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Messages - agigabyte

Pages: [1] 2 3 4
1
Modding / Re: Halo HomeSystems
« on: February 22, 2024, 06:34:52 PM »
Hi there! I'm copy/pasting a post of mine from the Interstellar Imperium thread.

Quote
Hey there! I just started a new game and immediately got the exception:

Code
7457459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [II_StellaCastellum] not found
java.lang.RuntimeException: Industry [II_StellaCastellum] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:659)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:597)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1787)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1271)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1170)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:626)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I have Nexerelin, Industrial Evolution, all the currently up to date Libs, all the Ashes of the Domain mods, Grand Colonies and Customizable Star Systems (haven't edited it from the baseline yet). I also have a bunch of faction and content addition mods; I think the ones listed above are all the ones that could generally impact sector generation across the board, but please let me know if you need the full list.

Other relevant info:

I was playing with randomized core worlds, in the Derelict Start.

I was beginning as a member of another faction, rather than my own faction.

This was perhaps my sixth time starting a game tonight as I attempted to work out all the details of what start I wanted. It had not crashed prior to this one.

I hope this is enough information!

EDIT: Okay so, turns out the crash is being caused by the Covenant start from Halo Home Systems specifically, and even happens after I disable Interstellar Imperium. I suppose I'll head over there!

2
Mods / Re: [0.97a] Interstellar Imperium 2.6.4
« on: February 22, 2024, 06:08:21 PM »
Hey there! I just started a new game and immediately got the exception:

Code
7457459 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [II_StellaCastellum] not found
java.lang.RuntimeException: Industry [II_StellaCastellum] not found
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:659)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:597)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1787)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1271)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1170)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:626)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I have Nexerelin, Industrial Evolution, all the currently up to date Libs, all the Ashes of the Domain mods, Grand Colonies and Customizable Star Systems (haven't edited it from the baseline yet). I also have a bunch of faction and content addition mods; I think the ones listed above are all the ones that could generally impact sector generation across the board, but please let me know if you need the full list.

Other relevant info:

I was playing with randomized core worlds, in the Derelict Start.

I was beginning as a member of another faction, rather than my own faction.

This was perhaps my sixth time starting a game tonight as I attempted to work out all the details of what start I wanted. It had not crashed prior to this one.

I hope this is enough information!

EDIT: Okay so, turns out the crash is being caused by the Covenant start from Halo Home Systems specifically, and even happens after I disable Interstellar Imperium. I suppose I'll head over there!

3
I'm getting a crash upon starting up a game (specifically right after selecting my skills, as it's generating the sector) using the following modlist:

Spoiler
Code
{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "raccoonarms",
  "timid_commissioned_hull_mods",
  "lw_console",
  "fluffships",
  "sun_fuel_siphoning",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hostileIntercept",
  "kadur_remnant",
  "lw_lazylib",
  "MagicLib",
  "Mayasuran Navy",
  "nexerelin",
  "QualityCaptains",
  "remnant_command_transfer",
  "SEEKER",
  "speedUp",
  "sun_starship_legends",
  "timid_supply_forging",
  "star_federation",
  "US",
  "vayrashippack",
  "audio_plus",
  "shaderLib"
]}
[close]

I originally had Industrial Evolution enabled and I thought it might be an issue with that, but I'm still getting it, having disabled that mod. The issue was not present with Nexerelin disabled. The crash log is spoiled below. 

Spoiler
Code
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1754)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:432)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
69168 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
69168 [Thread-9] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
[close]


I know the mod author is taking a (well-deserved) break but I was hoping someone else would be able to help me isolate the conflict and any solutions, because I'm not particularly tech-savvy so I don't know where to begin.

4
Mods / Re: [0.95a] The Star Federation v0.7.3 (Inspired by FTL)
« on: April 06, 2021, 09:17:39 PM »
The Stellaris launcher is saying this mod is for 0.9.1a, and won't let me select it. I even re-downloaded the mod, and checked the mod_info.json file to make sure it said it was for 0.95a (it did). Do you know of anything that could be causing this issue?

5
General Discussion / Re: Manually creating colony fleets
« on: May 30, 2019, 04:50:34 PM »
Unfortunate. I'm kinda stuck in this side of the sector until my stations finish.

Just to be clear, it will build (crappy) fleets once I have the Waystation even without Heavy Industry, right?

