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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Flare

Pages: [1] 2 3 ... 61
1
Oh nice, thanks.


2
Similar to the strange failed calling methods of the past, but with a different cause-message as far as I can find. This is using 0.96a-RC10.

The error states that the play fleet is null.

Code snippets below + save files + mods.

Code
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : getSector().playerFleet must not be null
method              : com.fs.starfarer.campaign.CharacterStats.readResolve()
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 308922
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[4]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : com.fs.starfarer.campaign.ai.TacticalModule
class[8]            : com.fs.starfarer.campaign.ai.ModularFleetAI
class[9]            : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[10]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[11]           : com.fs.starfarer.api.util.TimeoutTracker
class[12]           : com.fs.starfarer.campaign.ai.NavigationModule
class[13]           : com.fs.util.container.repo.ObjectRepository
class[14]           : com.fs.starfarer.campaign.StarSystem
class[15]           : com.fs.starfarer.api.impl.campaign.fleets.DisposablePirateFleetManager
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.DisposableAggroAssignmentAI
class[17]           : indevo.industries.artillery.projectiles.RailgunShotEntity
class[18]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[19]           : com.fs.starfarer.campaign.CampaignPlanet
class[20]           : com.fs.starfarer.campaign.CircularOrbit
class[21]           : indevo.industries.salvageyards.industry.SalvageYards
class[22]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23]           : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[24]           : exerelin.campaign.ColonyManager
class[25]           : java.util.LinkedHashSet
class[26]           : com.fs.starfarer.loading.specs.FactionProduction
class[27]           : com.fs.starfarer.campaign.Faction
class[28]           : com.fs.starfarer.campaign.econ.Submarket
class[29]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[30]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[31]           : com.fs.starfarer.campaign.econ.Economy
class[32]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[33]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[34]           : com.fs.starfarer.campaign.Hyperspace
class[35]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : getSector().playerFleet must not be null
method              : com.fs.starfarer.campaign.CharacterStats.readResolve()
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 308922
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.econ.Market
class[3]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[4]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : com.fs.starfarer.campaign.ai.TacticalModule
class[8]            : com.fs.starfarer.campaign.ai.ModularFleetAI
class[9]            : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[10]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[11]           : com.fs.starfarer.api.util.TimeoutTracker
class[12]           : com.fs.starfarer.campaign.ai.NavigationModule
class[13]           : com.fs.util.container.repo.ObjectRepository
class[14]           : com.fs.starfarer.campaign.StarSystem
class[15]           : com.fs.starfarer.api.impl.campaign.fleets.DisposablePirateFleetManager
class[16]           : com.fs.starfarer.api.impl.campaign.fleets.DisposableAggroAssignmentAI
class[17]           : indevo.industries.artillery.projectiles.RailgunShotEntity
class[18]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[19]           : com.fs.starfarer.campaign.CampaignPlanet
class[20]           : com.fs.starfarer.campaign.CircularOrbit
class[21]           : indevo.industries.salvageyards.industry.SalvageYards
class[22]           : com.fs.starfarer.campaign.CircularOrbitPointDown
class[23]           : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[24]           : exerelin.campaign.ColonyManager
class[25]           : java.util.LinkedHashSet
class[26]           : com.fs.starfarer.loading.specs.FactionProduction
class[27]           : com.fs.starfarer.campaign.Faction
class[28]           : com.fs.starfarer.campaign.econ.Submarket
class[29]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[30]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[31]           : com.fs.starfarer.campaign.econ.Economy
class[32]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[33]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[34]           : com.fs.starfarer.campaign.Hyperspace
class[35]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------

Enabled Mods:

  "pantera_ANewLevel40",
  "A_S-F",
  "aotd_lost_glory",
  "Cryo_but_better",
  "aod_core",
  "apex_design",
  "apocrita_association",
  "armaa",
  "combatactivators",
  "ElvenSector",
  "seven_nexus",
  "exoticatechnologies",
  "lyr_ehm",
  "FSF_MilitaryCorporation",
  "GrandColonies",
  "HMI",
  "hyperdiving",
  "IndEvo",
  "JYD",
  "lost_sector",
  "lw_lazylib",
  "ArkLeg",
  "leg",
  "lunalib",
  "exshippack",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "OcuA",
  "wyv_planetaryShieldAccessControl",
  "pt_qolpack",
  "salshiexp",
  "secretsofthefrontier",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "alcoholism",
  "symbiotic_void_creatures",
  "Terraforming & Station Construction",
  "TBJ",
  "TouchOfVanilla_vri",
  "XhanEmpire",
  "ywy_ships",
  "shaderLib"


Some information about what happened in game:

I was commissioned by the Arkgneisis faction. I had created a space station colony in Tia where they also had a station. At some point. The faction was destroyed, and my commission ended. Arkgneisis eventually came back, with a station in the same Tia system. I had added pets to two of the fleet ships at some point.

Link to full log and save files here. Mods omitted because I'm not sure if I can share them.

https://drive.google.com/drive/folders/1kEsMYZa0Vlud5rGJuuvBWQuzYGxkC7eJ?usp=sharing


3
Mods / Re: [0.95.1a] Supply Forging 1.5
« on: September 21, 2022, 12:56:10 AM »
There's one here that does that. Although it may be a little OP.

https://fractalsoftworks.com/forum/index.php?topic=22961.30

4
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
« on: July 10, 2022, 05:18:52 PM »
Don't sweat it. Hope it's not too serious.

