptureRate(int Rate){
MutableStat ff = Global.getSector().getPlayerFleet().getCommanderStats().getEnemyShipRepairChance();
ff.base = 5;
ff.modifyMult("Custom", 2);
}
MutableStat ff = Global.getSector().getPlayerFleet().getCommanderStats().getEnemyShipRepairChance();
ff.base = 5;
ff.modifyMult("Custom", 2);
ff.base = 0;
Strange, I've completely disintegrated at least 4 boss fleets now (10+ if including Invasions), and I mean completely destroyed without any retreating and I have yet to see any unique drops, "Bonuses", or see any script go off. I'm playing on the latest 17.1 with LazyLib.Do you have to fully kill a boss fleet to get the unique rewards? I keep having one or two frigates or fighter wings run away from me and retreat to safety while i move at -7 speed in the galaxy map.
Yes.
Great job on the mod btw, I've been playing on it so long that I have 4 Million and nothing to spend it on because of the fleet limit :/ but I'm still enjoying it! Can't wait for your next update.
That sounds weird, it should add unique stuff to the omnifactory (some bosses don't drop anything though).
Have you grabbed the "extra stuff" item in the boss loot?They never appeared, in addition to me always doing the Loot All option every time I loot anything. I just Jettison spare supplies, that's it.
That's weird.
That's weird.
im having the same problem.
sooooo, what kind of loot am i missing on exactly ?
After a little sneaky investigation of your code, yes, I have disintegrated at least 4 of the "BOSS" fleets and from what I understand, Fleet_Loot isn't implemented (In the code of my version at least, which should be latest) to run when the boss fleet disintegrates unless I missed something... (Don't take my word for it, it was a brief investigation and I don't know the complete API of Starsector :/)
Edit: After realising I've been playing on LazyLib 1.0, I updated to 1.1, killed you specifically (Uomoz), still no bonuses or EXP boost. Just simply states that he might come back.
single_fleet = Global.getSector().createFleet("events", single_id);
system.spawnFleet (base, 0, 0, single_fleet);
Fleet_Assignments (single_fleet);
Elite_Crew(single_fleet);
Fleet_Loot(single_fleet);
private void Fleet_Loot(CampaignFleetAPI fleet) {
CargoAPI fleet_cargo = fleet.getCargo();
fleet_cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "Bonuses", 1);
}
Codesingle_fleet = Global.getSector().createFleet("events", single_id);
system.spawnFleet (base, 0, 0, single_fleet);
Fleet_Assignments (single_fleet);
Elite_Crew(single_fleet);
Fleet_Loot(single_fleet);
private void Fleet_Loot(CampaignFleetAPI fleet) {
CargoAPI fleet_cargo = fleet.getCargo();
fleet_cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "Bonuses", 1);
}
There's nothing wrong in the code imho, but it might be because it's 3am.
I can confirm that my event is working properly. If you visit the station right after I disappear, you will see a bunch of ships and whatnot in the station. If you then wait for a bit, they will disappear and you will get the message about the omnifactory analyzing the ships/weps. I don't think the bosses are doing the loot right, I agree it is probably that just because you added the bonus token to the cargo doesn't mean that specific cargo will appear in the loot section. When we raid supply convoys do we get every weapon they were going to bring to the station?
Hey guys still fairly new to this mod. Are the supply fleets when you pick a faction supposed to put loot in your station? I thought the blackrock one did the one time i played them but i lost my save and swapped to tritech and the fleet doesnt give me anything
Hey guys still fairly new to this mod. Are the supply fleets when you pick a faction supposed to put loot in your station? I thought the blackrock one did the one time i played them but i lost my save and swapped to tritech and the fleet doesnt give me anything
Not anymore, they now go to the station of the faction you joined. It was decided that just simply receiving free stuff was too overpowered.
Side note: I feel like we should still get something for being in the faction. Monthly stipend?
Not anymore, they now go to the station of the faction you joined. It was decided that just simply receiving free stuff was too overpowered.
In my current game which I'm loving I'm playing Iron Man, Neutral setting (Hardcore's lack of crew/marines make it unviable), I can't buy anything other than crew/marines, can't repair at any station other than the abandoned storage, can't use the Omnifactory, can only use ships and w
As a note, Schwarms will lag once you approach 3 and above wings on the map at one time and this is with my pc, so I can't say the same to lower end pcs.
But since I didn't exactly expect everybody to go all out with the schwarms as boss fleet material some fleets may go overboard *cough conorano* ::)
I'll see to finding something to reduce the lag, I'm guessing it could be the fact it's 42 weapons aiming, or the 42 engines, something along the lines of there were too many of them :P
Federation omega bomb??? My boss fleet doesn't have that in it, it just has a few Thule meteors... I think I would have noticed if THAT was in my fleet. One of the vice class destroyers and a clam frigate have one of the much smaller federation rockets, but there is no omega bomb... even I'm not THAT insane. :P Are you sure that it wasn't just a Thule meteor that you ran into? You can tell their explosion by the tiny little lights that fly from the blast; and the astral does have two of the meteors.
Edit: Oh, and thanks for the support dog, :D I was starting to think nobody liked my fleet...
How did you get the stormcrow? :D
Is that terrible boss loot system working?
Against the schwarm wings though I wish that the main 5 would be more easily identified... Every time i fight one i have to pause the game and zoom in on every single one looking for the minor differences in the sprites...
Against the schwarm wings though I wish that the main 5 would be more easily identified... Every time i fight one i have to pause the game and zoom in on every single one looking for the minor differences in the sprites...
A little trick I use, Tab and select a schwarm drone, then hit target, voila, instant identification, it's harder to see the legit drone when some are damaged, you'll notice them when they aren't damage the brighter 6 are the main ones.
Basically, carriers can repair fighters in the middle of a battle. If a fighter wing loses a few of its ships, and you happen to have a carrier, the fighters will automatically dock and repair at that carrier to full strength, and then launch again, using a few supplies.
As for the ships that aren't sold in the shipyards, you usually do have to capture them from enemy fleets. One thing that you might do with the newly captured ships in this mod, though, is find the omnifactory, which will create copies of any ship or weapon that you sell to it after a bit of time, turning it into something you can buy without capturing.
What ship did you start with,Hound
and what did you try to face?SDF :P
Doesn't matter what ship I pick - shouldn't they all be the same and equally able to kill other stuff?
I mean, with trading not implemented, how are we supposed to make money except by picking the military route and shooting everything?
I didn't want to go military, but am being forced to!
I will try this. I just captured my first ship, only a massive pirate ship flew into me, and escape is impossible.Dude do not let them caught you on system map. And you can always put ship on auto-pilot when in battle, of you don't like 1 on 1 in frigates.
Meaning I am now back down to one ship. For *** sake, the chances of escaping a massive fleet should be tweaked to be like 75% or higher.
Why would a MASSIVE fleet with tons of capital ships even NOTICE a tiny little scout ship?because this game is in Alpha and most of it's content is just placeholders so we can do anything beside missions.
There is something seriously, massively broken with this game.Well... No, it's just not finished. ;D
Guess I'm back to rerolling YET ANOTHER CHARACTER.
Well... No, it's just not finished. ;D
On a separate topic, is there currently a way to raise your own reputation with the different factions? I did a search and didn't find anything.
Is it just random which faction has the unsold ships or do the unsold ships only spawn in their particular factions as well?
Well... No, it's just not finished. ;D
Well no :p it's not broken if most people are able to get around this problem (without a workaround). So I don't think the game not being finished is the problem, probably just user error, no offense to Wavenarra. There is a learning curve.
In case this gets lost given how fast this thread is moving, I'll just leave this here, thanks :p :QuoteOn a separate topic, is there currently a way to raise your own reputation with the different factions? I did a search and didn't find anything.
Is it just random which faction has the unsold ships or do the unsold ships only spawn in their particular factions as well?
I can't "pick my fights" because all of the empires small vulnerable ships, barring the pirate hounds are also much faster than mine, meaning I can't catch up to them.
I have been playing this game for four hours now, and have got NOWHERE. No extra ships, barely any credits, and overall, a boring, repetitive sequence of events.
Basically, run away from everything until I find a hound class. Spent ten minutes in an awkward fight that involves me micromanaging everything to ensure I don't get destroyed, and then gain 500 credits from it's destruction.
I've found a hound class about.. three times? Four?
Where are all the various other, easy, alien ships? Every single other armada either travels in huge fleets, or is so advanced even their scout ships can easily outrun my own.
As a personal opinion, I'd say your skill level isn't up to snuff, long time player or not, if you cannot take on a lone buffalo mark 2, fact is once it launches all its salamanders it's easier to take out than a hound, If it is too difficult spend some time in the simulator 1 vs 1 ing ships. you got nothing to lose and you may learn some tactics in dealing with ships. If your spending 4 hours sitting somewhere and not winning I personally consider that it might 'just' be operator error.
If you have difficulty with hounds, it might be because of their sheer speed, try a lasher or lone fighter wings, I've encountered numerous fighter wings that were left as scraps after they got into a fight they couldn't win.
I find it even easier if I use a faction start ship than vanilla.
A quicky, I just did, started up a new game, 30 seconds in. Found myself a 'rare' target. ;)Spoiler(http://i.imgur.com/4NHL1y6.jpg)
(http://i.imgur.com/kE67nE3.jpg)[close]
unfortunately got wailed by one unexpected antimatter shot, but nothing the reward won't cover.
Fatal: Fleet id [attack] not found for faction [pirates_extra]
Check starfarer.log for more info.
Autoresolve never really seems to take my side.
Worst part is killing a ship and not even getting the option to board it.
Hello,
I'm not sure this belongs to Uomoz's thread but here it is:
I'm getting an error when starting a new campaign, right after choosing a faction (occured with any I tried) and choosing skills:QuoteFatal: Fleet id [attack] not found for faction [pirates_extra]
Check starfarer.log for more info.
And here's the aforementionned log:Spoiler296052 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
java.lang.RuntimeException: Fleet id [attack] not found for faction [pirates_extra]
at com.fs.starfarer.loading.G.Object(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.PPSpawnPoint.spawnFleet(PPSpawnPoint.java:29)
at data.scripts.world.UomozGen.generate(UomozGen.java:71)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
My apologies if this is a know issue with current mod/game version, thanks anyway !
You downloaded the DEV version, click on the DOWNLOAD image instead for the official 17.1 ;). I should definitely remove that DEV link.
There is currently no way to raise your reputations with other factions in this mod. As for the question about unsold ships, I'm not quite sure what you mean, could you re-phrase the question?
There is currently no way to raise your reputations with other factions in this mod. As for the question about unsold ships, I'm not quite sure what you mean, could you re-phrase the question?
Sure, I was referring to the ships that aren't sold at stations at all, which another forumite/player have told me that I need to manually capture them. I was wondering if those ships, would only spawn within a specified faction (like ship A only with hegemony, ship B only with Thule), or if they're random (ship A can be found in all factions).
Thanks :)
And because they're so advanced, they move SO MUCH FASTER than any of my ships, I can't reach them in time to destroy them!Such obvious trolling is such obvious...
*snip*
I wish events happened more often :( I just find myself sitting here holding shift waiting for bosses to show up..and getting disappointed when the event is "politics"
*snip*
I wish events happened more often :( I just find myself sitting here holding shift waiting for bosses to show up..and getting disappointed when the event is "politics"
seconded. especially with certain events (me) that last a shorter time than others. would it be possible for certain events to shorten the length til the next event? or run multiple times/until destroyed to fill the extra time?
Hi, I had a couple of things I wanted to mention.
In version 17 (haven't checked in 17.1) when you played as Tri-Tachyon the supply delivery went to your abandoned station rather than their station. That meant LOTS of free stuff.
In 17.1 if you are played as Interstellar fed the supply delivery would go to the Hegemony station with the IF stuff.
There are a few things I would like to see added to the mod (IE Request/ Personal Wishing section. Feel free to ignore)
I wish there was a token you could buy from somewhere (Omnifactory?) for some reasonably large price (1 million maybe?) that would start something like a hard mode. Something like fleets spawn more often and have a much higher chance to be larger and events happen more often. The sort of thing that makes the universe unplayable at the start but you start craving after you hit level 40. Maybe make it include new harder invasions led by the event fleets? Uomoz at the head of a nomad fleet filled with almost all cruisers or higher would be fun.
Another thing I would like to see is some method of calling specific events for a cost. Nothing huge but maybe have a token you can buy to challenge Uomoz for 200k, Costly enough you need to be well off to do it but not so much that there is no benefit to calling it. I personally wouldn't pay much more than 300k for a chance at the unsung unless it was a 100% drop into the omnifactory.
It is a bit of a different approach than vanilla has and a different type of mod than this includes at the moment, but I would like to see the unused skill category be used for non-piloted ship bonuses.
Something like
aptitude point (Automation): 1% flux dissipation and 1% armor for Non-Piloted ships.
Skill 1 (Armored Convoy): 2% armor for Non-Piloted ships.
Skill 2 (Fire Support): 2% Weapon damage for for Non-Piloted ships. Lvl 5 Increase range for all weapons by 20% for Non-Piloted ships. lvl 10 Missiles reload 20% faster for Non-Piloted ships.
etc
It could be very similar to the "Good" tech trees for normally piloted skills but with generally lesser effects, maybe half or less, but more generalized such as instead of 50% increased range for ballistics and energy weapons, 20% for all weapons. Basically I would love to see a skill tree added that could make Leadership and that skill tree an effective way to progress like Tech and Combat are now.
The game in general and this Mod in particular REALLY needs something to make it feel worth while to get a fleet as something other than disposable decoys. (Again, personal opinion, feel free to disagree but lets keep it from derailing the thread if Uomoz doesn't like the idea)
I would like to see the Modular fleet or something very similiar added to the mod.
My only real complaint is that the end game gets a bit boring as you have one real skill progression, then you solo pretty much everything. That is why most of my suggestions/requests center around end game content and something to make running a fleet useful before you have maxed out the rest of the skills you wanted anyways.
End Request/Wishlist section
Uomoz, This is a great mod. My main complaint is that you have ruined vanilla for me because this is just too much fun. I love how the universe feels ALIVE and active.
Thank you for bringing this mod to us.
Fixed the null errors thanks to LW :D.
Don't report stuff from DEV I'm COSTANTLY, changing it xD.
Well I'll just remove the link as it's mostly an issue at this point.
1173031 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
A real quasition it says my personel recourse fleet dropped off supplies and i continuasly find none over several files?
@ Wavenarra: You have a PM.
OK, I selectively deleted the last ~2 pages worth of derailment, since nothing constructive seemed to come from it. I apologize to everybody who made a helpful post that got deleted. I hope we can carry on now.
@ Wavenarra: You have a PM.
OK, I selectively deleted the last ~2 pages worth of derailment, since nothing constructive seemed to come from it. I apologize to everybody who made a helpful post that got deleted. I hope we can carry on now.
This doesn't change the fact ships in this mod are very overpowered.
"Desdinova class" one-shot-killed my ISF attack frigate, then is able to outrun my Toa and my Vixen class. It's shields easily absorb all of the shots I through at it.
It moves faster than my ship, it one-shot-killed my attack frigate with.. something, and it's missiles do 1/3 flux to my shields.
Also I recommend you change fighters to be more like fighters and not insta-shield wreckers.
Fighters should be very weak and only useful versus other fighters, I'm tired of fighters easily overloading my shields, they should NOT be able to do that, they should have tiny weapons that can barely damage real ships, like most other games.
Are previous versions of 'Fleet Control' (such as .99) compatible with 17.1? I was using .99 in 16.5 w/o any noticeable issues.
Also, what are the issues with Fleet Control in 17.1?
Personally, I find storage facility next to omni factory to be by far the most convenient location for it, whether hardcore, vanilla, or playing with a faction. And have hacked my personal copy of Uomozu's Corvus to always put it there. (A particular issue when trying to acquire large weapons in any sort of decent supply - since the factory stops producing them at something like two or three of a given type; if I want to outfit some of the larger capital ships, I have to make a lot of runs between factory & storage. Still, a Sandstorm with 8x HIL is worth the trouble.)
Personally, I find storage facility next to omni factory to be by far the most convenient location for it, whether hardcore, vanilla, or playing with a faction. And have hacked my personal copy of Uomozu's Corvus to always put it there. (A particular issue when trying to acquire large weapons in any sort of decent supply - since the factory stops producing them at something like two or three of a given type; if I want to outfit some of the larger capital ships, I have to make a lot of runs between factory & storage. Still, a Sandstorm with 8x HIL is worth the trouble.)
As starsector is thousands of years into the future, a computer could probably hold more or less unlimited amounts of data, running out of memory would be absurd. :P
OK so i'm new to the whole modding stuff and i have the LazyLib 1.2 , the Interstellar Federation 1.24 , and the Uomoz's Corvus 17.1: Allegiance (all checked off in the mods box)
the game started crashing and giving me and error saying Fatal: null
this happens when the date in game changes to May 30
i don't know whats wrong, can someone please help!?!?!
HC without omnyfac would be an amazing madness.
You are probably getting the crash because the interstellar federation is already a part of Uomoz's corvus. The game is probably crashing at that time in-game when an interstellar convoy shows up to restock a station only to find that, because of the duplicate mod, the station is in the wrong place.
Just un-check Interstellar federation on the mod list and the game should work fine.
edit: how do I add the latest Tore Up Plenty ships? I love the Talus but I was using your DEV and kept crashing so I just downgraded to regular 17.1
A little questions here.
I have download the mod from the big DOWNLOAD.But it is a zip file which named 'Uomozs Corvus 17.1.zip'.When I open it.There is 'Uomozs Corvus DEV'.
So,the file I have download.Is '17.1'? Or 'DEV'? Or 'DEV of 17.1' ???
I really need to know it so I can tell the strange things in this mod....
And a more important thing.Can I translate this mod to other language?
A little questions here.
I have download the mod from the big DOWNLOAD.But it is a zip file which named 'Uomozs Corvus 17.1.zip'.When I open it.There is 'Uomozs Corvus DEV'.
So,the file I have download.Is '17.1'? Or 'DEV'? Or 'DEV of 17.1' ???
I really need to know it so I can tell the strange things in this mod....
And a more important thing.Can I translate this mod to other language?
The file you need to place in the Starsector/Mods folder is Uomozs Corvus DEV. Verify that data and the other folders are in it though. I can't speak to what strange things you're having or if you're allowed to translate it, though I would imagine as long as you give Uomoz credit it should be fine.
So....how does one do those little side missions, like Ciago the Omnifactory trader? :P
By the way,you 'Omnifactory Trader' are too weak.Just few of ships and any one can 'help' you about your goods. :D
I mean, I couldn't find them on the sector map. :P I went back a save and right as it popped up, I checked to make sure he wasn't already killed. Couldn't find him.
Does he have a different name on the map, or is he part of another faction? I could probably look in the code and easily find it, but I'm testing you. ;Di'm not sure but name it's just "Ciago" & it's just yellow :) like on every event there will be MSG. display nothing unusual
So I started getting those null pointer exception errors in my current savegame, the first one happened after I beat SirBoomalot and tried to screenshot it. Now they occur within a minute or less of loading my current save file. Is there something I can do tho the save file or the mod that will make it stop? I saw a few other posts in this thread and the general bugreports forum but I couldn't find any fixes or anything. I'm running the 17.1 version from the banner link although the folder extracted from the .zip says it's DEV.
I like the new boss battle fleets though. An 'endgame' of sorts was definitely what the game needed in it's current state.
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.
It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targetting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.
It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targeting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.
Not sure if this has been addressed or not, but for some reason my crew aren't leveling up. Whenever I gain experience it says that crew gains experience as well but not a single one of my crew members has leveled up .Known bug in the game - will be fixed next release, but who knows when that happens.
I love playing without being able to buy anything but crew/marines. Having them periodically shipped in and replinshed is all that's missing.
It make things more exciting to play the real pirate route, every ship you get is valuable, even a Hound. One other self imposed rule I like to use is to never raise my repair skill. Having 100% chance to repair a lost ship is a danger killer, you still lose all your weapons but it's not a big blow.
I find myself storing hulls in case of emergency, rotating crew in order to train up green crewmen and specifically targetting certain factions in order to capture equipment to refit the destroyer I just captured... It feels strange to be slapping a vulcan cannon onto a medium ballistic spot and trying to make it work just because you don't have anything appropriate to fit.
Why was flux implemented in the first place? Will never go back after this. Implementing in UsC.
Well it was clearly an april fool's.
automated fix for NAN xp issue is ready and alive, poke Alex about black magic and using core files, if he will make exception for me, i will post fix or wait 560th versionROFL don't be like that man ;D
next expected version is 560...You did write "th" after number... And next one is .6 :P
So I started getting those null pointer exception errors in my current savegame, the first one happened after I beat SirBoomalot and tried to screenshot it. Now they occur within a minute or less of loading my current save file. Is there something I can do tho the save file or the mod that will make it stop? I saw a few other posts in this thread and the general bugreports forum but I couldn't find any fixes or anything. I'm running the 17.1 version from the banner link although the folder extracted from the .zip says it's DEV.
I like the new boss battle fleets though. An 'endgame' of sorts was definitely what the game needed in it's current state.
I have had this problem many times before and after a day or so of not using the save and/or creating and playing on a new profile for a while it usually stops. So...create a new character, play on it for a while, and wait a day or two and see if that fixes the problem.
If that doesn't work then I cant help ???. But in any case I hope it helps ;D
You know, I just realized there's some ships in here that are based stats-wise on ships from .53 (or earlier), and now aren't ... very good ... any more.
The Lotus Ajax, for example, was supposed to trade all the defence it loses on the Falcon for significant speed boost, but that was back when the Falcom had a combat speed of 60. Except now the Falcon goes 75, so the Ajax becomes a little pointless.
What's your policy about this kind of thing, do you just leave the stats untouched as made by the original authors?
Also, first post on board.
Umh ... they are in the version linked in the OP :)
So in the latest version the only way to get the Unsung capital ship is trough Uomoz fleet or the omnifactory?
I remember is was for sale at the Neutrino station in the older version.
So in the latest version the only way to get the Unsung capital ship is trough Uomoz fleet or the omnifactory?
I remember is was for sale at the Neutrino station in the older version.
Yep.
C'mon guys, you know that ship should be rare.
...Incidentally. Has anyone else tried equipping a Sandstorm with 8x Neutron Lance? Just curious.
The Lotus are still around as one of the events. Fairly rare, so, do what you can to capture ships when they show up, because you won't get too many chances at that.
...Incidentally. Has anyone else tried equipping a Sandstorm with 8x Neutron Lance? Just curious.
Uomoz fleet has recently popped up, but it didn't have the Unsung ship in it.Sadly, yes; there are several ships it can pick as its flagship. So far, I've never seen the Unsung in game myself.
Is this normal?
Eight lances will one-shot an Onslaught, at least with High Energy Focus active. Does take a few sacrifices to get there, though; my current build requires maxed out tech & combat skills, and features 8 lances, 6 CEPCs (mostly covering the rear), 100 vents, Integrated Targeting Unit, and Advanced Turret Gyros.
Doesn't work well under AI control, though; it'll cheerfully fire all eight lances at whatever gets in range first... resulting in a very dead, say, wing of talon interceptors... and no firepower left when everything else comes in range. Managing its guns has, for me, required splitting them into three separate weapon groups, and making careful use of pause, hold fire, and management of which groups are online - but the results are, uh, somewhat ridiculous. Originally I put this thing together just with the intent of having a ship that could just plain kill schwarm wings; it's apparently capable of killing just about anything else, too. (Neutrino ships with extended shields are really the only things that give it much trouble...)
And, of course, if you mismanage your flux, you just sortof implode as soon as the second enemy gets in range. So... rather glass-cannon-ish. For AI use, I'd tend towards HILs with advanced optics instead.
(all but 2 weapons).
Well he did explain (somewhere in this tread) what that weapons are and what he did to them. I think one of them is hardon accelerator. And i think that he halved their dmg.(all but 2 weapons).
I cant be the only one thats really curious as to what those two weapons are and what you did to them.
Well he did explain (somewhere in this tread) what that weapons are and what he did to them. I think one of them is hardon accelerator. And i think that he halved their dmg.(all but 2 weapons).
I cant be the only one thats really curious as to what those two weapons are and what you did to them.
not really liking the changes to the player convoy mechanics.
how is it any different from normal faction resupplying now ?
not really liking the changes to the player convoy mechanics.
how is it any different from normal faction resupplying now ?
People lamented that it was too easy. Now it's exactly like a faction convoy, and it'll probably stay like that until more features are implemented into SS (but I accept suggestions if you have any idea about this).
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..
Still love the mod :)
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..Hi, I just wanted to pop in and say that Vanilla addon is working with UC if you preform little harmless modification to UC Corvus.java file. Its al explained in Vanilla addon thread.
Still love the mod :)
Hey i have a crash error every time i battlethis is game bug,not mod bug, correct me if im wrong ;p
628490 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.OutOfMemoryError
----------------------------------------------------------------------------
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
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.starfarer.campaign.ooOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
----------------------------------------------------------------------------
Sorry for my english i am not very good at it
333728 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozScriptClock.Station_Manager$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:129)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:665)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
1222316 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [brdy_squilla_wing] not found!
java.lang.RuntimeException: Ship hull variant [brdy_squilla_wing] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Wings$(UomozScriptPersonalConvoy.java:306)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:40)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
891082 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Uglybetty_8566882671635657776...
892454 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
909122 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.OoOO.?0000(Unknown Source)
at com.fs.starfarer.campaign.A.?0000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:521)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:119)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:666)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
455068 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
531683 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Weapon spec [thule_light_flak] not found!
java.lang.RuntimeException: Weapon spec [thule_light_flak] not found!
at com.fs.starfarer.loading.O0oO.?0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.ThuleLegacyConvoySpawnPoint.addRandomWeapons$(ThuleLegacyConvoySpawnPoint.java:67)
at data.scripts.world.ThuleLegacyConvoySpawnPoint.spawnFleet(ThuleLegacyConvoySpawnPoint.java:42)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.??00(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
TL bug but I'll fix that. Thanks (the DEV is always ""stable"" and you can download it fixed in a few minutes).
EDIT: fixed.
54160 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [neutrino_adventure_standard] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_adventure_standard] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.corvus.RestockSpawnPoint.restockShips$(RestockSpawnPoint.java:413)
at data.scripts.world.corvus.RestockSpawnPoint.spawnFleet(RestockSpawnPoint.java:363)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
1366869 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
118113 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [nirvana_|II_A] not found!
java.lang.RuntimeException: Ship hull variant [nirvana_|II_A] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.title.A.new(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.Ô00000(Unknown Source)
at com.fs.starfarer.title.A.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
249959 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [ms_shamash] not found!
java.lang.RuntimeException: Ship hull variant [ms_shamash] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.UomozScriptClock.Fleet_Loot$(UomozScriptClock.java:300)
at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:242)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:107)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:680)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I have no idea what THAT is. Did you actually touched the other fleet? Which faction it belonged to?
Still I don't get it.
I believe I fixed everything reported, thanks a lot, everyone!
https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
747277 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Still getting various hull variant not found errors. Usually neutrino, not always.
Still getting various hull variant not found errors. Usually neutrino, not always.
Reading your log, it's not an U'sC error. Restock- something is the issue.
Hm. Probably too late to get it into this version, but could we get omnifactory status as a character starting choice? I'd suggest a couple of variations: omnifactory offline, omnifactory online, omnifactory makes fighters only, omnifactory makes fighters & frigates, omnifactory makes fighters & weapons... maybe a few other variations like that. Maybe even a mode where what things the omnifactory will make varies by time or player skill, so you get an early game where you have to make do with what you can find, but late game, you can start experimenting a bit more without the risk of losing irreplaceable ships or weapons.
Fighters in particular - in 17.1, I'd often pick up a few neutrino drone fighters, and just not worry when they got blown up; in 17.2, I can't replace those... which puts them into the category of "expendable items I'll never use."
691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Disabled all mods except this and LazyLib 1.2, started a new game, got a null pointer error after a few minutes:Code691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Disabled all mods except this and LazyLib 1.2, started a new game, got a null pointer error after a few minutes:Code691256 [Thread-6] ERROR com.fs.starfarer.combat.O0OO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptClock.Messages$(UomozScriptClock.java:528)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:121)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:681)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I already fixed that, are you sure you just downloaded the DEV?
java.lang.NullPointerException
at com.fs.graphics.util.new.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.super.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.o00000(Unknown Source)
at com.fs.starfarer.super.this.do$super(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I always start a hardcore game with a Wrestler, it's a powerhouse and can dominate much larger ships if you catch them alone and add a few extra OP via science!
395990 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.util.OoOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.A.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.addMessage(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:93)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
598874 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozScriptClock.Spawn_Event_Progress$(UomozScriptClock.java:240)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:107)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
1819662 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [neutrino_theend] not found!
java.lang.RuntimeException: Ship hull variant [neutrino_theend] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Cruisers$(UomozScriptPersonalConvoy.java:268)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:77)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Uomoz> I finally ended up with no marines on a Hardcore playthrough.. been a few months and no new marines in the Omnifactory. Anything i can do or should i pray for surrenders?
Is there any way to edit the save file to add marines to the omnifactory?Hm. Probably possible; for me, it'd be easier to hack one of the spawnpoint scripts to add marines, but I'm much more at home with java than xml.
Perhaps http://fractalsoftworks.com/forum/index.php?topic=4605.0 could be intergrated into Uomoz in the future? would make the vanilla fleets more interesting to fight and probably reduce mod conflicts with other mods, like Starsector plus..Hi, I just wanted to pop in and say that Vanilla addon is working with UC if you preform little harmless modification to UC Corvus.java file. Its al explained in Vanilla addon thread.
Still love the mod :)
edit: PM ninja'd by Uomoz! He will "legaly" implement vanilla addon in UC ;D
3073508 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.UomozScriptClock.Spawn_Event_End$(UomozScriptClock.java:279)
at data.scripts.world.UomozScriptClock.Clock$(UomozScriptClock.java:120)
at data.scripts.world.UomozScriptClock.advance(UomozScriptClock.java:682)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
im going to get hit from everyone in these forums but im being as honest as i can for the sake of this mod.Nah man, look I like you ;D That fleets are end game thingy, you know when you max out your character and rofl-stomp everyone (nobody can stop you). That's why you have that boss fleets so they can give you some kind of challenge much, much later.
How do you guys deal with the Neutrinos and their insane shieds?
How do you guys deal with the Neutrinos and their insane shieds?
why dont the bosses follow the rules of the game...they have waay too many ships and its not fair that they can have that and i cant which makes them impossible and virtually un-enjoyable and i do not approve of there massive amount of ships...people are wanting these giant fleets with 4 flagships...id have to use 75% of my ordinance points alone to get that with no other ships so not only do they have power but they have too many ships so they can wear you down then beat you to death with pure numbers....and its not even fair that they can do that...what people dont understand is they are spawns and they come back at full power anyways so i dont know why i should even have to see a boss fleet if you can never even fight one in the first place...why are they even there...get rid of them...there not benifiting anything but pain and torture or at least follow the max ordinance points which is 175.....i want to enjoy them...but we have to be real here...they are not doing anything but ruining the experience...they dont even have to buy fuel or supplies...in reality they would run out instantly and die....im going to get hit from everyone in these forums but im being as honest as i can for the sake of this mod.
YEAH, I was working on escape pods and my gf came to visit xD. They will be escape pods later xD.
boomalot i did use numbers...i was a titan carrier with a bunch of fighters anf frigates and that doesnt work..not enough damage and again...the boss fleets have WAY too many ships and it just brings them all out at once...these fleets are dumb...theres not joy in them
The current dev has perfectly working escape pods. PERFECTLY!The poor souls on the ISS Nehebkau would like to disagree...
boomalot i did use numbers...i was a titan carrier with a bunch of fighters anf frigates and that doesnt work..not enough damage and again...the boss fleets have WAY too many ships and it just brings them all out at once...these fleets are dumb...theres not joy in them
Alright, time to put to rest any cases of my boss fleet being impossible to beat, I just defeated it. Game crashed when I caught the ships that retreated, but I have all the end-of-battle stuff for the main battle.
The fleet I used:Spoiler2 Langoustine destroyers: 1 destroyed
3 Jackle frigates: All destroyed
3 Stingray frigates: 2 destroyed
4 Relativity frigates: 3 destroyed
2 Wolf frigates: All destroyed
5 Locust frigates: 3 destroyed
1 Hound frigate; my un-shielded flagship: The only ship lost to the hadron accelerator
1 Byakuri carrier (destroyer class): Alive
5 Persephone wayfarer wings: Alive
1 Dahaki destroyer: Alive
1 Bit drone wing: Alive[close]
The boss fleet was completely destroyed except for the following, which retreated:Spoiler1 Hyperion
1 Shade
1 Clam
2 Hounds
1 Schwarm wing[close]
262 fuel, 625 supplies, and 30 various weapons were gained, including a Thule meteor.
Uomoz: As Pirates, you are at war with your own Abandoned Station, meaning you cannot repair your ships at it!
Uomoz: As Pirates, you are at war with your own Abandoned Station, meaning you cannot repair your ships at it!
Also, if I buy the boss fleet contract and the boss fleet goes home (without fighting), I get rewarded for it. Is this normal?
Fixed the last batch of null, let me know if you guys spot more ;). https://www.dropbox.com/sh/gvxtpzl1a2oy5nm/5MTyCLUSgZ
im using more than YOUR mod so i really cant tell
PS: i got THIS ver.
4980342 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Latest build:Quote4980342 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Unfortunately was just flying through space so no real details as to what caused it.
wow, i kicked cycerin's event and after the battle report, the game crash stating a fatal null error.
the log barely mentions a StackOverFlow something and a reeeaaaaalllllyyyyy long (seriously, excessively long, even compared to some huge log report ppl have done here) error report
wow, i kicked cycerin's event and after the battle report, the game crash stating a fatal null error.
the log barely mentions a StackOverFlow something and a reeeaaaaalllllyyyyy long (seriously, excessively long, even compared to some huge log report ppl have done here) error report
vanilla bug
I also have this error. Potential cause is Sir Boomalot, who on his way out is "delivering resources to Corvus". When he reaches middle of Corvus (star), game crashes without fail.Latest build:Quote4980342 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Unfortunately was just flying through space so no real details as to what caused it.
Well I have no idea what may have caused something like that.
the bomb I deliver wipes out all of CorvusReminds me of Cuban Pete.
I also have this error. Potential cause is Sir Boomalot, who on his way out is "delivering resources to Corvus". When he reaches middle of Corvus (star), game crashes without fail.Latest build:Quote4980342 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData.transfer(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Unfortunately was just flying through space so no real details as to what caused it.
Well I have no idea what may have caused something like that.
2002382 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:547)
at java.util.ArrayList.get(ArrayList.java:322)
at data.scripts.plugins.ActivateShuttleEffect.advance(ActivateShuttleEffect.java:37)
at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Crash during combat, sounds like it might be related to escape pods. I was just obliterating a half dead NPC captured thule ship with no guns on it if that helps:Quote2002382 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.RangeCheck(ArrayList.java:547)
at java.util.ArrayList.get(ArrayList.java:322)
at data.scripts.plugins.ActivateShuttleEffect.advance(ActivateShuttleEffect.java:37)
at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Back with more.
Neutrino Jackhammer super death beam OP?
JP probably weak because of their asymmetry?
Thule legacy weapons OP? Too efficient I find.
Antideluvian small supremacy turret better than its medium ballistic mount?
Andiduvellian adv. torps OP? too fast firing perhaps, damage potential is incredible.
I dislike the upgraded starter ships, late game with more op's to play with I'm sure they are awesome but at the start I sell whatever it is and buy a wolf or something.
Thanks for the mod! Might feel like I'm complaining but I'm just trying to be clear about my thoughts.
Maybe more to come of I think of anything else.
just started a battle, white background 5 sec after game srashed
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=5529.0;attach=1708;image)
I keep getting some bugs. after an encounter, sometimes the screen goes white (space and fleet circles at least, the ships themselves are still visible) and that stays into battles making combat near impossible forcing me to reboot. also upon entering battle sometimes the game gives me a null crash if I've been playing for about half an hour. both of these problems have been consistent around the 30 minute mark of play time in one session. can you look into this or can someone tell me how to fix this? I'm only running this mod and the required mod
23059 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading E:\Games\Starsector\starsector-core\..\saves
\save_KaranSjet_486419472381869914...
25569 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id
[graphics/backgrounds/background4.jpg]
25612 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
34204 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Hey Uomoz, just wanted to let you know that I tried to play this mod last night, but after several tries I had to give up. The reason is that there are not enough small fleets to tackle early on as a single ship. A lot of the small fleets moving around are powerful frigates or destroyers that basically crush my poor little 5-6 FP ship. The ones that I can take on are so few and far between that it takes 5 mins just to find one and then if I am able to disable the ship(s) and they don't retreat, I barely make enough money to be worth while. It's really really tedious right now.
Any chance of getting the number of small point fleets to scale with your fleet? Basically, increase the number of fleets made up of around the same number of Fleet Points as your own so that you can get a foothold a little earlier in the game?
Cool mod. It's the first one I've tried so far.
Hey Uomoz, just wanted to let you know that I tried to play this mod last night, but after several tries I had to give up. The reason is that there are not enough small fleets to tackle early on as a single ship. A lot of the small fleets moving around are powerful frigates or destroyers that basically crush my poor little 5-6 FP ship. The ones that I can take on are so few and far between that it takes 5 mins just to find one and then if I am able to disable the ship(s) and they don't retreat, I barely make enough money to be worth while. It's really really tedious right now.sounds like Pirate alliance ;P
Any chance of getting the number of small point fleets to scale with your fleet? Basically, increase the number of fleets made up of around the same number of Fleet Points as your own so that you can get a foothold a little earlier in the game?
Cool mod. It's the first one I've tried so far.
Thanks for the feedback. I agree that most of the mods focus too much on the late-game fleets and ignore the early-game. On the other hand, make the spawns scale with tha players is a super gamey solution and I don't like it at all (both small and big fishes should be present at the beginning).
Anyway, I find the early part of every gameplay the most entertaining, when you need to be careful and choose your preys wisely, so I'm not much inclined in changing that. This also slows the pace of the game and make it less arcade.
having an issue with a repeated crash while running this mod. once i load the save game, about 15 seconds later the game crashes to desktop, pointing me to the "starfarer" log file. This does not happen with my vanilla save version. Here's the last chunk of the log file:Code23059 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading E:\Games\Starsector\starsector-core\..\saves
\save_KaranSjet_486419472381869914...
25569 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id
[graphics/backgrounds/background4.jpg]
25612 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
34204 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
also... faction stations in this mod (and in vanilla) seem to stop updating their inventories not long into a new game. what ships they have for sale (and the one's that ive sold to the station) dont change either. supply fleets are arriving just fine, but nothing changes that i can tell. i think very rarely a small change occurs but it takes a long long time. thoughts?
Would you guys prefer me keeping Corvus or making it a vanilla balanced procedural created system?Procedural thingy ;D
Would you guys prefer me keeping Corvus or making it a vanilla balanced procedural created system?
HI I got this error when I engaged one of the boss fleets:
5127203 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 575.26 MB of texture data so far
5127375 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
java.lang.RuntimeException: Ship hull [scarab] variant [scarab_pd]: slot id [WS0006] not found for weapon [brvulcan]
at com.fs.starfarer.loading.specs.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.new.Ô00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.ÖÒO000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.preCombat(Unknown Source)
at com.fs.starfarer.combat.F.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
That error hapens at the cycerin boss event, and it crashes the game with the same error every time when that fleet engages an another fleet.
Anyone have a crash that deleted a saved game? Just happened to me not sure how to recover it. Or perhaps I just messed up
i see the lazy lib thingy download but not a download for the actual mod.. i downloaded lazy and installed it and everything but i have no idea how to get this modread few last post in lazylib topic ,everything is there
what im trying to say is there is no link... i know what it should look like and where it should be i have had nearly every previous version of this mod what im saying is its just not showing up for me at all... i tried internet explorer and firefox but the only link that i can see is the lazylib like i downloaded and installed lazylib but no uzmos and theres no link on your front page atleast as far as my computer is concerned to the uzmos mod... could you link the download page here plz. im not that stupid that i cant see it cause i checked the entire page 5 times over its just not there for me for some reason.There's an image with a huge text that reads DOWNLOAD on the opening post.
(http://img4.imageshack.us/img4/1614/usclogodl.png) (http://www.mediafire.com/download.php?m3z4u98dte09oud)Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
This is the link: http://www.mediafire.com/download.php?m3z4u98dte09oud
665791 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
667360 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
667363 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
669696 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
669697 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
709791 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Crash report for youCode665791 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
667360 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
667363 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
669696 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
669697 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_maser_pulse_beam_WEAPON not found
709791 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
On a non-bug fixing topic, are the player convoys meant to ship to the faction you started with? I was under the impression that player convoys would occasionally deliver to the abandoned station so, after a ton of killing and looting and other such pirate-y scavenge-y things, I'd come back to a new shiny frigate or two to bring with me. And that wasn't the case, so I escorted the next convoy thinking that maybe one of the factions are intercepting them (they're only 3 Tarsuseseses, after all) and I noticed that instead of landing at my station, they landed at my faction's station. At which point I thought "huh.... well that's redundant..."