6
General Discussion / Manually creating colony fleets
« on: May 29, 2019, 04:15:16 PM »
Is it possible? Like, say, I've put a collection of small ships in storage at my first colony; can I take those ships and make them into a fleet for that colony so I don't have to rely on the auto-generated faction import fleets (that haven't even been built yet)?

7
General Discussion / Re: How can I command fighers?
« on: May 12, 2017, 05:26:30 PM »
Also, if I want a Carrier Flagship, I can't have my fighters attack anyone. I simmed a few battles today, and I couldn't kill an Eagle with a Carrier-Destroyer and two Frigates because nothing, even my own ship if I told it to attack and put it on autopilot, would actually attack. So, I was in a 1v1 with a smaller ship, rather than a 5v1. Commanding fighters directly just worked so much for smoothly in general. This glitch later stopped happening after a reload, but the fighters were still pointless against larger ships because I had to charge into battle rather than hang back and let my fighters harass.

8
General Discussion / Re: How can I command fighers?
« on: May 11, 2017, 11:32:02 AM »
I'd still much rather have the option to command fighters manually, simply because it gives a better sense of agency. I haven't played the most recent version, yet, but in older ones, I'd often divide my fighters up for objectives (putting a good portion of them on defense of my most important ships, while having a wing or two of fighters escort my bombers, for example). This was one of the really nice parts of the combat for me, the micro-management of fighters to a specific degree.

9
General Discussion / Re: What Kind of Ship do you Pilot?
« on: May 11, 2017, 11:09:08 AM »
Also, I can't use Phase Ships.

Like, I almost lost a sim battle with a pair of Buffalo-IIs in one of the phase destroyers.

Of course, I do like to put them in my fleets; the AI seems to do really well with them.

10
General Discussion / Re: What Kind of Ship do you Pilot?
« on: May 10, 2017, 03:25:35 PM »
I haven't played 0.8 yet (got a new computer and never reinstalled the game) but I prefer Destroyers and Cruisers, because I like to stick to long-ranged combat. The only thing I can't handle with my Eagle or Falcon Artillery vessels is a small ship, and even then I get a victory by better CR because I can't hit it and it can't damage me until it starts malfunctioning, at which point I erase it.

Once I simmed against two Onslaughts and won with my Eagle or Falcon (can't remember which).

Recently, though, I've started favoring missiles.

11
Mods / Re: [0.8a] Star Wars: Rebalanced v0.2.1 - WIP
« on: May 10, 2017, 01:30:24 PM »
I really like this idea. It should also be noted that the Empire, and more often, local Imperial Sector Defense Militias used some ships associated with the Rebels. Nebulon-B Frigates, CR90 Blockade Runner Corvettes, etc. So, you could have a good bit of faction overlap while making small gameplay changes to the ships based on their factions and having certain unique ship types be limited to one faction.

Also, one possible way to scale it would be to have an ISD be the size of a Paragon, or so, and then scale down anything larger. So, the Executor, if included, would be only five times the size of an ISD. Still massive and kinda tough for the AI, but not gamebreakingly so.

12
Carrier that provides a bonus to boarding chance.

Asymmetrical frigate, destroyer, and cruiser that's weak on one side but fires a lot of weapons on the other.

Fragile but fast frigate with a built in super-long range weapon (for a frigate, anyway).

13
Dammit, I miswrote the second one. What I actually had before was

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms2048m -Xmx2048m -Xss1024k -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

My problem was that I misread your instructions. I thought you said the x84 was 64 bits and the other was 32. Thanks!

14
This is the file I am currently using.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -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

This is the version of the file I had.

Code
-server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms1024m -Xmx1024m -Xss1024k -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

To answer your second question, I'm pulling from programfiles(x86).

I have played Starsector with extra RAM before (2 gigs) and used the same jre file as I am using now.

15
I'm having the same problem as Gacku. I can run the game fine normally, but once I replaced the jre with jre7 from java, which I used with one of the previous builds, then used notepad++ to edit vmparams (I couldn't save it as a non-text file with notepad), and now it doesn't even begin the process I have Tasks Manager open and in processes, there's no Starsector process anymore. I tried re-copying the Java file, and even reinstalling Starsector. Both times, I got the same error.

EDIT: I just changed it back to 1024-1024, and it worked fine. Should I do a complete reinstall of 64-bit Java? Perhaps it's a problem on that end.

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