With the information that it's the overcloak system, I've changed it to maneuverjets and haven't gotten the error again.

5
Mods / Re: [0.95.1a] Gundam UC Mod v0.3.0 0080 Expansion update!
« on: July 06, 2022, 12:09:33 AM »
I was playing a simulation piloting the Alex and fighting against the Pegasus. An Illegal Argument Exception took place. I think one of the enemy gundam fighter squadrons, either the guntanks or the guntank with legs activated its ship system and it ran into overload (or maybe past it? I've never heard the warning sound that fast before).

Error log is as follows:

10313964 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalArgumentException
java.lang.IllegalArgumentException
   at java.util.concurrent.ThreadLocalRandom.nextInt(Unknown Source)
   at data.scripts.shipsystems.armaa_SilverSysStatsValkazard.apply(armaa_SilverSysStatsValkazard.java:250)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

7
General Discussion / Re: Best low fuel bounty hunting fleet
« on: November 06, 2021, 03:59:51 PM »
One other thing you can do if you want to do 2-3 bounties per run is to increase the max number of available bounties the game can have at one time. I usually increase it to 20, sometimes 30+ if I don't feel like traveling back from the fringes. Bounties have a habit of clustering with one another in star clusters. Making less travel, but also heightening the danger sometimes.

The file you need to change to up the number of bounties is in <Starsector install folder>\starsector-core\data\config\settings.json
In settings.json find the line that says

   "maxPersonBounties":5,

That '5' at the end is the one that you need to change.

------------------------------

Alternatively, you can get the skill that increases the amount of fuel you salvage and add another tanker.

On the topic of your fleet composition, I never really found that much use for the onslaught. Most of my damage comes from cruisers and destroyers. Monitors can plug the hole of line holders.

8
General Discussion / Re: The best fighters against stations
« on: September 09, 2021, 07:30:29 PM »
I don't bring fighters I use for fleet combat for station killing. It's just a big waste of supplies and crew for little gain. With ships you can tell them to form up on your flag ship and kinda control which side of the station they're shooting at. Fighters and bombers just dive right in and get slaughtered. That station range bonus just cuts down so much.

But in mods that have fighter frigates though, I fin that those do better.

9
General Discussion / Re: Beam weapons need a buff
« on: April 14, 2021, 08:34:55 PM »
Wasn't the last tournament won by someone going mass beams? A complete clean sweep winning all 9 fights + the fact that the fleet was fighting modded factions as well.

10
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: June 09, 2020, 11:27:55 PM »
Is the twitch vids lagging for anyone else? It's just constant stop and go when the video is playing.

11
General Discussion / Re: Game launches with .bat but not with .exe O.o
« on: April 15, 2020, 07:20:26 PM »
A quick way of finding out the most relevant specs is to hit the [windows key + r] and the type in

dxdiag

If it is your first time typing it in it will take a little bit to configure itself, but the information like memory, processor, OS (and in one case pagefile) should be there.

12
To clarify, raising it above 29 won't cause the game to crash, but the officers will still level up after the skills bar is full, and you will never spend those upgrade points.

13
General Discussion / Re: Performance options?
« on: December 21, 2019, 10:14:54 PM »
Go windowed mode instead of full screen if you can.

The lower the resolution the more FPS you can get.

Turning off sound gives a tangible amount of frames.

In previous versions upping the memory available for the java program was a possibility, although I think this is helps more for loads of mod/memory usage instead of faster performance.

14
General Discussion / Re: Thoughts and Stuff from my Recent Run
« on: December 14, 2019, 08:01:38 PM »
The falcon P basically dominated the 7th fleet building tournament. 4 medium missile slots on a very fast chassis is nothing to sneeze at.

15
I don't think it is possible to turn of weapon ranges entirely, but it is very easy to give every weapon in the game more range than the map size. You may have to contend with a bit more lag since the firing calculations for every ship would be up the wazoo, and ship behaviour may be erratic as well.

Nevertheless, the change is quick and easy.

Here it is:

The vanilla weapon data is held in a single file; weapons.csv.

A csv file is a comma seperated file that can be opened with (recommended) spreadsheet software, or even (not recommended) a simple text editor.

I am on mobile but the file ahould be found in starsector/starsector core/data/weapons/weapons.csv.

Make a copy of this file before working with it.

In this file there will be a column named range. Simply add a few zeroes to the end of the numbers in that column to give weapons a practically infinite range.

Do keep in mind for projectile weapons, the speed of the projectile is seperate. Meaning that (nearly) instantaneous weapons like beams will be dominant if you make this change. And ballistic or projectile weapons will take a back seat if you don't change the projectile speed (also found in the same file near the far right side).

Keep in mind that you may also have to change the projectile life time for missiles if you don't want them running out of fuel halfway. The range for missiles only determines how far the ai will shoot it from. Not whether it would reach the targeted ship.

Edit: Mobile spelling.

+ backup addition.

Edit 2:

On second thought, maybe haphazardly increasing the range on weapons isn't a good idea. The game has to keep track of projectiles, and if projectiles last forever off screen, the memory overhead is going to be immense. I'd recommender maybe increasing ranges to the 8000-1000 range instead of any magnitutdes bigger than that. It won't reach from end to end of the map. But it will reach up to the middle.

Anyways. Give these values a test and increase if you want.

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