On a non-bug fixing topic, are the player convoys meant to ship to the faction you started with? I was under the impression that player convoys would occasionally deliver to the abandoned station so, after a ton of killing and looting and other such pirate-y scavenge-y things, I'd come back to a new shiny frigate or two to bring with me. And that wasn't the case, so I escorted the next convoy thinking that maybe one of the factions are intercepting them (they're only 3 Tarsuseseses, after all) and I noticed that instead of landing at my station, they landed at my faction's station. At which point I thought "huh.... well that's redundant..."
Is this how it's meant to be, Uomoz? If so, then why?
not sure if someone has already posted this error but i literally cant get into a single battle without it crashing my gameSpoiler367510 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
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.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
at com.fs.starfarer.campaign.ui.N.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Ok i mesesed in UtmozGen and i think i redirected personal transports to the player station.
I have no coding experience and no idea if i broke something in the long term but at least the personal convou goes where it's supposed to.
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
I've really been enjoying this mod (finally got my hands on my favorite ship Paragon :D)... But I've run into an error that keeps happening at the same point over and over:Is it related to the mod or the regular game? I only run this mod + the required Lazy Lib.Spoiler46953 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:70)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
17.1 bug, I'm sorry but not much can be done bout that.
Nothing really, U'sC 17.1 is broken.
118900 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.UomozScriptPersonalConvoy.Faction_Small_Weapons$(UomozScriptPersonalConvoy.java:110)
at data.scripts.world.UomozScriptPersonalConvoy.spawnFleet(UomozScriptPersonalConvoy.java:40)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
Since the last patch my "bosses" force me to buy my rewards from them :P
If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
Since the last patch my "bosses" force me to buy my rewards from them :P
Uz doesn't like the idea of "free stuff". So either the convoy will carry on going to the wrong spot, or it'll just disappear because it's serving no real purpose.
If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!
Since the last patch my "bosses" force me to buy my rewards from them :P
Uz doesn't like the idea of "free stuff". So either the convoy will carry on going to the wrong spot, or it'll just disappear because it's serving no real purpose.
Basically you become hostile with 6 factions and THEIR stations will NOT sell you any ships/items (it appears to be empty no matter how many convoys come and go).
And what do you get in return?
For 80% of all stations in the sector becoming innacessible you get a secondary convoy to the base you selected (untill the said bese becomes full making the convoy even more useless) so you basically trade the supply convoys from ALL factions outside of your bloc for 1 extra convoy to the faction you selected in your bloc... that's not only a far lesser ammount of items to pick from but also far less of everything in general.
The convoy going to the player station makes the start when joining a bloc far easier (from tethclenchingly annoying to just annoying) BECAUSE of the free stuff.
It's not vanilla where your only problem at the start were large (easy to evade) pirate fleets.
Nope here you have 6-7 vicious mod factions to evade while trying your damdest to catch a normal pirate patrol with your flimsy frigate.
Oh and the regular pirate farming spot also spawns Junk Pirates (hard to kill) and Gedune (Downright Lethal) so it's not nearly as safe as it were before.
And my personal leveling strategy (condor + 5 talon(replaced with foxbats) wings) falls flat here because all mod factions have some form of insane PD (my fav being Neutrino blasting waves of projectiles at insane ranges that devastate everything with low armor).
I personally cheated the system by having Davidoff's ship addon (he really needs a name from his mod...). So I played with a Relativity for a bit, then traded it for the Slave 1, then traded that for the Millenium Falcon. Then a Venator MkII, then a normal Venator. And, if you ever need fighters, get Serkets. By God, get Serkets. Their phasing lets them duel battleships and expect to fly away. Maybe not in one piece, maybe with a bit of damage, but they will fly away. They are incredibly good fighters.
If the convoy continues to go where it goes now then joining a faction and its bloc has NO purpouse.
Basically you become hostile with 6 factions and THEIR stations will NOT sell you any ships/items (it appears to be empty no matter how many convoys come and go).
And what do you get in return?
For 80% of all stations in the sector becoming innacessible you get a secondary convoy to the base you selected (untill the said bese becomes full making the convoy even more useless) so you basically trade the supply convoys from ALL factions outside of your bloc for 1 extra convoy to the faction you selected in your bloc... that's not only a far lesser ammount of items to pick from but also far less of everything in general.
The convoy going to the player station makes the start when joining a bloc far easier (from tethclenchingly annoying to just annoying) BECAUSE of the free stuff.
It's not vanilla where your only problem at the start were large (easy to evade) pirate fleets.
Nope here you have 6-7 vicious mod factions to evade while trying your damdest to catch a normal pirate patrol with your flimsy frigate.
Oh and the regular pirate farming spot also spawns Junk Pirates (hard to kill) and Gedune (Downright Lethal) so it's not nearly as safe as it were before.
And my personal leveling strategy (condor + 5 talon(replaced with foxbats) wings) falls flat here because all mod factions have some form of insane PD (my fav being Neutrino blasting waves of projectiles at insane ranges that devastate everything with low armor).
The game is way too easy in its current form.i'm not saying the game is hard.
The game is way too easy in its current form.i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).
The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).
Later when you get to the top of your game those probably won't matter anyway.
The game is way too easy in its current form.i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).
The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).
Later when you get to the top of your game those probably won't matter anyway.
The game is way too easy in its current form.i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).
The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).
Later when you get to the top of your game those probably won't matter anyway.
It's annoying for you maybe.
The convoy purpose is to give players more stuff to buy since they only have 1-2-3 stations to buy from.
I have to agree with this, to be honest. It's like enlisting in a military. You SHOULD get some free stuff. What captain buys their own ships? If you were to say they were a privateer, fine, but I imagine they'd still get PAID. Instead of free ships, why not a salary based on player level or fleet points of your fleet? Maybe basic supplies, such as some relatively trained crew/marines and supplies?
Choose your Faction and Bloc at character creation and receive bonus Convoys from your bosses!The at least change this text because it's false marketing.
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.The game is way too easy in its current form.i'm not saying the game is hard.
i'm just saying the beginning is ANNOYING.
Very VERY annoying (even more with the mod factions dancing around).
The free shipments are a cool equalizer when things go wrong (losing your entire fleet with no credits to spare) and you end up in a Dram.
Sure they SHOULD be toned down and only deliver Wings/Frigates (maybe Destroyers) and small/medium guns instead of throwing cruisers, capitals and thousands worth of weapons for free at you (in later shipments).
Later when you get to the top of your game those probably won't matter anyway.
It's annoying for you maybe.
The convoy purpose is to give players more stuff to buy since they only have 1-2-3 stations to buy from.
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.Because the station can hold only so many ships.
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.Because the station can hold only so many ships.
After the limit is reached you can still sell them excess ships you manage to board but the convoy won't deliver anything else.
(a good reason to sell ships/items to enemy stations instead)
The first 2-3 convoys usually deliver some small weapons (vulcans autocannons ETC) and 1-2 wings/frigates.
The shipments increase over time maxing at the 7'th shipment (often containing 1 capital and several large weapons of all kinds) and stay at that level.
I've never noticed anything the convoy has delivered. That said, I never go "oh my gawd, look at all the choices" after a convoy has come and gone. Ships seem to stop appearing after a while.Because the station can hold only so many ships.
After the limit is reached you can still sell them excess ships you manage to board but the convoy won't deliver anything else.
(a good reason to sell ships/items to enemy stations instead)
The first 2-3 convoys usually deliver some small weapons (vulcans autocannons ETC) and 1-2 wings/frigates.
The shipments increase over time maxing at the 7'th shipment (often containing 1 capital and several large weapons of all kinds) and stay at that level.
I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.
I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.Well i only looked at the code of "personal convoys" and since convoy 7 (and onwards) it looks like this.
I've only seen 4 capitals in the Neutrino station and two of them are now mine out of boredom. Lv 42, so I've been playing for long enough to see the 7th convoy. There's about 6-7 Hacksaws. Maybe 4-5 cruisers. 6-7 frigates. Not all that many ships, really.Well i only looked at the code of "personal convoys" and since convoy 7 (and onwards) it looks like this.I don't know exacly what all this means but basically you can randomly get... just about anything.Spoilerelse if (convoyNumber >= 7) {
Frigates(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Destroyers(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Cruisers(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
Capitals(fleet.getCargo(), (int) (Math.random() * 1f));
Wings(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Faction_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Generic_Small_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Faction_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Generic_Medium_Weapons(fleet.getCargo(), (int) (Math.random() * 2f + 1f));
Faction_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
Generic_Large_Weapons(fleet.getCargo(), (int) (Math.random() * 1f + 1f));
fleet.getCargo().removeSupplies(fleet.getCargo().getSupplies() - 500f);}
[close]
However 1 of each class of ships seem to be guaranteed (+ a chance for a second one? Dunno i'm guessing here)
Earlier convoys are of course much smaller.
I'm quite sure the station is just capped on ships/items (note that fighter wings also count as ships) so if you want extra ships to appear just buy them off and sell wherever you don't care about.
i'm not sure if items share slots with ships tho... and if they do...
Thanks actually a bit sad. While Exerelin is cool and all, it also doesn't have my favorite group (the Interstellar Federation). I just loved the look of the ships. My favorites sprites out of them all. ;-; I may have to give Exerelin a shot anyways, since I generally don't like to play on hardcore mode.
Thanks actually a bit sad. While Exerelin is cool and all, it also doesn't have my favorite group (the Interstellar Federation). I just loved the look of the ships. My favorites sprites out of them all. ;-; I may have to give Exerelin a shot anyways, since I generally don't like to play on hardcore mode.
Intersteller Federation is coming soon :)
No, i feel like integrating stuff that WILL be vanilla is just a waste of time.
Second, why does the mod turn off Dev Mode? When I turn that on it's on for a reason. I don't appreciate the equivalent of a child that wants to show me his shiny new game taking the controller away from me and saying I'm not playing it right. It's just plain disrespectful to the player base.
Then dont play UsC.
It's their game, let them play it how they want.no it isnt. let me get...picky
QuoteIt's their game, let them play it how they want.no it isnt. let me get...picky
the game is from Fractal Softworks, technically it is THEIR game, they own it...but if we want to use the same language...
the mod is from Uomoz, his mod, his rules.
Uomoz grabbed and got all the mods to work together, (and he may have his own work in here too, i dont recall really), so he got all these mods to conveniently work together and not to overly complicated, and just under one mod, and one click of a button, so he does get to choose something like this. its like if you were to go to a friend's house to play DnD with them, they set the rules, you follow them. like Uomoz said, if you dont like the rules, dont play/visit said friend.
if he wants to use cheats and so, he is free to find a way to make it work or even request a "friend" to try and crack it if he doesnt have the skills or knowledge to do it himself, just dont complain if then it stops working properly.
if he doesnt want to risk that, he is free to gather up together the individual ship mods and put them together himself, excluding any from Uomoz since that may be in any or all of his mods.
also with the "superior attitude" he is making his comment about the dev mode, well, he got quite the apropiate response, i applaud you sir.
I don't appreciate mods taking away features
Then dont play UsC.
*clap clap*QuoteIt's their game, let them play it how they want.no it isnt. let me get...picky
the game is from Fractal Softworks, technically it is THEIR game, they own it...but if we want to use the same language...
the mod is from Uomoz, his mod, his rules.
Uomoz grabbed and got all the mods to work together, (and he may have his own work in here too, i dont recall really), so he got all these mods to conveniently work together and not to overly complicated, and just under one mod, and one click of a button, so he does get to choose something like this. its like if you were to go to a friend's house to play DnD with them, they set the rules, you follow them. like Uomoz said, if you dont like the rules, dont play/visit said friend.
if he wants to use cheats and so, he is free to find a way to make it work or even request a "friend" to try and crack it if he doesnt have the skills or knowledge to do it himself, just dont complain if then it stops working properly.
if he doesnt want to risk that, he is free to gather up together the individual ship mods and put them together himself, excluding any from Uomoz since that may be in any or all of his mods.
also with the "superior attitude" he is making his comment about the dev mode, well, he got quite the apropiate response, i applaud you sir.
Except it's NOT 'his' mod, he's simply a content congregate of other people's work, if they don't want him to use his stuff then he's not allowed to.
Also yes it is my game, I bought it and the feature is in the game by default. I don't appreciate mods taking away features that should be in there by default.
If I wanted a mod that removed dev mode I'd download that separately, it shouldn't be pre-packaged as bloatware onto a mod which purpose isn't clearly stated to cause that effect. Imagine if Uomoz put in an advertisement that played every time you started the mod. Saying that it's 'His' mod and 'his' choice to put in whatever he wants is foolhardy.
It is my mod, I have been granted all permissions to use other modders content i use.I don't appreciate mods taking away features
Don't play my mod, as easy as it is.
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.
If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.
/facepalm
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.
If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.
/facepalm
If you don't want the cheat protection, either get better at cheating or remove it. Open Source mods bro, you can change them locally with much ease.
If Uomoz is publishing it with anti-cheating and you don't like it that way, change it yourself, don't expect him to. Even better, ask for permission to re-publish it without cheat protection for anyone else who doesn't want it in.
/facepalm
Why does a single player game need cheat protection when it is effectively a sandbox? There's no reason for it and you're only saying "Well change it!"except that not everyone here knows how to program and regardless of my capabilities it shouldn't be there in the first place because it's like telling someone to stop having fun 'their way' and to have fun the 'right way'.
Except in order for the 'content congregate' to work he needs to write/build quite a lot of content himself, so it is his work. If (a includes b and c) then (a doesn't just equal b and c)
regardless of my capabilities it shouldn't be there in the first place
If you can't handle going into notepad and changing devmode from off to on, you need to quit doing everything you are doing right now, which is complaining, and just focus on breathing, his mod, his choice, either suck it up, or go away, cause it ain't changing.
Sorry for any offense i might've caused, but i've just simply had enough of *** cheat-protection ruining all the goddamn fun one can have. This isn't far-off from always-online DRM.
Please do not even attempt to compare the scourge that is DRM and gameplay design :( They are quite radically different things.
And to the general forum public:
It really is up to Uomoz to decide what he wants to include in his modpack. You should see the work he does as a favor for you, and something to be appreciated. He has stated that it will not change, so you should respect his choices whether you like them or not. Besides, I am sure Uomoz doesn't mind a bit of healthy competition. So if it truly is a dealbreaker for some, they should arrange a team to build a similarly vanilla-esque balanced modpack more to their liking.
Please do not even attempt to compare the scourge that is DRM and gameplay design :( They are quite radically different things.
And good gameplay design =/= ruining fun. Always-online DRM does the same thing, no? Ruin fun.And to the general forum public:
It really is up to Uomoz to decide what he wants to include in his modpack. You should see the work he does as a favor for you, and something to be appreciated. He has stated that it will not change, so you should respect his choices whether you like them or not. Besides, I am sure Uomoz doesn't mind a bit of healthy competition. So if it truly is a dealbreaker for some, they should arrange a team to build a similarly vanilla-esque balanced modpack more to their liking.
With this, you assume entirely that the people who don't like this mod can:
1) Code and sprite
2) That they have the free time to do so
3) That they actually want to spend time doing so.
As i've always said to myself, assumptions can only lead to bad things.
Complaining about a free product that I spent time compiling is not a good way to give feedback.
I think everyone has said their piece and managed to express their opinion on the matter. Let's all agree to disagree, since I don't think Uomoz will change how he has it set up in UC at the moment. Everyone seems pretty adamant in their opinion. :)
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.
what im trying to say is there is no link... i know what it should look like and where it should be i have had nearly every previous version of this mod what im saying is its just not showing up for me at all... i tried internet explorer and firefox but the only link that i can see is the lazylib like i downloaded and installed lazylib but no uzmos and theres no link on your front page atleast as far as my computer is concerned to the uzmos mod... could you link the download page here plz. im not that stupid that i cant see it cause i checked the entire page 5 times over its just not there for me for some reason.There's an image with a huge text that reads DOWNLOAD on the opening post.(http://img4.imageshack.us/img4/1614/usclogodl.png) (http://www.mediafire.com/download.php?m3z4u98dte09oud)Requires Latest LazyLib Utility Mod Active to run. Download LazyLib here. (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
This is the link: http://www.mediafire.com/download.php?m3z4u98dte09oud
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.
The next version will have dynamically created fleets with random ships chosen from lists, so the concept of Factions wont be very appropriate for most ships. Heg will use modded faction ships (probably stolen) as will TT and indepedents.
Uomoz, are you interested in a small faction that uses Tore Up Plenty mod ships? Really more like independents than a proper faction. I'll still have to create a capital ship and perhaps a few destroyers before I'm going to work on that though.
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.
I'm working on the next iteration of the mod. I decided on a complete change that will (I guess) disappoint many. I switched to another system, to have full control on the factions and the layout, I created new factions to fit the lore of the new system and now faction ships are no longer bound to that specific faction. It's an outer system, where mercenary companies and armed mining fleets rule and many work as lone wolves. No factional warfare but a solo career, in a harsh distant system. Huske.drool! I am pretty excited by this, cannot wait to try it out! if you need a beta tester sign me up lol
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?Uomoz removed the download link because the current version is broken and beyond saving, apparently.
There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...
https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...
https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...
https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...
https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
i keep getting fatal null...
it all working until it randomly get to that fatal null in system map. than even i load back to the previous save it will still back to that and can't find source from the log :\
I believe enlisting with a faction at the start of the game enables code that stops stations being supplied. The idea being that you use the faction's ships and weapons. I don't know if said piece of code is disabled upon your leaving the faction. I assume not. I would not chuck crew or supplies into the stations of other factions as the code to remove supply drops works each day. If you REALLY wanted to, you could stalk a faction's convoy all the way to the station. That way, when it reaches the station and dumps it's cargo, you can check the cargo out in the short window you have. It's a small window, only a few seconds, as once the day passes, the script triggers and cleans out the inventory again. In short, stations DO get supplies, you just need to be fast to have a look.
uh bit of a problem, i cant seem to find a download link
I know this will sound very stupid, but as of now i am sleep deprived and just want to play this cool looking mod. Where is the download link, or do i have to download each mod seperately?Uomoz removed the download link because the current version is broken and beyond saving, apparently.
But if you want to play, check the link here.There's a bug that seems to make it crash at random, Uz says it's fixed but won't release said fix...
https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip
Here's a link for my copy of it seeing as people are still wanting to play and can't.
If I recall correctly, the omnifactory in the mod will analyze and fabricate whatever you put in it other than crew and supplies. This includes weapons and ships.
Yes. Preferably, you should strip the Zephyr of it's weapons and sell those seperately as I'm not entirely sure if those are taken into account when the ship is analyzed. You probably should of taken note of the message that came up.If I recall correctly, the omnifactory in the mod will analyze and fabricate whatever you put in it other than crew and supplies. This includes weapons and ships.
okay, so I dropped the Zypher off at the omnifactor, it gave me some sort of a message that I can't exactly remember what it said, something along the lines of it was analyzing it and whatnot but now it's gone. do I just have to wait?
Can anyone teach me how to download it :\ I am sorry for being like a idiot
Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).
I'm probably just blind but I can't seem to find a way to download this mod compilation. Can anyone help me?
Oh ok, thanks a lot. Now I feel stupid for beeing too lazy to read through 177 pages of posts ;D.
But thanks again for the fast answer.
It'd be kinda awkward to wage war on your next door neighbor.
Unfortunately, I don't think that there is a way to do that. You'll have to start a new game with the new mods for them to work properly. :-\
Quick summary of my recent thoughts towards the next SS release: I will be asking modders for lore about the homesystems of their factions, and with that I'll build up the mod (Working Title, Uomoz's Sector). This will integrate my scripts for dynamic growing fleets. I'll start with 2-3 extra system and see how it goes. I will not force complicated scripts into the game as I've had my dose of nulls for memory issues. Thoughts?
Even me? =O
Just play exerlin
Here you go (https://www.dropbox.com/s/c7x3glxs1af56cd/Uomozs%20Corvus%2017.1.zip).
Ad erick said, uomoz's sector!
Uomoz any chance to add Hiigaran Descendants??
Uomoz any chance to add Hiigaran Descendants??
No. I may add that I do like em, it's just that I don't like crossovers.
Bugs so far: i didn't notice any weapons delivery at any station, just fuel & supplies
What immediately strikes me is how much of the basic essentials the stations get, and how few weapons are available at all of the stations. The Hegemony station is absolutely loaded with dozens of thousands of supplies, several thousand fuel, and nearly hundreds of thousands of elite, veteran, regular, and green crew put together.
6564938 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/anarbg.jpg into existing tex id 316
6565221 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error loading [graphics/backgrounds/anarbg.jpg] resource, not found in [C:\games\Starsector\starsector-core\..\mods\Vayra,C:\games\Starsector\starsector-core\..\mods\LazyLib,C:\games\Starsector\starsector-core\..\mods\Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/anarbg.jpg] resource, not found in [C:\games\Starsector\starsector-core\..\mods\Vayra,C:\games\Starsector\starsector-core\..\mods\LazyLib,C:\games\Starsector\starsector-core\..\mods\Uomoz's Sector DEV Stableish,../starfarer.res/res,CLASSPATH]
The hard work you guys are putting in is appreciate. Waitin' on 6.1a and the official Uomoz. Just saying. :)
You know what's weird? I didn't change the supply price, there is no resources.csv in my mod O_o. What the heck?
Anyway, any suggestion about mods to add? I have my ideas but im super open to new stuff as well! I'm putting Kadur in the flawed gem list. Any other?
On character creation, I have 2 aptitude points to use due to my choices. For some reason, I can't assign one at a time. Any Skill line I choose gets 2 aptitude points. Am I doing something wrong?Your shift key was sticking.
Edit: Hmm.... after alt-tabbing back to the game, everything is fine. Only posted here as it is the only active mod, other than the LazyLib, and it was the first time trying it.
Yeah, I was talking with Cyc about that. He sure know how to generate balanced and Interesting gameplay. His ship design is inspired, and works without being generic. I only have some small gripes about some sprite quality details, like different depth and shading for each ship. With a graphic quality pass it would 100% in.
6.1v.
[spoiler]66812 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
67296 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Error compiling [data.missions.unleashed.MissionDefinition]
java.lang.RuntimeException: Error compiling [data.missions.unleashed.MissionDefinition]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/missions/unleashed/MissionDefinition.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/missions/unleashed/MissionDefinition.java, Line 18, Column 59: "DEFEND" is neither a method, a field, nor a member class of "com.fs.starfarer.api.fleet.FleetGoal"
[/spoiler]
Could be a bot.
what
edit: i can't tell if that was poetry or english as a second language, but it's going in my sig.
it was the only post he's ever written, too. i feel like we're watching history being made
Alright guys, new release in about 15-30m. Will edit with link.
Got stuck with things I thought were easy. MEH.
Now my burn is down to 4, and my supplies deplete at about 6.5 per day. Now not only do I have trouble catching fleets that I can actually fight, I'm hemorrhaging supplies.
Anything that's not sitting near an asteroid immobile is acceptable :D
Oh, its meant for .61a, not just .6? Thread title said .6, so I quite simply hadn't updated yet, thought the mod wasn't updated for that yet. That probably explains everything.
Ok, I have played for several hours (with your new upload) with no crashes. My thoughts:
You get far less supplies. My haul is maybe a quarter of what I get with the normal game. The net result is I am often on the verge of bankruptcy, even running a small fleet of just two or three frigates and picking off enemies.
Fleet changes. Where did all the buffalo's go? The pirate fleets are basically all combat, where are the buffalos, the tarsus freighters? It is tough to prey on the pirates. The small fleets are all hounds and lashers (with minimal rewards as noted above).
I cant repair my ships at the abandoned station anymore, since I can't join the "faction". I am assuming this is on purpose, it also makes it pretty darn hard to keep ships up and running without allying myself with a faction, something I would prefer to avoid.
Was it the old version of Umoz that had serenity station (where you could pay money to get back on a factions good side)? I don't remember, if it wasn't, I would love to recommend something like this. Money talks.
Overall enjoyed it, but proly wouldn't leave it on for too long. With such low recovery from fighting I don't think I could keep a cruiser or larger ship "fiscally afloat".
is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods
By the way, Uomoz, have you read your PMs? You haven't responded to me yet. :P
Every download you guys make is more then 5$ value for me.
Out of curiosity though, the other mods like LazyLib which have been updated. Do I enable that as a standalone mod apart from USJ? Or have the updated versions been included in the recent mod update? (For example, the listed Neutrino Corp is at v1.5, when the most recent one is 1.725) Just checking since the first page has only the previous versions of the compiled mods listed and not the recent.
I've downloaded it and will play it for an hour and let you know what I think. Btw did you get Nomads 0.9.1 in ?
On, no, the versions included are absolutely latest version. Some are event not released versions (devs) ;D. About the Hiigarans, no, I do not plan in integrating that mod. The reason is that it's a cross-over, and it doesn't really fit into the SS universe. The quality is really high though!
is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods
That is definitely a cool suggestion.By the way, Uomoz, have you read your PMs? You haven't responded to me yet. :P
Sorry man, I have spent all my free time working on UsS, will do as soon as I get any spare time!
I've downloaded it and will play it for an hour and let you know what I think.
Uomoz, this latest version is great. Only got about 30 mins of play in, but already loving it. The custom character creation is a great start, and I am already anticipating ISF and the others being implemented so I can start how I want to. Starting off with a second ship helped tremendously, and there is a greater variety of fleets, ensuring that I always have options. Furthermore, either you upped credit gain from battle, or I'm just finally hitting better targets, but credit gain and the supply situation feels much more correct and natural. Where the previous version was akin to Sisyphus' boulder, this current one is far more rewarding and enjoyable. Excellent work all around, thanks!
is it possibly to ROB a station ?
like choose "steal" option from the station menu then camp at the station till you must retreat (enemy def fleet)or just cargo limit, some sort like asteriod mining in other mods
That is definitely a cool suggestion.By the way, Uomoz, have you read your PMs? You haven't responded to me yet. :P
Sorry man, I have spent all my free time working on UsS, will do as soon as I get any spare time!
First of all, I'd like to second the first one, as not being able to trade with hostile factions is fair but makes it a little more irritating to get a hold of weapons.
Second of all, no problem! It just concerns my mod; I'm almost ready to make a third "pre-release" so you can just wait until you have a stable UsS version going before you playtest it. In fact, you may just see a public release before you know it. I'm getting quite confident in what I'm creating. ;D
To be fair, Exerelin's the 'faction warfare' mod in my book, Uomoz's is the sandbox 'go nuts, combine everything from everyone' mod.Would like for that to keep, while i do enjoy the factions on their own, it's interesting what combining different mod visions does to gameplay with weapon/ship/fleet matching.
I've downloaded it and will play it for an hour and let you know what I think.
OK so I promised some feedback. I absolutely suck at this, lol. I've died probably 5 times, can't seem to get a leg up yet. Although my character is still getting mad XP, so I haven't given up yet. I'll let you know when I get more into the thick of it. For now it's a lot of running from the big boys :D But I like it so far.
It would be nice if you could just plug and play a mod, and it would work mostly all of the other integrated mods. Although, it wouldn't be bad if some of the faction features were cut to allow its easy integration.
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^
Hey dude,
I have given your mod a couple of tries, you need to hit the rock a couple of times, but then a nice gem will follow ^^
Like the start, choosing your own storyline. but there are to many options that just give you a almost impossible start. and i don't have this problem in vanilla, something to do with the cargo/supply
had to try (too) many times to beat the early game because a lot of times you start with ships with not enough cargo hold. Some examples
-One time i started in a system with a friendly, only had 10 max supply at a drain at 0.7 supply. couldn't make it to a other system in time.
-the other time i had a enemy in my system, started with one ship. Got into combat with 2 enemies, 1 small one somewhat bigger. won the fight, salvaged a lot of supplies and went to the nearest station.
when i arrived at the enemy base, i couldn't trade there so I needed to go all the way back to my own base, lost more supplies than I gained from selling weapons.
CR per deployment suddenly becomes the most important stat to me, and some are 40% even the smallest ships.
I like a challenge, but this is more random :) and i have decent skills in this game.
it seems very negative sorry :P isn't meant that way, I just played the beginning so I really haven't played it, but if i write this tomorrow after 4-8 hours of gameplay i may forget this part ^^
Edit: "feels like I can't roam in the early game, more like a puzzle"
Edit: puzzle solved ^^
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^
To be perfectly honest, I miss the incredibly crowded, hectic feel of UsC. Each system is just...really empty.
I'm thinking that maybe you could add a bit more to each system (like have at least 4 factions present in each one, or something) for future releases, since I know this is still an early version.
Regardless, it is still a large improvement on vanilla gameplay.
I agree with Doogie, but a large improvement on vanilla? I don't think so. It's even more challenging to start off than normal, and most fleets are pretty large when you're not in Corvus. I actually like the way my "personal" mod is set up, because there are quite a few small fleets with 1 - 2 easy corvettes to pixk off
dear uomoz
will neutrino corps added to this mod?
i hope it will ^^
There was a whole thing about this in the Neutrino Corp thread, but basically, Neutrino Corp needs a teensy bit of work (read: a lot of grueling and unrewarding effort) for the CR system before it can be copied in directly. The author doesn't want to to do so at this point, citing creative freedom and pointlessness, while Uomoz doesn't want to implement Neutrino Corp without it, citing imbalance.
Just encountered an issue. I left some ships (A Condor and a few strikecraft) and materiel at the abandoned station in Corvus. However, when I came to retrieve them later, the ships had disappeared, while the supplies and crew remained.
I guess it's not something usual these days, but I'll keep this as hardcore as possible while maintaining the fun. This compilation is indeed targeted at people who knows the game and want some new challenges.
And quick saving and loading will be over when the game is released, it will be a real "hardcore" mode, in this game it's called iron mode. (if I am not mistaking)
I'm trying to get this mod to work but I'm getting some null pointer errors at start-up... I'm running quite a few faction mods like Hiigaran Descendants and stuff, what factions are currently supported by this mod? Or am i supposed to just run it without other faction mods active?
Im getting a missing method error:Spoilerjava.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
at data.scripts.UsSBattleAutoresolverPluginImpl.resolveEngagement(UsSBattleAutoresolverPluginImpl.java:272)
at data.scripts.UsSBattleAutoresolverPluginImpl.resolve(UsSBattleAutoresolverPluginImpl.java:189)
at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Ok after a bit tampering around with the version before today i can say; small ships are best choice atm, fielding capitals or similar atm is a waste of supplies (even tweaked) so in this new version i'll be fooling around with a horde of small ships maximum 1 destroyer and a bunch of frigates/strike craft to see if supply and cr worth is better than fielding capitals
Hey Uomoz,
Is the recent updates linked at the beginning of this topic? Just wanted to check if it was.
NEW DEV:
Implemented Nomads, and their fancy ships, in the sector, in the dynamic economy and the character creation.
18887 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
18891 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 239.18 MB of texture data so far
18892 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
19036 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
47795 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_FarseerYalinata_1526392010357387598...
49351 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
49650 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 317
50020 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 251.18 MB of texture data so far
50021 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
62306 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Using .6a i've been getting this error shortly after starting. I chose to start in Gneiss and got a blackrock support frigate as my starter ship.Code18887 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
18891 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 239.18 MB of texture data so far
18892 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
19036 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
47795 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_FarseerYalinata_1526392010357387598...
49351 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
49650 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 317
50020 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 251.18 MB of texture data so far
50021 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
62306 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Hello!
I'm having some issues finding the Omnifactory. Isn't it supposed to be in Corvus? I started out in Gneiss for the Blackrock Corp, and have visited every system looking for it to no avail.
Also I am about 1 hour into gameplay, and the save file is up to 100Mb already, and has hung up a bit on saving, and has outright not loaded at all at times. My savefiles are set to be compressed, and my .bat is set to use a gig of ram. I'm also running the Mac client (lol). Thanks!
Heyo,
After playing for a while as a Blackrock captain I found that their station doesn't get resupplied.
I've pretty much emptied the station of supplies and fuel. And because they don't get new weapons or ships, I end up having to use the weapons that I loot which is not a very effective way of refitting my ships. :P
Is it intended, a bug, or the supply fleets simply do not reach the station?
UsS do not use resupply fleets. That's odd though! How old is your version of UsS?
UsS do not use resupply fleets. That's odd though! How old is your version of UsS?
It says in the mod selection screen: "Oumoz´s Sector 1.0 Journey"
I think I downloaded it like a week ago.
It seems I encountered bug when in hullmod's description used '%'. I searched the description csv file and found SHI hullmod description "Enhanced Ejector" with next text '66%'. Changed '%' to 'percents' and no more crashes. Was getting it in missions when tried to refit ships.
Don't know if you saw it or you're just ignoring it but will you add this guys
http://fractalsoftworks.com/forum/index.php?topic=6347.0
anyday?
About the Hiigarans, no, I do not plan in integrating that mod. The reason is that it's a cross-over, and it doesn't really fit into the SS universe. The quality is really high though!
In the previous page I asked the same thing, unfortunately no Uomoz will not as the Hiigaren story line doesn't exactly match up with the star sector lore. Though granted he admits the quality of the mod is really good, lol.
{
"minBattleSize":500, # in deployment points. min value for settings slider
"maxBattleSize":1000, # in deployment points. max value for settings slider
"graphics":{
"illustrations":{
"fly_away":"graphics/illustrations/fly_away.jpg",
"nanshe_desert":"graphics/shi/illustrations/nanshe_desert_game.jpg",
}
}
}
Hey this is an amazing mod! One thing I would like to know is how I edit my Credits and skill points? I can edit a nilla Starsector save but with your mod it seems to save to a corrupted .zip.
Thanks
-SteveFrench
So far pure awesome. Question about the nomands: They use a special "shunt"-thingy on all their ships to qualify for use of their specific weaponry (correct?), though first, what do I do if one of their ships gets destroyed and then repaired after combat? That does reset all weapons on the ship and would result in an unarmed piece of junk flying with my fleet, right? As I can not refit these weapons?
Second, with the Blackrock drivecore You have it "built in" - it's always there, can not be removed, and can not be added, thus not taking up space in the rather crowded upgrades screen. Is it possible to move the restricted upgrade to this built-in status? As I see, several other faction mods use this idea of faction-specific upgrades. Would be annoying to have half the selection filled with stuff I can't even put on my brand new destroyer...
Question about the Nomads: They use a special "shunt"-thingy on all their ships to qualify for use of their specific weaponry (correct?), though first, what do I do if one of their ships gets destroyed and then repaired after combat? That does reset all weapons on the ship and would result in an unarmed piece of junk flying with my fleet, right? As I can not refit these weapons?
Thanks man! Yeah I think that the Nomad's behaviour you describe is correct, a report to Trylobot would be good.
About the BR drivecore, no much can be done about it. When a modder wants to put some specific features into a ship it needs to go through a built-in mod.. And it can't be hidden.
Im not quite sure whats goin on but i seem to get alot of lag when i start blackrock and in the gniess system. i also got a error when trying to load a save from said lagging save.
Hey Uomoz,
Since its been mentioned a few times, are mods like the Hiigaren one or (another mod I've been thinking of playing with) The Scrappers mod compatible with your mod? Cause I noticed on the first page the "Notable incompatibilities" part of the pinned post has nothing in it. I'm to assume no one has reported any problems if there were any?
I should think the NPCs should have the same sort of gradient the player does when it comes to levelling up. So, at the start of their... lives, they'd level reasonably quickly, and as with the player, the higher their level is the longer it'll take them to level up. Something like at level one they level once every 5 days, and for each level after that add a couple more days to their next level.
I hope that made sense... It made sense in my head, at least.
I should think the NPCs should have the same sort of gradient the player does when it comes to levelling up. So, at the start of their... lives, they'd level reasonably quickly, and as with the player, the higher their level is the longer it'll take them to level up. Something like at level one they level once every 5 days, and for each level after that add a couple more days to their next level.
I hope that made sense... It made sense in my head, at least.
Agreed. I want whatever adds meaningful challenge. I'd love to see threatening pirate raiders now and then.
Oh boy you won't be disappointed.
PS. NPCs buy ships and weapons from stations, actually depleting them.
Oh boy you won't be disappointed.
PS. NPCs buy ships and weapons from stations, actually depleting them.
Awesome! Now you only need to look at your PMs! ;)
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.
The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.
It happened twice already and I think I don't need to tell you what wonders that does for my to blood pressure. ;D
PS If the AI gets the same bonuses as the player, how will you (and the game) know which ship is considered piloted and gets the piloted ship bonuses. And will we also have better equipped ships to fight, as a result of some of the OP increasing skills?
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.
The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.
Ok so, After a while of playing (30 - 60 mins) the game begins to have freezes at random of like 0.5 to 1.5 secs. Now this isn't really a problem because when I restart the game it's fine again for about the same time.
The problem is that if I click "save" or "save and exit" and while it's saving a freeze hits, the game just permanently freezes and corrupts the save.
It happened twice already and I think I don't need to tell you what wonders that does for my to blood pressure. ;D
Ouch, that seems like a RAM issue, it's probably wise to increase the RAM allowed for SS. Lemme doublecheck if I messed up somewhere though.
Yeah, I'm confirming the save derping that's going on. The game doesn't quit, but it ends up saying that the mod somehow is inoperable or the save file has been corrupted. The only way to fix it is to restart the game.
Yeah. Though it maybe a combination of mods? If I have some time I'll try later today with just Uomoz's and omnifactory if that makes a difference.
255640 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.ai.ReflectorAI.advance(ReflectorAI.java:31)
at com.fs.starfarer.loading.specs._$1.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
main manu crashSpoilerCode255640 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.shipsystems.ai.ReflectorAI.advance(ReflectorAI.java:31)
at com.fs.starfarer.loading.specs._$1.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
alsothe strange independent freshly spawned fleet with non combat ready capital shipSpoiler(http://i.imgur.com/AV3gkhN.png)[close]
1112688 [Thread-6] INFO com.fs.starfarer.combat.CombatEngine - FP1: 55, FP2: 29, maxFP1: 120, maxFP2: 80
1498360 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
You! Sir Uomoz! Where is you Corvus! ;DPlease? ;(
The stormcrow is already in the game. Acquiring it is not an easy task though...I mean where do I find the Mod...
First page of this thread. Click the blue "dev version"Uomoz' Corvus V17 and up, not Journey, thats a DEV Collection that is unstable (No Offense) and there is a MAJOR difference between them, Maybe Im wrong....
Nope, I don't support UsC any longer! Sorry, GGMC!
about [xXx] fleet
[xXx]: are they ment to be defending faction autpots ( i think not) because i saw 3 or 4 doing so ai Corvus independent sation & Ciago at BR station
correct me if im wrong but the [xXx] fleets suppose simulate "player" fleet right ?
(buying,selling,exp gain ect.)
+ also playing as independent can't get acces to the neutral station (hegemony,Tri, ect.)
The event bosses are still there i presume, which means so is the stormcrow, which is an event boss ship.
1581422 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherlog.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Spoiler865129 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
SpoilerCode: log1581422 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherlog.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
I just had this error
3606403 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.LevelUp(UsSUtils.java:243)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:137)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
minor issue, none of the TT Sunders seem to be armed
On Github. Thanks Trylo!
https://github.com/Uomoz/UomozSector
On Github. Thanks Trylo!
https://github.com/Uomoz/UomozSector
No problem! Good man.
Edit: Looks like you put the .jar up, but there's no source files; gotta put the .java files somewhere; I recommend a src/ directory or something along those lines
453765 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
485922 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.EliteSpawnPoint.NewAssignment(EliteSpawnPoint.java:152)
at data.scripts.uss.EliteSpawnPoint.access$100(EliteSpawnPoint.java:18)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:85)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
but maybe i shouldnt play on my old save game (last ver.) ;PSpoilerCode453765 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
485922 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.EliteSpawnPoint.NewAssignment(EliteSpawnPoint.java:152)
at data.scripts.uss.EliteSpawnPoint.access$100(EliteSpawnPoint.java:18)
at data.scripts.uss.EliteSpawnPoint$1.run(EliteSpawnPoint.java:85)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Edited:Ok on my New Game -_- i choose Nomads & i start in Corvus system not in Nurf-B
Oh god the trollboat is back. =I
RC 3 is UP!Where do I find the minimod as a singular?
Rebalnced pirates spawns (no more excessive fighter spam in their fleets), and added Cycerin's rusty Pirate Plus to them. Also added Plunder Fleets carrying pirate stuff around.
(http://i.imgur.com/8cl9lrV.png)(http://i.imgur.com/Fz7ROBN.png)(http://i.imgur.com/XTNdZ1A.png)(http://i.imgur.com/8uRNIGr.png)
Say hi!
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.Because they ARE hidden content, you can play with them by dev mode,
Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.Because they ARE hidden content, you can play with them by dev mode,
Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
Wow, the 2 ships from the left really look like vanilla material! 8) Especially the cap ship, I'd take that puppy as a cheap alternative to the Onslaught any day.
Edit:Can anyone tell me why the nevermore beta and stormcrow ships are marked as hiddencontent ?
any chance you can add a setting where we can still have limited access to neutral stations? ie repair, maybe buy/sell supplies but not ships? I think I saw Exerelin did this and I like having the option
Just a heads-up: downloaded the latest version, and the fancy-shmancy new pirate ships were so eager to fly out and pillage they, er, forgot to bring any weapons (all hardpoints are more bare than a greebled baby's bottom). I suspect that was not intended, though it is a nice reprieve.
Also: the Nomad Rattlesnake was available for sale at the independent trade hub and is listed as having 250000 (+240000) flux capacity. I suspect, though admit I am not 100% sure, that is also not intended. Its other stats were normal.
As far as I know, the Rattlesnake is working as intended (with the TheNomadsNaeranFluxShunts hullmod modifying Nomads flux capacity x25).
STOP MAKING ME UPDATE MY STOLEN STORMCROW ;DAlso, I cant play the game still,my new saves crash whenever I enter a fight, Is there a new update of lazylib?
As far as I know, the Rattlesnake is working as intended (with the TheNomadsNaeranFluxShunts hullmod modifying Nomads flux capacity x25).
I actually had a typo there-- +249000, not +240000. I downloaded the latest version of Nomads and the Rattlesnake has 25000 (+24000) so I think the hullmod in USJ is modifying capacity x250 at the moment instead of x25, giving it a total of 250000.
For good measure give the 'demo' Nomads mission a whirl in USJ-- I could use just a Sandstorm and mk.I Komodo to bruteforce my way through the entire enemy fleet. At once. Of course, with flux capacity that high venting is a death sentence, but you never really -need- to vent...
1164250 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Spoiler33413 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 255.85 MB of texture data so far
33413 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
33654 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
36737 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Midcom_505726916173525813\descriptor.xml]
36775 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Sandaime_3119458606681985127\descriptor.xml]
38227 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Sandaime_3119458606681985127...
115653 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
115653 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Java heap space
java.lang.OutOfMemoryError: Java heap space
at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)[close]
So I promised to put up an error with the save thing awhile ago, probably 3 or 4 pages back. Thus far I have only UsS and Kadur Theocracy loaded along with lazylib which runs just fine, until you reload. I haven't played just UsS to my point yet, but it looks to me that the game dies because a lack of memory? Any thoughts about this?
SpoilerCode1164250 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
;D
Once you have ironed out the bugs will you add certain mods or just keep to the 'stable' ones.
so is the torch class supposed to have a small uni on front or a med. the stock varient puts a medium gun but it says small when i check it and wont let me put anything bigger.
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?well nothing really to talk about, just fighting with some SHI bigger fleets
1602500 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?well nothing really to talk about, just fighting with some SHI bigger fleets
& i've got only your mod & necessary lazylib checked, also i do not overwrite mod folder when replacing with newer UsS ver.
will try to provoke that Null error again
Edited:SpoilerCode1602500 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
when fighting one of SHI station Def Force
but since there is new ver. will change to it
Not sure why that SHI plugin is giving you errors, are you perhaps using both SHI and UsS? Can you describe what were you doing while this happened?well nothing really to talk about, just fighting with some SHI bigger fleets
& i've got only your mod & necessary lazylib checked, also i do not overwrite mod folder when replacing with newer UsS ver.
will try to provoke that Null error again
Edited:SpoilerCode1602500 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.PandoraSparkMaster.particleBurst(PandoraSparkMaster.java:77)
at data.scripts.plugins.PandoraSparkMaster.onHit(PandoraSparkMaster.java:67)
at com.fs.starfarer.combat.entities.BallisticProjectile.super(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.class.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
when fighting one of SHI station Def Force
but since there is new ver. will change to it
Uomoz you have the most popular mod in the forums, followed by ironclads
followed by exerelin.
Congratz!
No need for a popularity contest, those don't generate anything but negativity. I'm just glad there are so many good mods to try and am grateful for everyone putting in their time to create these big total conversions and compilations.
Those production requirements... getting traumatic flashbacks to Warframe's crafting system :-X
Hope it isn't as grindy as it seems.
That. Looks. AMAZING!
Suggestion: instead of "next blueprint" maybe "available blueprints" and send it to a menu with all available blueprints and an exit option?
Fair enough. When can I try it out??? :-D
Might just have to continue with TuP.
TuP?!?!!?!?!!! :-D
Kadur have been fixed? Last time i played the mod, it made the save bloat out of control and the game ended up crashing.
Solid progress :)
Anyhow, haven't had enough time to really play it a lot; my first impression is that there is a lot of interesting stuff being tried with Stations and I'd like to have more information about how to do things and how to achieve victory :)
1- That only happens in dev mode, try deactivating that and tall me if it keeps happening.Ah, I see how that was set up. OK.
2- Sorry I don't really understand what you're referring to, could you be more specific?I don't know, really; I got into a fight with a Frigate where I got "pushed" away from it, and I just kept getting pushed. I don't have time to hunt that down, but I presume that there's a System that does this stuff and it's not working right yet :)
3- It is definitely harder then vanilla, but it's supposed to be!The game should be harder later, not harder right at the start. That's how it feels right now; artificially hard in the start, but I can see how it's going to get a lot easier once I've leveled up. Needs to go the other way, imo, otherwise the only people who will play it are people who don't mind grinding a lot, and well, I hate grinding :)
Got started off as what I assumed was blackrock, well at least in their system, got a robberfly in addition to a brawler ( <3 ) only quirk was that the trade station beside the BRDY station and that well ah, the BRDY was hostile, almost lost my fleet within 5 seconds of starting :P
Also kinda annoyed at a 0.6.1 bug where if you pick the run away option you slow down, almost got chained down (one would attack, i'd retreat, then the 2nd campaign fleet would attack my 1 burn speed fleet)to death by 2 large pirate fleets.
Seems neat, very salvage centric economy as I can tell supplies are sparse from battles, fuel is nonexistent though I found the requirements to build a ship kinda low, not that i'm complaining.
Quote3- It is definitely harder then vanilla, but it's supposed to be!The game should be harder later, not harder right at the start. That's how it feels right now; artificially hard in the start, but I can see how it's going to get a lot easier once I've leveled up. Needs to go the other way, imo, otherwise the only people who will play it are people who don't mind grinding a lot, and well, I hate grinding :)
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.
Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).
Man it seems like the saving issues has gotten worse now, I'm at the very start of a game and if I save and exit I can't load the save back up.
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.
Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).
Just tested it and it's working! Are you completely sure? What were you fighting?
I'm getting the blueprint drop notification to the left of the screen before I go to the salvage screen. If you have a disabled enemy ship firing back up you'll see the notice after its dealt with, otherwise it appears right from the off.
Its noticable if you frequently linger on the screen like I do (it makes a nice pause point to go the loo or whatever) but it could definately do with being more clearly displayed. Finding one is a reasonably big deal so it should be signposted clearly to the player imo.
The actual content added to the mod now is extremely impressive. I cant wait to construct some unholy megafleet combining the best ships of each faction once I collect the required blueprints :D
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.
Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).
Just tested it and it's working! Are you completely sure? What were you fighting?
In both cases, (vanilla) Pirate Raiders, [II] or [III] type-fleets.
Addendum: Pirate Armadas (and larger-sized fleets) occasionally drop a blueprint, but only if my flagship took hull damage; if only taken armor damage, nada.
Maybe the RNG just plain despises me, or something.
Xeno, is it a blue vessel that launches many missiles?IIRC, it was a reddish vessel, probably Junk Pirates but can't re-create it atm, unfortunately work's keeping me too busy to do much with SS atm :)
Totally, utterly amazing. Even did me the personal favour of hammering Kadur in there. Whee.
Things I did notice:
Memory clogging got worse (no surprise.)
Blueprint drops are insanely rare. I have a level 30 character now and managed to collect a whopping four (4) blueprints. I'm not generally one of the lucky guys but that is quite harsh. Especially as I did manage to take down three Hegemony SDF's with their 3,5 Onlsaughts. (Love trashing these buckets. Take a destroyer, get behind them and enjoy...)
Having no credit rewards increases the potential danger from the boarding troll, as blowing up the "boardable" ship blows up the parts as well. A small credit injection per won combat might be nice.
Having no fuel drops at all poses the risk of getting stranded in a hostile system - forever. Me going to the nomad place to check it out and possibly hunt down some SDFs (They did not have any?) almost had to start a new game before I realized I could not just hunt for fuel wherever I was. Please reconsider this/put up some "automated fuel depots" as the ironclads universe has them.
The faction You chose does not sell their blueprints or faction specific parts. Puts You in the strange situation that You can compose Your fleet of everything Your enemies have, but with Your allies You have to hope for a good season on the shipdealer's at home. I think You should give us an option to either buy the stuff completely, or buy the components and have the blueprints drop from the faction's >enemies< as a reward for good service by Your sponsors.
Blackrock start at Corvus works fine, they are not hostile.
The two Kadur factions seem to always be hostile (rebels) and neutral (main faction) if You do start with some faction not related to them. Should they not all be hostile and just hating each other as well?
The twinstar-system with the Kadur presence does not have a neutral trade hub. That's a pity, hunting there is fun.
Neutral trade hubs seem to have a lot more and better stock now than before. Love it. Only issue - faction stations seem rather dried out now. Both Blackrock bases only sold rather small and basic stuff and ships.
Give me more nomads! I don't feel hunted by the occasional, lone djihad-corso.
Finally, not an issue, but might be interesting - unlike the previous version, when I started the new game a large number of fleets spawned instantly at every visible station and spread from there. In the last version You said You had spread that out as to avoid exploding the workload on some people's poor little computing machines. I think this got lost somewhere on the way.
Requires Modified vmparams file to load any game. Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
QuoteRequires Modified vmparams file to load any game. Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
Somebody didn't read the OP.
Delete your previous mod before loading new
if that won't help i dunno what could
Delete your previous mod before loading new
if that won't help i dunno what could
I didn't have a pevious version installed and I also did what VValkyriaL said. I am going to do a comb through of possible interaction problems. I'm worried I may have inadvertently modified the core folder in some way so I will start there.
Q:what will happen when you end up in hostile system with no friendly stations & your have no Fuel ?
& aren't you go little carried away with the spawning fleets ? i mean it's not HARD or anything but since previous update i saw 3 or more big (not the biggest) hegemony fleets defending corvus jump point
& can we/I have "Officers" back ?
How do you increase relations with other factions? It sucks being restricted to the neutral trade stations.
Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie?
And if not then why?
Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include compatibility in their mods?
Do you know which file I'd need to edit instead, in order to be able to load saves?
If it is possible I think you might need to make the notification that a blueprint has been aquired a bit more noticeable. I've been destroying large fleets left and right trying to acquire my first blueprint and when I finally gained one and went to the local trade station to buy the permit to use it, I discovered that it was not in fact my first blueprint, nor my second nor even my third blueprint, but my 8th blueprint.
I think the third hound blueprint counted as hegemony while the other two were pirate...
Wondering if theirs any way of disabling stations to not be faction specific :-\
Like the challenge it adds, just not the fact that I can only use one factions ships.
That's the whole point of crafting :).
That's the whole point of crafting :).
I can't find the interface to do that at all.
Hey Uomos,
Thanks for the hard work so far, its coming out good! Anyways, I have been wondering for awhile now, but how do I interface with the omnifactory? I've tried docking with it, but I don't get menu options that pop up. It only says, "This can only be used by another faction" or something like that. Is there something I have to do in order to access it?
Also, I also confirm the whole memory thing, I do wish the fix that in the next update. I've tried reloading a fresh campaign, it gave me that unable to load bit again. I think its happening more often since your mod came off of dev, I don't know why that's the case. As far as that goes, everything about the mod is stable (fyi, for others reading this, its the only mod I have running).
Hey Uomoz ,
Just a quick feedback here which contains my humble opinion :)
"Homestation" , i like the idea of shipbuilding and buying the upgrade to store my loot and so at home.
The pace is way slower then vanilla which i really like.
have only fought "small" battles yet , but if i go to away from home i will get into a loop downwards caused by the lowered amount of supplies in battles.
This is way harder for factions which have their outpost on the edge of the system, and as a player you have a long travel to fight and return to resupply ( eg. Independent )
[Don´t know what it will be, if i get my hands on large freight capacity and enough surplus money to buy a large amount of supplies.
But still then you´re forced to stay close to your home ( more or less ) because you will not get enough supplies in battle and can´t buy it anywhere else.]
which brings me to my suggestion :
-Either slightly increase the amount of supplies after battle
-Make it possible to buy supplies at least at neutral stations
-Make friendly fleets trade supplies with you ( for electronics in case you´re out of money which happens a lot early on and money ) [Okim got somethink in his Ironclad I think]
which both should be way more expensive then at home.
well , or all 3 of them ::)
At least this is my first impression on a small scale ... and maybe I´m all wrong for the supplies recieved in a large scale battle.
kind regards
Chronosfear
this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet
did it again, definitely getting blueprints from harrying fleets
Would you mind telling me where can I change in the mod files the value of supplies and the drop chance of blueprints? I feel like changing a few things for myself.
Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.
Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.
160491 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 257.92 MB of texture data so far
160491 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
160492 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/BR/ships/newbrdycruiser.png] as texture with id [graphics/BR/ships/newbrdycruiser.png]
160551 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 258.58 MB of texture data so far
160551 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/ships/newbrdycruiser.png (using cast)
160552 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
160603 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 259.25 MB of texture data so far
160603 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
160626 [Thread-6] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v1.61 for Starsector 0.6a
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_neriadjets_SHIP_SYSTEM not found
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_booster_SHIP_SYSTEM not found
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id burstjets_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id shrimpsensor_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_swflares_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_drivecharger_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_swacs_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id traveldrive_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_gecko_drone_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniumdrive_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_phaseanchor_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_phasemine_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_displacer_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_siegemode_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_jammer_SHIP_SYSTEM not found
160767 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
160790 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 259.25 MB of texture data so far
160791 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
161854 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
168935 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_ElenaHarrington_953801094368402383...
182265 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
302691 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
Quote from: ciago92 on November 18, 2013, 03:56:18 PM
this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet
did it again, definitely getting blueprints from harrying fleets
Thanks for the bug report! Fixed that in my DEV version, not it's required that you kill at least 1 ship to get some BPs.
To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets. Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.
int FP = loser.getFleet().getFleetPoints();
int quantity = (int) ((Math.random()) + (FP/50f));
To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets. Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.
The change of generating blueprints is:Codewhere FP is the fleet points of the defeated fleet. But, isn't that the FP of the fleet *after* it's lost, so much lower than when you attacked it?int FP = loser.getFleet().getFleetPoints();
int quantity = (int) ((Math.random()) + (FP/50f));
then there is no mining ?
very hard without it xD
The game seems to be hanging when I enter a non-vanilla star system. Askonia seems to be fine. I've tried duplicating this several times and I have noticed it is only certain jump points (Jump Point Alpha usually) and I can sometimes get in when entering from the Fringe jump point. I've installed a clean Starsector and redownloaded all the mods and am still getting the same problem. And yes, I've edited the vmparams.
Here's the last bit of the log before the game crashes; there's no error message, just a Starsector.exe has stopped working or Java(TM) Platform etcSpoilerQuote160491 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 257.92 MB of texture data so far
160491 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
160492 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/BR/ships/newbrdycruiser.png] as texture with id [graphics/BR/ships/newbrdycruiser.png]
160551 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 258.58 MB of texture data so far
160551 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/ships/newbrdycruiser.png (using cast)
160552 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
160603 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 259.25 MB of texture data so far
160603 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
160626 [Thread-6] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v1.61 for Starsector 0.6a
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_neriadjets_SHIP_SYSTEM not found
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_booster_SHIP_SYSTEM not found
160758 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id burstjets_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id shrimpsensor_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_damselfly_drone_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_swflares_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_drivecharger_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_swacs_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id traveldrive_SHIP_SYSTEM not found
160759 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id nom_gecko_drone_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniumdrive_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_phaseanchor_SHIP_SYSTEM not found
160760 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_phasemine_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_displacer_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_siegemode_SHIP_SYSTEM not found
160765 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_jammer_SHIP_SYSTEM not found
160767 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
160790 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 259.25 MB of texture data so far
160791 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
161854 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
168935 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_ElenaHarrington_953801094368402383...
182265 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
302691 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318[close]
Just so you know where I'm coming from here, I'm not actually dissatisfied with the balance per se. The pacing that the player's fleet gets stronger and the idea of having to trade electronics for supply isn't inherently bad, but the high price for the supply has some side effects that mess up the repair balance for me. Capturing ships, which is one of my favorite features of the game, is now practically an economical suicide because the ships are so damaged that the amount of supplies you'll have to get to fix it is more expansive than actually buying a new one. Even when returning from regular combat I sometimes have to wonder if scuttling the ship and buying a new one isn't more economical feasible, especially if you can manufacture it.
Now I'm not demanding that you change this balance, it actually makes your mod especial, I just want to do some personal adjustments.
Hey Uomoz,
I tried doing that to my file, but it won't let me save saying I don't have permission to do that. Do I have to do something to get around that?
Was the federation and neutrino removed from this compilation?
Was the federation and neutrino removed from this compilation?
Yes.
Was the federation and neutrino removed from this compilation?
Yes.
Are you planning on putting them both back in?
Also im curious why the removal.
Now, if only the scourge was here...what happened to those guys Uomoz? i miss fighting zombies.
How do i even PLAY THIS...i dont get money from battle anymore and i cant rest at other factions stations....what they dont accept guests anymore?....and i dont see the changes you made othr then thwe factory...so...what is so amazing about this mod anymore?
How do i even PLAY THIS...i dont get money from battle anymore and i cant rest at other factions stations....what they dont accept guests anymore?....and i dont see the changes you made othr then thwe factory...so...what is so amazing about this mod anymore?
The people enjoying it, I guess xD.
Thank you for the very detailed reply, Flunky.
Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship
Oh, and I was playing around with the Nomads and bought the civilian transport/colony ship
Didn't think you were supposed to be able to do that?
I just meant that I figured the Nomad Colony ship would be a unique non-buyable ship. Certainly possible it's meant to be purchaseable, I just assumed otherwise. Being friendly to the Nomads isn't a bug, they're one of the factions you can join.
Also, would like to express my love of the Void Walker idea!
also FYI i played maybe 50 battles, and only once did I get a blueprint.I figured out a way
also FYI i played maybe 50 battles, and only once did I get a blueprint.I figured out a waySpoiler(http://i.imgur.com/dAyyfnL.png)[close]
All blueprints are obtained from a single hostile fleet
Hint: To get them you don't fight them.
Moth-class has 0 burn speed,is it supposed to be like that ?
Not reproducible at this time, happened five seconds after a save but reloading that doesn't produce it againSpoiler85884 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.addFactionShip(UsSUtils.java:579)
at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:463)
at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:58)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Getting out of memory even with the increased vmprams, cant even load up the game
I dislike the change to stoats as the escorts. They have 5 burn and not enough OP to add unstable injectors so I am 90% sure I'm just going to sell them to the first station I see
Nice implementation of TuP. I'd change one thing though. The Wrestler shouldn't have peak CR. Just like the Brawler.
I see you also didn't forget to add the Thunderchild frigate. 8)
Oh btw, the missions don't work because you didn't include the backgrounds from the TuP campaign.
[edit]
Fleet goal DEFEND in missions need to be changed to ATTACK
minor issue: when you have more than 1000 electronics, the smallest pile at the end is the only one that is counted when seeing if you can create a ship
also, would it be possible for our followers to find (at a vastly reduced rate, I'm sure) blueprints? that way people who rush into being void walkers aren't completely screwed
does selecting salvage crews increase parts found? does it increase blueprints found? just curious
This mod has really grown from just a compilation of vanilla balanced mods (i miss you federation/ lotus conglomerate) to something that offers more than whats just in the campaign.
Excellent work, sir.
A cookie for you.
Two things:
Having multiple instances of the same blueprint is only of benefit if you arent yet a voidwalker as you may swap or sell. Having many of the same blueprint is cumbersome and unsightly. May i suggest making the independent traders so that they DONT automatically go hostile and they can give an alternative blueprint from ANY faction? Actually, seeing as money is superfluous when you VW, perhaps two blueprints for one random one?
Weapons. Maybe a weapon duplicator at an exorbitant cost in scraps/electronics/whatever? Having to keep reequipping my mantis frigates with hard to get ppde's really does start to annoy after the fifth time.
Again, excellent mod.
Personally I kind'a like the rarity of certain weapons, it gives them a value once you go void-walker.
Anyways, I think I might have run into a few potential bugs in what seems to be the latest version.
First of all, I'm getting more blackrock blueprints from the hegemony than hegemony blueprints. Are the hegemony supposed to give blackrock blueprints at all?
Second, the void-walker station, when filled with large amounts of various weapons and supplies, seems to eventually start eating things. Noticed this when I returned to my station to dump off my loot and found that my only large weapon was a single hellbore cannon at the time, even though I could'a sworn I had others. I went ahead and dumped the aforementioned loot, which included more large weapons, left the station for a bit, and when I returned I found the only large weapon in the station to be a single Gauss gun.
Thirdly, I have quite simply never seen my void-walker followers use anything larger than a frigate in their fleets. With all the blueprints that I own available to my followers, including capitals cruisers and destroyers, I'm kinda confused as to why they seem content flying around in fleets consisting of a couple frigates and the occasional fighter wing.
Does this mod change the supply consumption in any way?
Reason im asking is because i havent played the game since it was added in vanilla, and now im really struggling.
Once i got a capital ship a carrier and 2 fighter wings out, it just goes full *** with the consumption.
And it would be fine is they were cheap, but they eat up 95% of my funds.
Is there a way to change this? It simply not fun to play atm.
i don't know if it's better, or i just got used to it, but if you choose hegemony you won't have that problem (your base will be near enough)
one problem i see with the latest update is the cost for constructing new ships went up. looks like capital ship costs went up 4x. now it's actually more cost effective to just sell the parts and buy a ship from an indie station. (i havent switch to void walker mode)
you only have problems with supplies if you can't be arsed reading your logistic rating and not invest in logistic skills tbh.
Error loading saved game:
Error loading game. See starsector.log for details
It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.
Fatal: null. See starsector.log for details.
3) Whats your current personal fleet size? Their composition is based off that right now. It may be bugged if it's a save coming from previous versions.
yeah that got me too, if you go into the blueprint management tab and click on a blueprint you get the option make available for followers. Just do that for every ship you want your followers to have access to.
I'm not sure where to go with this, so here goes:
I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells meQuoteError loading saved game:
Error loading game. See starsector.log for details
It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.
Help ?
EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes withQuoteFatal: null. See starsector.log for details.
I'm not sure where to go with this, so here goes:
I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells meQuoteError loading saved game:
Error loading game. See starsector.log for details
It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.
Help ?
EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes withQuoteFatal: null. See starsector.log for details.
Getting this same issue. My error pop-up is:
Fatal: javax.imageio.IIOException: Insufficient memory (case 4)
Cause: Insufficient memory (case 4)
Check starsector.log for more info.
To be honest, my goal was just to do a quick debugging and get it so the mod was playable again. Mission accomplished.
Adding ship prefixes is a pretty major overhaul, the names need to be changed in 3-4 files for every ship, weapon, and variant. I wouldn't count on that anytime soon. As for the burn rates and supply usage.... maybe. It's a bit of a slippery slope: if you fixed this, why don't you fix that (and also that, etc.)?
I will do it personally for UsS users in next update, if anyone is interested.
Excuse me? Is this where I place my request for you to implement IFED once more?
So anyway, is there any way without having to join a faction that I can use the building factory? I know there is this void station thingy but if I use that, everyone becomes hostile to me..
Yes, you should be able to use any independent trade hub for a factory.Thanks!
If you have a 64 bit version of java you might try this:
http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834)
Are you using the normal starsector launcher? The linked tip needs for the game to be started through the .bat instead of through the normal launcher.
Make a new mods folder inside of starsector-core if there isn't one already there, and relocate the mods there.Yep, did that and still can't load my save. I can at first with a new game but if I play long enough it will just get to a point where I just can't reload my save anymore.
The mods have been relocated, the game was launched using the .bat, the .bat had a higher memory allocation set, and it still didn't work??? How much memory did you allocate in the .bat file?
When ever I join the Pirates and go to any of their stations I only have the option to Leave their faction.
I might have found a possible bug.
I attacked the independent faction to presumably join the pirate faction. I get the join option when I do this, but after I join there is only an option for leaving the faction. I cannot use the pirate station(s).
I looked earlier in this thread and someone had the same issue with the Tri-Tachyion. Could this possibly be the same bug, but with a different faction?
Let me thank you for this wondertfully mod, excelent work!!!
Had some troubles with instability first.
After following the advice in an other post its running fine now (use the windows64 - the last one to pick of the javafiles)
Anyone who gets the same problem and runs a Win 64x - here is a solution:
1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
MerryChristmas!
So, i get this when i am loading it:
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1117)
at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1130)
at com.fs.starfarer.loading.null.super(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I'm running on windows 34 and java 34.
Can anyone help?
I should also mention that I have tried all the solutions and fixes mentioned all with differing memory settings and I still get corrupted saves with this mod. I can play Exerelin with lots of systems and stations etc.. and I'm totally fine but for some reason Uomoz just doesn't want to work for me :(
Hey Uomoz,
I had noticed something with the void walker fortress storage that another player had mentioned before. It seems that the storage unit seems to have a psuedo-max capacity (or maybe intentional?) that's preventing storage of additional items (i.e. weapons). That is to say, everytime I would put in a new stock of items The previous set of equipment I had there is pushed aside and I can no longer see it nor have possession of it. I dunno if you saw that post, so I'm readdressing it.
An added note, it only seems to affect weapons. It may just because I never approached an over abundance of crew, supplies, fuel, or ship parts.
1090080 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.ArrayIndexOutOfBoundsException: 3
java.lang.ArrayIndexOutOfBoundsException: 3
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Just crashed 3x in a row from this... weird
1090080 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.ArrayIndexOutOfBoundsException: 3
java.lang.ArrayIndexOutOfBoundsException: 3
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Just crashed 3x in a row from this... weird
This is something that should be fixed in the hotfix; please make sure you've got RC3.
How do I get rid of the new supply system, what do I have to delete? It makes my game unplayable, as you get almost zero supplies as loot.
For 2 hours now I have been stuck with 0 money, every fight even when I get 30K+ credits, I have to buy 30K worth of supplies. What broke the camels back, is that I completely crushed a huge enemy fleet and got 40K or so in credits. Guess how much worth of supplies I would have to get? Over 60K and that would mean selling half of my fleet. Literally 1 hit that goes through the armor cost me around 20K in supplies, WTF.
So, how do I get rid of this broken ******** system?Even the CR cost from alone from trying to get credits is sometimes more than the loot I get, NO, it's always more than I get. 23K from destroying a pirate fleet 3x bigger than mine? Need 30K+ supplies. This mod is unplayable like this, I didn't even take any damage in the fight and still I lose massive amounts of credits that I CANNOT AFFORD.
4123609 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.O0OO.if.dismiss(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Got the PM - thanks! Different error (a NullPointerException); this looks like it's triggered by OmniFactory.
The error Linnis is seeing should be resolved in RC3.
The whole point of the new supply system is to make every trip out of the station a bit more risky as you need to stockpile some supplies and fuel. If you choose your fights wisely you can easily get rich as much as you get in vanilla, it just needs you to think a little bit more about the fights you get into.
The only real difference with vanilla is that instead of 100 supplies, you get 100 electronics that are exactly worth the same.
The whole point of the new supply system is to make every trip out of the station a bit more risky as you need to stockpile some supplies and fuel. If you choose your fights wisely you can easily get rich as much as you get in vanilla, it just needs you to think a little bit more about the fights you get into.
The only real difference with vanilla is that instead of 100 supplies, you get 100 electronics that are exactly worth the same.
I kind of share his concern actually. Despite getting resources at roughly the same value, I feel like I'm being shoehorned into using frigates and perhaps a destroyer due to supply consumption. I had a fight with a semi-large fleet which consisted of several frigates and destroyers, while mine was a single carrier and a total of three fighters. It was a really ugly fight, but in the end I actually managed to win. I recieved a fairly substantial reward, but a clear majority of the money went into supplies since fightercraft eats up a ton of it. I still made a profit, but if I had used frigates and a destroyer instead I would have gotten much better results. As such I have stopped using fighters entirely.
In vanilla Starsector you don't notice it as much because of how insanely much loot you get from a single victory. You're almost guaranteed to recieve more or the same amount of supplies you used in a battle. I understand that this mod wants to move away from that and make the player think more about the fights he picks, but my personal experience regarding the supply system has been lukewarm at best. Actually, now that I think about it, this mod was one of the reasons I made a thread in the Suggestions part of the forums asking for another resource besides Supplies.
I will continue trying out new fleets to see how it goes, in case I'm just paranoid or overreacting.
Also, great update. It's fun to see IFed back in the game, and the ability to build your own ships is a blast. Keep up the good work.
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.
I have tried to reinstall the game and the mod with lazylib to no avail. I also manual changed the file that needs the change.
The problem does not occur in vanilla starsector.
Hey there man! Give a read to the character creation dialogue, it's all explained there.
The Legacy .... .... The Journey ... ... |
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.Inside 'mods\UomozSector\data\scripts\plugins\CharacterCreationPluginImpl.java', paste the following directly before or after line #324:
data.getStartingCargo().addFuel(20);
in hyperspace you need fuel, and the start of Uomoz's story is that you lose all your fuel. Once you drift into a jump point (the wormhole you mentioned) then you'll be in regular space where you do NOT need fuel to fly around. just a heads up :-)
Quotein hyperspace you need fuel, and the start of Uomoz's story is that you lose all your fuel. Once you drift into a jump point (the wormhole you mentioned) then you'll be in regular space where you do NOT need fuel to fly around. just a heads up :-)
Oh... thanks for clearing that up. I haven't played in a while that feature must be somewhat new. With the 0 fuel start I guess there is the issue of most of the time drifting and being attacked before you make it to a wormhole, eh?
It never actually happened in my tests yet, but it's not impossible. I made this design decision to give a cool feel of "being stranded in an unknown place", but I can see it being quite hard to get into for new players.
He does mention it in the beginning of the game, hence his comment about reading earlier lol (you are attacked in hyperspace and lose your fuel transport ships, left to drift its time to start anew blah blah blah lol). I've never been attacked although it does make sense that it could happen lol just bad luck I guess. maybe it should add a check where you're within five seconds of a gravity well?
I'm getting kind of a strange error. The game loads up just fine, and runs fairly smoothly up until it's time to save. Saving takes ~20 seconds, which is fine, but I am incapable of loading a game. I can't grab a previous save game, nor can I load a game from the save menu. It goes through the loading process and then says something to the effect of "Your mods may be incompatible", when they clearly are not. I've got the starsector log here:Spoiler571737 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
572125 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.Arrays.copyOfRange(Unknown Source)
at java.lang.String.<init>(Unknown Source)
at java.lang.StringBuffer.toString(Unknown Source)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)[close]
Any help would be appreciated!
Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:
Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m
Really kind of like the new start. Though tossing three different types of ships from different mods might make it a tad hard to grasp each playstyle, especially since some ships from some mods have ways in that they should be played. If the random 3 that were chosen were from the same faction, this would help out with the initial setup.
Hello Uomoz, first of all great work on the mod as usual :). The work of you and the other modders makes this game a lot more fun.
The only issue i have with the mod is the Leave faction section, one stupid misclick and instead of leaving the window or entering your "garage/storage" you leave the faction... I don't know if it is possible but could you add some kind of confirmation box to leave faction so you can't accidentally quit it and have to reload. (always happens when you have been playing a long time and forgot to save.... ::))
Hope this is of any help, good luck with your future efforts.
Yo dawg! So the issue is probably the lack of allocated memory, the fix is written in the OP:
Open your Stasector directory, edit the vmparams file with notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m
Ah, yes this leads to yet another problem, that also appears to happen to several people on this page. The game loads up and then hangs almost instantly on the home screen. There doesn't appear to be anything in the Starsector Log file either. I'm going to check on my Java, but I don't think that that is the problem. Any input?
would love this more if this worked with the other mods like hiigaran, bushi and neutrino D: and valkyrians xD thought nice mod . love it so far using it
How do the factions work? Is there anywhere I can go while independent? Everything seems to attack me. Can I be friends with everyone and just kill pirates?
Desdinova with heavy railguns / heavy mauler is ridiculous...
I find myself feeling frustrated that in order to trade with a station, I have to join that faction - but every faction excludes you from using anyone's else's station or joining other factions. I understand that there should be some factions that are at odds with each other, but not every one. And what ever happened to being able to select from a huge range of starting ships?
Only about half have a civilian station. Some are just dead ends for you except to farm XP / crafting recipes.
Desdinova is a destroyer and I beat everything except a few capital ships with it solo. Since I got it I've just solo'd fleets with it. Way too good for a destroyer. But I haven't played much - are there other ships that can win like this via excessively superior maneuverability?
And like the Medusa it will die if anything catches it and proceeds to look at it funny.
The frontal shield thing that adds shields to non shield ships, that claims to be inefficient, is actually extremely efficient (0.28!!!), what's going on there?
Only about half have a civilian station. Some are just dead ends for you except to farm XP / crafting recipes.
I've noticed that the custom background music I hear sometimes in this is really loud in comparison to the vanilla music. Also, a few of the weapons seem to have no picture at all. Don't remember which though.
would love this more if this worked with the other mods like hiigaran, bushi and neutrino D: and valkyrians xD thought nice mod . love it so far using it
I see, thanks. BTW, I spawned in the black rock system and they were hostile to me and chased me to the station where I lost aggro by joining them... they're definitely not all neutral to start with.
Only about half have a civilian station. Some are just dead ends for you except to farm XP / crafting recipes.Next version has less systems. Something was cut! Now all systems have an independent station though.
Where can I read about how the voidwalker base works? Google's failing me and the mod doesn't seem to be listed on the front page (just a patch note saying you implemented it).I don't think there is a place to read about the station, but it isn't all that hard to explain. Upon activation, the station sets the player at war with all other factions and gives the player their own faction. The player can then freely store cargo inside of the station, turn salvage and loot into supplies and fuel, train marines, and construct any ship that the player has the resources and blueprint for. The station also starts creating fleets of ships randomly using the allowed blueprints and using the player's own fleet as a basis for the size, which will occasionally bring back resources, and do not cost any resources.
Uomoz, regarding that brief line of discussion in the 'Tore Up Plenty' topic; I got permission from Erick Doe to upload.
This post (http://fractalsoftworks.com/forum/index.php?topic=5762.msg127283#msg127283) contains the details regarding old/new 'graphics' folder structure, more or less; however, the linked archive below contains the revised folder structure for version 1.2 of your own mod (based on v5a of TuP).
https://drive.google.com/file/d/0Bz-e0Ikhh_YHQU9fWDRfb29ralU/edit?usp=sharing
My own recommendation: in comparing the two 'graphics' folder structure(s), delete any sub-folder in the current version of UzS that does not have an empty counterpart in the linked archive, then extract/copy & paste the 'tup' sub-folder from the archive in their place.
After the above, instead of 48 sub-folders, there should only be 22 afterwards (not including sub-sub-folders... you get the idea, right?)
Apologies in advance if I'm not giving a coherent explanation.
Hey finally got the chance to sit down and play the latest version the other day (most of my time is spent modding these days). In short, I really like it! I almost get the feeling that this is an official content add-on from Alex, (especially the blueprints/salvage/building ships).
A couple of things I noticed while playing (take this with a grain of salt, only played for an hour or two before I started modifying the files and trying to fit in new ships and stuff):
-Faction-specific parts are hard to get at your faction's stations. This makes it difficult to build your faction's ships unless you actively start killing them for salvage (there aren't all that many faction specific parts you can buy at stations otherwise).
-Some systems are a little too well-defended for their own good. Rasht, for instance, was very quiet since the Mayorate and Pirates are friends with each other. The two factions pretty much annihilated anybody who got close haha ::). It would make things a little more interesting if the Hegemony or some other mutual enemy of the two had an occasional spawn in-system to liven things up. That said, it was pretty fun to use the system as a base while raiding innocent convoys of traders. That part of the map pretty much turned into a black hole for commerce, which I like.
-It's too easy to leave a faction by accident by pushing the wrong button (but I think someone else already mentioned that).
-The grav cannon (built-in weapon for the Del Azarchel) keeps popping up in station inventories, which it probably shouldn't do.
Also, I wanted your input on something-
I was potentially going to redo my mod's structure at some point in the future (add faction-specific prefixes to weapons/sounds/graphics/etc, create centralized faction graphics/sounds folders, rename several ships' internal ID's to their actual name). It should make my mod a lot cleaner and easier to work with going forwards, but would mess up your UsS integration for my next version in the short term. I'm currently undecided about whether or not I wanted to do all this for my next update, and wanted to check in and see if you were up for it. If not, that's cool, I can hold off on doing it for awhile.
Not sure I really like the voidwalker thing - it makes it very hard to outfit ships when you can't buy things from the independent traders anymore (even those stations are hostile, which makes no sense)
I find scavenging for weapons and using sub optimal setups really entertaining so I won't probably change that!
With supplies costing SO damn much (120 credits per unit), and destroying ships gives so little (not enough to compensate for damages during battle), I'm finding it really hard to get a hand on building up my fleet. I've played for maybe 5 hours now and I can't seem to get back a destroyer and two frigates. Even selling my blueprints (especially the Medusa blueprint), I can only find really weak fleets of 1 or two ships, or the really big ones that I can't possibly take on.
Any tips? I know the game pretty well by now, but this mod is just killer. :P Haven't played it since .54, maybe.
The thunderchief gun sound is super obnoxious :(
Also, do weapon groups etc. matter for AI controlled ships or will they always just fire each gun indepndently and correctly?
With supplies costing SO damn much (120 credits per unit), and destroying ships gives so little (not enough to compensate for damages during battle), I'm finding it really hard to get a hand on building up my fleet. I've played for maybe 5 hours now and I can't seem to get back a destroyer and two frigates. Even selling my blueprints (especially the Medusa blueprint), I can only find really weak fleets of 1 or two ships, or the really big ones that I can't possibly take on.
Any tips? I know the game pretty well by now, but this mod is just killer. :P Haven't played it since .54, maybe.
I found it pretty straightforward after I started selling all the manufacturing components that I was getting. You only really need them when you want a specific ship, and otherwise I was just stockpiling a heap of them for no reason.
Also, as the supply costs are so high, deploying more ships than you need to combat is really wasteful, as is repair costs if you take armor/hull damage.
I also kept one or two frigates as pursuit-only setups; they got deployed primarily for those pursuit scenarios where you are chasing down damaged or mothballed survivors. A couple of extra frigates don't cost much in credits or supplies/day. I also initially invested 5 points in Combat for the reduced CR etc. from deployment, which was handy as I tended to keep my flagship as the most expensive (deployment wise) ship.
The thunderchief gun sound is super obnoxious :(
I agree. A few sounds changed as of the recent IFed compatibility patch and not all of them for the better. Uomoz, you're welcome to change them as needed.
The thunderchief gun sound is super obnoxious :(
I agree. A few sounds changed as of the recent IFed compatibility patch and not all of them for the better. Uomoz, you're welcome to change them as needed.
Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.
The thunderchief gun sound is super obnoxious :(
I agree. A few sounds changed as of the recent IFed compatibility patch and not all of them for the better. Uomoz, you're welcome to change them as needed.
Heh, I tried to find the closest match between the 0.54 and 0.6 sounds, but there wasn't always a good fit available. You could always revert the worst offenders to the old 0.54 sounds if you have an older copy of Starsector still. Just drop the old sfx in your mod's sounds folder and change the entry in sounds.json to play the old file.
Anyway, how does the ball lightning gun work exactly?
When I do a retreat, why do enemy fighters start close to me? A wing of interceptors appeared due east of me less than 3 seconds after battle start, while the rest of their fleet was correctly deployed at the bottom. Do fighters deploy differently here? Mine never do...
I get a CTD window after getting to the main menu;
Fatal: Index 0, Size: 0
Now I received this error and crashed. Different but wondering if it is related to the crash I posted earlier?
Thanks for help.
1034160 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1037269 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_Brad_3365486652407848835...
1042738 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
1081089 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm playing on a mac and can't find the "-Xms512m -Xmx512m" entry in the vmparams file (located in /contents). It seems to have been removed in 6.2a. I'm unable to load saves and wondering if this is the reason?
Edit: I think I figured it out. The "-Xms512m -Xmx512m" entry has been moved to the /contents/MacOS/starsector_mac.sh file.
Absolutely loving this mod, though I've a quick question:
I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
Absolutely loving this mod, though I've a quick question:
I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
Absolutely loving this mod, though I've a quick question:
I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
A possible solution is fighting the Hegemony fleets and research the blueprints until you get the Onslaught, then craft it yourself in the station of the faction you joined *think it was around 5k to unlock the storage/blueprint section of a faction* . The blueprints are a great source of income by the way some sell for over 50k creds.
Good luck with your quest for the Onslaught.
One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.
Absolutely loving this mod, though I've a quick question:
I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
Could also upgrade to a Dreadnought. *wink wink* *nudge nudge* ;)
I think your best bet for an Onslaught is to check Hegemony stations, or fight Hegemony fleets. But then, that might not be helpful if you're looking to purchase one from an independent station. To buy from the Hegemony you have to join them, right? :-\
I get a CTD window after getting to the main menu;
Fatal: Index 0, Size: 0Now I received this error and crashed. Different but wondering if it is related to the crash I posted earlier?
Thanks for help.
1034160 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1037269 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_Brad_3365486652407848835...
1042738 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
1081089 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Are you guys sure you are using the latest SS version?I'm playing on a mac and can't find the "-Xms512m -Xmx512m" entry in the vmparams file (located in /contents). It seems to have been removed in 6.2a. I'm unable to load saves and wondering if this is the reason?
Edit: I think I figured it out. The "-Xms512m -Xmx512m" entry has been moved to the /contents/MacOS/starsector_mac.sh file.
I'm not really sure about it, not having any mac around to check :/
Absolutely loving this mod, though I've a quick question:
I'm looking to upgrade from the Conquest to an Onslaught. At the moment none of the independent trade hubs have one, but I swear I've seen them float around back when I was running a destroyer. Any recommendations as to which trade station is most likely to have it?
A possible solution is fighting the Hegemony fleets and research the blueprints until you get the Onslaught, then craft it yourself in the station of the faction you joined *think it was around 5k to unlock the storage/blueprint section of a faction* . The blueprints are a great source of income by the way some sell for over 50k creds.
Good luck with your quest for the Onslaught.
One question though did one of you get a Dolphin blueprint yet? I researched 300+ Kadur blueprints multiple times (loading/loading/loading...) and didn't get one Dolphin, I really liked that tug.
I also have a question, how are you supposed to get fuel supplies and guns if you go the Void Walker route? I manufacture my ships,but is there any way to manufacture guns supplies or fuel?
I can only raid so many fleets before i run out of supplies and simply blow up.
I absolutely love this mod. This is the campaign I had hoped would be in this game. The delicate supply position that this mod puts you in really makes decisions about fleet composition, operational range from home base, and which ships to deploy into each battle have real consequences. I love it. Vanilla and Exerelin operate in environments of virtually limitless supply. You build the largest, most high tech fleet you can afford and hit deploy all into every battle. Smashing large, well supplied fleets into each other frequently certainly has its appeal. But ultimately, it leaves me feeling like losses, even large ones, have no consequences.
In this mod I have so much more to consider. Outside of this mod, the Hound, for example, wouldn't really get a lot of serious consideration in a fleet after the first 30 minutes of play. In this mod, it is an inexpensive and fairly potent ship that has the cargo capacity to supply itself and other more demanding craft. This mod makes the game full of decisions like that. Sure, after winning a battle, you could pursue the fleeing remnants of the defeated fleet but how much is it going to cost you to click the pursue them button and deploy enough ships to destroy the remaining forces?
I think the most important lesson to learn to really start doing well in this mod is to avoid Pyrrhic victories. There is almost no such thing outside of this mod. In this mod, the price of victory being too high is a definite and frequent possibility. This mod makes
I love the pacing, the overall strategic addition to the game and the style of this mod. Great work.
As it stands I believe that it's nigh impossible to improve your status with a faction (short of joining them, if you haven't yet). Uomoz may change it in the future.
I get this CTD when engaging the Pirate fleet AssBringer, the one with the infernal machine, my fleet consists of 2 Conquerors and 1 Aurora battlecruiser with some Wolf Frigates as support. I get to kill a few ships then CTDs with null message.
164221 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 154, FP2: 386, maxFP1: 280, maxFP2: 420
339327 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I also have a question, how are you supposed to get fuel supplies and guns if you go the Void Walker route? I manufacture my ships,but is there any way to manufacture guns supplies or fuel?
I can only raid so many fleets before i run out of supplies and simply blow up.
Later edit:
After further testing I've found out that it has nothing to do with the AshBringer fleet, the culprit is the Piranha Missile launchers, they launch the carrier missile and when they're supposed to split into multi-warheads the game crashes with the above log message. Hope it helps :)
Ah just fought it again with the launchers removed almost won it but it still happened... I guess the enemy fleet has some kind of MIRV launchers? (Nevermind forgot to unmount that Piranha launcher from the Aurora ::)).
Hi!
Just wanted to offer my mod (when it's full realesed, of course) for integration into UsS.
I would really love to see them in your compilation.
Do you think BGE would fit in or would it destroy your setting?
Let me know what you think about it, big thanks in advance!
Will weapon manufacturing ever be implemented similarly to how blueprints work for ships? Or maybe we could analyze them and have them manufactured kinda how the Omnifactory works from Exerelin?
Also where can i get the DEV version if at all available?
The real problem lies in the fact that its harder to pull off stats for a weapon then for a ship, for example values that I need to procedurally generate the resource cost.
Do follower fleets collect resources, guns etc and drop them at the Theta base?
- Removed Nomads ... Nomads have a sever inherent memory leak, bound to their hullmods, removing them improved the performance a lot on my system.While I personally don't care about Kadur, being non-conforming to visual style of vanilla SS anyway, I would really like to have Nomads back in my lost sector. I haven't notice any performance changes since the new Nomad-less version release (it's still the same 15 sec. to save/load and still the same huge lag after 6-8 reloads), so I'd like to ask if it's possible to put these back from my end, provided I have no SS modding knowledge? Would it work good enough if I just drop both UsS and Nomads to my mods folder and activate both?
Good day!
First of all, many thanks for making this great compilation, it's really fun to play with. I've just spend an hour slowly crunching my way from 1 good frigate to 2 and while it's annoying on itself, it turns out nice in the long run, letting you feel achievement even when having such a tiny upgrade.- Removed Nomads ... Nomads have a sever inherent memory leak, bound to their hullmods, removing them improved the performance a lot on my system.While I personally don't care about Kadur, being non-conforming to visual style of vanilla SS anyway, I would really like to have Nomads back in my lost sector. I haven't notice any performance changes since the new Nomad-less version release (it's still the same 15 sec. to save/load and still the same huge lag after 6-8 reloads), so I'd like to ask if it's possible to put these back from my end, provided I have no SS modding knowledge? Would it work good enough if I just drop both UsS and Nomads to my mods folder and activate both?
Uhm, well you can't have access to the nomad-less version because I didn't release it yetD'oh, stupid me! I've downloaded latest release yesterday so I randomly assumed that your changes of 09.02. are in there. Now I see why I have no performance changes :)
Uhm, well you can't have access to the nomad-less version because I didn't release it yetD'oh, stupid me! I've downloaded latest release yesterday so I randomly assumed that your changes of 09.02. are in there. Now I see why I have no performance changes :)
Can't wait for your new release, especially if there will be performance improvement :)
I've been playing for a bit and I have a question about the Nomads. Is it possible to capture their oasis capital ship? Or could one buy it somewhere? They don't have dedicated stations so I'm having an issue with this.Nomads are temporarily removed in the next version apparently.
I've been playing for a bit and I have a question about the Nomads. Is it possible to capture their oasis capital ship? Or could one buy it somewhere? They don't have dedicated stations so I'm having an issue with this.Nomads are temporarily removed in the next version apparently.
Are certain hulls going to predisposed toward certain weapons/ hullmods? Is it random for every mount or just sets? Are we still going to see normal variants mixed in? Sorry for all the questions.
that enforcer is SO frag'ed up over there <bump>Spoiler(http://i.imgur.com/thNHQAg.jpg)[close]
That's a pretty impressive system.
I think it would be interesting if the factions could use weapons and vessels that they capture or salvage in battle like players do.
There would have to be a certain logic behind it and not be too common, unless its pirates.
the new system sounds cool!
any chance you could make the omnifactory and "weapon_pack" mods compatable with Uomoz Sector?
right now omnifactory works, except that it's not your faction and you can never join it properly.
weapon_pack works, except that the shipbuilder guild station is also not joinable/visitable.
right now the only hacky workaround for omnifactory is the "restock" mod, but that pretty much sucks because all stations have infinite of everything. (i like it easy, but not that easy)
Are you going to put in the Corvus Scavengers from TuP in a future version?That happens from time to time when starting a new game, at first I thought it was brutal but after more restarts than I like to admit I have come to learn to appreciate everything my character has now!
[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet. :D
Are you going to put in the Corvus Scavengers from TuP in a future version?
[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet. :D
Are you going to put in the Corvus Scavengers from TuP in a future version?
[edit]
I started a game of UsS. Ten seconds later I'm dead. I drifted right into the hands of a large Mayorate fleet. :D
Yeap! Sounds like UsS to me! :D
I'm not sure about the scavengers. That would put all the TuP ships there, but I kind of like them spread all around like it is right now..
Ran into the following bug upon selecting the default hound blueprint at the voidwalker fortress. I had gone straight to the fortress after refitting my ships a bit and buying some fuel.Spoiler1017949 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.shipAnalysis(UsSOrbitalStationInteractionDialogPluginImpl.java:1094)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.access$300(UsSOrbitalStationInteractionDialogPluginImpl.java:30)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl$2.pickedFleetMembers(UsSOrbitalStationInteractionDialogPluginImpl.java:1022)
at com.fs.starfarer.ui.O0OO.private.advance(Unknown Source)
at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.K.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advance(Unknown Source)
at com.fs.starfarer.ui.p.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.public.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Open your Starsector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m. I am still not able to properly load my saved game. When I go to load it everything comes up fine but there is no ship there and I can not do anything. Sorry if this was covered already.
(http://i.imgur.com/1nffXJq.png)
This is what I get from the dev version.
I clicked to trade a tarsus blueprint away for another at the voidwalker base and got the following bug:Spoiler2883801 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1216)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:218)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
(http://i.imgur.com/1nffXJq.png)
This is what I get from the dev version.
You need to load the LazyLib mod as well :) See the OP for a link.
903875 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 128, maxFP1: 280, maxFP2: 420
1465109 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 24, maxFP1: 420, maxFP2: 280
1757484 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 136, maxFP1: 280, maxFP2: 420
1960969 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1428)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1387)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
102767 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:888)
at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:69)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
got this little bonzoafter fully reatreting fromj the battle, crashed when my fleet totaly dissapear from the battle map, watting for the next screen ...POW!!SpoilerCode903875 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 128, maxFP1: 280, maxFP2: 420
1465109 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 24, maxFP1: 420, maxFP2: 280
1757484 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 44, FP2: 136, maxFP1: 280, maxFP2: 420
1960969 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1428)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1387)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
fighting some hegemony, nothing new im my fleet
(latest dev build)
PS: How too spawn something bigger than a destroyer in the void walkers ?!
Bug report(?) for DEV2 of v1.3: it doesn't seem to like any faction add-ons, whatsoever.Code102767 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSUtils.stationDynamics(UsSUtils.java:888)
at data.scripts.uss.UsSEveryFrame.advance(UsSEveryFrame.java:69)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Utility mods such as Combat Radar v0.6c and Console Commands v2.0 WIP3 work fine, but enable even one faction mod (in this case, Bounty Hunts v1.11), and bam! Reproducible crash!
The above error message strikes within 1 day of in-game time (the moment the date changes to Dec. 1), without fail, each and every time, whether starting a new game or otherwise.
Far as I can tell, Uomoz's Corvus is a modpack that already has all the factions. It's not like Exerelin, where you can pick and chosoe the faction that are loaded. Here, it's all in the mod when you get it.
Hey!
Regarding my combat crash log it happened at the very first volley in a combat situation with around 10 ships total engaged; it might have to do with one of the weapon in that engagement; unfortunately my savegame was like 5 minutes before i am not sure if i can reproduce it , if i can will sure report it here.
°Beside the random crashes the mod is awesome! great great work :)
To be sure i will also completely reinstall the game.. you never know it might be an issue on my side too!
it's seems it's a Null season or something
i got only one crash so far (rapported)
but about game play, the whole system about scraping stuff for fuel/supplies/marines thing is cool but when rebuild/join void walkers i feel like an "Ant lion" or something, can't get too far from the base, becouse of lack of supplies, but i think this is a vanilla issue (i think it need to be separated supplies for the crew & ships ) becaue the whole gameplay is like: i got bigger fleet got money but will i ever make to the X system ?
& again: HOW TO SPAWN SOMETHING BIGGER THEN AN DESTROYER as a void Walker ?! :-\
4031336 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1272)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Dev 3
New game
(got null crash when try to load dev 2 save game, 2 sec. game & crash)
so im testing still Dev 3 & i can endlessly sell SHARK blueprints for 22 000(the blue prints wont dissapear when sold)
& when joined interstaller fed i saw that they have no ships for sale & only scavenged loot
no inter fed transports ect. i think that even the independents won't drop stuff at the inter Fed's station
+ inter attack fleets have strange behavior ( not all of them ) they just camp at the station or near it , stay fev days & come back to the station
3201094 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 434,35 MB of texture data so far
3201094 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/hyperspace_bg_cool.jpg (using cast)
3201094 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 52, FP2: 45, maxFP1: 375, maxFP2: 325
3340328 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
169656 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
170687 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 338,35 MB of texture data so far
170703 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
749891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
at com.fs.starfarer.ui.newsuper.void(Unknown Source)
at com.fs.starfarer.ui.floatsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
2463047 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 46, FP2: 70, maxFP1: 280, maxFP2: 420
2621469 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 46, FP2: 17, maxFP1: 420, maxFP2: 280
2893516 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1296)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
W8!
got some null for you ;Ddurning battle with The MayorateSpoilerCode3201094 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 434,35 MB of texture data so far
3201094 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/hyperspace_bg_cool.jpg (using cast)
3201094 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 52, FP2: 45, maxFP1: 375, maxFP2: 325
3340328 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
--------------------------------------------------------------------------------------------------
& another one this time strange one,happens durning refiting karkinos at Black Rock stationjust bought the ship, mothball it, & puting some weapons on itSpoilerCode169656 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/BR/backgrounds/obsidianBG.jpg into existing tex id 318
170687 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 338,35 MB of texture data so far
170703 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/BR/backgrounds/obsidianBG.jpg (using cast)
749891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Attempt to release focus by non-owner
java.lang.RuntimeException: Attempt to release focus by non-owner
at com.fs.starfarer.ui.newsuper.void(Unknown Source)
at com.fs.starfarer.ui.floatsuper.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
-----------------------------------------------------------------------------------------------------
doing stuff at woid walkers station, trade fighter wing, try to check new blueprint then crashedSpoilerCode2463047 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 46, FP2: 70, maxFP1: 280, maxFP2: 420
2621469 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 46, FP2: 17, maxFP1: 420, maxFP2: 280
2893516 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1296)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1225)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Got a fatal error when
variant_brdy_desdinova was not found. Sorry forgot to copy the whole line before the log got wiped. Love the mod btw. Any idea when the next dev release will be?
Hi there!hmm... well i think we must summon Alex to check it out
1,2 I have no idea, never happened to me and it's not related to my code ???
name,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/day,repair %/day,repair cost,CR to deploy,peak CR sec,CR loss/sec,hints,number
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Ridgeback,pack_ridgeback,Destroyer,pack_flux_divert,8,2300,650,4500,,260,85,80,70,70,120,140,600,OMNI,,140,0.4,1,0,0,75,160,175,75,3,50,5,12000,3.5,10,150,15,,,,691001
Ridgeback X,pack_ridgeback_x,Destroyer,pack_flux_divert,8,2400,750,5000,,280,75,85,75,75,125,145,550,OMNI,,160,0.4,1,0,0,45,90,90,50,2.5,50,5,11000,3.5,10,120,10,,,,691002
Wirefox,pack_wirefox,Frigate,maneuveringjets,5,650,280,2000,,190,40,165,50,50,70,70,300,OMNI,,140,0.4,1,0,0,20,50,25,15,1,50,8,3500,2,15,50,5,180,0.2,,691003
Bedlington,pack_bedlington,Frigate,pack_drone_ion,6,400,250,1800,,260,25,180,110,110,110,140,300,OMNI,,120,0.4,1,0,0,20,45,25,15,1,50,8,4000,2,15,60,10,180,0.2,,691090
Ion Drone,pack_drone_ion,Drone,,1,200,50,200,,100,6,190,130,130,130,130,100,NONE,,0,0,1,0,0,0,0,0,10,,50,0,1000,,,,,,,,691004
Pitbull,pack_pitbull,Destroyer,maneuveringjets,7,2100,850,4200,,290,65,60,90,90,70,90,600,OMNI,,150,0.4,0.8,0,0,25,40,35,10,3.5,50,5,9000,4.5,10,150,10,,,,691005
BRT,pack_BRT,Destroyer,maneuveringjets,7,1800,750,4200,,240,70,80,60,80,55,60,600,OMNI,,140,0.4,1,0,0,60,120,60,10,3,50,5,11000,3.5,10,120,15,,,,691006
Samoyed,pack_samoyed,Frigate,burndrive,5,900,250,1700,,200,35,140,45,35,35,45,400,OMNI,,120,0.4,0.9,0,0,15,55,85,40,0.5,,8,7500,1,15,60,10,140,0.25,,691007
Komondor,pack_komondor,Destroyer,ammofeed,8,3500,650,5000,,340,70,75,75,75,65,65,600,OMNI,,160,0.4,0.8,0,0,75,120,55,35,2.5,,5,12000,4,10,140,10,,,,691008
Samoyed (Base),pack_samoyed_decoupled,Frigate,burndrive,4,850,240,1700,,200,35,160,100,100,100,100,200,OMNI,,120,0.4,0.9,0,0,15,55,15,20,0.2,,8,4500,0.5,15,40,10,140,0.25,,691009
Shar Pei,pack_sharpei,Destroyer,pack_skimmer,9,4500,750,4800,,280,85,75,75,85,65,65,550,NONE,,0,0,1,0,0,45,65,35,45,2,50,5,14000,2.5,15,80,10,240,0.25,,691010
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Welding Drone,junk_pirates_welding_drone,,,,60,20,100,,50,,200,250,250,180,360,5,NONE,,,,,,,,,,,,,,,,,,,,,,321998
TNT Drone,junk_pirates_tnt_drone,,junk_pirates_welding_drones,,120,150,200,,50,,125,120,80,180,180,15,NONE,,,,,,,,,,,,,,,,,,,,,,321997
Phase Drone,junk_pirates_drone_phase,,,,30,10,100,,50,,200,250,250,180,360,5,PHASE,phasecloak,90,,,0.05,0.05,,,,,,,,,,,,,,,,321999
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Shard,junk_pirates_shard,,,,550,150,600,,50,0,135,40,40,70,120,40,NONE,,0,0,0,,,3,3,,,,,6,,0.75,3,1,5,,,,321611
Cleat,junk_pirates_cleat,,,,100,50,400,,75,0,190,120,40,80,80,20,FRONT,,90,0.4,0.8,,,2,2,,,,,7,,1,3,1,5,,,,321605
Spike,junk_pirates_spike,,,,300,200,600,,50,0,145,60,30,100,180,30,NONE,,0,0,0,,,1,1,,,,,8,,0.5,4,1,4,,,,321604
Splinter,junk_pirates_splinter,,,,400,150,300,,50,14,145,145,145,145,100,150,NONE,,,,1,,,1,1,,,,,7,,0.75,3,1,4,,,,321620
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Sickle,junk_pirates_sickle,Frigate,burndrive,6,1500,120,2250,,220,40,190,100,80,120,120,200,OMNI,,90,0.2,0.8,,,15,25,30,40,1,40,7,6000,2,12,90,12,180,0.25,,321601
Hammer,junk_pirates_hammer,Frigate,fastmissileracks,5,1600,140,1500,,90,45,140,160,140,260,160,180,FRONT,,120,0.2,0.8,,,15,20,25,45,1,40,6,4500,1,10,60,10,240,0.2,,321603
Clam,junk_pirates_clam,Frigate,fortressshield,7,1800,300,2750,,280,45,75,120,100,100,140,220,FRONT,,360,0.35,0.8,,,10,20,40,40,1,40,5,5000,2,7,110,17,180,0.2,,321609
Stoat (B Variant),junk_pirates_stoatB,Frigate,burndrive,4,1900,50,100,,100,4,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321613
Stoat (A Variant),junk_pirates_stoatA,Frigate,burndrive,4,1900,50,250,,100,5,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321612
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Octopus,junk_pirates_octopus,Freighter,drone_pd_x2,10,5000,550,3500,,250,50,50,35,15,25,20,600,FRONT,,270,0.6,1,,,40,120,400,400,2,55,4,9000,5,5,140,10,,,CARRIER,321602
Boxenstein,junk_pirates_boxenstein,Destroyer,maneuveringjets,12,3800,1400,6000,,350,100,50,20,15,35,25,500,FRONT,,210,0.5,1,,,75,85,60,160,3.5,35,3,19000,5.5,5,180,12,,,,321608
Boxer,junk_pirates_boxer,Destroyer,maneuveringjets,11,3000,1250,4500,,325,75,60,25,15,45,25,420,FRONT,,210,0.6,1,,,35,45,55,155,3,35,3,13500,5,5,190,12,,,,321607
Langoustine,junk_pirates_langoustine,Destroyer,highenergyfocus,10,3500,400,4800,,450,80,120,65,40,85,65,580,FRONT,,120,0.3,0.8,,,35,55,40,140,2.5,40,5,12000,5,5,150,15,,,,321614
Scythe,junk_pirates_scythe,Destroyer,flarelauncher,9,2400,250,3000,,450,65,115,85,65,95,85,320,OMNI,,110,0.5,1.2,,,25,75,150,160,1.8,60,5,8000,4,6,130,10,,,,321615
Turbot,junk_pirates_turbot,Destroyer,junk_pirates_drone_phase,10,2500,400,5000,,200,65,90,50,50,65,65,450,PHASE,phasecloak,120,,,0.05,0.05,75,85,50,50,4,50,4,28000,5,4,180,15,,,,321618
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Dugong,junk_pirates_dugong,Cruiser,ammofeed,18,4500,800,8500,,450,135,55,40,15,25,20,600,OMNI,,120,0.2,1,,,65,75,45,450,4,60,3,20000,8,4,320,10,,,,321606
Orca,junk_pirates_orca,Battleship,drone_pd,16,6000,700,11000,,375,150,25,25,25,20,20,2800,FRONT,,250,0.35,0.8,,,80,260,350,650,12,45,2,65000,10,4,440,12,,,CARRIER,321610
Goat,junk_pirates_goat,Cruiser,drone_sensor,14,7500,1000,10000,,500,90,55,45,35,25,25,2100,FRONT,,300,0.7,0.8,,,125,275,300,200,4,75,3,24000,10,4,400,15,,,,321616
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Kraken,junk_pirates_kraken,Battleship,highenergyfocus,20,14000,1250,15000,,750,280,45,15,15,10,5,3500,FRONT,,220,0.3,0.8,,,350,450,500,650,25,65,2,80000,15,3,1300,15,,,,321617
The Reaper,junk_pirates_the_reaper,Constructor,junk_pirates_tnt_drone,20,15000,500,10000,,450,125,35,15,15,8,8,3000,FRONT,,120,0.4,1,,,300,450,450,300,35,40,2,90000,20,5,1600,20,,,CARRIER,312619
Onslaught,junk_pirates_onslaught_overdrive,Battleship,burndrive,20,18000,1500,7500,,500,200,110,45,25,50,40,3400,FRONT,,180,0.4,0.8,,,200,250,350,300,20,50,6,180000,15,3,1400,12,,,,321500
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Constrictor,syndicate_asp_constrictor,Fighter,,,1000,100,800,,100,16,100,50,50,40,80,100,FRONT,,120,0.4,0.8,,,2,2,0,0,0,0,8,0,1,1.5,10,2.5,,,,991004
Venom,syndicate_asp_venom,Fighter,,,500,50,400,,50,10,140,75,75,100,150,50,FRONT,,45,0.4,0.8,,,1,1,0,0,0,0,8,0,1,1.5,10,2,,,,991005
Bite,syndicate_asp_bite,Fighter,,,350,40,200,,30,6,175,160,140,100,200,30,NONE,,0,0,0,,,1,1,0,0,0,0,8,0,0.5,2,10,2,,,,991006
Diamondback,syndicate_asp_diamondback,Frigate,flarelauncher_active,6,1000,145,2500,,125,30,195,110,75,80,80,325,OMNI,,120,0.4,0.8,,,25,50,80,65,0.75,86.67,8,9000,1.5,7.5,70,12.5,180,0.25,,991001
Copperhead,syndicate_asp_copperhead,Destroyer,burndrive,10,3000,400,5000,,200,60,100,40,40,40,30,650,OMNI,,90,0.4,0.8,,,50,150,250,150,1.75,85.71,5,16000,4,7.5,140,12.5,,,,991002
Gigantophis,syndicate_asp_gigantophis,Cruiser,drone_pd,16,8000,750,12000,,400,120,60,10,10,10,10,2500,FRONT,,300,0.4,0.8,,,250,800,750,400,4,100,4,50000,7,7.5,400,12.5,,,,991003
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Skinwalker,ms_skinwalker,,ms_swflares,,600,60,1200,,150,0,200,140,100,80,140,31,OMNI,,135,0.25,0.6,,,2,2,,,,,8,,1,2.5,10,3,,,,52701
Neriad,ms_neriad,,ms_neriadjets,,300,30,400,,60,0,220,175,140,120,190,16,FRONT,,100,0.25,0.6,,,1,1,,,,,9,,0.5,3,10,2,,,,52702
Raksasha,ms_raksasha,,,,800,100,800,80,130,0,145,95,75,55,40,65,OMNI,,120,0.25,0.6,,,3,3,,,,,6,,2,2,10,4,,,,52703
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Enlil,ms_enlil,Frigate,flarelauncher,5,1350,200,2250,4000,200,55,150,80,80,90,120,95,FRONT,,190,0.2,0.7,,,12,30,60,40,1.25,70,7,7000,1.5,10,80,10,420,0.1,,54913
Seski,ms_seski,Corvette,ms_displacer,4,750,50,2000,3000,160,40,185,170,120,140,200,60,OMNI,,60,0.3,0.8,,,7,18,35,50,1.25,70,8,5500,1,10,50,12.5,180,0.2,,54914
Shamash,ms_shamash,Phase Frigate,ms_phasemine,7,1200,200,3000,1500,300,35,170,140,120,130,150,80,PHASE,ms_phaseanchor,90,,,0.01,0.065,8,20,40,70,1.35,60,7,12000,2,7.5,140,17.5,180,0.3,,54915
Inanna,ms_inanna,Frigate,highenergyfocus,6,1600,300,2500,2500,200,60,150,90,70,70,70,130,OMNI,,80,0.2,0.7,,,15,40,60,50,1.25,75,6,8000,2,5,100,15,300,0.25,,54918
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Morningstar,ms_morningstar,Destroyer,drone_sensor,10,2400,350,6000,7500,400,80,110,80,60,60,100,280,FRONT,,260,0.2,0.7,,,25,60,50,70,0.75,100,5,14000,3,5,200,15,,,,54912
Sargasso,ms_sargasso,Escort Carrier,ms_swacs,11,3000,200,3500,3500,250,60,70,50,40,40,45,340,FRONT,,200,0.7,0.7,,,35,90,60,60,1.45,80,4,12500,2,5,180,10,,,CARRIER,54917
Solidarity,ms_solidarity,Armed Freighter,ms_booster,9,3500,350,4500,350,200,70,70,55,50,45,50,325,OMNI,,120,0.4,0.7,,,30,80,275,150,2,70,4,11000,3,5,180,12.5,,,,54922
Potnia-bis,ms_potniaBis,Destroyer,flarelauncher,9,2500,300,4500,450,300,70,90,60,40,50,45,375,OMNI,,120,0.5,1,,,60,90,90,60,3,70,4,9000,3,5,120,12.5,,,,59971
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Charybdis,ms_charybdis,Carrier,ms_fighterdrones,18,5000,500,12000,12000,700,135,70,40,30,40,45,1700,FRONT,,300,0.7,0.7,,,170,380,350,300,2.75,90,4,37500,6,3.5,600,12.5,,,,54911
Elysium,ms_elysium,Light Cruiser,ms_drivecharger,14,4000,800,10000,9500,500,100,85,50,35,35,45,900,FRONT,,280,0.2,0.7,,,95,210,175,150,1.25,50,4,27500,7,3,400,15,300,0.33,,54916
Tartarus,ms_tartarus,Heavy Cruiser,ms_siegemode,16,8000,1000,11000,11000,800,150,65,45,45,20,30,1800,FRONT,,270,0.4,0.7,,,140,340,300,250,3.75,80,3,32500,6,4,450,12.5,,,,54920
Scylla,ms_scylla,Phase Cruiser,ms_phasedrones,17,6000,600,10000,700,1000,160,75,55,40,45,50,1250,PHASE,ms_phaseanchor,,,1,0.02,0.08,85,200,150,250,2.5,85,4,65000,8,3.5,700,15,,,,59421
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Mimir,ms_mimir,Battlecruiser,ms_mimirskimmir,25,9000,1200,18000,800,1300,240,55,35,25,25,20,2200,FRONT,,260,0.4,0.7,,,340,750,600,450,10,75,3,100000,14,2.5,1500,17.5,,,,54919
Mimir XV,ms_mimirBaus,Battlecruiser,ms_mimirskimmir,26,9000,1200,22000,1000,1500,300,55,35,25,25,20,2200,FRONT,,300,0.4,0.7,,,340,750,600,450,10,75,3,145000,12,3,1700,17.5,,,,54919.1
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Lambent,ms_lambent,Tanker,flarelauncher,8,2000,300,2500,2500,200,25,60,35,30,35,35,400,OMNI,,80,0.3,0.9,,,0,15,20,800,1.25,500,4,8000,1,5,130,10,,,CIVILIAN,54970
Potnia,ms_potnia,Troop Transport,ms_jammer,7,3000,300,3000,450,200,40,70,50,30,40,35,375,OMNI,,110,0.4,0.8,,,15,215,60,50,1.5,90,4,7000,2,5,120,7.5,,,CIVILIAN,59971
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Hydra Drone,ms_hydra_drone,,ms_neriadjets,,170,40,1000,,180,,260,280,20,260,240,5,PHASE,ms_phaseanchor,,,,0.01,0.025,,,,,,,,,,,,,,,,
Thetis Drone,ms_thetis_drone,,,,200,50,600,,100,,300,320,60,200,210,5,OMNI,,45,0.2,0.8,,,,,,,,,,,,,,,,,,
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Nevermore,brdy_nevermore,Cruiser,burstjets,17,7000,700,8500,5,520,150,80,25,30,13,22,1660,FRONT,,190,0.51,0.85,0,0,75,140,90,60,6,60,5,33000,8,10,440,25,,,,
Scarab,brdy_scarab,Heavy Frigate,brdy_sentineldrone,6,2400,250,3000,4,230,55,115,50,40,35,35,400,OMNI,,130,0.45,1.075,0,0,20,50,150,75,1,50,6,7500,2.5,8,140,15,180,0.25,,
Desdinova,brdy_desdinova,Destroyer,desdinovajets,12,4500,620,6500,4,480,115,100,95,110,32,65,720,OMNI,,110,0.53,1.075,0,0,22,40,40,80,3,70,7,17000,5,7,180,25,180,0.3,,
Krait,brdy_krait,,burstjets_drone,,700,180,1650,4,190,0,140,330,330,145,280,40,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,2,5,7,10,,,,
Locust,brdy_locust,Gunship,sparkdrive,4,1200,200,2400,4,145,35,160,150,150,140,210,400,OMNI,,120,0.53,1.05,,,6,18,35,25,0.75,5,8,4800,1,10,15,12,180,0.25,,
Revenant,brdy_revenant,Cruiser,brdy_sentineldronex2,13,10000,800,8400,5,340,120,60,32,32,10,9,2250,OMNI,,140,0.65,0.95,,,65,160,250,140,4,50,4,25000,7,6,290,20,,,,
Barracuda,barracuda_drone,Drone,burstjets_drone,,450,90,600,4,95,,195,260,260,180,300,20,NONE,,,,,,,,,,,,,,,,,,,,,,
Gonodactylus,brdy_gonodactylus,Destroyer,arcjetburner,9,5400,800,4400,4,270,85,80,80,80,30,44,1200,OMNI,,90,0.5,0.9,,,30,60,130,90,3,,5,9400,4,8,200,12,,,,
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Mantis,brdy_mantis,Frigate,burstjets,7,1300,250,2600,4,250,55,170,125,135,90,140,300,OMNI,,110,0.45,1,,,8,20,30,40,1.4,,9,8400,3,7,130,20,140,0.3,,
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Kurmaraja,brdy_kurmaraja,Interdictor,gravityfield,19,10500,850,15000,4,620,240,70,40,33,11,25,2600,OMNI,,160,0.53,0.95,,,150,450,450,300,13.5,86,4,95000,10,5,705,20,,,,
Squilla,brdy_squilla,,burstjets_drone,,500,115,700,,200,0,150,140,100,70,90,65,NONE,,140,0.4,0.45,,,3,3,,,,,7,,2,4,5,6,,,,
Serket,brdy_serket,,,,550,130,1000,,175,,165,300,250,230,240,50,PHASE,brphasecloak,,,,0.018,0.025,3,3,,,,,8,,2,5,22,8,,,,
Cetonia,brdy_cetonia,Freight Courier,arcjetburner,3,3200,300,3000,4,120,45,80,30,35,24,25,550,FRONT,,240,0.5,0.9,,,40,100,300,120,2.5,48,5,8500,2,8,165,8,,,CIVILIAN,
Typheus,brdy_typheus,Destroyer,brdy_sentineldrone,10,3800,420,3200,4,140,55,75,25,30,22,16,500,OMNI,,90,0.55,1,,,50,120,150,100,2.7,40,5,9800,5,8,190,10,,,CARRIER,
Stenos,brdy_stenos,Cruiser,autoloader,15,7000,500,11500,4,570,160,75,30,26,13,20,2250,OMNI,,90,0.5,1,,,65,150,250,205,4,50,6,35000,7,5,400,20,,,,
Sentinel,brdy_sentinel_drone,Drone,,,575,45,650,4,205,,85,280,300,180,200,25,OMNI,,90,0.5,0.55,,,,,,,,,,,,,,,,,,
Robberfly,brdy_robberfly,Corvette,burstjets,3,1400,250,1100,4,140,30,190,225,195,95,135,150,NONE,,0,0,0,,,6,18,40,25,0.75,60,8,4100,0.8,15,60,10,210,0.2,,
Karkinos,brdy_karkinos,Battleship,deracinator,28,12000,1400,22000,4,1350,310,35,14,12,11,10,3450,FRONT,,180,0.48,1,,,400,750,350,1000,35,40,3,75000,15,3,1280,30,,,,
Convergence,brdy_convergence,Support Cruiser,brdy_bulwarkdrone,12,8500,720,7000,4,300,100,50,19,14,14,6,1500,OMNI,,100,0.61,1,,,100,350,300,450,5,60,3,23000,8,6,390,8,,,CARRIER,402
Asura,brdy_asura,Heavy Destroyer,br_fluxejector,16,6500,750,9000,4,660,115,95,95,80,32,65,1000,PHASE,brphasecloak,320,,,0.045,0.095,30,60,100,120,4,70,6,27000,6.5,7,340,30,210,0.2,,
Imaginos,brdy_imaginos,Frigate,deracinator_small,20,1400,570,1800,4,450,65,165,255,240,100,180,390,NONE,,200,0.4,0.8,,,5,15,10,25,0.5,50,7,32000,5,6,280,50,120,0.25,,202
Bulwark,brdy_bulwark,Drone,flarelauncher,,850,250,900,4,245,,75,200,300,180,200,25,OMNI,,200,0.5,0.5,,,,,,,,,,,,,,,,,,
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Dipteron,brdy_dipteron,,burstjets_drone,,390,45,700,4,70,0,220,370,370,195,280,25,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,1.5,5,12,4,,,,
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Eschaton,brdy_eschaton,Superfreighter,brdy_sentineldronex2,12,13000,750,6000,4,300,120,22,5,2,4,2,4400,OMNI,,90,0.5,1,,,45,200,1500,800,10,70,2,23000,6.5,3,950,25,,,CIVILIAN,502
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Shark,pp_shark,Battle Barge,burndrive,11,5000,500,3800,4,260,100,90,40,30,15,25,450,OMNI,,100,0.4,1,,,55,120,150,160,2,55,4,9900,4,5,140,12.5,,,,
Renegade,pp_renegade,Battlecruiser,inferniumdrive,18,19000,1500,16000,4,750,250,35,11,8,3.6,3,3500,OMNI,,170,0.45,1.1,,,500,1250,400,1000,25,40,3,95000,12,3.5,1000,12.5,,,,
Bull,pp_bull,Destroyer,maneuveringjets,10,3500,300,2600,4,300,70,85,60,40,20,30,350,FRONT,,100,0.2,1.1,,,40,40,60,40,2,20,4,9000,3,5,150,10,,,,
Torch,pp_torch,Gunboat,inferniumdrive,7,2000,250,2500,4,180,75,100,70,60,45,70,220,OMNI,,190,0.32,1.1,,,25,45,50,50,1.25,40,7,5700,2,7.5,80,10,120,0.33,,
Tiger,pp_tiger,Frigate,highenergyfocus,8,1400,250,3000,4,210,50,120,90,80,45,70,220,FRONT,,260,0.32,0.95,,,25,45,50,50,1.25,40,6,5700,2,7.5,80,10,180,0.2,,
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Pergon,exigency_cruiser,Sniper-Cruiser,repulsor,16,7000,450,5000,,300,55,80,45,30,30,70,700,NONE,,0,0,0,,,60,120,130,175,3.5,60,4,115000,8,4.5,170,18.5,,,,1000
Irithia,exigency_carrier,Combat-Carrier,repulsor,28,13000,1000,7200,,640,169,50,16,11,9,30,2300,NONE,,0,0,0,,,250,450,500,450,17,65,3,270000,17,3,650,16.5,,,,1001
Yria,exigency_yria,Frigate,repulsor,8,1200,200,500,,195,18,125,80,50,60,75,175,NONE,,0,0,0,,,10,25,50,40,0.75,70,8,14000,1.8,8,65,15,200,0.2,,1002
Kaivor,exigency_kaivor,,repulsor,,500,60,250,,230,0,130,100,100,200,300,35,NONE,,0,0,0,,,1,1,,,,,7,,0.6,2.5,10,2.5,,,,1003
Glynado,exigency_glynado,,,,300,40,50,,13,0,225,170,120,120,240,12,NONE,,0,0,0,,,1,1,,,,,9,,1.4,2.5,10,2,,,,1004
Elhiur,exigency_compactfrigate,Frigate,repulsor,2,800,160,300,,48,10,200,180,100,120,85,130,NONE,,0,0,0,,,7,19,35,35,0.7,80,10,3500,0.9,10.5,46,10,260,0.2,,1005
Zephos,exigency_destroyer,Destroyer,repulsor,11,2600,280,1000,,250,44,95,55,30,30,40,280,NONE,,0,0,0,,,30,45,70,95,1.4,65,6,60000,4.5,5.5,91,17.5,,,,1006
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Foxhound,tup_foxhound,Frigate,drone_pd_x2,6,2500,250,850,1250,120,30,170,140,70,85,105,250,NONE,,0,0,0,,,5,55,90,70,1,60,8,5000,1,15,50,10,300,0.2,,1
Sentinel,tup_sentinel,Frigate,flarelauncher,7,1550,125,2100,1625,140,35,120,100,75,40,90,150,OMNI,,60,0.3,0.6,,,5,45,70,60,1,50,6,6000,2,13,80,12,240,0.2,,2
Striker,tup_striker,Frigate,burndrive,7,2350,220,2300,1500,135,41,85,85,65,55,85,250,OMNI,,120,0.2,0.9,,,10,60,60,70,1.25,40,6,5500,1.5,13,80,12,240,0.2,,3
Timberwolf,tup_timberwolf,Frigate,maneuveringjets,7,2150,185,2400,1875,165,44,120,100,80,60,120,250,FRONT,,100,0.25,0.8,,,5,50,65,55,0.75,53,7,7000,2,13,100,15,180,0.25,,4
Wrestler,tup_wrestler,Gunship,ammofeed,7,2850,250,2850,2750,220,43,90,170,120,60,120,275,FRONT,,130,0.3,0.7,,,10,45,70,70,1,40,5,7000,2,13,80,12,,,,5
Talus,tup_talus,Freighter,drone_pd,9,5950,375,2150,2083,175,41,55,45,35,25,20,450,OMNI,,70,0.66,1.2,,,20,120,350,140,2.2,55,4,8000,4,8,160,15,,,,6
Mace,tup_mace,Light Cruiser,drone_pd_x2,13,8000,650,6500,6500,375,95,70,50,30,20,25,700,FRONT,,200,0.4,0.8,,,75,200,250,200,3.5,51,4,20000,6,5,360,15,,,,7
Moth,tup_moth,Combat Frigate,burndrive,8,2750,325,2000,2000,125,50,70,50,40,50,40,300,FRONT,,120,0.5,0.8,,,20,65,125,75,2,48,7,9000,2,13,100,12,180,0.25,,8
Ryker,tup_ryker,Converted Tanker,flarelauncher,8,1500,175,1500,1250,125,25,110,50,50,30,60,250,OMNI,,90,0.5,1.1,,,5,30,35,115,1,350,6,5000,1.5,13,80,10,240,0.2,,9
Damocles,tup_damocles,Converted Freighter,burndrive,15,12000,1000,7000,5000,350,85,45,20,15,25,15,3000,OMNI,,65,0.4,0.7,,,25,150,800,500,10,70,2,21000,5,4,600,10,,,,10
Centaur,tup_centaur,Heavy Cruiser,highenergyfocus,18,10000,700,14500,17000,900,125,70,55,25,25,25,2000,OMNI,,140,0.6,0.7,,,35,250,200,200,4,45,3,36000,10,5,600,20,,,,11
Boartusk,tup_boartusk,,,,500,70,450,,55,0,180,150,100,120,240,15,NONE,,0,0,0,,,1,1,,,,,7,,0.5,4,5,4,,,,12
Lance,tup_lance,Light Carrier,flarelauncher,11,6000,400,2750,2083,200,55,60,50,40,25,20,600,FRONT,,260,0.6,1.1,,,40,160,300,150,2.5,55,3,20000,8,8,360,15,,,CARRIER,13
Annihilator,tup_annihilator,Heavy Destroyer,flarelauncher,11,6500,550,4500,4167,275,80,90,60,40,30,60,500,FRONT,,90,0.3,0.6,,,30,120,100,100,2,55,4,11000,4,8,160,15,,,,14
Hedgehog,tup_hedgehog,Missile Destroyer,fastmissileracks,10,6000,500,4000,4167,250,80,80,60,40,30,60,450,NONE,,90,0.3,0.6,,,35,150,105,105,2,55,4,10000,4,8,160,15,,,,15
Stampede,tup_stampede,Ramming Cruiser,burndrive,15,9750,1500,12000,12000,600,90,80,40,20,20,20,4000,FRONT,,120,0.6,0.6,,,40,160,180,180,2,55,4,32000,5,8,200,15,,,,16
Cormorant,tup_cormorant,Carrier,drone_pd_x2,20,15000,1250,12000,15000,600,180,25,15,10,7,4,4000,OMNI,,120,0.6,0.6,,,100,1000,500,500,8,63,2,100000,15,4,1400,20,,,CARRIER,17
Thunderchild,tup_thunderchild_blue,Shuttle,drone_terminator,8,1850,235,2500,3000,200,50,200,190,170,90,260,250,OMNI,,120,0.4,0.8,,,15,60,60,60,0.8,44,8,20000,2.5,10,150,20,180,0.25,,18
Zephyr,tup_zephyr,Colonial Freighter,burndrive,15,15000,500,5000,3000,200,50,70,25,20,30,10,5000,FRONT,,360,0.7,1,,,50,2000,500,500,10,70,2,25000,5,3,600,12,,,CIVILIAN,19
Barracuda,tup_barracuda,Destroyer,maneuveringjets,10,4000,400,5000,4000,300,70,100,75,50,25,60,400,FRONT,,120,0.4,0.8,,,35,150,140,140,2,55,4,12000,4,10,160,12,,,,20
Raider,tup_raider,,,,900,125,450,,55,0,160,130,80,100,200,20,NONE,,0,0,0,,,2,10,,,,,6,,1,4,15,7,,,,21
Gull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22
Void,tup_void,Science Ship,drone_sensor,12,3500,250,4000,3000,250,50,125,100,75,25,50,350,OMNI,,180,0.4,0.7,,,40,180,175,175,3,55,4,13000,4,8,160,20,,,,23
Platypus,tup_platypus,Missile Frigate,fastmissileracks,6,2500,200,3000,0,300,45,80,160,100,60,100,250,NONE,,0,0,0,,,15,45,50,50,1,40,5,7000,2,13,80,10,,,,24
Wildebeest,tup_wildebeest,Destroyer,flarelauncher,10,3750,175,2500,0,150,70,90,70,45,25,35,350,NONE,,0,0,0,,,20,60,80,80,2,20,4,8000,3,10,150,12,120,0.2,,25
Hermit,tup_hermit,Utility Ship,burndrive,11,3500,750,2750,0,200,60,80,50,25,25,30,400,NONE,,0,0,0,,,25,75,100,150,2,20,4,9000,3,8,150,12,120,0.2,,26
Dreadnought,tup_dreadnought,Battlecruiser,burndrive,26,17500,1500,18000,0,1000,300,35,20,15,5,5,3000,OMNI,,90,0.4,1.2,,,350,1000,500,500,20,40,2,70000,15,3,1400,15,,,,27
Phoenix,tup_phoenix,Civilian Cruiser,drone_pd,12,7500,500,2600,0,185,76,80,60,60,30,45,500,OMNI,,100,0.3,0.7,,,50,275,280,255,3,40,5,15000,3,10,200,15,,,,28
Redstar,tup_redstar,Privateer,flarelauncher,7,3250,425,1475,0,200,37,125,75,65,60,125,350,NONE,,0,0,0,,,15,65,125,95,1.5,53,6,14000,3,15,140,12,300,0.2,,29
Wolfpack,tup_wolfpack,Privateer,flarelauncher,6,2950,375,1350,0,175,37,115,75,65,60,120,350,NONE,,0,0,0,,,15,60,120,80,1.5,53,6,12000,2,13,140,10,260,0.2,,30
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Sidecar,tim_sidecar,Frigate,burndrive,3,2400,290,950,,80,26,100,120,60,50,80,240,FRONT,,100,0.2,0.9,,,13,43,40,50,1,,6,4200,1,10,80,14,300,0.2,,3000
Tick,tim_tick,VIP Transport,flarelauncher_active,4,1700,200,2000,,100,35,110,90,90,80,110,250,OMNI,,120,0.5,0.8,,,5,50,45,25,0.25,,6,3500,0.6,6,34,18,200,0.25,,3001
Vulture,tim_vulture,Cruiser,drone_pd_x2,13,6500,850,7500,,320,101,85,60,40,30,35,800,FRONT,,270,0.5,0.8,,,120,200,175,190,3.7,,4,19500,6.5,4,250,12,,,,3002
Phalanx,tim_phalanx,Frigate,flarelauncher,6,1800,350,2500,,200,42,110,190,130,60,120,220,OMNI,,130,0.4,0.8,,,13,28,45,45,1,,6,5500,2,8,80,12,240,0.2,,3003
The Infernal Machine,tim_infernalmachine,Relic,drone_pd_x2,28,25000,1400,22000,,1200,262,20,6,6,2.5,2,5500,FRONT,,170,0.4,1,,,1000,2500,600,4000,30,,2,150000,20,3,1600,13,,,,3004
Barbarian,tim_barbarian,Cruiser,burndrive,13,9000,1200,9500,,450,128,38,28,13,13,12,2000,OMNI,,110,0.5,1,,,180,280,200,230,7,,3,18000,8,4,360,12,,,,3005
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Titan,ifed_titan,Carrier,ifed_hadrontransporter,25,20000,1275,18000,20000,1400,325,30,10,10,4,3,3250,FRONT,,280,0.25,0.8,,,525,1300,1450,1225,20,61,2,190000,30,2.5,1400,12.5,,,CARRIER,500.55
Auria,ifed_auria,Battleship,maneuveringjets,20,18000,1500,20000,15000,850,320,25,12,12,8,7,2800,FRONT,,180,0.35,1,,,485,1075,300,1000,20,50,2,130000,25,2.5,1200,10,,,,501.55
Antares,ifed_antares,Battlecruiser,ifed_meddrone_pd,17,13000,1250,12000,10000,750,150,40,15,10,8,6,2000,FRONT,,360,0.3,0.9,,,250,500,500,500,7,71,3,45000,15,2.5,1000,12.5,,,,400.55
Yukon,ifed_yukon,Prototype Destroyer,ifed_shockprobes,16,12000,995,10000,9000,675,170,50,18,13,9,7,950,FRONT,,300,0.3,0.9,,,175,350,240,200,5.5,36,3,42000,8,4,500,12.5,,,,400.55
Ballista,ifed_ballista,Anti-Capital Cruiser,ifed_defensematrix,14,9000,950,9000,8000,510,120,60,18,15,9,7,900,FRONT,,50,0.25,0.8,,,135,235,145,160,4,40,3,22000,8,4,400,10,,,,300.55
Mercury,ifed_mercury,Prototype Gunship,drone_sensor,13,8000,725,8000,8000,480,110,70,30,18,20,15,650,FRONT,,260,0.3,0.8,,,115,200,120,120,3.5,34,3,20000,8,3.5,500,15,,,,301.55
Ares,ifed_ares,Heavy Destroyer,ifed_xflarelauncher,12,9000,875,6500,8000,360,105,60,20,15,10,8,850,FRONT,,250,0.3,0.8,,,125,220,160,150,3.5,42,3,18000,6,4,350,10,,,,302.55
Montana,ifed_montana,Utility Cruiser,ifed_minelayer,13,12000,1350,6000,6000,325,90,45,18,15,11,7,1650,OMNI,,170,0.4,0.7,,,100,300,400,250,3.75,66,3,16000,6,5,300,10,,,CARRIER,303.55
Helios,ifed_helios,Assault Ship,ifed_neutrongun,12,10000,1100,6500,6000,350,100,48,19,16,11,8,1100,FRONT,,250,0.4,0.8,,,90,250,280,200,4,50,4,19000,4,5,140,12.5,,,,304.55
Toa,ifed_toa,Destroyer,ammofeed,10,5250,475,4500,4167,260,80,85,55,40,30,60,435,FRONT,,280,0.25,0.8,,,60,110,100,110,2,55,4,10000,4,5,180,15,,,,200.55
Defiant,ifed_defiant,Heavy Gunship,ammofeed,10,3500,350,5000,4000,325,70,95,65,55,55,65,275,FRONT,,200,0.4,0.8,,,40,95,40,58,1.45,26,5,10000,5,5,200,15,,,,201.55
Vixen,ifed_vixen,Missile Ship,fastmissileracks,9,4500,315,2200,2250,210,65,50,30,30,20,10,310,FRONT,,300,0.2,0.9,,,40,115,65,55,1.2,45,4,8800,4,5,160,12.5,,,,202.55
Shogun,ifed_shogun,Command Ship,drone_sensor,8,3250,375,3500,1500,255,45,75,60,45,35,65,285,OMNI,,200,0.3,0.95,,,45,120,60,85,1.65,51,4,8250,3,5,150,7.5,,,,203.55
Zephyr,ifed_zephyr,Strike Carrier,drone_pd_x2,10,5000,485,3000,2000,190,45,45,40,30,20,50,400,OMNI,,140,0.4,0.8,,,65,150,120,100,2.5,40,4,9000,4,4,160,10,,,CARRIER,204.55
Scythe,ifed_scythe,Interceptor,burndrive,5,2000,175,2600,1500,165,35,180,80,75,60,85,215,OMNI,,120,0.3,1,,,25,50,30,65,1.25,52,7,6000,2.5,7.5,100,17.5,180,0.25,,100.55
Dakota,ifed_dakota,Frigate,flarelauncher,5,2200,250,1950,1875,145,35,95,75,70,55,85,210,OMNI,,120,0.3,0.7,,,15,55,85,60,0.75,80,6,5200,2,10,100,12.5,240,0.2,,101.55
Rickshaw,ifed_rickshaw,Frigate,flarelauncher,5,1750,230,2200,1500,120,50,125,90,70,60,90,200,OMNI,,150,0.25,1,,,20,50,40,50,1.25,40,7,4200,2,7.5,120,15,240,0.2,,102.55
Echo,ifed_echo,Scout,flarelauncher,3,2000,285,750,1250,100,30,195,175,95,90,120,185,NONE,,0,0,0,,,5,35,25,60,1,60,8,3600,1,10,50,7.5,240,0.2,,103.55
Albatross,ifed_albatross,Attack Ship,ammofeed,6,1700,250,2300,1500,140,50,110,90,70,60,90,215,OMNI,,150,0.25,0.8,,,25,50,40,50,1.25,40,6,6250,2,7.5,80,10,240,0.2,,104.55
Mazerk,ifed_mazerk,Superbarge,flarelauncher,15,7500,250,4000,2500,140,50,30,6,3,4,2,3900,OMNI,,45,0.5,1,,,25,100,1850,800,8,87,2,22000,5,2.5,600,7.5,,,,900.55
Orion,ifed_orion,Hypertug,flarelauncher,7,4750,250,2700,1200,170,50,165,70,65,55,65,255,OMNI,,120,0.3,0.95,,,25,100,50,60,1.75,34,6,8000,2,7.5,100,15,180,0.25,,901.55
Tahoe,ifed_tahoe,Cargo Barge,flarelauncher,10,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,450,150,1.75,86,4,12000,2,5,80,10,180,0.25,,902.55
Trexel,ifed_trexel,Fuel Barge,flarelauncher,9,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,50,750,1.75,86,4,11000,2,2.5,100,7.5,180,0.25,,903.55
Icarus,ifed_earthcracker,Earth Cracker,,15,10000,1500,50000,25000,5000,1025,20,2,5,3,4,3500,NONE,,0,0,0,,,1,1,1,500,15,30,5,200000,30,2.5,1600,20,180,0.25,,1000.55
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Draken,ifed_draken,,,,375,40,400,,50,0,225,160,110,120,240,10,NONE,,0,0,0,,,1,1,,,,,8,,1.5,2.5,10,3.5,,,,50.55
Hornet,ifed_hornet,,,,750,75,850,,190,0,125,125,100,90,180,25,OMNI,,160,0.25,0.6,,,2,2,,,,,6,,1.5,1.5,10,3,,,,51.55
Tracer,ifed_tracer,,,,850,75,675,,135,0,100,85,70,75,140,30,OMNI,,160,0.4,0.6,,,2,2,,,,,7,,1,1.5,10,3,,,,52.55
Foxbat,ifed_foxbat,,,,200,55,200,,40,0,200,130,120,120,240,6,NONE,,0,0,0,,,1,1,,,,,8,,0.5,2,10,2,,,,53.55
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PD Drone,ifed_meddrone_pd,,,,35,15,120,,55,,180,230,230,170,340,6,NONE,,,,,,,,,,,,,,,,,,,,,,
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Del Azarchel,ilk_del_azarchel,Cruiser,fastmissileracks,17,8500,800,8000,10000,500,150,55,20,10,12,7,1800,FRONT,,220,1,0.7,,,120,170,160,220,6,37,3,38000,9,4,220,12,,,,7601
Lilith,ilk_lilith,Frigate,highenergyfocus,6,2000,200,2200,2700,150,40,140,80,60,45,100,250,OMNI,,100,0.8,0.7,,,10,30,60,50,1,50,6,9000,2,8,50,15,,,,7602
Reaver Gunship,ilk_reaver,Fighter,,,900,100,1200,,250,0,110,100,80,70,150,65,OMNI,,150,0.3,0.8,,,2,2,,,,,6,,1.5,3,1,8,,,,7603
Esfahan,ilk_esfahan,Destroyer,drone_pd_x2,11,4000,400,6000,8000,400,90,70,30,15,30,15,500,FRONT,,220,0.7,0.6,,,65,90,100,80,2,40,4,18000,4,5,80,12,,,,7604
Ravana,ilk_ravana,Battlecruiser,maneuveringjets,25,11000,1200,17000,30000,900,250,50,20,15,8,7,2500,FRONT,,150,0.9,0.5,,,300,400,400,600,20,30,4,90000,15,2,650,15,,,,7605
Inanna,ilk_inanna,Fighter,,,400,100,500,,100,0,150,200,100,120,240,25,NONE,,0,0,0,,,0,0,,,,,6,,1.5,4,1,4,,,,7606
Cimeterre,ilk_cimeterre,Destroyer,ilk_sprint_drive,9,4500,550,6000,6500,250,60,70,50,30,30,50,400,OMNI,,120,0.8,0.6,,,40,80,100,120,2.5,48,4,12000,4,5,85,12,,,,7607
Uomoz, I have no idea if the following makes any difference in mod stability, but I will say that the 'ship_data.csv' file for the v1.3 DEV release(s) has far, far too many columns in it. And a significant chunk of it is redundant copy/paste data specifically from the Tore Up Plenty ship entries (51 additional copies per individual ship entry!)
After making use of Notepad++ to eliminate excess commas/columns (attempting to open the .csv using Google Docs failed miserably, and I don't have a local spreadsheet editor such as MS/Open/LibreOffice installed right now), I can confirm the culprit being the aforementioned TUP ship entries: starting with the Foxhound, all the way down to Wolfpack, going by in-file descending order.
After cleaning up, file size went from 339,475 bytes as of DEV3 (yikes!), down to a far more reasonable 28,817 bytes. Again, no idea if that mess affects mod stability over time, but a degree of clean-up should help a little, right? ...Right?
Cleaned-up 'ship_data.csv' file contents, posted in code box below formy own lazinessuser/modder's convenience:Codename,id,designation,system id,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,defense id,shield arc,shield upkeep,shield efficiency,phase cost,phase upkeep,min crew,max crew,cargo,fuel,fuel/ly,range,max burn,base value,supplies/day,repair %/day,repair cost,CR to deploy,peak CR sec,CR loss/sec,hints,number
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Ridgeback,pack_ridgeback,Destroyer,pack_flux_divert,8,2300,650,4500,,260,85,80,70,70,120,140,600,OMNI,,140,0.4,1,0,0,75,160,175,75,3,50,5,12000,3.5,10,150,15,,,,691001
Ridgeback X,pack_ridgeback_x,Destroyer,pack_flux_divert,8,2400,750,5000,,280,75,85,75,75,125,145,550,OMNI,,160,0.4,1,0,0,45,90,90,50,2.5,50,5,11000,3.5,10,120,10,,,,691002
Wirefox,pack_wirefox,Frigate,maneuveringjets,5,650,280,2000,,190,40,165,50,50,70,70,300,OMNI,,140,0.4,1,0,0,20,50,25,15,1,50,8,3500,2,15,50,5,180,0.2,,691003
Bedlington,pack_bedlington,Frigate,pack_drone_ion,6,400,250,1800,,260,25,180,110,110,110,140,300,OMNI,,120,0.4,1,0,0,20,45,25,15,1,50,8,4000,2,15,60,10,180,0.2,,691090
Ion Drone,pack_drone_ion,Drone,,1,200,50,200,,100,6,190,130,130,130,130,100,NONE,,0,0,1,0,0,0,0,0,10,,50,0,1000,,,,,,,,691004
Pitbull,pack_pitbull,Destroyer,maneuveringjets,7,2100,850,4200,,290,65,60,90,90,70,90,600,OMNI,,150,0.4,0.8,0,0,25,40,35,10,3.5,50,5,9000,4.5,10,150,10,,,,691005
BRT,pack_BRT,Destroyer,maneuveringjets,7,1800,750,4200,,240,70,80,60,80,55,60,600,OMNI,,140,0.4,1,0,0,60,120,60,10,3,50,5,11000,3.5,10,120,15,,,,691006
Samoyed,pack_samoyed,Frigate,burndrive,5,900,250,1700,,200,35,140,45,35,35,45,400,OMNI,,120,0.4,0.9,0,0,15,55,85,40,0.5,,8,7500,1,15,60,10,140,0.25,,691007
Komondor,pack_komondor,Destroyer,ammofeed,8,3500,650,5000,,340,70,75,75,75,65,65,600,OMNI,,160,0.4,0.8,0,0,75,120,55,35,2.5,,5,12000,4,10,140,10,,,,691008
Samoyed (Base),pack_samoyed_decoupled,Frigate,burndrive,4,850,240,1700,,200,35,160,100,100,100,100,200,OMNI,,120,0.4,0.9,0,0,15,55,15,20,0.2,,8,4500,0.5,15,40,10,140,0.25,,691009
Shar Pei,pack_sharpei,Destroyer,pack_skimmer,9,4500,750,4800,,280,85,75,75,85,65,65,550,NONE,,0,0,1,0,0,45,65,35,45,2,50,5,14000,2.5,15,80,10,240,0.25,,691010
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Welding Drone,junk_pirates_welding_drone,,,,60,20,100,,50,,200,250,250,180,360,5,NONE,,,,,,,,,,,,,,,,,,,,,,321998
TNT Drone,junk_pirates_tnt_drone,,junk_pirates_welding_drones,,120,150,200,,50,,125,120,80,180,180,15,NONE,,,,,,,,,,,,,,,,,,,,,,321997
Phase Drone,junk_pirates_drone_phase,,,,30,10,100,,50,,200,250,250,180,360,5,PHASE,phasecloak,90,,,0.05,0.05,,,,,,,,,,,,,,,,321999
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Shard,junk_pirates_shard,,,,550,150,600,,50,0,135,40,40,70,120,40,NONE,,0,0,0,,,3,3,,,,,6,,0.75,3,1,5,,,,321611
Cleat,junk_pirates_cleat,,,,100,50,400,,75,0,190,120,40,80,80,20,FRONT,,90,0.4,0.8,,,2,2,,,,,7,,1,3,1,5,,,,321605
Spike,junk_pirates_spike,,,,300,200,600,,50,0,145,60,30,100,180,30,NONE,,0,0,0,,,1,1,,,,,8,,0.5,4,1,4,,,,321604
Splinter,junk_pirates_splinter,,,,400,150,300,,50,14,145,145,145,145,100,150,NONE,,,,1,,,1,1,,,,,7,,0.75,3,1,4,,,,321620
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Sickle,junk_pirates_sickle,Frigate,burndrive,6,1500,120,2250,,220,40,190,100,80,120,120,200,OMNI,,90,0.2,0.8,,,15,25,30,40,1,40,7,6000,2,12,90,12,180,0.25,,321601
Hammer,junk_pirates_hammer,Frigate,fastmissileracks,5,1600,140,1500,,90,45,140,160,140,260,160,180,FRONT,,120,0.2,0.8,,,15,20,25,45,1,40,6,4500,1,10,60,10,240,0.2,,321603
Clam,junk_pirates_clam,Frigate,fortressshield,7,1800,300,2750,,280,45,75,120,100,100,140,220,FRONT,,360,0.35,0.8,,,10,20,40,40,1,40,5,5000,2,7,110,17,180,0.2,,321609
Stoat (B Variant),junk_pirates_stoatB,Frigate,burndrive,4,1900,50,100,,100,4,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321613
Stoat (A Variant),junk_pirates_stoatA,Frigate,burndrive,4,1900,50,250,,100,5,80,5,5,25,15,300,NONE,,0,0,0,,,4,12,100,120,0.5,80,5,2000,0.5,10,50,10,180,0.25,CIVILIAN,321612
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Octopus,junk_pirates_octopus,Freighter,drone_pd_x2,10,5000,550,3500,,250,50,50,35,15,25,20,600,FRONT,,270,0.6,1,,,40,120,400,400,2,55,4,9000,5,5,140,10,,,CARRIER,321602
Boxenstein,junk_pirates_boxenstein,Destroyer,maneuveringjets,12,3800,1400,6000,,350,100,50,20,15,35,25,500,FRONT,,210,0.5,1,,,75,85,60,160,3.5,35,3,19000,5.5,5,180,12,,,,321608
Boxer,junk_pirates_boxer,Destroyer,maneuveringjets,11,3000,1250,4500,,325,75,60,25,15,45,25,420,FRONT,,210,0.6,1,,,35,45,55,155,3,35,3,13500,5,5,190,12,,,,321607
Langoustine,junk_pirates_langoustine,Destroyer,highenergyfocus,10,3500,400,4800,,450,80,120,65,40,85,65,580,FRONT,,120,0.3,0.8,,,35,55,40,140,2.5,40,5,12000,5,5,150,15,,,,321614
Scythe,junk_pirates_scythe,Destroyer,flarelauncher,9,2400,250,3000,,450,65,115,85,65,95,85,320,OMNI,,110,0.5,1.2,,,25,75,150,160,1.8,60,5,8000,4,6,130,10,,,,321615
Turbot,junk_pirates_turbot,Destroyer,junk_pirates_drone_phase,10,2500,400,5000,,200,65,90,50,50,65,65,450,PHASE,phasecloak,120,,,0.05,0.05,75,85,50,50,4,50,4,28000,5,4,180,15,,,,321618
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Dugong,junk_pirates_dugong,Cruiser,ammofeed,18,4500,800,8500,,450,135,55,40,15,25,20,600,OMNI,,120,0.2,1,,,65,75,45,450,4,60,3,20000,8,4,320,10,,,,321606
Orca,junk_pirates_orca,Battleship,drone_pd,16,6000,700,11000,,375,150,25,25,25,20,20,2800,FRONT,,250,0.35,0.8,,,80,260,350,650,12,45,2,65000,10,4,440,12,,,CARRIER,321610
Goat,junk_pirates_goat,Cruiser,drone_sensor,14,7500,1000,10000,,500,90,55,45,35,25,25,2100,FRONT,,300,0.7,0.8,,,125,275,300,200,4,75,3,24000,10,4,400,15,,,,321616
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Kraken,junk_pirates_kraken,Battleship,highenergyfocus,20,14000,1250,15000,,750,280,45,15,15,10,5,3500,FRONT,,220,0.3,0.8,,,350,450,500,650,25,65,2,80000,15,3,1300,15,,,,321617
The Reaper,junk_pirates_the_reaper,Constructor,junk_pirates_tnt_drone,20,15000,500,10000,,450,125,35,15,15,8,8,3000,FRONT,,120,0.4,1,,,300,450,450,300,35,40,2,90000,20,5,1600,20,,,CARRIER,312619
Onslaught,junk_pirates_onslaught_overdrive,Battleship,burndrive,20,18000,1500,7500,,500,200,110,45,25,50,40,3400,FRONT,,180,0.4,0.8,,,200,250,350,300,20,50,6,180000,15,3,1400,12,,,,321500
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Constrictor,syndicate_asp_constrictor,Fighter,,,1000,100,800,,100,16,100,50,50,40,80,100,FRONT,,120,0.4,0.8,,,2,2,0,0,0,0,8,0,1,1.5,10,2.5,,,,991004
Venom,syndicate_asp_venom,Fighter,,,500,50,400,,50,10,140,75,75,100,150,50,FRONT,,45,0.4,0.8,,,1,1,0,0,0,0,8,0,1,1.5,10,2,,,,991005
Bite,syndicate_asp_bite,Fighter,,,350,40,200,,30,6,175,160,140,100,200,30,NONE,,0,0,0,,,1,1,0,0,0,0,8,0,0.5,2,10,2,,,,991006
Diamondback,syndicate_asp_diamondback,Frigate,flarelauncher_active,6,1000,145,2500,,125,30,195,110,75,80,80,325,OMNI,,120,0.4,0.8,,,25,50,80,65,0.75,86.67,8,9000,1.5,7.5,70,12.5,180,0.25,,991001
Copperhead,syndicate_asp_copperhead,Destroyer,burndrive,10,3000,400,5000,,200,60,100,40,40,40,30,650,OMNI,,90,0.4,0.8,,,50,150,250,150,1.75,85.71,5,16000,4,7.5,140,12.5,,,,991002
Gigantophis,syndicate_asp_gigantophis,Cruiser,drone_pd,16,8000,750,12000,,400,120,60,10,10,10,10,2500,FRONT,,300,0.4,0.8,,,250,800,750,400,4,100,4,50000,7,7.5,400,12.5,,,,991003
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Skinwalker,ms_skinwalker,,ms_swflares,,600,60,1200,,150,0,200,140,100,80,140,31,OMNI,,135,0.25,0.6,,,2,2,,,,,8,,1,2.5,10,3,,,,52701
Neriad,ms_neriad,,ms_neriadjets,,300,30,400,,60,0,220,175,140,120,190,16,FRONT,,100,0.25,0.6,,,1,1,,,,,9,,0.5,3,10,2,,,,52702
Raksasha,ms_raksasha,,,,800,100,800,80,130,0,145,95,75,55,40,65,OMNI,,120,0.25,0.6,,,3,3,,,,,6,,2,2,10,4,,,,52703
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Enlil,ms_enlil,Frigate,flarelauncher,5,1350,200,2250,4000,200,55,150,80,80,90,120,95,FRONT,,190,0.2,0.7,,,12,30,60,40,1.25,70,7,7000,1.5,10,80,10,420,0.1,,54913
Seski,ms_seski,Corvette,ms_displacer,4,750,50,2000,3000,160,40,185,170,120,140,200,60,OMNI,,60,0.3,0.8,,,7,18,35,50,1.25,70,8,5500,1,10,50,12.5,180,0.2,,54914
Shamash,ms_shamash,Phase Frigate,ms_phasemine,7,1200,200,3000,1500,300,35,170,140,120,130,150,80,PHASE,ms_phaseanchor,90,,,0.01,0.065,8,20,40,70,1.35,60,7,12000,2,7.5,140,17.5,180,0.3,,54915
Inanna,ms_inanna,Frigate,highenergyfocus,6,1600,300,2500,2500,200,60,150,90,70,70,70,130,OMNI,,80,0.2,0.7,,,15,40,60,50,1.25,75,6,8000,2,5,100,15,300,0.25,,54918
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Morningstar,ms_morningstar,Destroyer,drone_sensor,10,2400,350,6000,7500,400,80,110,80,60,60,100,280,FRONT,,260,0.2,0.7,,,25,60,50,70,0.75,100,5,14000,3,5,200,15,,,,54912
Sargasso,ms_sargasso,Escort Carrier,ms_swacs,11,3000,200,3500,3500,250,60,70,50,40,40,45,340,FRONT,,200,0.7,0.7,,,35,90,60,60,1.45,80,4,12500,2,5,180,10,,,CARRIER,54917
Solidarity,ms_solidarity,Armed Freighter,ms_booster,9,3500,350,4500,350,200,70,70,55,50,45,50,325,OMNI,,120,0.4,0.7,,,30,80,275,150,2,70,4,11000,3,5,180,12.5,,,,54922
Potnia-bis,ms_potniaBis,Destroyer,flarelauncher,9,2500,300,4500,450,300,70,90,60,40,50,45,375,OMNI,,120,0.5,1,,,60,90,90,60,3,70,4,9000,3,5,120,12.5,,,,59971
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Charybdis,ms_charybdis,Carrier,ms_fighterdrones,18,5000,500,12000,12000,700,135,70,40,30,40,45,1700,FRONT,,300,0.7,0.7,,,170,380,350,300,2.75,90,4,37500,6,3.5,600,12.5,,,,54911
Elysium,ms_elysium,Light Cruiser,ms_drivecharger,14,4000,800,10000,9500,500,100,85,50,35,35,45,900,FRONT,,280,0.2,0.7,,,95,210,175,150,1.25,50,4,27500,7,3,400,15,300,0.33,,54916
Tartarus,ms_tartarus,Heavy Cruiser,ms_siegemode,16,8000,1000,11000,11000,800,150,65,45,45,20,30,1800,FRONT,,270,0.4,0.7,,,140,340,300,250,3.75,80,3,32500,6,4,450,12.5,,,,54920
Scylla,ms_scylla,Phase Cruiser,ms_phasedrones,17,6000,600,10000,700,1000,160,75,55,40,45,50,1250,PHASE,ms_phaseanchor,,,1,0.02,0.08,85,200,150,250,2.5,85,4,65000,8,3.5,700,15,,,,59421
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Mimir,ms_mimir,Battlecruiser,ms_mimirskimmir,25,9000,1200,18000,800,1300,240,55,35,25,25,20,2200,FRONT,,260,0.4,0.7,,,340,750,600,450,10,75,3,100000,14,2.5,1500,17.5,,,,54919
Mimir XV,ms_mimirBaus,Battlecruiser,ms_mimirskimmir,26,9000,1200,22000,1000,1500,300,55,35,25,25,20,2200,FRONT,,300,0.4,0.7,,,340,750,600,450,10,75,3,145000,12,3,1700,17.5,,,,54919.1
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Lambent,ms_lambent,Tanker,flarelauncher,8,2000,300,2500,2500,200,25,60,35,30,35,35,400,OMNI,,80,0.3,0.9,,,0,15,20,800,1.25,500,4,8000,1,5,130,10,,,CIVILIAN,54970
Potnia,ms_potnia,Troop Transport,ms_jammer,7,3000,300,3000,450,200,40,70,50,30,40,35,375,OMNI,,110,0.4,0.8,,,15,215,60,50,1.5,90,4,7000,2,5,120,7.5,,,CIVILIAN,59971
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Hydra Drone,ms_hydra_drone,,ms_neriadjets,,170,40,1000,,180,,260,280,20,260,240,5,PHASE,ms_phaseanchor,,,,0.01,0.025,,,,,,,,,,,,,,,,
Thetis Drone,ms_thetis_drone,,,,200,50,600,,100,,300,320,60,200,210,5,OMNI,,45,0.2,0.8,,,,,,,,,,,,,,,,,,
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Nevermore,brdy_nevermore,Cruiser,burstjets,17,7000,700,8500,5,520,150,80,25,30,13,22,1660,FRONT,,190,0.51,0.85,0,0,75,140,90,60,6,60,5,33000,8,10,440,25,,,,
Scarab,brdy_scarab,Heavy Frigate,brdy_sentineldrone,6,2400,250,3000,4,230,55,115,50,40,35,35,400,OMNI,,130,0.45,1.075,0,0,20,50,150,75,1,50,6,7500,2.5,8,140,15,180,0.25,,
Desdinova,brdy_desdinova,Destroyer,desdinovajets,12,4500,620,6500,4,480,115,100,95,110,32,65,720,OMNI,,110,0.53,1.075,0,0,22,40,40,80,3,70,7,17000,5,7,180,25,180,0.3,,
Krait,brdy_krait,,burstjets_drone,,700,180,1650,4,190,0,140,330,330,145,280,40,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,2,5,7,10,,,,
Locust,brdy_locust,Gunship,sparkdrive,4,1200,200,2400,4,145,35,160,150,150,140,210,400,OMNI,,120,0.53,1.05,,,6,18,35,25,0.75,5,8,4800,1,10,15,12,180,0.25,,
Revenant,brdy_revenant,Cruiser,brdy_sentineldronex2,13,10000,800,8400,5,340,120,60,32,32,10,9,2250,OMNI,,140,0.65,0.95,,,65,160,250,140,4,50,4,25000,7,6,290,20,,,,
Barracuda,barracuda_drone,Drone,burstjets_drone,,450,90,600,4,95,,195,260,260,180,300,20,NONE,,,,,,,,,,,,,,,,,,,,,,
Gonodactylus,brdy_gonodactylus,Destroyer,arcjetburner,9,5400,800,4400,4,270,85,80,80,80,30,44,1200,OMNI,,90,0.5,0.9,,,30,60,130,90,3,,5,9400,4,8,200,12,,,,
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Mantis,brdy_mantis,Frigate,burstjets,7,1300,250,2600,4,250,55,170,125,135,90,140,300,OMNI,,110,0.45,1,,,8,20,30,40,1.4,,9,8400,3,7,130,20,140,0.3,,
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Kurmaraja,brdy_kurmaraja,Interdictor,gravityfield,19,10500,850,15000,4,620,240,70,40,33,11,25,2600,OMNI,,160,0.53,0.95,,,150,450,450,300,13.5,86,4,95000,10,5,705,20,,,,
Squilla,brdy_squilla,,burstjets_drone,,500,115,700,,200,0,150,140,100,70,90,65,NONE,,140,0.4,0.45,,,3,3,,,,,7,,2,4,5,6,,,,
Serket,brdy_serket,,,,550,130,1000,,175,,165,300,250,230,240,50,PHASE,brphasecloak,,,,0.018,0.025,3,3,,,,,8,,2,5,22,8,,,,
Cetonia,brdy_cetonia,Freight Courier,arcjetburner,3,3200,300,3000,4,120,45,80,30,35,24,25,550,FRONT,,240,0.5,0.9,,,40,100,300,120,2.5,48,5,8500,2,8,165,8,,,CIVILIAN,
Typheus,brdy_typheus,Destroyer,brdy_sentineldrone,10,3800,420,3200,4,140,55,75,25,30,22,16,500,OMNI,,90,0.55,1,,,50,120,150,100,2.7,40,5,9800,5,8,190,10,,,CARRIER,
Stenos,brdy_stenos,Cruiser,autoloader,15,7000,500,11500,4,570,160,75,30,26,13,20,2250,OMNI,,90,0.5,1,,,65,150,250,205,4,50,6,35000,7,5,400,20,,,,
Sentinel,brdy_sentinel_drone,Drone,,,575,45,650,4,205,,85,280,300,180,200,25,OMNI,,90,0.5,0.55,,,,,,,,,,,,,,,,,,
Robberfly,brdy_robberfly,Corvette,burstjets,3,1400,250,1100,4,140,30,190,225,195,95,135,150,NONE,,0,0,0,,,6,18,40,25,0.75,60,8,4100,0.8,15,60,10,210,0.2,,
Karkinos,brdy_karkinos,Battleship,deracinator,28,12000,1400,22000,4,1350,310,35,14,12,11,10,3450,FRONT,,180,0.48,1,,,400,750,350,1000,35,40,3,75000,15,3,1280,30,,,,
Convergence,brdy_convergence,Support Cruiser,brdy_bulwarkdrone,12,8500,720,7000,4,300,100,50,19,14,14,6,1500,OMNI,,100,0.61,1,,,100,350,300,450,5,60,3,23000,8,6,390,8,,,CARRIER,402
Asura,brdy_asura,Heavy Destroyer,br_fluxejector,16,6500,750,9000,4,660,115,95,95,80,32,65,1000,PHASE,brphasecloak,320,,,0.045,0.095,30,60,100,120,4,70,6,27000,6.5,7,340,30,210,0.2,,
Imaginos,brdy_imaginos,Frigate,deracinator_small,20,1400,570,1800,4,450,65,165,255,240,100,180,390,NONE,,200,0.4,0.8,,,5,15,10,25,0.5,50,7,32000,5,6,280,50,120,0.25,,202
Bulwark,brdy_bulwark,Drone,flarelauncher,,850,250,900,4,245,,75,200,300,180,200,25,OMNI,,200,0.5,0.5,,,,,,,,,,,,,,,,,,
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Dipteron,brdy_dipteron,,burstjets_drone,,390,45,700,4,70,0,220,370,370,195,280,25,NONE,,90,0.13,0.6,0,0,2,2,0,1,1,50,8,,1.5,5,12,4,,,,
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Eschaton,brdy_eschaton,Superfreighter,brdy_sentineldronex2,12,13000,750,6000,4,300,120,22,5,2,4,2,4400,OMNI,,90,0.5,1,,,45,200,1500,800,10,70,2,23000,6.5,3,950,25,,,CIVILIAN,502
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Shark,pp_shark,Battle Barge,burndrive,11,5000,500,3800,4,260,100,90,40,30,15,25,450,OMNI,,100,0.4,1,,,55,120,150,160,2,55,4,9900,4,5,140,12.5,,,,
Renegade,pp_renegade,Battlecruiser,inferniumdrive,18,19000,1500,16000,4,750,250,35,11,8,3.6,3,3500,OMNI,,170,0.45,1.1,,,500,1250,400,1000,25,40,3,95000,12,3.5,1000,12.5,,,,
Bull,pp_bull,Destroyer,maneuveringjets,10,3500,300,2600,4,300,70,85,60,40,20,30,350,FRONT,,100,0.2,1.1,,,40,40,60,40,2,20,4,9000,3,5,150,10,,,,
Torch,pp_torch,Gunboat,inferniumdrive,7,2000,250,2500,4,180,75,100,70,60,45,70,220,OMNI,,190,0.32,1.1,,,25,45,50,50,1.25,40,7,5700,2,7.5,80,10,120,0.33,,
Tiger,pp_tiger,Frigate,highenergyfocus,8,1400,250,3000,4,210,50,120,90,80,45,70,220,FRONT,,260,0.32,0.95,,,25,45,50,50,1.25,40,6,5700,2,7.5,80,10,180,0.2,,
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Pergon,exigency_cruiser,Sniper-Cruiser,repulsor,16,7000,450,5000,,300,55,80,45,30,30,70,700,NONE,,0,0,0,,,60,120,130,175,3.5,60,4,115000,8,4.5,170,18.5,,,,1000
Irithia,exigency_carrier,Combat-Carrier,repulsor,28,13000,1000,7200,,640,169,50,16,11,9,30,2300,NONE,,0,0,0,,,250,450,500,450,17,65,3,270000,17,3,650,16.5,,,,1001
Yria,exigency_yria,Frigate,repulsor,8,1200,200,500,,195,18,125,80,50,60,75,175,NONE,,0,0,0,,,10,25,50,40,0.75,70,8,14000,1.8,8,65,15,200,0.2,,1002
Kaivor,exigency_kaivor,,repulsor,,500,60,250,,230,0,130,100,100,200,300,35,NONE,,0,0,0,,,1,1,,,,,7,,0.6,2.5,10,2.5,,,,1003
Glynado,exigency_glynado,,,,300,40,50,,13,0,225,170,120,120,240,12,NONE,,0,0,0,,,1,1,,,,,9,,1.4,2.5,10,2,,,,1004
Elhiur,exigency_compactfrigate,Frigate,repulsor,2,800,160,300,,48,10,200,180,100,120,85,130,NONE,,0,0,0,,,7,19,35,35,0.7,80,10,3500,0.9,10.5,46,10,260,0.2,,1005
Zephos,exigency_destroyer,Destroyer,repulsor,11,2600,280,1000,,250,44,95,55,30,30,40,280,NONE,,0,0,0,,,30,45,70,95,1.4,65,6,60000,4.5,5.5,91,17.5,,,,1006
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Foxhound,tup_foxhound,Frigate,drone_pd_x2,6,2500,250,850,1250,120,30,170,140,70,85,105,250,NONE,,0,0,0,,,5,55,90,70,1,60,8,5000,1,15,50,10,300,0.2,,1
Sentinel,tup_sentinel,Frigate,flarelauncher,7,1550,125,2100,1625,140,35,120,100,75,40,90,150,OMNI,,60,0.3,0.6,,,5,45,70,60,1,50,6,6000,2,13,80,12,240,0.2,,2
Striker,tup_striker,Frigate,burndrive,7,2350,220,2300,1500,135,41,85,85,65,55,85,250,OMNI,,120,0.2,0.9,,,10,60,60,70,1.25,40,6,5500,1.5,13,80,12,240,0.2,,3
Timberwolf,tup_timberwolf,Frigate,maneuveringjets,7,2150,185,2400,1875,165,44,120,100,80,60,120,250,FRONT,,100,0.25,0.8,,,5,50,65,55,0.75,53,7,7000,2,13,100,15,180,0.25,,4
Wrestler,tup_wrestler,Gunship,ammofeed,7,2850,250,2850,2750,220,43,90,170,120,60,120,275,FRONT,,130,0.3,0.7,,,10,45,70,70,1,40,5,7000,2,13,80,12,,,,5
Talus,tup_talus,Freighter,drone_pd,9,5950,375,2150,2083,175,41,55,45,35,25,20,450,OMNI,,70,0.66,1.2,,,20,120,350,140,2.2,55,4,8000,4,8,160,15,,,,6
Mace,tup_mace,Light Cruiser,drone_pd_x2,13,8000,650,6500,6500,375,95,70,50,30,20,25,700,FRONT,,200,0.4,0.8,,,75,200,250,200,3.5,51,4,20000,6,5,360,15,,,,7
Moth,tup_moth,Combat Frigate,burndrive,8,2750,325,2000,2000,125,50,70,50,40,50,40,300,FRONT,,120,0.5,0.8,,,20,65,125,75,2,48,7,9000,2,13,100,12,180,0.25,,8
Ryker,tup_ryker,Converted Tanker,flarelauncher,8,1500,175,1500,1250,125,25,110,50,50,30,60,250,OMNI,,90,0.5,1.1,,,5,30,35,115,1,350,6,5000,1.5,13,80,10,240,0.2,,9
Damocles,tup_damocles,Converted Freighter,burndrive,15,12000,1000,7000,5000,350,85,45,20,15,25,15,3000,OMNI,,65,0.4,0.7,,,25,150,800,500,10,70,2,21000,5,4,600,10,,,,10
Centaur,tup_centaur,Heavy Cruiser,highenergyfocus,18,10000,700,14500,17000,900,125,70,55,25,25,25,2000,OMNI,,140,0.6,0.7,,,35,250,200,200,4,45,3,36000,10,5,600,20,,,,11
Boartusk,tup_boartusk,,,,500,70,450,,55,0,180,150,100,120,240,15,NONE,,0,0,0,,,1,1,,,,,7,,0.5,4,5,4,,,,12
Lance,tup_lance,Light Carrier,flarelauncher,11,6000,400,2750,2083,200,55,60,50,40,25,20,600,FRONT,,260,0.6,1.1,,,40,160,300,150,2.5,55,3,20000,8,8,360,15,,,CARRIER,13
Annihilator,tup_annihilator,Heavy Destroyer,flarelauncher,11,6500,550,4500,4167,275,80,90,60,40,30,60,500,FRONT,,90,0.3,0.6,,,30,120,100,100,2,55,4,11000,4,8,160,15,,,,14
Hedgehog,tup_hedgehog,Missile Destroyer,fastmissileracks,10,6000,500,4000,4167,250,80,80,60,40,30,60,450,NONE,,90,0.3,0.6,,,35,150,105,105,2,55,4,10000,4,8,160,15,,,,15
Stampede,tup_stampede,Ramming Cruiser,burndrive,15,9750,1500,12000,12000,600,90,80,40,20,20,20,4000,FRONT,,120,0.6,0.6,,,40,160,180,180,2,55,4,32000,5,8,200,15,,,,16
Cormorant,tup_cormorant,Carrier,drone_pd_x2,20,15000,1250,12000,15000,600,180,25,15,10,7,4,4000,OMNI,,120,0.6,0.6,,,100,1000,500,500,8,63,2,100000,15,4,1400,20,,,CARRIER,17
Thunderchild,tup_thunderchild_blue,Shuttle,drone_terminator,8,1850,235,2500,3000,200,50,200,190,170,90,260,250,OMNI,,120,0.4,0.8,,,15,60,60,60,0.8,44,8,20000,2.5,10,150,20,180,0.25,,18
Zephyr,tup_zephyr,Colonial Freighter,burndrive,15,15000,500,5000,3000,200,50,70,25,20,30,10,5000,FRONT,,360,0.7,1,,,50,2000,500,500,10,70,2,25000,5,3,600,12,,,CIVILIAN,19
Barracuda,tup_barracuda,Destroyer,maneuveringjets,10,4000,400,5000,4000,300,70,100,75,50,25,60,400,FRONT,,120,0.4,0.8,,,35,150,140,140,2,55,4,12000,4,10,160,12,,,,20
Raider,tup_raider,,,,900,125,450,,55,0,160,130,80,100,200,20,NONE,,0,0,0,,,2,10,,,,,6,,1,4,15,7,,,,21
Void,tup_void,Science Ship,drone_sensor,12,3500,250,4000,3000,250,50,125,100,75,25,50,350,OMNI,,180,0.4,0.7,,,40,180,175,175,3,55,4,13000,4,8,160,20,,,,23
Platypus,tup_platypus,Missile Frigate,fastmissileracks,6,2500,200,3000,0,300,45,80,160,100,60,100,250,NONE,,0,0,0,,,15,45,50,50,1,40,5,7000,2,13,80,10,,,,24
Wildebeest,tup_wildebeest,Destroyer,flarelauncher,10,3750,175,2500,0,150,70,90,70,45,25,35,350,NONE,,0,0,0,,,20,60,80,80,2,20,4,8000,3,10,150,12,120,0.2,,25
Hermit,tup_hermit,Utility Ship,burndrive,11,3500,750,2750,0,200,60,80,50,25,25,30,400,NONE,,0,0,0,,,25,75,100,150,2,20,4,9000,3,8,150,12,120,0.2,,26
Dreadnought,tup_dreadnought,Battlecruiser,burndrive,26,17500,1500,18000,0,1000,300,35,20,15,5,5,3000,OMNI,,90,0.4,1.2,,,350,1000,500,500,20,40,2,70000,15,3,1400,15,,,,27
Phoenix,tup_phoenix,Civilian Cruiser,drone_pd,12,7500,500,2600,0,185,76,80,60,60,30,45,500,OMNI,,100,0.3,0.7,,,50,275,280,255,3,40,5,15000,3,10,200,15,,,,28
Redstar,tup_redstar,Privateer,flarelauncher,7,3250,425,1475,0,200,37,125,75,65,60,125,350,NONE,,0,0,0,,,15,65,125,95,1.5,53,6,14000,3,15,140,12,300,0.2,,29
Wolfpack,tup_wolfpack,Privateer,flarelauncher,6,2950,375,1350,0,175,37,115,75,65,60,120,350,NONE,,0,0,0,,,15,60,120,80,1.5,53,6,12000,2,13,140,10,260,0.2,,30
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Sidecar,tim_sidecar,Frigate,burndrive,3,2400,290,950,,80,26,100,120,60,50,80,240,FRONT,,100,0.2,0.9,,,13,43,40,50,1,,6,4200,1,10,80,14,300,0.2,,3000
Tick,tim_tick,VIP Transport,flarelauncher_active,4,1700,200,2000,,100,35,110,90,90,80,110,250,OMNI,,120,0.5,0.8,,,5,50,45,25,0.25,,6,3500,0.6,6,34,18,200,0.25,,3001
Vulture,tim_vulture,Cruiser,drone_pd_x2,13,6500,850,7500,,320,101,85,60,40,30,35,800,FRONT,,270,0.5,0.8,,,120,200,175,190,3.7,,4,19500,6.5,4,250,12,,,,3002
Phalanx,tim_phalanx,Frigate,flarelauncher,6,1800,350,2500,,200,42,110,190,130,60,120,220,OMNI,,130,0.4,0.8,,,13,28,45,45,1,,6,5500,2,8,80,12,240,0.2,,3003
The Infernal Machine,tim_infernalmachine,Relic,drone_pd_x2,28,25000,1400,22000,,1200,262,20,6,6,2.5,2,5500,FRONT,,170,0.4,1,,,1000,2500,600,4000,30,,2,150000,20,3,1600,13,,,,3004
Barbarian,tim_barbarian,Cruiser,burndrive,13,9000,1200,9500,,450,128,38,28,13,13,12,2000,OMNI,,110,0.5,1,,,180,280,200,230,7,,3,18000,8,4,360,12,,,,3005
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Titan,ifed_titan,Carrier,ifed_hadrontransporter,25,20000,1275,18000,20000,1400,325,30,10,10,4,3,3250,FRONT,,280,0.25,0.8,,,525,1300,1450,1225,20,61,2,190000,30,2.5,1400,12.5,,,CARRIER,500.55
Auria,ifed_auria,Battleship,maneuveringjets,20,18000,1500,20000,15000,850,320,25,12,12,8,7,2800,FRONT,,180,0.35,1,,,485,1075,300,1000,20,50,2,130000,25,2.5,1200,10,,,,501.55
Antares,ifed_antares,Battlecruiser,ifed_meddrone_pd,17,13000,1250,12000,10000,750,150,40,15,10,8,6,2000,FRONT,,360,0.3,0.9,,,250,500,500,500,7,71,3,45000,15,2.5,1000,12.5,,,,400.55
Yukon,ifed_yukon,Prototype Destroyer,ifed_shockprobes,16,12000,995,10000,9000,675,170,50,18,13,9,7,950,FRONT,,300,0.3,0.9,,,175,350,240,200,5.5,36,3,42000,8,4,500,12.5,,,,400.55
Ballista,ifed_ballista,Anti-Capital Cruiser,ifed_defensematrix,14,9000,950,9000,8000,510,120,60,18,15,9,7,900,FRONT,,50,0.25,0.8,,,135,235,145,160,4,40,3,22000,8,4,400,10,,,,300.55
Mercury,ifed_mercury,Prototype Gunship,drone_sensor,13,8000,725,8000,8000,480,110,70,30,18,20,15,650,FRONT,,260,0.3,0.8,,,115,200,120,120,3.5,34,3,20000,8,3.5,500,15,,,,301.55
Ares,ifed_ares,Heavy Destroyer,ifed_xflarelauncher,12,9000,875,6500,8000,360,105,60,20,15,10,8,850,FRONT,,250,0.3,0.8,,,125,220,160,150,3.5,42,3,18000,6,4,350,10,,,,302.55
Montana,ifed_montana,Utility Cruiser,ifed_minelayer,13,12000,1350,6000,6000,325,90,45,18,15,11,7,1650,OMNI,,170,0.4,0.7,,,100,300,400,250,3.75,66,3,16000,6,5,300,10,,,CARRIER,303.55
Helios,ifed_helios,Assault Ship,ifed_neutrongun,12,10000,1100,6500,6000,350,100,48,19,16,11,8,1100,FRONT,,250,0.4,0.8,,,90,250,280,200,4,50,4,19000,4,5,140,12.5,,,,304.55
Toa,ifed_toa,Destroyer,ammofeed,10,5250,475,4500,4167,260,80,85,55,40,30,60,435,FRONT,,280,0.25,0.8,,,60,110,100,110,2,55,4,10000,4,5,180,15,,,,200.55
Defiant,ifed_defiant,Heavy Gunship,ammofeed,10,3500,350,5000,4000,325,70,95,65,55,55,65,275,FRONT,,200,0.4,0.8,,,40,95,40,58,1.45,26,5,10000,5,5,200,15,,,,201.55
Vixen,ifed_vixen,Missile Ship,fastmissileracks,9,4500,315,2200,2250,210,65,50,30,30,20,10,310,FRONT,,300,0.2,0.9,,,40,115,65,55,1.2,45,4,8800,4,5,160,12.5,,,,202.55
Shogun,ifed_shogun,Command Ship,drone_sensor,8,3250,375,3500,1500,255,45,75,60,45,35,65,285,OMNI,,200,0.3,0.95,,,45,120,60,85,1.65,51,4,8250,3,5,150,7.5,,,,203.55
Zephyr,ifed_zephyr,Strike Carrier,drone_pd_x2,10,5000,485,3000,2000,190,45,45,40,30,20,50,400,OMNI,,140,0.4,0.8,,,65,150,120,100,2.5,40,4,9000,4,4,160,10,,,CARRIER,204.55
Scythe,ifed_scythe,Interceptor,burndrive,5,2000,175,2600,1500,165,35,180,80,75,60,85,215,OMNI,,120,0.3,1,,,25,50,30,65,1.25,52,7,6000,2.5,7.5,100,17.5,180,0.25,,100.55
Dakota,ifed_dakota,Frigate,flarelauncher,5,2200,250,1950,1875,145,35,95,75,70,55,85,210,OMNI,,120,0.3,0.7,,,15,55,85,60,0.75,80,6,5200,2,10,100,12.5,240,0.2,,101.55
Rickshaw,ifed_rickshaw,Frigate,flarelauncher,5,1750,230,2200,1500,120,50,125,90,70,60,90,200,OMNI,,150,0.25,1,,,20,50,40,50,1.25,40,7,4200,2,7.5,120,15,240,0.2,,102.55
Echo,ifed_echo,Scout,flarelauncher,3,2000,285,750,1250,100,30,195,175,95,90,120,185,NONE,,0,0,0,,,5,35,25,60,1,60,8,3600,1,10,50,7.5,240,0.2,,103.55
Albatross,ifed_albatross,Attack Ship,ammofeed,6,1700,250,2300,1500,140,50,110,90,70,60,90,215,OMNI,,150,0.25,0.8,,,25,50,40,50,1.25,40,6,6250,2,7.5,80,10,240,0.2,,104.55
Mazerk,ifed_mazerk,Superbarge,flarelauncher,15,7500,250,4000,2500,140,50,30,6,3,4,2,3900,OMNI,,45,0.5,1,,,25,100,1850,800,8,87,2,22000,5,2.5,600,7.5,,,,900.55
Orion,ifed_orion,Hypertug,flarelauncher,7,4750,250,2700,1200,170,50,165,70,65,55,65,255,OMNI,,120,0.3,0.95,,,25,100,50,60,1.75,34,6,8000,2,7.5,100,15,180,0.25,,901.55
Tahoe,ifed_tahoe,Cargo Barge,flarelauncher,10,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,450,150,1.75,86,4,12000,2,5,80,10,180,0.25,,902.55
Trexel,ifed_trexel,Fuel Barge,flarelauncher,9,4500,250,2800,2833,160,45,40,15,12,12,6,2000,OMNI,,150,0.4,0.8,,,35,120,50,750,1.75,86,4,11000,2,2.5,100,7.5,180,0.25,,903.55
Icarus,ifed_earthcracker,Earth Cracker,,15,10000,1500,50000,25000,5000,1025,20,2,5,3,4,3500,NONE,,0,0,0,,,1,1,1,500,15,30,5,200000,30,2.5,1600,20,180,0.25,,1000.55
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Draken,ifed_draken,,,,375,40,400,,50,0,225,160,110,120,240,10,NONE,,0,0,0,,,1,1,,,,,8,,1.5,2.5,10,3.5,,,,50.55
Hornet,ifed_hornet,,,,750,75,850,,190,0,125,125,100,90,180,25,OMNI,,160,0.25,0.6,,,2,2,,,,,6,,1.5,1.5,10,3,,,,51.55
Tracer,ifed_tracer,,,,850,75,675,,135,0,100,85,70,75,140,30,OMNI,,160,0.4,0.6,,,2,2,,,,,7,,1,1.5,10,3,,,,52.55
Foxbat,ifed_foxbat,,,,200,55,200,,40,0,200,130,120,120,240,6,NONE,,0,0,0,,,1,1,,,,,8,,0.5,2,10,2,,,,53.55
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
PD Drone,ifed_meddrone_pd,,,,35,15,120,,55,,180,230,230,170,340,6,NONE,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Del Azarchel,ilk_del_azarchel,Cruiser,fastmissileracks,17,8500,800,8000,10000,500,150,55,20,10,12,7,1800,FRONT,,220,1,0.7,,,120,170,160,220,6,37,3,38000,9,4,220,12,,,,7601
Lilith,ilk_lilith,Frigate,highenergyfocus,6,2000,200,2200,2700,150,40,140,80,60,45,100,250,OMNI,,100,0.8,0.7,,,10,30,60,50,1,50,6,9000,2,8,50,15,,,,7602
Reaver Gunship,ilk_reaver,Fighter,,,900,100,1200,,250,0,110,100,80,70,150,65,OMNI,,150,0.3,0.8,,,2,2,,,,,6,,1.5,3,1,8,,,,7603
Esfahan,ilk_esfahan,Destroyer,drone_pd_x2,11,4000,400,6000,8000,400,90,70,30,15,30,15,500,FRONT,,220,0.7,0.6,,,65,90,100,80,2,40,4,18000,4,5,80,12,,,,7604
Ravana,ilk_ravana,Battlecruiser,maneuveringjets,25,11000,1200,17000,30000,900,250,50,20,15,8,7,2500,FRONT,,150,0.9,0.5,,,300,400,400,600,20,30,4,90000,15,2,650,15,,,,7605
Inanna,ilk_inanna,Fighter,,,400,100,500,,100,0,150,200,100,120,240,25,NONE,,0,0,0,,,0,0,,,,,6,,1.5,4,1,4,,,,7606
Cimeterre,ilk_cimeterre,Destroyer,ilk_sprint_drive,9,4500,550,6000,6500,250,60,70,50,30,30,50,400,OMNI,,120,0.8,0.6,,,40,80,100,120,2.5,48,4,12000,4,5,85,12,,,,7607
Uomoz, can you type in the dev version for the dropbox link? Kind of hard to tell if you've updated it or not.
The dev version is stated in the mod list when you start the game :).Well yeah, but redownloading it and seeing that it's still the same version is a bit awkward.
well you can always check the time that file was created from the dropboxThe dev version is stated in the mod list when you start the game :).Well yeah, but redownloading it and seeing that it's still the same version is a bit awkward.
is the 1.3 DEV 3 the latest ver ?Could try reinstalling Starsector.
i download it form "https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z"
& im sure that i have latest Lazy as well
& as i was saying, i do a NEW game with dev 3 & with lazy 1.8 ( all curret dev i got lazy Lib 1,8)
will do a new game for the testing downloading everything once again ( DEv & lazy lib)
PS: can always mail you my save game
is the 1.3 DEV 3 the latest ver ?
i download it form "https://www.dropbox.com/s/wy7dewrnspnkw6x/UomozSector%20DEV.7z"
& im sure that i have latest Lazy as well
& as i was saying, i do a NEW game with dev 3 & with lazy 1.8 ( all curret dev i got lazy Lib 1,8)
will do a new game for the testing downloading everything once again ( DEv & lazy lib)
PS: can always mail you my save game
Gull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22
Frak, frak, frak!
Uomoz, that cleaned-up version of 'ship_data.csv' I pasted the code for? It's missing one line/entry.
Line #158 (Below 'Raider', but above 'Void'), copy/paste in the following:CodeGull,tup_gull,,,,550,100,800,,200,0,150,100,100,100,175,50,FRONT,,180,0.3,0.7,,,2,2,,,,,7,,1,5,10,6,,,,22
Editing earlier post as appropriate.
4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Dev 3, got the same error as theSONY's first error on the list of three.Code4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Was fighting the Mayorate, like he was.
My saves have custom portraits I added by editing the core files. Will you be able to use them?Dev 3, got the same error as theSONY's first error on the list of three.Code4310215 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.o0OO.A.String.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OO.B.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Was fighting the Mayorate, like he was.
Nice catch! Can you tell which weapon is firing when it all crashes? Or if it a ship being hit? Otherwise send me the save (possibly with any info if you have them)! It could be some Mayorate bug, or something wrong when i transcribed the files.
EDIT: Just fought the biggest mayorate fleet I could find a couple of times in campaign, no crashes. I will release the new dev tomorrow, maybe this version is magically good xD.
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.
To follow up on this: for whatever reason, Starsector does not like the 'explosionSpec' set of entries being used in MIRV-spawned projectiles; at least, from the limited testing I've been able to do on the matter.
Simply removing lines #14-24 from 'ifed_piranha_warhead.proj' removes the crash caused by by the Piranha Missile Launcher's 40-odd MIRV-spawned warheads on collision, but also removes the very tiny AOE (5 radius?) damage effect per projectile, an attached flak-type explosion sound effect, and a similarly tiny particle effect visual.
Addendum:
Also, the 'ifed_piranha.wpn' file is missing a '"renderHints":[RENDER_LOADED_MISSILES]' entry, so the actual missile isn't being rendered until it's actually launched, and with no real means of predicting whether said weapon is in the middle of a reloading phase or not.
Bug, or intentional by design?
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.
Spotted! Ifed weaponry is broken xD. The standard variants didn't use the Piranha launcher so nobody spotted the bug.
I thought you removed Piranha launchers a while ago :)
Any news on the new dev version? Few days overdue, can't wait to try it.
Any news on the new dev version? Few days overdue, can't wait to try it.
Working on it right now! Can't say a proper day but if I keep going like this, may be like tomorrow :).
General change list? Anywhere you want me poking until it breaks?
Uhm, general bug fixing and weapon lists for all factions (this means that BR will use BR weaponry even on random variants). I don't recall what actually changed since the last patch, but I'd be grateful if you reported any "bad", broken, variants you find around. Any general feedback would be cool as well! :)So far, no crashes of note with DEV4... the day is still early, though.
More general inquiry: any reason why the custom portraits from the latest revision (v5a) of Tore Up Plenty aren't included in the mix?
Loving some of the effects you've added (flames and whatnot to burning ships), noticed something tho. are we not able to create ships anywhere other than void walkers now? I don't believe I have access to building things when I purchase space at a station
Did you happen to remove a lot of the system in the mod? I remember there being Mirage, where the Hegemony Military Outpost used to be (now it's in the Breh'Inni System, with the Junk Pirates). Now Mirage is lost, along with a bunch of other systems.
Uomoz,
On DEV3 and DEV4 noticed a great way to make money that may be too beneficial. The cost in parts to build the Cerebus frigate is about 5500 in "core" parts. Once built you can sell it for 5500 which means you can make a lot of money very quickly. I have not checked ALL other blueprints but the hound, lasher, striker, tiger, talon fighters, targus? do not offer this same benefit. You will lose money by building those.
I like this feature as you should get more money for creating something with the parts but I am making a killing with this frigate.
More general inquiry: any reason why the custom portraits from the latest revision (v5a) of Tore Up Plenty aren't included in the mix?
I'm guessing that is down to the 'cluttered' folder structure under graphics in the TuP mod in that version. Uomoz might have overlooked TuP's custom portraits. Or perhaps he feels they don't match with the other potraits. :)
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)
Same settings, not happening in my game... Are you sure you didn't mess up somewhere?
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)
Same settings, not happening in my game... Are you sure you didn't mess up somewhere?
Yar. that was error between screen and chair... :P I were messing with the starsector.bat file and not the vmparams one.
Changed the correct file settings to 1024 and works now. Gonna test with 2048 also to see if its even better.
Note to self: Make sure to read the instructions with some brain power. :P
448647 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading ..\\saves/save_UMZsDEV4_6026211133816195197...
520682 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
578907 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.K.show(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
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.OoOO.o00000(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Saving game after playing few hours makes the game unable to load saves and getting GC overhead limit exceeded or out of memory. And that with 64 bit java and 4 gigs allocated heap size. So some memory usage optimization might be in order. :)
Same settings, not happening in my game... Are you sure you didn't mess up somewhere?
Yar. that was error between screen and chair... :P I were messing with the starsector.bat file and not the vmparams one.
Changed the correct file settings to 1024 and works now. Gonna test with 2048 also to see if its even better.
Note to self: Make sure to read the instructions with some brain power. :P
Thankfully it wasn't some weird bug I wasn't aware of! Have fun! :)
Sony, are you loading that from the main menu? If so, try loading a different save then loading that one. I suspect it's the bug I found when pausing the game while intersecting a fleet, clicking the fleet, and then saving creates issues when loading from the main menu. Alex said just load some other save then load that one. Hopefully that'll work
2402280 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1278)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1231)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
trying to Trade fighter wing (Talon i think) in Void stationSpoiler2739531 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: [null] is not a valid fighter wing id
java.lang.RuntimeException: [null] is not a valid fighter wing id
at com.fs.starfarer.campaign.fleet.FleetMember.?ÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyShip(UsSOrbitalStationInteractionDialogPluginImpl.java:1303)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.identifyMenu(UsSOrbitalStationInteractionDialogPluginImpl.java:1231)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:219)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Wanted to try out this mod(collection).
What I did:
- new folder with new installation of starsector 0.6.2a
- extracted the mod and lazy lib into the sub-folder for mods
- edited vmparams according to description
- edited settings.json for dev mode
- started a new game (lazy lib + mod enabled), played a bit (joined faction, blueprints, buy/sell stuff) and on the first encounter game crashes every timeSpoiler3405990 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
edit:
Just checked it. The game (and combat) itself works fine. The problem / error appears when I try to pursue an enemy fleet.
Uomoz, is there a place somewhere in UI you can see your faction standing?I don't think so, it is missing from the vanilla game if I am not mistaken.
Wanted to try out this mod(collection).
What I did:
- new folder with new installation of starsector 0.6.2a
- extracted the mod and lazy lib into the sub-folder for mods
- edited vmparams according to description
- edited settings.json for dev mode
- started a new game (lazy lib + mod enabled), played a bit (joined faction, blueprints, buy/sell stuff) and on the first encounter game crashes every timeSpoiler3405990 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.optionSelected(UsSFleetInteractionDialogPluginImpl.java:390)
at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
at com.fs.starfarer.ui.T.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
edit:
Just checked it. The game (and combat) itself works fine. The problem / error appears when I try to pursue an enemy fleet.
Hey there!
Looks like you don't have a proper 0.6.2a SS installation, since its missing a core method (I think).
Uomoz, is there a place somewhere in UI you can see your faction standing?I don't think so, it is missing from the vanilla game if I am not mistaken.
Yeah, havent seen in vanilla either. :( Really needed though if there is more than few factions.Uomoz, is there a place somewhere in UI you can see your faction standing?I don't think so, it is missing from the vanilla game if I am not mistaken.
Also i noticed that if you join one faction, all other factions get hostile right away. So every faction is war at each other and not alliances going on at all?
Is there anyway to make faction neutral after it has gone rampage on you?
I've been playing since 0.6.1a on linux, a case sensitive OS. I just switched up to 0.6.2a and thought I would create a forum account and report the case mismatches out of gratitude.
sounds/fx/l_Kayser.wav -> l_kayser.wav
Yeah, havent seen in vanilla either. :( Really needed though if there is more than few factions.Uomoz, is there a place somewhere in UI you can see your faction standing?I don't think so, it is missing from the vanilla game if I am not mistaken.
Also i noticed that if you join one faction, all other factions get hostile right away. So every faction is war at each other and not alliances going on at all?
Is there anyway to make faction neutral after it has gone rampage on you?
Ahh. Thanks for the info.
if you join Hegemony: Indepedent, Interstellar Federation(?) and a few others stay neutral. Tri Tachyon gets hostile. It seems not that everyone is at war with everyone, also the indepedent faction has many trade hubs in different system. Well, except for the Theta Fortress activation than really everyone gets hostile :( even independent.
didn't find anything to make a faction neutral again, there was one when there was still only one star system about 1-2 years ago.
I guess my question got lost:Since when do the followers use stored weapons? I've never seen that.
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).
they do or my weapons keep disappearing, first I thought I had a save game mixup, but my large weapons (I have loads of different ones and it is hard enough to keep track of the large ones) "disappeared", e.g., 2 Mjolnir Cannons.I guess my question got lost:Since when do the followers use stored weapons? I've never seen that.
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).
they do or my weapons keep disappearing, first I thought I had a save game mixup, but my large weapons (I have loads of different ones and it is hard enough to keep track of the large ones) "disappeared", e.g., 2 Mjolnir Cannons.I guess my question got lost:Since when do the followers use stored weapons? I've never seen that.
can I stop my followers from using the weapons I stored in the fortress/station?
(Besides not allowing them to build any ships... or ships that can carry those weapons I want to keep).
now if Uomoz's or some other modder can tell me that this is not an intended behavior I will triple-check again, but I am very confident that some weapons disappeared... well, one possibility could be that built ships get "auto equipped", but as far as I remember I had to put nearly all guns on my ships manually. (I built quite a huge fleet, cause I have loads of materials, yet I miss weapons, cause well, they seem to disappear :(
The Thermal Lance is from Kazi's Mayorate mod. I believe it was once on the cruiser for the Mayorate, but it got taken out and replaced with the Grav Cannon. It's one of those weapons which you shouldn't find naturally, and probably a bit cheaty too.
Point being?I think it's a bug.
I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.there is a steam version of this game?
I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.there is a steam version of this game?
haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...well, check if you really have the current version and also the requirements: you need another mod too.
Still, anyone with that problem that I just mentioned ?
java.lang.RuntimeException: Error compiling [data.scripts.plugins.exigency_MacrossMissilePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@e8059e"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/exigency_MacrossMissilePlugin.java, Line 1, Column 1: Invalid character input " " (character code 0)
at org.codehaus.janino.Scanner.produce(Scanner.java:593)
at org.codehaus.janino.Parser.peek(Parser.java:2332)
at org.codehaus.janino.Parser.peek(Parser.java:2353)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:142)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
*snip code*
crashed just before Main Menu, all old mods deleted, redownload lazyLib (just to be sure)
Definitely weird, it's working here! Maybe it's just dropbox being bad? :Di also think this the dropbox issue, cuz when followed the link some files is 3-4 months old
Am I the only one who have troubles loading save with this mode?
Requires Modified vmparams file to load any game.[/size] Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
For Mac users, the vmparams file is called info.plist and is located in /contents folder.
yea that is how i have it set up just the uomozSector.7z file on its own in the mod folder it dosent show up i have lazy lib enabled to.
Damn, so many simultaneous releases in barely two days. Why can't i hold all these mods?
java.lang.RuntimeException: Error loading [sounds/fx/l_kayser.wav] resource, not found in [/home/viymese/Games/starsector/./mods/Galatia Complete,/home/viymese/Games/starsector/./mods/LazyLib,/home/viymese/Games/starsector/./mods/UomozSector,../starfarer.res/res,CLASSPATH]
[sounds/exi/fx/exi_weapons/exigency_rr.ogg] resource, not found in [/home/viymese/Games/starsector/./mods/Galatia Complete,/home/viymese/Games/starsector/./mods/LazyLib,/home/viymese/Games/starsector/./mods/UomozSector,../starfarer.res/res,CLASSPATH]
exigency_RR.ogg: "RR" should be lower case. (Shall be posting in exigency topic about this one if its not been reported already.)
Damn, so many simultaneous releases in barely two days. Why can't i hold all these mods?It's because your arms are full of awesome ships you've made! :P
I have been aware of that issue for a while now, but have not bothered to hotfix it. Because by the time I found out about it, that build that people have had access to is incredibly out of date.
I am currently (slowly) working on a huge update to the mod, that might as well be re-launching the whole thing again. I suspect it will be finished in around two weeks though I cannot guarantee this as my schedule is very erratic.
Since people like modular ships I will make so one can convert a ship into any of the possible other forms. For example a Talus into a Tarsus, or into a Condor.
Here some examples:Spoiler(http://i.imgur.com/GiKWrxj.jpg)[close]
You will only find blueprint for the basic ship (Buffalo mk1, Tarsus, Cerberus etc), but once produced you will be able to convert it in any of the other possible forms (paying a cost).
I'm at the point where i amassed a few frigates and 3 cruisers and it's basically CHEWING trough supplies.And considering enemies don't drop any supplies whatsoever (unlike in vanilla) , im stuck in a process of stagnation...i have no idea what to do, i can't scuttle them because that would just destroy my hard earned ships and would destroy my progress. Maybe make supplies less expensive or make them a more common drop?I mean come on! They're more expensive than the CREW that is using them. :-\Buy a freighter?
How is that gonna solve anything?I have a shitload of cargo space, but the thing is i have NOTHING to fill that space with.Have you tried supplies?
I'm at the point where i amassed a few frigates and 3 cruisers and it's basically CHEWING trough supplies.And considering enemies don't drop any supplies whatsoever (unlike in vanilla) , im stuck in a process of stagnation...i have no idea what to do, i can't scuttle them because that would just destroy my hard earned ships and would destroy my progress. Maybe make supplies less expensive or make them a more common drop?I mean come on! They're more expensive than the CREW that is using them. :-\
How is that gonna solve anything?I have a shitload of cargo space, but the thing is i have NOTHING to fill that space with.Have you tried supplies?
I admit, I've never had this problem.
Sounds like your ships are eating more supplies than they're earn'n you. The general thing to do is either take on tougher enemies if you can, or store away the ships that aren't pulling their weight until you can afford their upkeep. You also don't want to have too much extra crew, since they each cost you.
Instead of selling them, it may be more cost effective to turn scraps and stuff into fuel and supplies at the Voidwalker fortress, if you aren't already doing so.
Actually, I had to put aside Uomoz Journey for a time being due to the same problem as BlittzOff. I have tried two separate approaches, playing for Voidwalkers and Hegemony respectively, and in both cases I made pretty good money at start, but as soon as I get my first Onslaught, the profit from almost any combat falls below the expenses to repair after said combat. Now, supposedly I could stick with cruisers forever, having steady profit, but what fun is it? I believe that the endgame content of Starsector is to field 5 Onslaughts, to be afraid of absolutely no fleet, and to be able to erase any possible opposition from existence by the sheer power of mindless frontal assault. Is this not the case for Uomoz Journey, or am I missing something necessary to have such endgame content?
I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.
I know a lot of people might to frown upon my request. But I'd really like to see an increase in difficulty and a decrease in the frequency in which blueprints are 'dropped'. I feel it is too easy to obtain new ships and moving up in the game world is quite quick in my experience.
Next version will have a more aggressive combat ai in general, less xp gain, less bp drop, even more optimized and strong enemy variants. And less buffaloes.
LETS HAVE "FUN".
YAY! You can now actually CHOOSE what pinata field in battle!Awesome.
On Us S in general, have you given any thought to 'generalising' the faction specific ship parts?
e.g. Reinforced Federation Plates, which I pick up on occasion when I flit out to the 'south' side of the Sector, are pretty useless to me, because I don't have any useful federation blueprints.
I guess, I'm concerned that the specificity of the parts makes having to 'Farm' that faction as the only solution to making more ships - particularly when Walking t' Void. Sometimes I don't want to do that.
It might be nicer if there was a bit of synergy to some of the specific parts, particularly the more 'generic' (at least in terms of lore) factions (or ships?)
e.g. Junk Pirates and IFED are, as far as I can tell, pretty normal in terms of engineering. It might be reasonable to be able to make them from 'normal' (hi / low / mid) parts.
SHI and BRDY are a bit specialist, perhaps its reasonable to keep these separate - especially the headliners like the Desdinova or Imaginos (or even the relatively specialist Seski).
Would make accidental blueprint gains more useful (whether that is a good or bad thing), especially if the intention is to reduce the frequency of blueprint drops.
The thought occured to me, anyway, not sure if you had thought about anything like that :) (and I appreciate it would be a lot of work to replan)
2008688 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.PlayerArmySpawnPoint.AddD(PlayerArmySpawnPoint.java:297)
at data.scripts.uss.PlayerArmySpawnPoint.CreateGenericFleet(PlayerArmySpawnPoint.java:251)
at data.scripts.uss.PlayerArmySpawnPoint.spawnFleet(PlayerArmySpawnPoint.java:104)
at data.scripts.uss.PlayerArmySpawnPoint.advance(PlayerArmySpawnPoint.java:67)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
RC 3 is unplayable for me, 20 FPS at 0% Idle everything moves in slow-mo :(. Haven't been around for a while last version I played was DEV4 an that worked ok. :-\
I didn't do anything special, just moved RC3 into mods folder and fired up a game. It unfortunately lags quite hard at the start and after about 20 min it sorta gets a little better but still slow-mo in certain situations. The combat however works fine.got similar things, i think it's about some fleets or fleet behavior, & things gets worst when flying into a system (even vanilla ones)
Oh, and I don't have other mods in the mods folder.
As a side note, how are you supposed to progress? I mean there are few small ship fleets that i can tackle with my starter ships, and the little money that i make is lost on repairs, or am I missing something here?
So far no crashes. The mission "TuP Collection" doesn't work as it hasn't been updated and still looks for the Vulture instead of the Buzzard.
BTW, did you add the Hawk fighter wing and / or the Hawk Ranger frigate?
I like the starting ships. :)
By the way, did Cycerin do the new loading icon and bar? :) The style reminds me of Cyc's sharply defined graphics in his artwork.
Love the mod so far, especially the void walker faction. It's a complete game changer, although I would have liked to maintain at least neutral standing with the independents.
The new soundtrack is also really cool, especially the combat one. Were you inspired by any game in particular ? I think I am hearing small bits of Human Revolution's soundtrack mixed in with some X3/X3TC in the general ambient one ;)
Also, it's very very stable for a mod with so many features not present in the base game. Only crashed once so far.
Really great job :)
RC 3 is unplayable for me, 20 FPS at 0% Idle everything moves in slow-mo :(. Haven't been around for a while last version I played was DEV4 an that worked ok. :-\
As a side note, how are you supposed to progress? I mean there are few small ship fleets that i can tackle with my starter ships, and the little money that i make is lost on repairs, or am I missing something here?
There is almost no way to kill a cruiser with a starter ship, unless you're lucky and get a badass starting ship I guess?
Is there another way to make credits other than blowing ships up at this point?
My problem with this RC3 isn't how to make money but rather how to buy ships. I joined the Hegemony and their station is almost never re-supplied, i'm stuck with hounds, drams and other TuP civilians ships. Where's my Enforcer? My Condor? My Talons? I don't know if this is supposed to be like this but now the progress of my fleet is awfully slow, i'm forced to grind pirates to get blueprints, which take ages.
Civilians scrap ships are fun and all but that's not with those that you can take down a pirate Dominator.
Hi, is there a way to edit all of the fleets in all factions to be, say, 3x bigger?
Other than going in and editing every single fleet in each faction one at a time...
Also: How do you obtain your faction's core parts...? Other than waiting for them to restock at their stations...?
So if I'm reading that right, then you can't get any sort of hegemony fightercraft without blueprints?
So that'd mean I'd have to leave my faction to build their ships eh? :<
The pace is intentionally slower then vanilla, to make acquiring new assets a more satisfactory moment.
The pace is intentionally slower then vanilla, to make acquiring new assets a more satisfactory moment.
Making the pace slower is one thing, making it a grindfest is another.
Even on RC5, all i'm doing is camping the pirate station and wait for a fleet of my size to spawn. Also following Tri-tachyons cruisers until they engage the Hegemony, hoping it manage to get away with 0 CR for an easy pick. I'm also forced to artificially maintain my fleet to a small size to prevent the enemy to run away from me as there's an empty hole between scouts fleets and attack fleets where you can't attack neither ones.
Currently it kinda feel like a Korean mmo where you need to farm a gazillion random pig to get to level 2.
Also i was wondering, why Kadur have been removed? Oasis and Mirage were pretty lively systems that gave an alternative to Corvus.
RC5
5 lvl on fleet management
have a little help from Lazy Console Command :P but soon as build up lvl & cash i turn off the Console Command ( it was the 1'st time whae i use this mod)this is all hounds, but i'll waite some time, remove hounds from the void's blueprints to use & replace with other frigate then i saw the very same thing (but with less ships in fleets)Spoiler(http://i.imgur.com/6z7vcBp.png?1?3969)[close]
but not ALL the fleets are like that, 2/3 are good
PS: can't really tell there much improvements with the lagg's, the beginings are the worst FPS - 9-10 but later it's bit better but not that better as in prev ver.
i figure that much is about the fleet size & numbers in the game SO... maybe is there any way to turn off visible ships that are in the fleet ? because you know, all that fleets & ships minatures its quite a lot to display
I'm beginning to suspect my computer is the culprit here....OpenAL is related to audio actually. So yeah.Spoiler7839 [Thread-5] ERROR sound.B - org.lwjgl.LWJGLException: Could not locate OpenAL library.
org.lwjgl.LWJGLException: Could not locate OpenAL library.
at org.lwjgl.openal.AL.create(AL.java:151)
at org.lwjgl.openal.AL.create(AL.java:102)
at org.lwjgl.openal.AL.create(AL.java:201)
at sound.B$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at sound.B.super(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
8018 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
at org.lwjgl.openal.AL10.alDistanceModel(AL10.java:1303)
at sound.B.super(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
edit: somehow, reinstalling the audio driver (unrelated issue, or apparently not) fixed this. not gonna question it
You should mention in description that mod is playable only at x64 bit version of Java and 4G allocated memory. Otherwise you won't have enough time to do anything in game before it crashes with OutOfMemory error.
You bastard, Uomoz. Now I must start a new campaign to play the new fixes...lol. But I can certainly say that this is one of the most commonly updated mods I've seen in my life so far. :D Good job, keep it up!
RC6 really improved things for me, great job man. :) Did you reduce BP drop rate? Cause i've killed like 10-12 fleets and I've yet to find 1 BP. The new music is great, will you be adding more?
Offtopic: Friendly AI is really wonky, they tend to not engage ships at range and not use their missile systems properly, aside from the fact that they die quite quickly vs enemy ships. Has this problem always been in the game?
Back on topic: I love this mod!
And how on earth did you figure out it was the oxes??? clearly you were surprised too.
You seem to spawn in with no fuel, drift towards the nearest system, and tend to run into an enemy fleet which tears you apart.
At least it lets you start with an extra level.
You should mention in description that mod is playable only at x64 bit version of Java and 4GB allocated memory (to a mere 3GB or something). Otherwise you won't have enough time to do anything in game before it crashes with OutOfMemory error.
You seem to spawn in with no fuel, drift towards the nearest system, and tend to run into an enemy fleet which tears you apart.
At least it lets you start with an extra level.
If I was going to complain about the start, it would be the ship selection screen. Sometimes it only gives you a choice between a mercury transport and a similarly weak and small ship, sometimes it gives your four ships to choose from. I saw a guy start with a mayorate ship (which would be awesome to have happen) in his video but I've never gotten that to appear.
You have a download link for the RC 1.7 version? I believe it's one of the Dropbox links, but I can't find it.
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherjava.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).
DEV NEWS: upped the BP gain back to the old levels and added back the hound BP at the VW activation (BUUUUUG).
I mean, where is this one, or is it even released yet? :P
i must say im not a fan of everyone exploding when i try to board them. it makes early progression too hard with BPs only dropping every couple hundred fights lol. (granted you said your bringing back the upped BP drop rate.)
is it intentional that building ships with blueprints is more expencive(in parts cost) then buying them outright?
varries but often it costs 50-100% more to use parts to make a ship then to sell the parts and buy a ship with money
if you have to buy parts it can cost well over twice as much
Yes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.but what about the uterly usles civilian ships? i kinda wanted to sell those for profit
QuoteYes intentional, since a) you can build as many as you can, even if the ship is rare to find, b) is the only way to obtain good military ships as of the latest devs.but what about the uterly usles civilian ships? i kinda wanted to sell those for profit
btw, mining doesnt work at all, I tryed it in many different ways on many astroides with and without faction ...There is no mining.
Would be helpfully to get started and store maybe some of the so rarely dropping supplies ;-(
3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)
ok i ahve figured out the level of causiousness you need to be profitable and build superfleets in this mod, but there are some things that seem like balance issues:
1) to make a profit, you must not take any damage whatsoever in combet, taking any damage makes battles pointless due to no supply drops and massive repair costs (shield boats go here)
2) some factions (junkers, shadowyards, and ocasinaly pirates) have no good frigates taht you can buy that will meet (1) early game. this makes starting with these factions without a verry good started combat frigate (imposible) hard.
3) once you have met (1) combat becomes really easy and repetetive
(find weaker fleet to attack, save, battle, did you take any hull damage? yes:save scum | no:rinse and repeat)
(dificulty curve looks like a messa, hard early, flat late game)
4) spawning in the middle of god knows where with no fule, this is an issue if you really want to play a specific faction without farming up to it with one of the other easy factions
292141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
another null point
i think its a problem with the blackrock imagos (same error again, none without it)
*edit* definetly a problem with the imagosCode292141 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
There seems to be a bug with BP productions, I'm trying to build some ships but it says i don't have the necessary parts, which I have a ton of... For example i have 360 mastery epoch scraps and the missile cruiser requires 86 parts of each + 200 electronics, however the GUI keeps telling i don't have enough resources to build said cruiser... All the resource requirements show 0/86 0/200 etc. but I have loads of stuff in the cargo bay with which to build ships :(Haven't played the recent versions so this may be different now, but you have to move the materials onto the station's local storage. Not the station's inventory, where you buy and sell things (unless it's voidwalkers, because they don't have a shop), but when you unlock storage rights on a station there should be a separate place to store materials.
Hey fellas im trying to get back into starfarersector but i run into this error:Is there a wrong value somewhere? Did i not download something/do something?Spoiler196796 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
java.lang.RuntimeException: Key [style] has invalid value [ANCIENT_NAERAN] in [{"id":"e_main","style":"ANCIENT_NAERAN","width":10,"length":50,"loc":[-21,0],"angle":180}]
at com.fs.starfarer.loading.K.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Help much appreciated
An implementation of the wonderful bounty mod I feel? Fantastic Uomoz!
I love the idea but maybe a limit on ship class is not the way to go. Although much harder/longer to code a ship by ship purchase relationship (or maybe just have odd ships out) could be the way to go. I can't see tri-tach giving people only just out of neutral hyperions or BRDY giving them the imaginatos. Along those lines maybe the atlas should be in with the cruisers ect.That's a good point; however, I think the Imaginos represents a fairly extreme exception to the rule. Overall, my goal in restricting ships by class is to keep things simple. The classifications already exist, so mod authors don't need to do any extra coding for compatibility.
More work but I think worth it if you're going into such depth anyway.
I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me. It is supposed to be this way?The scarcity? Yes. The starting in a very hostile system? Sorta yes.
I was cool with the pirates hating me, got a bit confused when the mayorate hated me for no reason. Then i fly up to the corvus system and find out that the hegemony defense fleet wants my blood. the hell did I do? Which factions arent immediately hostile?I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me. It is supposed to be this way?The scarcity? Yes. The starting in a very hostile system? Sorta yes.
The system you drift toward on start is random. If you happen to be unlucky enough to end up in Raskt (home of the pirates and Mayorate) or one of the other completely hostile systems, then kinda SOL.
The mayorate isn't completely hostile. You just have evade them without fail and reach their station, and join up. But if you run into a fleet of theirs even once, even as a fleeing-battle, they hate you forever for no apparent reason and you can never join. Reputation never seems to improve with anyone, you either become enemies or you've never interacted at all. Bit strange.I havent really been able to get around much with the newfound scarcity of fuel and supplies but it seems like all but the faction I started near already hate me. It is supposed to be this way?The scarcity? Yes. The starting in a very hostile system? Sorta yes.
The system you drift toward on start is random. If you happen to be unlucky enough to end up in Raskt (home of the pirates and Mayorate) or one of the other completely hostile systems, then kinda SOL.
Yo! Dev update:Spoiler(http://i.imgur.com/laZvk4N.png)[close]
New dev incoming very soon, with working bounties and bounty hunters (even on your head rofl).
The screenshot shows also a new thing to spice up the systems in all the sector: abstraction. What does it mean for the player? Almost nothing. What it does is remove all things that are not currently interesting, mostly fleets that wouldn't get within the system you're in in any possible way. This saves up a monstrous amount of ram and processing speed (the screenshot had 50 fleets, 60% idle, 60 fps). See you soon!
The only real problem with the omnifactory is that defeats all my effort to make some ships rarer then others. Once you have 1 Hyperion, you can simply have it killed and replaced, instead of getting attached to that one ship.Ah, interesting. Out of curiosity, does that mean that some blueprints are harder to acquire than others (or even impossible?)
The only real problem with the omnifactory is that defeats all my effort to make some ships rarer then others. Once you have 1 Hyperion, you can simply have it killed and replaced, instead of getting attached to that one ship.Ah, interesting. Out of curiosity, does that mean that some blueprints are harder to acquire than others (or even impossible?)
Huh, well that is interesting. I don't have a "ussdata" folder :(
Definitely, you can check the rarity yourself (or change it) in the files in data/ussdata/factions/xxxxxx.json
All the numbers near any id (ship or weapon) handle the rarity. You can also add or remove things to a faction this way if you want (adding the id and a number under the right category).
Still doesn't solve the problem of not knowing how the thing works. I'm wanting to know the ins and outs of it because it has been more of a bane than anything so I feel I'm missing something.Fairly simple actually (though I agree it could do with a tutorial or two).
Actually yes. Makes me realize that going for the fortress was a terrible, terrible idea if I can't (easily) get ships or weapons. Having your own faction seems kind of...pointless. I would think if you've got dudes raiding for you, then you would be entitled to a share of the loot.Actually, you are entitled to a share (Whoops, I totally forgot to add that point >.<). If your fleets survive long enough to return home, they'll deposit any ill-gotten gains in the station's inventory. And yes, the voidwalker station is significantly more difficult than sticking it out as an independent or joining a faction.
Figured I might as well chime in on a small issue I'm having-Did you change you vmparams file like it said to in the first post of this thread?
The saves simply won't load. I get a fatal:null after about a minute of waiting.
The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.
If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
Figured I might as well chime in on a small issue I'm having-try to load another save game then that one you wish to play
The saves simply won't load. I get a fatal:null after about a minute of waiting.
The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.
If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
Figured I might as well chime in on a small issue I'm having-If you have fairly low system memory (I.E., you're running an older machine) then adjusting the vmparam may not prevent you from overflowing what memory you have available. I occasionally run into this problem on my laptop, unfortunately. It would probably help if you could upload the error from your starsector.txt output file in starsector-core.
The saves simply won't load. I get a fatal:null after about a minute of waiting.
The mod loads up well enough and you're able to play around in the campaign after first creating it. Reloading seems to work if you're still running the same instance- But after closing down the game and starting it back up, it simply will refuse to load up the save. I've already done the vmparam editing and so-forth.
If this a common problem others seem to have? Have I overlooked something incredibly simple and rudimentary? Not really sure on where to go from here.
1321178 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_a_4910967618419029824...
1331150 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1475124 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.coreui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.returnsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.Q.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
374998 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 23, FP2: 30, maxFP1: 350, maxFP2: 450
507646 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just got this while playing, happened just after i pressed the touch E (stopping repairs).Code1321178 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_a_4910967618419029824...
1331150 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1475124 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.coreui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.coreui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.returnsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.Q.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
edit: also this, just after killing the last enemy ship in a battle.Code374998 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 23, FP2: 30, maxFP1: 350, maxFP2: 450
507646 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.A.class.for$super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
edit 2: happened again, it seems i can't attack any fleets now that i joined the void walkers.
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.
Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.i had the same problem when i tried. The cause for me was the fact that when i saved, I had to save it via "save as" which changed it into the wrong file type. move the file out of the folder, change it via notepad using "save" and not "save as" then move the file back into the starsector folder
UsS 0.6.2a, also used the jar from page 239. The fleet had fighters but not at 0% CR.i observed similar when you bought new fighter wings, its just because the data did not update what its showing you
Sorry if the answer is obvious, but which program should I be using to edit the VMparams file? I tried using notepad, but after finishing the edit, Starsector fails to load.Notepad++ works great, is free.
Small suggestion for the next update: an "Are you sure you want to leave this faction?" prompt. Just lost a couple hours of playtime :(
Again, great mod and nice to see active development. I appreciate the increased rarity in blueprints and modifying ship behavior. The bounty system also looks like it could get interesting.
In 1.3-RC6 and the 4/20 .jar I get a reproducible NullPointerException at the end of a victorious combat just as/after it fades to black.Spoiler1200142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.UsSFleetEncounterContext.applyExtendedCRLossIfNeeded(UsSFleetEncounterContext.java:1482)
at data.scripts.uss.UsSFleetEncounterContext.applyCREffect(UsSFleetEncounterContext.java:1415)
at data.scripts.uss.UsSFleetEncounterContext.applyShipLosses(UsSFleetEncounterContext.java:1386)
at data.scripts.uss.UsSFleetEncounterContext.applyResultToFleets(UsSFleetEncounterContext.java:1302)
at data.scripts.uss.UsSFleetEncounterContext.processEngagementResults(UsSFleetEncounterContext.java:98)
at data.scripts.uss.UsSFleetInteractionDialogPluginImpl.backFromEngagement(UsSFleetInteractionDialogPluginImpl.java:123)
at com.fs.starfarer.campaign.super.ÕÕÒ000(Unknown Source)
at com.fs.starfarer.B.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)
Exception in thread "Thread-9" java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalBufferData(IIJII)V
at org.lwjgl.openal.AL10.nalBufferData(Native Method)
at org.lwjgl.openal.AL10.alBufferData(AL10.java:1099)
at sound.K.o00000(Unknown Source)
at sound.K.Ø00000(Unknown Source)
at sound.public.Ô00000(Unknown Source)
at sound.H$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)[close]
Edit: I see this is the same as HELMUT reported on the page before this one. I have not joined the Voidwalkers yet but everyone I attack now crashes like this. I have mostly fighters, all at max CR entering battle.
Also factory created ships (fighters anyway) do not properly display CR or Hull and are unsaleable (although you can drop them in storage). I can supply a save file and/or screenshot if you need additional information. I second or third the idea of having development versions more available. Pointing to them in the first post would be nice.
Edit2: Again, if I'd just read a little more carefully I see that dmaiski reports on this page, that moving them in fleet will cause them to display properly.
Edit3: OK, I think they are related. I recently acquired some Lashers that in fleet display when I mouse over the ? it displays CR and Hull as 100% but looks like zero (text is absent/garbled) in the overview. As soon as moved them (just up and down) the CR and Hull are displayed properly. Until I moved them CR stays at 100%, after it decreases to max. Didn't factory ships used to come mothballed or some other low CR? Anyway it doesn't crash now.
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?
Yes, exactly.
Thanks for the bug analysis, this only happens on ships produced from a faction station right? The ones that you pick up from the "Retrieve ships" pop-up?
Yes, exactly.
And in your version, that might as well be the official one, they come out of the factory not mothballed?
I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?
I've noticed that if you drop a lot of stuff in the Void walker station some items go missing. For example, before activating the station I stocked up on every large and medium weapon system that I could find and various other small arms that i got from engagements, in total i had like 7000+ cargo of weapons supplies and fuel. Dumped it all at the station and then went hunting, when I came back most of my large and some of my medium weapons we're gone, I had like stacks of 20x of large weapons and everything from energy to missile we're gone, all I had left were some Hephaestus assault guns and those we're only 4 left.
My minion fleets consisted only of Frigates with medium weapons slots, the basic frigates that you get access to when you first activate the station + 1 missile frigate that I gave them access to for long range support.
Now if they had used the medium weapons i had in store to build their ships I'd say fine, they used them up in fleet building, but where did my large guns go?
Only my fleet uses large guns cause I run with 2 cap ships.
Is there a limit to how much stuff you can stock in the station after which point stuff goes missing? I know that the first time I unloaded my stuff I didn't have enough slots to stash everything the first time and had to close and reopen the station storage screen.
Anyone else having this problem?
Yes, I have the same problem, just registered so I could report it when I saw your post. I bought a stockpile of all weapons I am often using (like heavy blasters, single harpoons + SABOTs etc.) before activating the station. Now I finally got the hyperion and onslaught blueprints and they're all gone, not a single full stack of weapons remains.
I think I read about a change recently that a station regularly drops some equipment so new items can appear in the NPC stations. Maybe that is to blame.
As I understand it, the problem is that we have a full storage in which everytime my own fleet deposits his loot in it, it will override some of the old stacks, right?
Wouldn't it than be a little workaround to give the Voidwalker Station a second Storage that is only for your own stuff?
I could be wrong, but it seems to me that I can put more than 100 Stacks of things into an abandoned station without having anything disapear. (testing in progress)
Lorewise one could say that you have two Storages:
1. open loot storage
2. a personal Storage, cause you are the Master
The first could also be an shorttime storage, so that everything in there is "used" after some time to supply your fleets.
Hope that I didn't said something too stupid, I just like to state my own thoughts about problems like that.
Sadly I have not yet any coding experience so I don't know if it makes any sense or if this is even possible. (two storages, one station)
Seeing that image gives me a bit of an idea. What if your faction gave you a discount (15-20 percent) on goods AND allowed you to use the stations of Friendly factions (albeit with no discount) Also, are the current relationships the ones being used in that image? Because I went with hegemony and my Sindarian Diktat is only at neutraL.
If you want to bypass the stacks limit you can:
- Create an infinite-stack CargoAPI with Global.getFactory().createCargo(true)
- Store that in a saved variable somewhere
- Write a bare-bones implementation of SectorEntityToken whose constructor takes that CargoAPI and whose getCargo() returns it
- Pass that token into the dialog's showCore() argument
Feel free to steal the code from the Storage console command (https://bitbucket.org/LazyWizard/console-commands/src/tip/org/lazywizard/console/commands/Storage.java?at=default) if you want. :)
public static CargoAPI startupPersonalStorage(SectorEntityToken station) {
CargoAPI personalStorage = (CargoAPI) Global.getSector().getPersistentData().get(station.getFullName() + " UsSprivateStash");
if (personalStorage == null) {
if (station.getFullName().contains("Void Walkers")) {
personalStorage = station.getCargo();
} else {
personalStorage = Global.getFactory().createCargo(true);
personalStorage.setFreeTransfer(true);
personalStorage.initMothballedShips("neutral");
}
Global.getSector().getPersistentData().put(station.getFullName() + " UsSprivateStash", personalStorage);
if (Global.getSettings().isDevMode()) {
personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTscraps", 10000);
personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTarmor", 10000);
personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTengines", 10000);
personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "LTflux", 10000);
personalStorage.addItems(CargoAPI.CargoItemType.RESOURCES, "electronics", 100000);
}
}
return personalStorage;
}
1468373 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1246)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:292)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms1024m -Xmx1024m.
So, I tried this, but every time I try to save the changes to the vmparams file, I get a notification saying, "Access Denied."
I don't suppose there's a way to improve relations with a faction that you've joined and left?Yes but it involved going in and editing your save file.
708094 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 10, maxFP1: 290, maxFP2: 210
831860 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
719159 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
800483 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/anarbg.jpg into existing tex id 318
801998 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 349.62 MB of texture data so far
801999 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/anarbg.jpg (using cast)
809828 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 15, FP2: 83, maxFP1: 200, maxFP2: 300
1196664 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to saves/save_uomrc6_5663138201634808151...
1204218 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1261819 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 15, FP2: 14, maxFP1: 260, maxFP2: 240
1536298 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1541662 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1556297 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1556934 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1599685 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1603659 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1604548 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1604548 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1606485 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1606486 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1610726 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1638510 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1642319 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1643778 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1651593 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1652749 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1652749 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id ms_tusk_single_WEAPON not found
1686523 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Claiming 1'st bounty revard in Askonia systemSpoilerCode708094 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 10, maxFP1: 290, maxFP2: 210
831860 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1257)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
bit crowded aout there (fleet numbers)
PS: what the hell is "shaderlib" ?
My cpu hates you for the extra fleets, im down to 30 fps in campaign. I will try upping java's XMS.
My cpu hates you for the extra fleets, im down to 30 fps in campaign. I will try upping java's XMS.
I don't have much of a drop in fps (a lot better then the Oxes crysis!) Still I could add a setting fie with a way to lower the fleet count. Try getting into a system for the first few days and see if it goes better.
1210898 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1246492 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 8, FP2: 8, maxFP1: 250, maxFP2: 250
1441232 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to saves/save_hnd_1298192157696103188...
1451069 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
1456258 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1259)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:294)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1983598 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
2051092 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 22, maxFP1: 200, maxFP2: 300
2316115 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 5, maxFP1: 300, maxFP2: 200
2419593 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 7, maxFP1: 300, maxFP2: 200
2507033 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:284)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Using the newest dev I get this upon bounty claiming.CodeAlso, save files are not loading past a few mins playtime.1983598 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
2051092 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 22, maxFP1: 200, maxFP2: 300
2316115 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 5, maxFP1: 300, maxFP2: 200
2419593 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 14, FP2: 7, maxFP1: 300, maxFP2: 200
2507033 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.bountyClaim(UsSOrbitalStationInteractionDialogPluginImpl.java:1263)
at data.scripts.uss.UsSOrbitalStationInteractionDialogPluginImpl.optionSelected(UsSOrbitalStationInteractionDialogPluginImpl.java:284)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I do feel kind of silly, but how do I find the bounty fleets? Are they marked in any way (via the map or the fleet name?) or do I just have to find the fleet of the same makeup and name that's in Station Bounty? The latter will be rather annoying to do, seeing as it's difficult to scrounge through every fleet on the map, especially in Askonia, where there are Junk Pirate galore just going between Voltore and their base.The bounty fleet is tagged with the name "BOUNTY" in it.
I just find it kind of ironic where it was said running large fleets/capitals is unsustainable and yet you open up the map.... ::)Well, they're backed by Factions with actual planets under their control.
Still, I think Capital Ships should be a lot rarer, at least, in this mod. It's a lot more gritty than vanilla, and somewhat more realistic than it as well with the addition of the varying faction relationships and bounties.
@Nanao-kun
Thanks for that. :) Ah, but the painful way...
Oh, and I don't know when Uomoz added this, but now you can join a faction even if you've attacked them before. Very, VERY much appreciated. :D Now the only obstacle to early-game is started next to Rashat - even if you manage to escape the first encounter without a scratch, the Mayorite will just track you down incessantly and you just can't get away in Hyperspace. Seriously, I think starting close to that system should be stopped.
latest build:
common !! this is madnessSpoiler(http://i.imgur.com/iD88o6i.png)[close]
i got weird stuf with shaderlibSpoiler(http://i.imgur.com/T6gU2UR.png)[close]Spoiler(http://i.imgur.com/RX8zpk6.png)[close]Spoiler(http://i.imgur.com/LxVnnwp.png)[close]
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\windows -Xms1024m -Xmx2048m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher
As for bounties, how do the work in-depth? I've found my bounties untouched and killed them, but sometimes I can't claim the bounty or the bounty has just disappeared from my list. Also, if the bounty fleet has been attacked before I got to it (even if the flagship hasn't been destroyed), I can't claim the bounty.
Now the only obstacle to early-game is started next to Rashat - even if you manage to escape the first encounter without a scratch, the Mayorite will just track you down incessantly and you just can't get away in Hyperspace. Seriously, I think starting close to that system should be stopped.
RhastStart is the best way to start a UsS game are you kidding me!? ;D
Looking good! A couple of things:
Mining Pod wing blueprints: You can't sell or trade them to anyone I've met so they are starting to clutter up my fighter wing blueprints. Any ideas?
Bounties: I can't make it crash, but I'm curious how they respawn. If one station doesn't have any new bounties no other station seems to either. I figured if my faction had no bounties then the independent trade hub might but so far they seem linked. I'm too lazy to look at the code and answer this myself. Also you can never be working on more than three bounties at a time which seems fine.
So the the thing that I didn't describe well about the menus is that I really like having all keyboard input if possible. The personal storage/fleet/refit being apart from the station stuff means a lot more moving through menus. I'm an old fart and vastly prefer keyboard bindings for the menus as I can blaze through them and being an old fart I'm used to hitting escape to exit current menu branch. Unfortunately UsSOrbitalStationInteractionDialogPluginImpl.java #106 says dialog.setOptionOnEscape("Leave", OptionId.LEAVE); which is why I'm always undocking when I just mean to go back a menu level. You can escape out of the fleet, refit, and inventory screens so sometimes it works and I forget. You also have numerous options.addOption("Back", OptionId.xxxxx); which are not bound... maybe binding them to a key but also also changing the setOptionOnEscape... I'm not sure what I'm asking for but if I knew how to rebuild the .jar I could try a few things (can't I use .java without a jar?). I imagine you use a fancy IDE (if only it were emacs!) but any tips/links on how to rebuild or test some stuff myself and I could propose a change or just make it work the way I want for me. I haven't used java in nearly 15 years but am finding the javadoc api for starsector and lwjgl very interesting.
Also I don't mean to be a pest but since I'm probably the only non-Microsoft player of the dev version, the version I got around 24 hours ago still had the following case mismatches:
sounds/br -> sounds/BR
graphics/br -> graphics/BR
graphics/pp -> graphics/PP
sounds/ilk/fx/L_Kayser.wav -> sounds/ilk/fx/l_kayser.wav
<3The Mayorate are both well dressed and doggedly persistent . . .
I kind of like how the Mayorate have become the boogeymen of UsS. It's no fun without a challenge, right? ;)
- Yeah mining pods are actually unsellable :D. The bottom end of the BP chain, none wants them!
- I actually just took 6 bounties from 2 different stations (my faction 3 + indy 3).
- Added keybind B for all menus to go back 1 level :). Cound't find a way to make dialog.setOptionOnEscape work so that will kind of always bring you back of the stations. Weird.
- I have no idea why this keep on popping up but the folders and files are already fixed. May be that windows uncorrectly shows caps? Meh.
Seth MacFarlane?
Can you elaborate on why no Kadur and Interstellar Federation? You said IFed wasn't up to date right? Would you incorporate it if someone updated it? I really like the Kadur corvettes as well but am not super attached. I took out the Corvus Hegemony SDF but can't find the Pirate AssWringer ( :)). After I do both of those I usually start over. Should I keep looking?
To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own. The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar. I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own. I've only ever done academic java which was silly simple.
To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own. The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar. I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own. I've only ever done academic java which was silly simple.
To translate what DIEHARD25 says, can you point to a link that talks about build environment and/or how to experiment with modding on our own. The java in these mods is very simple, but so far I haven't figured out how to rebuild the .jar. I imagine it's something like javac with some classpath settings to create the .class files and then 'jar cf' to roll the jar but with no examples or forum direction I can't puzzle it out on my own. I've only ever done academic java which was silly simple.
DOWNLOAD NETBEANS!!!!!!!
There is a fair amount of documentation on modding SS if you look around. I can't cover NetBeans as a whole because it is a huge topic in itself, however I do touch on using it for debugging in this post:
http://fractalsoftworks.com/forum/index.php?topic=7957.0
Also I show how to use netbeans to profile and determine the relative utilisation of your scripts:
http://fractalsoftworks.com/forum/index.php?topic=7956.0
However before going even getting into the advances stuff, I suggest reading the thread by LW on setting up NetBeans which is here:
http://fractalsoftworks.com/forum/index.php?topic=3173.0
After that, if you haven't already check out the threads on this forum board:
http://fractalsoftworks.com/forum/index.php?board=9.0
Specifically the stickied thread:
http://fractalsoftworks.com/forum/index.php?topic=633.0
But most importantly I think is to use this reference JAVA DOC on the Starsector API, this thing is your proverbial bible when coding:
http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html
Also a note, there is currently a bug when performing script refreshes in-game using JAR compiled files. This isn't huge, it just means that some changes such as CSV/JSON file updates cannot be done in-combat and you must restart your game to get the changes.
I can see you're already posting queries on Misc modding questions, so you're already on the right path there. Good luck!
I did look quite a bit in here and nothing at first glance looked relevant as it seemed to be covering how to use IDEs. I'm 25+ year fan of the CLI and assumed that some/most modders also edited, compiled, and rolled the .jar on a CLI... that's what you get when you assume. I'm can figure it out now even if I have to leave emacs temporarily.
1) Wow did you already beat the SDF? How did you do that in such little time!
CLI?!?! @#*&%$ Seriously?!?! CLI? Nooooooooope. CLI is good for configuring routers, Linux and Windows Server Core.
You are literally the *first* person I know of to be using a CLI to both *edit* AND *compile* in this day and age. I don't mean that as in insult, but I am utterly astonished. Most people here start with Notepad, then Notepad ++ and let Janino compile the loose scripts as you don't *need* to compile into a jar in most cases but it has it's advantages. People then eventually go onto NetBeans, Eclipse or one of a few other IDE's that enhance the programming experience and do error checking for you, auto-formatting, code-completion, live debugging, profiling etc. etc.
Once you get into a proper IDE like NetBeans you will wonder honestly wonder to yourself why you didn't jump ship sooner, it's like chalk and cheese...no, like a hammer and chisel vs a Saturn V rocket.
Sorry Uomoz, hijacking continues.
@Dabclipers: Look in the Contents/MacOS/starsector_mac.sh file. As of 0.6.2a, Info.plist points to this script, and any java-specific configuration is done there.
It seems like the rate at which crew drop is a little high. Am I supposed to be ransoming them at stations?
Get off my lawn! I started using computers when I was 11 with a Commodore VIC-20. I would type programs out of magazines into it's 3k of memory and save them on a cassette tape. That was 32 years ago. My first and last use of Windows was 3.1. After that I used Linux, BSD, SunOS, Solaris, Irix, etc. I still use the original IDE, emacs which you can configure in lisp to do anything a modern IDE will do and do it faster as diehard keyboardists will tell ya! If you have to reach for the mouse, you cut your speed in half.Obviously, if you write your own IDE (which you basically are, if you're using LISP for "configuration", which is itself a charitable term for the amount of work that is actually involved), it better damn well be the fastest possible method for your programming style.
I have a problem, huge freeze when shooting Shields :( Any chance disable ShaderLib?
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g
If you have successfully replaced the jre with a 64 bit version, you can try raising the memory available even higher, setting -Xmx to 2048m or 1g
That appears to be an out of memory error, vilehydra. The post I just quoted should be quite relevant if your computer has the memory to spare, but the fact that you got an out of memory crash, something that normally doesn't happen when the vmparams are set to 1024, suggests that your problem might not be quite as simple. Still probably worth a try.
It seems like the rate at which crew drop is a little high. Am I supposed to be ransoming them at stations?
The spawn rate of unique faction destroyers/frigates/cruisers seems extremely low. I also can't seem to raise my faction affiliation level at all, even by attacking/destroying the hegemony's fleets (for tri-tach).
Is there any way to join a faction after they have banned you? As a matter of fact, is there any way to join the factions that are hostile to you from the start?
hey Uomoz as of the last dev version before the 1.3 official release timberwolf BP didn't give access to wolves. Might be fixed but i thought i'd say just in case.
Anyway, I'll post a poll somewhere to make people rate TuP ships. I'll have more ships/factions incoming soon so I have to trim down the TuP part a little, especially the redundancies.
QuoteAnyway, I'll post a poll somewhere to make people rate TuP ships. I'll have more ships/factions incoming soon so I have to trim down the TuP part a little, especially the redundancies.
Redundancies? :( Wait, did you cut the Timberwolves already?
Personally I feel that 'redundant' ships add to the RP. Not every ship should be great. Having average or even bad ships make things more interesting. There's also the fact that you start at the bottom, and claw your way up to better ships. Also, the problem with a poll is that people are more likely to vote high for the ships they like piloting. While having certain 'impopular' ships in AI fleets is great. Finally, some ships seem to be missing (42 present out of 57). I couldn't find the Buckler, for instance, while it is already in UsS?
Your compilation, of course! Just my two cents. ;)
Not only that, but I'm unable to increase my standing with the faction past 'friendly.'
I know I may be asking a lot here, but is it possible you could release a version without ShaderLib? My graphics card is old and has little support for any type of shader, so it has made it impossible to do any type of combat because my frames fall into the single digits. If even possible could you give me instruction on how I could manually disable its features? Any help would be greatly appreciated.
Not only that, but I'm unable to increase my standing with the faction past 'friendly.'
I believe 'friendly' is the best standing you can have with a faction in Starsector atm.
Is it me or is it overly-difficult to find any military-class ships, even frigates? I've actually never seen a single Lasher (rather standard low-tech frigate) in either of the Hegemony stations, and I've only seen one destroyer (the Hammerhead, which I promptly snatched up). Is it supposed to be THAT hard to acquire military-grade ships? TuP ships seem to have invaded the entire sector! ;)
(I'm about 3 months into the game and level 4, with me switching between the Corvus, Askonia, and Junk Pirate systems)
Anyone else getting not responding when trying to load a game? I have made several new games and each time it does that, not sure what to say about that
after trimming down some "highly biased" values xDI think I voted twice. Did the poll not reset after you added the Buckler? I re-took the poll after you did. Voted 5 on the ships I like and 4 on the ones I don't like as much, so if my votes counted twice then yes, that would've messed up the poll. :D
Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.
I'm pretty sure Uomoz cut the Damocles (the converted Atlas) from UsS.
I don't suppose a spreadsheet exists for all the ships available in this mod? I'm trying to find a decent carrier with a fast burn since the Kaldur are gone :(.
I have an idea for a trade system that might suffice until we get the trade update, whenever that is to come.
My idea works a lot like the bounty system, in which you go to a station and accept a trade deal. These trade deals would ask you to transport a specific resource(s) or ships to another station. After reaching that station you'd get payed depending on how much of said resource you were able to bring, making it important to have many good freighters.
A mining system would also be nice, and maybe the ability to turn ore from asteroids into ship parts? Just a few ideas.
Just got a clean install of SS, made all prep work suggested in an OP (hmm, am I right understanding that "put jre 64bit in the main Starsector folder" means "install Java 64 bit into "jre" folder of SS root erasing said folder's previous content beforehead"?), hoping for some "improved stability" and "optimised performance" I believe I read about some 10-20 pages ago.
Sadly, USJ still acts as weirdly as before: it took like 15 seconds to F5 or F9 (which might works as intended TBH), it tends to stuck dead on loading after 10-15 quickloads, which is easily wasted on 2 cases of making sure my fleet won't let enemy ship to run away on autocombat, forcing me to kill the game and relaunch it every 10 minutes, and ultimately it corrupts saves after 50-70 quicksaves or quickloads, don't know which one exactly to blame. I stopped playing USJ yesterday after finding out it not only corrupted quicksave but also backup quicksave, which is really sad as I was looking so much to the next release of USJ.
Is there anything I could do locally to improve the situation, or it's safe to conclude that my PC just isn't compatible with USJ and close the case?
I restarted my game after 1.3 came out to fully test it and at some point after both noticed Zero to SDF (http://fractalsoftworks.com/forum/index.php?topic=7982.0) thread and accidentally ran into the Corvus SDF before I thought I was ready for it. I stuck it out as it seemed rather light (only 1 Onslaught, 2 Dreadnoughts, 1 Dominator, and 2 Achilles plus etc.) and scraped a victory at level 20. The date was Oct 20 206. I did not use Ironman/mode but also only rarely quit an overmatched battle as it's usually worth the experience if you can take the financial hit. I thought the game start date was March something 206, so I'm pretty sure Thaago's Jan 8 206 is impossible to beat. IMO, a possibly better metric than date is level, as in what level can you beat the SDF at. Prior to this I have never even attempted to before level 30+. Other settings I change are flagship takes full damage (why isn't this default) and although I don't crank up battle size it's modded up so far beyond vanilla it's tricky to just be a good pilot. Anyone else roll the SDF yet?
@Uomoz: Zero bugs/complaints for 1.3 after 6-8 hours gaming time. Edit: Except for some stuff with Shaderlib (distortions are off center) which has already been reported/known.
could it be that boarding is harder in Uomoz? I don't know why it should be but I really have this feeling. In vanilla boarding worked 90% of the time, now it works 10% of the time...
I'm pretty sure Uomoz cut the Damocles (the converted Atlas) from UsS.
(http://media.giphy.com/media/eMU3RmxOnA32E/giphy.gif)
To me it's still the best looking TuP ship (with the Hermit). While it's not a very good cruiser, it still have some use against carrier based fleets thanks to its built in frag bombs.
I think...I think one of the Exigency ships is horribly, HORRIBLY broken right now (at least, with the official release, not the daily dev builds). It's with the smallest ship, the Elhiur. I somehow got the blueprint for it after defeating a Just Pirate fleet that had somehow captured an Elhiur frigate. What are the chances of that. ;D Anyways, the problem:
Costs 10 Electronics to produce. 0 days to produce. 1200 credits to make, 2200 credits selling price. God almighty, that's more than an 80% profit, almost instantly. So yea, you might want to fix that Uomoz. ;) Sure, having more than 100K credits (plus many, MANY sacrificial frigates ;)) is nice and all, but all good things must come to an end. :(
Hey, I wanted to thank you for letting me know about that setting file for ShaderLib, I'm good to go now!
I haven't been playing for long but I wanted to point out that I'm having trouble finding destroyer sized cargo freighters in shops. I read about how you nerfed ship buying, but you also pointed out that they keep civilian vessels stocked, so am I really unlucky or is there a problem here?
Also, I wanted to know, if there is any mining/trade system in place, or is the main source of profit in this mod from looting ships?
Edit: Just wanted to point out that the atlas superfreighter can not be converted into TuP civilian cruiser version of the atlas.
I'm pretty alright with purchasing of ships being "nerfed"; it reinforces the spirit of making do with whatever you can get your hands on that I find so fun in this mod and it makes those times that you do find a good ship in the store to be more special.
I'm not very familiar with open office, is there a way to make the data more readable? Right now it looks like its all crammed into one column with no apparent rhyme or reason to the organization. I'm trying to see if there are any carriers close to the Kaldur's Rhuk. It had 2 flight decks, 8 small universal turrets, and like a 7 or 8 base max burn.
Just to be sure, the content of your jre looks like this right? I didn't see my saves getting corrupted in a long time, it's pretty hard to know whats wrong when pcs behave in such a different way on the same build. My save time is constantly around 3-5 secs at most, never actually degrading over time. I don't even compress the save data to be perfectly sure there's no corruption. Are you sure you set the vparams adequately?Hey Uomoz, thanks for your reply! Just checked and my "jre" folder looks exactly like yours, up to filesizes. As for vparams, I believe it's correctly altered, but I'll attach it here just in case:
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx1024m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
Also, Ive noticed that Okim recommends to change all 512s into 1024s in vparams in his mod (http://fractalsoftworks.com/forum/index.php?topic=431.0) thread, while your instruction is to change only one of two. At the same time, in another topic he recommends changing it to 512/2048 for Win7 64... guess I'm just gonna try all the options to see if any will work for me.Just wanted to let you know that I tried Uomoz's Sector with 512/2048 instead of recommended 512/1024, and it seemed that f5/f9 speed and stability improved: f5 performs 10%-ish faster, f9 like 30% faster, and I haven't single case of savegame corrupted or even f9 stuck at all! Guess I'll try 1024/2048 this evening for, hopefully, even better performance :)
234719 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 352, FP2: 335, maxFP1: 255, maxFP2: 245
1211125 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: No valid task target for ms_enlil_Hull ISS Melanthus
java.lang.RuntimeException: No valid task target for ms_enlil_Hull ISS Melanthus
at com.fs.starfarer.combat.B.Z.Ô0?000(Unknown Source)
at com.fs.starfarer.combat.B.Z.o00000(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.a.processInput(Unknown Source)
at com.fs.starfarer.combat.B.oOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.combat.G.?Ó?000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Uomoz said before, the boarding code hasn't been touched. You've got just a bit of bad luck. ;) Sending a larger ship with more marines/crew will increase your chances, although it'll be devastating if you aren't successful.
Hello, I have a problem. I start up Uomoz's Sector and the bar fully loads but then the game crashes with no evidence of why, no error message. Am I missing something simple?
One problem
2048 - for x64 java, x32 - 1024 max... All why has x32 sys cant play this mod...
Hello, I have a problem. I start up Uomoz's Sector and the bar fully loads but then the game crashes with no evidence of why, no error message. Am I missing something simple?
yescheck the 1'st page & download the Requirements
Also making all the unsellable BP sellable again for half the gain.I don't really mind how much I get for mining pods so long as I can get rid of them :)
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?
Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.
Unless there's some hidden benefit to that?
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?
Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.
Unless there's some hidden benefit to that?
That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.
On a somewhat similar note, is there a means to get rid of duplicate blueprints, after activating the Void Walkers station?
Because though there's obviously no non-hostile parties to sell those blueprints, I find it cathartic (and efficient) to prune the lists(s) of needless copies.
Unless there's some hidden benefit to that?
That's a good question: A blueprint update system is in the making (fusing your previous bp with a new one of the same ship to give the ships produced a buff), but I have little time lately to actually script. I'll find a temporary solution.
In this blueprints overhaul, do you plan on making it a bit less random? It doesn't make much sense that you'd just trade your blueprint at random. (not to mention annoying when you get the same useless civilian ship over and over.)
I keep getting a message Interstellar Imperium getship broken, I am using the dev version
Is there a decent guide on how to start this? The first 4 games I started I was too weak to fight anything I could find, and I couldn't figure out how to make any money. In the last 2 games I started I was attacked by a massive fleet before I even left hyperspace. I feel like I might be missing something, is there a video guide somewhere or...anything?
edit: Also every save game copy I load seems to crash.
ed: damnit, didn't read the front again.,.....
Scuttle a ship to get some fuel so you can stop drifting in hyperspace.
Starting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).
The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).
I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.
You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.
I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.
Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.
I agree with HELMUT's advice w/regards to strategy. It gets a lot easier once you get a carrier and some fighters. I like the Boartusk (sp?) as a decent early fighter. You can also leave a faction and join a different one unless you are Banned. I do this sometimes in order to trade blueprints I specifically want/need, then leave that faction and fight it to get parts.I wouldn't recommend attacking Independents early on, even if you belong to a faction (and especially if you don't!) Not that they are difficult targets, but rather because having hostile relations with the Indies will severely limit your operational range You'll be forced to return to your faction's stations to refuel, repair, and rearm, whereas if you are on good terms with the independents, you can sell, repair, and restock in most of the systems in the game.
22588 [Thread-5] INFO sound.Sound - Loading sound [sounds/sfx_systems/high_energy_focus_loop.ogg]
22738 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: java.lang.ArithmeticException: / by zero
java.lang.RuntimeException: java.lang.ArithmeticException: / by zero
at sound.Sound.<init>(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ArithmeticException: / by zero
at sound.super.<init>(Unknown Source)
at sound.B.super(Unknown Source)
... 6 more
2098 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 389.85 MB of texture data so far
62098 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
62295 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - org.lwjgl.opengl.OpenGLException: Out of memory (1285)
org.lwjgl.opengl.OpenGLException: Out of memory (1285)
at org.lwjgl.opengl.Util.checkGLError(Util.java:59)
at org.lwjgl.opengl.WindowsContextImplementation.setSwapInterval(WindowsContextImplementation.java:113)
at org.lwjgl.opengl.ContextGL.setSwapInterval(ContextGL.java:232)
at org.lwjgl.opengl.DrawableGL.setSwapInterval(DrawableGL.java:86)
at org.lwjgl.opengl.Display.setSwapInterval(Display.java:1129)
at org.lwjgl.opengl.Display.setVSyncEnabled(Display.java:1142)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Open your Stasector directory, edit the vmparams file notepad, inside it replace -Xms512m -Xmx512m with -Xms512m -Xmx1024m.
For Mac users, the file to change is Contents/MacOS/starsector_mac.sh.
Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp.
Was playing the mod and noticed something: The Blackrock specific hull mods aren't selectable by Blackrock ships, when you bring up the hull mod selection screen they aren't there at all.Known error with Uomoz's Sector v1.3; User-made hotfix:
-server- XX:CompilerThreadPriority=1
-XX:+CompilerThreadHintNoPreempt
-Djava.library.path=native\\windoes-Xms512m -Xmx1024m - classpath
janino.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar.lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar-Dcom.fs.starfarer.settings.paths.saves=..\\screenshots
-Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots
-Dcom.fs.starfarer.settings.paths.mods=..\\mods
-Dcom.fs.starfaerer.settings.paths.logs=.com.fs.starfarer.StarfarerLauncher
Hey Uomoz, just got this twice when I hit esc, once in battle and once outside battle.Using:Spoiler804520 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.save.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.A.showMenu(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Uomoz
Leading pip
C radar
Lazy and shader (basic 1.5) libs
I can certify that I havn't touched uss in a week or so, so the dev is probably a mess.
I can certify that I havn't touched uss in a week or so, so the dev is probably a mess.
There's a few things you have to do when you start off:
First, don't spawn near the Mayorite. They will rip you apart before you even get a chance to get into a system.
Second, try to join a faction if you want better military ships - Trade hubs tend to only give you civilian and occasionally, weaker military ships (mainly destroyers or less)
Third, and probably the most important, be sure to always have a Bounty to kill. You can get Bounties from any station, and when you take a bounty, hunt down that fleet that has "BOUNTY" plastered on it and return to the station once you've destroyed the flagship. They'll pay you an amount of credits, and sometimes you can get a ship out of it.
I've been pretty lucky to start off with a double-Cerebus + Hound start, which means I could sell those and get 20 thousand credits right off the bat to get myself a proper (shielded) military ship. Also spawned near Blackrock, which means those rather OP frigates are mine to use! :D
why is this mod so ridiculously hard? anything i fight annhilates me, and i cannot get any sustainable amount of income
is there any way to remove all the wierd ecomomy "hardmode" stuff and get just all the different ships and factions working together? or is it all or nothing? :(
is there any way to remove all the wierd ecomomy "hardmode" stuff and get just all the different ships and factions working together? or is it all or nothing? :(
when I try to get that working it just crashes a bunch
in the game I ended up giving up on today I was flying some kind of destroyer with a reaper beam laser thing, using a junker station to attack from, but I was having such a hard time fighting the neiboring mayorates that after every battle my ship would eat around 80 supply and was just completely unsustainable, even with a full cargo after one fight I would end up running out of supply before even making it all the way back to the junker base. their gunship guns are crazy strong, maby I will just try to play as them instead
QuoteStarting first with a faction seems easier to me, you can directly buy ships and weapons for your fleet. When you have one or two destroyers and start having trouble dealing with the supply cost, you can leave the faction and take the voidwalker station (don't forget to take all your stuffs you left at the previous station or else it will be lost).
The easiest to me was to start with a low-tech faction. Supply cost won't penalize you as much as higher-tech factions like BRDY or TTs. Getting an early carrier with a bunch of Talons and Thunders (Thunders are good enough bomber early to mid game, Talons to swarm the enemies ships, Foxbats are pretty good cannon fodder too.) can give you easy victories against most enemies. The good thing with fighter is that you won't lose them even if they get destroyed during the battle, which is a huge deal as losing even one frigate hurt a lot. You won't level up as fast though (as losing ships give you additional exp).
I like to get my early skill points in technology, getting Navigation perks is pretty much vital as everyone will try to murder you. Computer systems and mechanical engineering also give your fleet some precious OPs for your ships. Construction is good too, especially if you field a lot of low-tech fighters. Don't get field repairs as it will drain your supplies faster, trying to repair your ships. It's usually better to avoid combat until you get back to your station for repair.
You'll also be forced to take leadership after you reach a certain amount of ships in your fleet. Fleet logistic is absolutely needed, the two others, not so much.
I usually don't like the combat skill tree. Sure it will make your flagship an absolute monster but it won't benefit the rest of your fleet and you can't solo most fleets, especially early game when you don't have a lot of perks.
Also choose carefully your targets. Pirates and independents are easy prey early game as their ships aren't very armed or shielded. Low-tech factions are usually without surprise while high-tech tends to have toys very hard to deal with (phase ships, teleporters...) at the beginning.
A bit outdated (no more foxbats in the campaign) and getting your hands on some fighters is harder than before (you have to get the fighter AND the carrier for them to work).
Hounds, Foxhounds, Cerberus and Lashers are still extremely cost efficient ships early to mid game. Don't bother with their TuP variant (other than the Foxhound), they have less OPs, which is a huge handicap early on.
When you farmed enough weapons and blueprints, ditch the faction you joined and activate the Void Walker station. The VW station is better than faction's stations when you need more supplies but it won't produce any weapons for your fleet.
Yeah, you can disable shaderlib, from the settings.json file located within the shaderlib mod directory.Oooh, Thank you kind sir!
change enableShaders:true to enableShaders:false, and you will be running shaderlib without it doing anything.
Yeah, you can disable shaderlib, from the settings.json file located within the shaderlib mod directory.
change enableShaders:true to enableShaders:false, and you will be running shaderlib without it doing anything.
Yes, it does. You have to get a Planetary Scanner (I think) from one of the Research Stations. Go up to a planet, get the dialog, and use the Planetary Scanner.
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods? That is about the ONLY complaint I have with your awesome mod! I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods? That is about the ONLY complaint I have with your awesome mod! I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.
Same..
Though I would also venture to say I think the supplies might be a little bit on the expensive side.. I can't seem to ever make enough money to cover my supply cost, and I can't find where to modify the value of them for myself, the Resources.csv only has the ship components in it..
Is there any way to implement a "Discard" option for those pesky unsellable Wing blueprints like Mining Pods? That is about the ONLY complaint I have with your awesome mod! I am fortunate to have a soundtrack CD from the original "Total Annihilation" game, and have added the tracks to your music list for the ambient and the battle music after converting them to ogg files, which really adds to the experience.
Same..
Though I would also venture to say I think the supplies might be a little bit on the expensive side.. I can't seem to ever make enough money to cover my supply cost, and I can't find where to modify the value of them for myself, the Resources.csv only has the ship components in it..
It's actually quite easy to print cash once you get some blueprints or a rich enough sector with easy bounties/foes in general. Sell off all the electronics and scrap until you get a Cerberus frigate, which you can build in a day and sell for 10k. You should be doing fine at lower levels just off scrapping your foes, but the real money is in the blueprints and good bounties.
can this mod be made easier to someone starting a new game because there were over 100 fleets straight away when i started a file on this mod and i didnt last very long against them.You don't really have to fight any of them. Either scuttle some (slow) ship to get some fuel, or simply restart, if you are into that.
Hmm... what's the point of credits after you join the Voidwalkers?You can't trade with any faction because they all become hostile.
Hmm... what's the point of credits after you join the Voidwalkers?You can't trade with any faction because they all become hostile.
None. Credits have no purpose after you join the Voidwalkers.
Whenever I try to edit the vmparam files it tells me that I don't have permission, even though I made sure I have full permissionsWhatever text editor it is you are using, make sure you are launching it as Administrator (Right click->Run as Administrator), then open the vmparam file and edit it. Alternatively, move the vmparam file out of your Program Files folder to somewhere like Desktop, edit it, then move it back.
Whenever I try to edit the vmparam files it tells me that I don't have permission, even though I made sure I have full permissionsWhatever text editor it is you are using, make sure you are launching it as Administrator (Right click->Run as Administrator), then open the vmparam file and edit it. Alternatively, move the vmparam file out of your Program Files folder to somewhere like Desktop, edit it, then move it back.
This is getting infuriating.. I have 3 ships and only ever about 100 supply at any given time. I get into fights and repairs cost around 100 supply and I have to sell everything I get from a fight. I never have money to upgrade ships or move to better stuff and eventually have to start over again. Every fight only gets me about 10 supply if that and buying it costs way more than I ever have the money for. The ***!As long as you aren't taking catastrophic damage and generally make sure to only deploy the ships you actually need, you should make your money back in loot the vast majority of the time.
This mod is great but the steep cost is just not making it worth it to me, I can't get a good enough game going and it's disappointing.
Back to it! Updating SS+, SHI, Pack, Mayorate, II. I'm not aware of imminent releases so that's it for the moment. New version up in a bunch of days.Yay!
Station hangars - | Station's cargo market |
Trade ships | |
Refit your ships (station's market) | |
Back |
Personal hangar - | Your cargo storage |
Your ships hangar | |
Refit your ships (your hangar) | |
Customize a ship in the fleet | |
Back |
To be honest, I don't see a need for separate Refit options as the refitting system already has a clear means of differentiating between items which are in your inventory and items which are owned by merchants.
Do you need to be in the "personal hanger" refit screen to access items stored in your personal hanger? I'm not near my desktop right now or I'd check myself, but that seems like a pertinent question.
Personally, I use the station merchants and refitting almost every time I dock, as well as the Repair option. I'd like to see those given priority on the primary screen, while things like blueprint management seem like they could be nested under Personal Hanger. Of course, that's just my preference :)
"Also helps to put jre 64bit in the main Starsector folder, instead of the vanilla 32bit version if you have a 64bit OS http://java.com/en/download/manual.jsp."Rename the new folder to the same name as the current jre then copy it over and override. I hope that helps, I had a ton of trouble understanding the cyberbabble.
I don't understand this? I have 64bit java but what do i need to do move the file or program called jre1.7.0_65 into the main dir? Can you be more specific if you have a moment or anyone else who can answer this?
You know, it might be kind of interesting if the faction you are affiliated with sent a small convoy of supplies and weapons to the Abandoned Station in Corvus every once in awhile. Maybe increase the number of supplies/stuff depending on how many of the faction's enemies you've killed over the last bit. You'd have an incentive for doing faction-y things, and there'd be a reason to defend your faction's convoy all the way to it's destination (almost like a side-mission). Just thinking out loud here...Indeed! The reason I suggested a resupply idea is that, at the moment, there is very little connection between the player and the faction to which they belong. Yes, you can buy their ships, and yes they won't attack you, but aside from picking up some enemies, factions are just basically ship-marts for the player.
Oh, that's REALLY nice. :D I can finally start camping the Junk Pirates system, beautiful!
Is that up on the dev version yet?
Yo! New feature, factions can build temporary outposts to enforce their presence in any system. The outposts last a limited time but are full fledged stations with markets and stuff. Outposts spawns smaller fleets and can easily be used as a temporary base in a system.
Hm, I can't seem to be able to load up a save with the current version. I started a new game, saved, and came back to it an hour later and I couldn't load a save. It says something about it not being a compatible save. It worked with the dev version before you implemented the temporary outposts.
The very current version doesn't allow the player to use the personal storage (all the other features are actually intended to work), this means you guys are playing an old, relatively speaking, version. They are temporary and the storage/factory is actually disabled there.Where do I grab the current daily dev? (The one I was using I pulled from the "Unstable Daily Dev" link on the main page)
The very current version doesn't allow the player to use the personal storage (all the other features are actually intended to work), this means you guys are playing an old, relatively speaking, version. They are temporary and the storage/factory is actually disabled there.Where do I grab the current daily dev? (The one I was using I pulled from the "Unstable Daily Dev" link on the main page)
I tried using the normal and the unstable dev version of this, and it's giving me:
Fatal: org/lazywizard/lazylib/LazyLib: Unsupported major.minor version 51.0
Check starsector.log for more info.
...and exits as soon as the game finishes loading.
I've checked all three mods, including LazyLib 1.9 and Shaderlib 1.66. I modified VMparams. I even put the jre 64bit in the starsector directory.
Any ideas why I can't run what seems to be an awesome mod?
It looks like you put an older Java runtime into your game folder. Starsector switched to using Java 7 in the last update.Thanks for the reply, but I'm not sure that's why I'm getting the error. I put jre-7u65-windows-x64.exe (which is the latest version) into C:\Program Files (x86)\Starsector, which is what the first post recommends. I also installed the latest Java 7, update 65 and verified I'm up to date here: http://java.com/en/download/installed.jsp
You install java 7 64bit, navigate to the folder it was installed, copy the jre7 folder to the Starsector folder, and rename it jre after removing the old one.It looks like you put an older Java runtime into your game folder. Starsector switched to using Java 7 in the last update.Thanks for the reply, but I'm not sure that's why I'm getting the error. I put jre-7u65-windows-x64.exe (which is the latest version) into C:\Program Files (x86)\Starsector, which is what the first post recommends. I also installed the latest Java 7, update 65 and verified I'm up to date here: http://java.com/en/download/installed.jsp
Still getting the error. Any other ideas?
You install java 7 64bit, navigate to the folder it was installed, copy the jre7 folder to the Starsector folder, and rename it jre after removing the old one.Interesting, now that I've done that, I'm getting a different error. Any ideas?
Hey there! I just wanted to ask, if, in the vmparams file, I could insert bigger numbers after the Xmx, because, as I know, this controls the amount of RAM starsector is allowed to use. Will that cause any bugs if I insert for example 4096?Yup, larger numbers work just fine :)
Thanks!
Alright, I'm done. After 6 hours straight of trying to find what is wrong with uss I desist. For me the mod is stalled, not even sure if I'll bother picking it up anytime soon.I sincerely wish I had the coding skills to lend you a hand :(
do you have source control Uomoz? I got some errors launching in linux. Looks like the SSP super ships were removed, but the variants were not, and the sound and graphics files for BRDY ships currently has a capitalization issue.
What's easiest for you? Submitting a patch?
Also when I get the time, I'll try profiling the runtime to see if I can isolate any memory leaks. I'll let you know if I find anything :3
I went ahead and checked the dropbox share for the issues I found on my version, however they're gone!
I may of gotten unlucky and downloaded from dropbox at the very moment you were working with it.
Let me re-download and test again.
Well, that's interesting. :) Wonder how it'll affect gameplay, if it will at all.
Hi, Uomoz. I like your mod, it's really well-balanced and contains many interesting ships and weapons. :) And I have a strange situation when adding some other mods (valkyrians, hiigarans, gedune, zorg, kadur, firestorm federation, interstellar federation) to yours. That's really cool to play a game containing so many factions, combining their weapons on different ships. The problem is that starsector reports that the hulls of some ships are missing (and ending the battle with any of those factions involved likely crashes the game). :(While you may be able to get a mod to work with this one with significant tinkering, you should probably consider Uomoz's a total conversion for the sake of compatibility (I.E., there is none)
The game tries to reward me by giving some blueprints and crashes. What can I do to combine all those mods and play safe?
PS: excuse me if I maid a few mistakes, English isn't my native language.
Hi, Uomoz. I like your mod, it's really well-balanced and contains many interesting ships and weapons. :) And I have a strange situation when adding some other mods (valkyrians, hiigarans, gedune, zorg, kadur, firestorm federation, interstellar federation) to yours. That's really cool to play a game containing so many factions, combining their weapons on different ships. The problem is that starsector reports that the hulls of some ships are missing (and ending the battle with any of those factions involved likely crashes the game). :(While you may be able to get a mod to work with this one with significant tinkering, you should probably consider Uomoz's a total conversion for the sake of compatibility (I.E., there is none)
The game tries to reward me by giving some blueprints and crashes. What can I do to combine all those mods and play safe?
PS: excuse me if I maid a few mistakes, English isn't my native language.
Who knows, maybe one day Uomoz will publish an API for mod compatibility with Uomoz's Sector, but the mod changing so much with each release and with so many new features, an API would be an exercise in frustration for everyone involved at the moment.
In the latest dev (August 1st) I find blueprints but when I get to a station it says I don't have any. Also as the above poster mentioned the BRDY mod still has case mismatches, specifically sounds/br -> sounds/BR and graphics/br -> graphics/BR. I'm not sure I'm a fan of the radar ping but it's OK. It does make it a little harder. I do like the non instant repair. Also I had one weird crash but have not been able to duplicate it even though I had a save right before. I love all the new stuff! Lots of new hulls and weapons even from 1.3.
Yo thanks for the feedback! The BP ting is weird, which faction you were taking bps from?
Yo thanks for the feedback! The BP ting is weird, which faction you were taking bps from?
Pirates in Anar and only the pirates. I joined SHI and tried Impresario Shipyards and the Anar Trade Hub both of which told me I didn't have any blueprints yet. I didn't play all that long, to level 10 or so, but should have 20+ blueprints based on the number of times it said I found them.
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [maximized_ordinance] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.combat.OOoO.<init>(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.starfarer.combat.G.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 006] not found for weapon [harpoon_single]
There is not a base and it will remain that way for the time being. Eventually though when the Starsector campaign has more modding capabilities I have some grand plans.And probably lvl 10 navigation if the Tasserus lore is to be believed :D
Hint, it would involve taking the fight to them ;)
170372 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.uss.Radar.advance(Radar.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
No I mean the mod crashes starsector during the first load into the game before the main menu comes up, unless you mean that due to the new changes I need to delete Uomoz's sector 1.3 and dl the daily dev instead of just downloading the daily dev and telling my zip program to copy all the changed files.
Thanks for the feedback! Could you test it now (if it recover CR as well when it finishes repairing the hulls)?
1365697 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 007] not found for weapon [harpoon_single]
java.lang.RuntimeException: Ship hull [trident] variant [trident_Bomber]: slot id [WS 007] not found for weapon [harpoon_single]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.Ó00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.new(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Öø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Øø0000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
How are stations stocked with weapons? I've been thinking about the sabot cannon and wondering if part of the balance for it is not also scarcity.
How are stations stocked with weapons? I've been thinking about the sabot cannon and wondering if part of the balance for it is not also scarcity.
I can see what you mean, but in defense of weapon production, doesn't it feel a bit odd to be able to build something as high tech and complicated as a Karkinos, but be completely unable to construct a Light Machinegun?
Maybe I'm waaay off base here, but perhaps construction of faction weapons could require faction components? That way there is still an economic factor limiting availability to the player, but with proper resource allocation you can still arm your ships. Maybe that would be too much micro management, but I like the idea better than scrabbling for every Vulcan Cannon that falls off of a Hound.
I can see what you meanI actually meant, how does it work, currently. No rhetorical posing was intended. I don't know and powerful/rare weapons shouldn't be too common on the open market, as individual factions would hold onto the ones they had for R&D and fleet use.
I like scavenging for weapons too, but I feel like salvage and boarding are too random and need some kind of factor you can control in combat.
Something like:
-you're more likely to salvage weapons if you didn't penetrate very many armor sectors or didn't damage the armor sector the weapon lies in.
-you're more likely to get scraps if you overkill the ship, representing the ship being almost turned into a debris field and it being easier to cut the bits you actually want out.
-You could get more electronics when you don't cause large amounts of EMP damage to the ship.
-You receive better chances of boarding a ship if you don't overkill very much and proportional to the amount of engine and emp damage.
-Doing less EMP damage might better your odds of recovering blueprints from a disabled vessels memory.
Those ideas set up reasons to use different damage or tactics depending on what kind of loot you're looking for, in addition to who you'll be facing. They also let you feel like you have some control over the mechanic, which I don't have now, I don't think.
Here I'll talk about general starsector ideas or industry stuff that is being avoided until Alex adds things there.SpoilerI'd also suggest industry skills like Jury-Rigging, Reverse Engineering, and Naval Construction provide bonuses to the capture and blueprint system.
Jury-Rigging determines your ability to successfully repair disabled craft after a successful boarding action. Jury-Rigging could scale to 90% from [whatever it is now]% at no rank and give a milestone perk for reducing supply cost a flat .2/.1/.4/1/2 supplies per day. This represents the use of wardroom coffee makers for air adsorper converters and vernier jets for cooking things in woks.
Reverse Engineering lets you disassemble a captured craft for a relatively high chance to obtain the blue print and some of the materials you need to build that class (chance and material ratio scale with level).
Naval Construction is the basic knowledge of ship design and construction that lets you look at ship, even a disabled one, and understand how to build the vessel, granting a chance to obtain a blueprint from a disabled craft (obviously much smaller than from Reverse Engineering). Perhaps a milestone perk at a high rank (5-7) could be analogous abilities with respect to weapons.
A new command skill, Boarding Tactics, could increase the likelihood of successful boarding and increase the likelihood in engine repair; your marines and able shipmen are able to secure damage control centers and engine rooms before the ship's crew can repair/self-destruct.[close]
None of this stuff is very well developed in my head. They're only thoughts of how to add some depth to the salvage and boarding mechanics and fill out some of the blank spaces on the skill chart.QuoteI can see what you meanI actually meant, how does it work, currently. No rhetorical posing was intended. I don't know and powerful/rare weapons shouldn't be too common on the open market, as individual factions would hold onto the ones they had for R&D and fleet use.
I think building weapons would be useful and a gain, but should be a pain if you've not put the points into it. The general thrust of my ideas was to set up several ways of gaining new vessels and equipment; 'marines and steal' capturing and commandeering, 'passive and bad odds' see and copy, 'hard, active, and better odds' capture and reverse engineer.
Been playing a bit this morning and I am periodically getting an error and the game crashes out. Nothing concrete when it occurs, it can happen right after a battle or just puttering around in hyperspace.
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.voidsuper] with id [mobile_headquarters] not found
Uomoz, I've noticed that Independent Trader fleets often have capital ships mothballed. For the longest time I thought they were just unable to field them repeatedly (I.E., I was meeting them after they had been in a fight or two) but I've now seen them spawn this way. It seems they are spawning with insufficient crew to man all of their ships?
I was just curious if this was a bug or if it was intended behavior (like, are the traders moving those ships to sell or something?)
They're traders, it's probably part of their job to convoy newly built military ships for other factions. Also they probably don't have the weapons and the crew to make them operational.
Third problem, it doesn't work on every fleets, actually on two fleets. Ahriman Associative and Exigency are pretty much immune to the swarming tactic. The Mx missiles are too good at intercepting drones and frigates and Exi ships don't have shields to overload.
Third problem, it doesn't work on every fleets, actually on two fleets. Ahriman Associative and Exigency are pretty much immune to the swarming tactic. The Mx missiles are too good at intercepting drones and frigates and Exi ships don't have shields to overload.
. . . but in the end attacking swarm based factions with a swarm is perhaps not the most wise idea.
Personally, this is one of the things I love about UsS; I have yet to find a 'silver bullet' tactic. There is always somebody who has a ship, ability, or weapon that can thoroughly shut down your otherwise perfect fleet. . . . I think that's what they call balance or something :D
I was surprised by how well the AI handles the Indra the few times I've fought against one.
I was surprised by how well the AI handles the Indra the few times I've fought against one.
By "well" you mean "ruthlessly exploiting my venting with a volley of big bang torpedoes straight to the jaw", yes? Cause that is what it does to me. :(
I was surprised by how well the AI handles the Indra the few times I've fought against one.
By "well" you mean "ruthlessly exploiting my venting with a volley of big bang torpedoes straight to the jaw", yes? Cause that is what it does to me. :(
The Indra is that nasty little frigate you love so much JD :)
The ship you just referenced is the Irithia class combat carrier.
The Indra has the mini-cigen, the death of anything with stripped armor.It doesn't help that it's harder to swat than a horsefly on heroin.
Good day folks! A quick question: where are all the Tugs in the mod? I've got to level 20 without encountering any either as ships for sale or blueprints. Then I've found a really old posts in this thread, suggesting that tugs are supposed to be sold/given out as BPs at Syndrian, so I checked their market for several times, tried to exchange 60+ frigate BPs with them, but still no tug! At this point I'm completely lost and might use some of your insightful help :)They're around. Check the Independent stations, they often have them. Also, many of them have been distributed among the factions. The Hegemony has the Dreadnaught and that big round destroyer. The Pirates in particular have a huge number of TUP ships in their ranks.
Also, bug report for Uomoz; it doesn't look like the Sagittarius ADC works. I can mount it, (it came on one of my starting ships) but it doesn't fire, even though the "cooldown" indicator on the HuD moves.
Nah, i used the Sagittarius in Uss and it worked fine. However it require a huge amount of flux capacity to fire, that's why some frigates can't fire it (like the Hound) unless you add OPs to increase your flux pool.
Also, I don't know if this is intended behavior, but the Interstellar Imperium's station in Thracia can end up overlapping jump point Alpha for the system. It makes for some brutal (but kinda funny) sudden super ganks if you happened to be hanging out there at the wrong moment :P (Why, an assault fleet all for me? You're too kind, Tri-tachyon)
Hi. First of all - great job on this compilation, I'm enjoying it a lot. Mayorate is OP, but what else is new!
There's just one problem: The save gets too damn big. I had to change vmparams to "-Xms1024m -Xmx2048m" just to load my save, in which I've been very conservatively killing pirates contained to a single solar system for ~30 levels.
Is there a way to manually clean obsolete entries from the .xml file or otherwise counteract the bloat? The .xml is 160 MB big. An equally long-running save of my Ironclads game (which also has a ton of systems and activity) is just about 5 MB big.
Quick question here I have noticed. Is the Eagle blueprint not available?It should be; why do you think it isn't? (That's not an accusation, I'm just curious to know the context)
I have to admit I know nothing about modding Starsector, but I just checked ...\Starsector\mods\UomozSector\data\hulls\ship_data.csv file, which, it would seem, mentions all ships used in US and their special systems. I searched for "monofilament", "tow", "tug" and even "ox", and there was no tug in the file. Am I searching in the wrong place, or Tug is actually removed from US? If so, are there any alternatives?where are all the Tugs in the mod?They're around. Check the Independent stations, they often have them. Also, many of them have been distributed among the factions.
The new map screen radar mechanics are... weird.
I don't think I like them - they just make it take -longer- to get the information I want.
If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?
Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that
Currently I might just turn off the radar thing as soon as I work out how.
Edit: Although it does make it nice and easy to click on starbases :)
For some reason I'm having trouble loading saves, it always slows down towards the end, hangs for a minute, and fails to load. In the .log it throws out an "out of memory" error, but it's got plenty. Anyone have a fix? I tried downloading and using 64 bit Java, but it didn't seem to help.
I have modified the vmparams to 1024/1024, as I was having issues with 512/1024, but again, it didn't help.
For some reason I'm having trouble loading saves, it always slows down towards the end, hangs for a minute, and fails to load. In the .log it throws out an "out of memory" error, but it's got plenty. Anyone have a fix? I tried downloading and using 64 bit Java, but it didn't seem to help.Could try more. 1024/2048 might be good. Depends on how much RAM you have available though.
I have modified the vmparams to 1024/1024, as I was having issues with 512/1024, but again, it didn't help.
The new map screen radar mechanics are... weird.
I don't think I like them - they just make it take -longer- to get the information I want.
If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?
Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that
Currently I might just turn off the radar thing as soon as I work out how.
Edit: Although it does make it nice and easy to click on starbases :)
I completely agree, it's just a gimmick thing I made for fun. Will be cut next version :D
They've been removed, along with a few other mods Uomoz deemed OP a while back.Waaaaaaaaaaa! :'( :'( :'( :'( :'(
Is Dark_Revenant's cooked up AI included in the daily builds now? I swear my allied frigates have become really aggressive in the daily build I downloaded within the last week. Kind of stupidly so, sadly-- doing things like venting in front of destroyers pelting them with maulers.Yes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit.
Yes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit.
If you can identify the ships that are doing consistently doing this and their weapon/hullmod configurations, I expect Dark and/or Uomoz will be quite pleased with you :DYes, yes it has. DR mentioned to me that the AI is currently a bit too vent happy at the moment. He's be tuning it down a bit.
Good to hear. His AI is pretty nifty in many ways, but in my opinion still has some awkward quirks like being vent-happy. I've also encountered some situations where the ship AI spends too much time trying to broadside (or flank, perhaps?) while lacking either the broadside weaponry or the maneuver to actually flank. Still, much kudos to him for his work and looking forward to seeing what he cooks up.
The new map screen radar mechanics are... weird.
I don't think I like them - they just make it take -longer- to get the information I want.
If you want to restrict player information on what's far away like this, can you maybe try some sort of degraded information rather than the weird graphical pinging/pulsing?
Maybe:
Full info out to X range
Fleet size (but not who the fleet belongs to) out to X+Y range
Fleet presence (but not size or ownership) out to X+Y+Z
Nothing beyond that
Currently I might just turn off the radar thing as soon as I work out how.
Edit: Although it does make it nice and easy to click on starbases :)
I completely agree, it's just a gimmick thing I made for fun. Will be cut next version :D
I do hope you include some sort of information restriction though. While I agree that the current implementation is more gimmicky than functional, the lack of information did make things seem a bit more risky and exciting. The kind of information tiering that Darloth suggested would be quite cool.
Also, something that would be helpful (though kind of counter to the previous point, oddly) would be to color bounty targets differently on the map. It's a bit of a pain to click through every single available target in the system, and forcing the player to do so doesn't add anything to the gameplay. (Of course, I'm not sure if it's possible to change the color, but some form of readily available indicator would be awesome)
The Templars, far as I can tell, are horribly overpowered (although I haven't had the chance to play with them yet). I don't think they'll be implemented any time soon.
Hi I just got mod and changed XMx and the game fails to load
I don't know how to do the other stuff. I do have a 64 bit that much I know. How to make the game 64-bit is very confusing to me wish we had a video
I have managed to but I don't understand why it's still giving me the fatal null
does someone can tell me one thing? supplies are quite rare, like in vanilla i was able to keep supplies on some lvl just from fighting, right now i have to spend a large amount of cash to buy them. last time i got 2 supplies. is it normal ?
11832088 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Sarah_8090117364614886893\descriptor.xml]
11834247 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Users\it\Starsector\starsector-core\..\saves\save_Sarah_8090117364614886893...
11884506 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
11884506 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Java heap space
java.lang.OutOfMemoryError: Java heap space
at java.util.HashMap.resize(Unknown Source)
at java.util.HashMap.addEntry(Unknown Source)
at java.util.HashMap.put(Unknown Source)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:67)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.ArrayConverter.unmarshal(ArrayConverter.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
As a general rule, due to supply costs, you want to have a supply of cash large enough to support your ships. If your ships collectively require 150 supplies to deploy you need to be making over 30000 credits (15000 plus repairs) per battle.
Make sure you have money in the bank for ship maintenance. When you buy a 10000 credit frigate, you really need 20000 credits. When you buy a 15000 credit destroyer you really need 45000 credits. That 30000 credit cruiser needs more like 120000 credits in the bank. A 70000 credit capital? You better have 350000 credits stored up.
Aaaand.. save game corrupted, can't load game.. sadly, this is after playing for a dozen or so hours. Help?
Yes i have, else past the first half an hour give or take it would have stopped loading.Are you using the default JRE (32-bit one) or the 64-bit one?
32, but oddly enough, today it managed to load the game. O.oDefinitely consider using the 64-bit one, if you have a 64-bit OS.
After about ten minutes of flying around and getting into a pirate armada, i try to quickload and im getting an error.I'm really bad at reading code.Spoiler1175544 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.util.Arrays.copyOfRange(Unknown Source)
at java.lang.String.<init>(Unknown Source)
at java.lang.StringBuffer.toString(Unknown Source)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)[close]
Thanks in advance
No i didn't. Sorry for my dumbness. ThanksAfter about ten minutes of flying around and getting into a pirate armada, i try to quickload and im getting an error.I'm really bad at reading code.Spoiler1175544 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.util.Arrays.copyOfRange(Unknown Source)
at java.lang.String.<init>(Unknown Source)
at java.lang.StringBuffer.toString(Unknown Source)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getCurrentReferenceK ey(ReferenceByXPathUnmarshaller.java:41)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:63)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)[close]
Thanks in advance
There stand, you're running out of memory. Have edited the vmparamsfile?
I'm done with it! 110/110, nailed!
That said I'm waiting for the vanilla update to go back into modding. The Next UsS iteration will come back to the roots, since the economy balance I created with the crafting system will be dismantled by the new vanilla economy. We'll see how to proceed, but for sure it will integrate most of the good ol' factions. Ideally UsS will be the "expansion" that incorporate what I think is the best content offered on the forum, in a hardcore-ish setting.
SS+ is kind of overlapping UsS features right now, for better or worse, so using either one will produce a similar experience.
I should've updated TuP. I blame PB for taking up what time I have. ::)
Speaking of which. Any chance of seeing PB join the factions in Uzomo's sector?It is compatible, meaning you can run Uomo'z Sector and Batavia at the same time and have Batavia appear in the campaign with all functionality, minus blueprints, if I remember correctly. Although they don't have a set home system yet, Uomoz might be waiting for that before full implementation. ;)
Yes, it is fully compatible, but blueprints don't function for PB. No, Uomoz will not be adding it as he simply doesn't like the style.Speaking of which. Any chance of seeing PB join the factions in Uzomo's sector?It is compatible, meaning you can run Uomo'z Sector and Batavia at the same time and have Batavia appear in the campaign with all functionality, minus blueprints, if I remember correctly. Although they don't have a set home system yet, Uomoz might be waiting for that before full implementation. ;)
@Graidon: Yes, not editing vmparams only creates a situation where you can't reload saved games. It has just been annoyingly over reported bug IMO. Also sorry if I sound snarky. This forum is generally very tolerant and nice and it's really Uomoz's privilege to be annoyed, not mine.
So Uomoz at the risk of sounding like an ass and putting you on the spot, do you plan on updating your mod before .65? I only ask because I read some of your comments on the announcement thread and I wasn't really sure if you were going to continue the mod or just roll with vanilla for a while. To state things clearly, are we ever going to see version 1.4?
Now I feel like an ass. I'm not trying to be, nor am I trying to be demanding of you. I'm just curious as to where your thoughts are on the matter(is there a matter).
*** it. Blarg. Foot in mouth.
779425 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.attack.AttackAIModule.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.void.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
Guys, how to mine an asteroids? One of my ship is is equipped with a mining blaster, and... how to mine? ;)
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that. I'm rather used to losing my saves when updates come out, and other people may not.In all seriousness, this could be a superb opportunity to fork the mod with minimum pain -- Uomoz has doubtless already felt the pain himself, via making the necessary 0.65a changes, so that's now a "sunk cost". Having both an all-vanilla version and a multi-mod version would be quite intriguing, offering a new range of options to the player community.
I'd happily accept a version without any mods for the moment - although I'm not sure if anyone else would like that. I'm rather used to losing my saves when updates come out, and other people may not.I just recently found out that Dev mode can help you get back to where you were in your last game buy adding the creds and the exp. I go really tired of starting over every time and with this newest version coming out so much later i had alot built up in the last game. Although it is fun starting from scratch with the new features.
Hmm, fair warning, the new version doesn't have crafting. I still have to see how to make it into the game since now the scarcity of ships is vanilla and I don't have to make it so artificially. I could still add them as a random drop from fleets, but I need to add costs to obtain them as well, and also ways to make components. Hmm, decisions decisions.
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignFleetAPI.forceSync()V
at data.scripts.uss.UomozUtils.RandomizeAndSortAndFill(UomozUtils.java:74)
at data.scripts.uss.TimeManager.advance(TimeManager.java:49)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
So, I edited the Vmparams, I got the libraries in and activated, I got the 64 bit java into the folder and I'm getting this error. Any ideas?
(http://i.imgur.com/w4TWHbI.png)
Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game. :D
The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?
Here are the .62a versions of LazyLib (https://bitbucket.org/LazyWizard/lazylib/downloads/LazyLib%201.9b.zip) and ShaderLib (http://www.mediafire.com/download/52vn3fbjoodi9ds/ShaderLib+Alpha+v1.7.zip) (or basic (http://www.mediafire.com/download/dttez4mr2apwm23/ShaderLib+Basic+Alpha+v1.7.zip) if you need it)
Could I get Leading target Pip?Hey guys, I'm a complete newb who just got starsector a few days ago, but wanted to try out some mods due to the feeling of lack of content in the base game. Downloaded a redundant version of the game (0.62), edited vmparams (and double-checked for typos), installed both the libraries, activated the mods and libraries, updated java... and get the same error. Any idea what's happening? Sorry in advance if it's a stupid question and I'm missing something obvious, like I said I'm brand new to the game. :D
The only thing I can think of that might be causing an issue despite using the older core game and mod, is that the two libraries (lazylib and shaderlib) being updated for the new game version. I don't suppose anyone with a working version of the mod could upload the (possibly older) versions of the libraries they're using so I could try those?
I've got a backed-up .7z archive with the most recent pre-0.65a versions of LazyLib, ShaderLib, Common Radar, Console Commands, and Leading Target Pip.
However, the ShaderLib version is rather bare bones, without any of the material/normal/surface map textures, and the performance-friendly distortion .png files (so not as pretty, overall, but less RAM consuming).
Still want me to upload it somewhere for ya?
EDIT: Nevermind! LazyWizard to the rescue!
So i just recently installed the mod and the other two mods required to run it and i edited the file but all i get is this.This mod is not yet compatible with Starsector 0.65.1a.
(http://i.imgur.com/vSqZV2g.png)
I know im probably being stupid and im missing something but halp.
Alright, sorry if this is too obvious but I'm pretty new to the game, I've made sure I have 0.6.2 so thats not the problem. I keep getting the same errorIf you are using the latest Lazy Lib, it might not be compatible with UsS because LL was updated to .65Spoiler"Fatal.com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V". I don't know if the log will help but here it is just in case.
84528 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/PP/ships/pp_torch.png] as texture with id [graphics/PP/ships/pp_torch.png]
84530 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 346.46 MB of texture data so far
84530 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/PP/ships/pp_torch.png (using cast)
84531 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
84540 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 347.12 MB of texture data so far
84540 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/atlas_af.png (using cast)
84581 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v2.01 for Starsector 0.65a
84581 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [lazylib_settings.json]
84582 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Setting log level to WARN
84595 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [shaderSettings.json]
84610 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [shaderSettings.json]
85742 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.SettingsAPI.loadTexture(Ljava/lang/String;)V
at org.dark.shaders.util.TextureData.readTextureDataCSVNoOverwrite(TextureData.java:211)
at org.dark.shaders.ShaderModPlugin.onApplicationLoad(ShaderModPlugin.java:41)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Not compatible yet.
The one in the title ;)
I have started 22 games so far with this mod, 11 of those i died while drifting to the nearest gravity well.
9 times i died due to enemy factions being at the nearest gravity well.
Once only have i had a game last past the first 5 min.
My Question is what am i doing wrong? The time i lasted longer then 5 min, i still died due to high speed enemies.
I love the "feel" of this mod from what i have seen, so any help would be welcome.
I have started 22 games so far with this mod, 11 of those i died while drifting to the nearest gravity well.
9 times i died due to enemy factions being at the nearest gravity well.
Once only have i had a game last past the first 5 min.
My Question is what am i doing wrong? The time i lasted longer then 5 min, i still died due to high speed enemies.
I love the "feel" of this mod from what i have seen, so any help would be welcome.
Honestly, the same thing happened to me. I used the console commands to cheat a little till i could get on my feet because I kept getting wiped before moving 5 feet.
Fatal: Ship hull spec [shuttle] not found!
i also have same problem with the fatal ship hull spec shuttle not found can we be helped?
Are you trying to use this mod in the current (0.65.1) version of SS? If so, then I hate to say it but you can't as this mod still isn't updated from the previous version of 0.6.2QuoteFatal: Ship hull spec [shuttle] not found!
:'(
Help pls.
Normal starsector runs and vmparams are correctly edited with 64b Java running.
I strongly suggest you to play SS+ with UsS factions
I'm really missing the Voidwalker's Theta Fortress.. is this only a part of this compilation or can it be found elsewhere?The Voidwalker fortress was part build-your-own-supplies/fuel/marines, and part Omnifactory. The latter can be found separately, but not the first part.
So... the newer shaderlib and lazylib aren't compatible with this one, but I'd like to try it out. Installed the older ver of Starsector; can I get the older versions of these somewhere that are compatible?You can get them here: http://fractalsoftworks.com/forum/index.php?topic=8975.0
I still think one last hurrah for a packaged old Starsector/Uomoz/Old supporting mods would be nice to have. One final update of the main page.