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Messages - Fusoya

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1
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: August 01, 2020, 12:06:35 PM »
Noted, and no worries. Thank you.

2
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: July 31, 2020, 06:48:27 PM »
When trying to load the save. Start a new game? Appreciate the quick replies!

com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [al_king] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 266224
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.campaign.util.CollectionView
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleetView
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : com.fs.starfarer.campaign.CharacterStats
class[7]            : com.fs.starfarer.rpg.Person
class[8]            : com.fs.starfarer.campaign.econ.Market
class[9]            : com.fs.starfarer.loading.specs.FactionProduction
class[10]           : com.fs.starfarer.campaign.Faction
class[11]           : com.fs.starfarer.campaign.econ.Submarket
class[12]           : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[13]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[14]           : com.fs.starfarer.campaign.econ.reach.MainWorkTask2
class[15]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[16]           : com.fs.starfarer.campaign.econ.Economy
class[17]           : com.fs.starfarer.campaign.CampaignPlanet
class[18]           : com.fs.util.container.repo.ObjectRepository
class[19]           : com.fs.starfarer.campaign.StarSystem
class[20]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[21]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[22]           : com.fs.starfarer.campaign.Hyperspace
class[23]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

3
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.7.1 [5/11/20]
« on: July 31, 2020, 04:36:17 PM »
This happened when I was in hyperspace.

[Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]
java.lang.RuntimeException: Ship hull [al_king] variant [al_king_elite]: slot id [WS0016] not found for weapon [al_bullpup]

4
General Discussion / Re: Seed Thread
« on: February 04, 2019, 02:30:45 PM »

5
Bug Reports & Support / Re: Weapon group bug
« on: November 17, 2018, 10:29:12 AM »
Is that intended behavior? I don't recall this in 0.8 when I'd bandbox all the ships...

6
Bug Reports & Support / Weapon group bug
« on: November 17, 2018, 10:03:31 AM »
After issuing a command to kill a particular ship, my active weapon group switches from 1 to 2.

7
Blog Posts / Re: Economy & Outposts
« on: September 19, 2017, 05:47:39 PM »
Will we be able to take extra ships/parts and add them to our patrol fleets? Or is more of a standard Outpost size 3 creates x amount of this standard fleet?
Same question for making a defense station of some sort and participating in defensive battles.

Details are a bit sparse at the moment - it'll have to be tied in with just how "ship production" and "blueprints" works - but I'll say that I'm *not* keen on having the player configure the composition of patrols or hand-designing station loadouts. It's just too much; a lot of what outposts are about is expanding your overall power at the cost of giving up direct control.

You mention supplying our outposts on the edge of a sector, but that requiring waystations or some other mechanism in order to grow; is this something the player can do on their own as a substitute?

I'm not sure I fully understand the question, but the player will be able to build waystations, yes.

All leading into hopefully building your own faction/nation and diplomacy, perhaps assigning officers or something similar for planetary governor roles down the line?

A lot of things are pointing in that direction, aren't they? :) There's even a portrait that says "Administrator" in the outpost screen.

Thank you for the answers. As for the first, I understand. Maybe not to the point of personally designing every loadout, but more of "Standard Patrol Fleet A has two cruisers, 4 destroyers, 8 frigates, etc." and "Planetary Defense Fleet has Two capital ships, and assorted escort" is what I would envision for some player control but not too much micromanagement.

For my second question, I'm asking whether it would be possible for the player to build up and supply a fleet entirely on their own via personal convoy or would it absolutely require a waystation chain? Example: I find two Earth like planets relatively close to each other on the edge of the sector. I establish a couple outposts/colonies. Will they survive long enough for me to go back to the main space and return and supply on my own, or do I have to build that chain of waystations to have any chance?

Third, I saw administrator but didn't want to jump the gun since this is such an early look.

8
Blog Posts / Re: Economy & Outposts
« on: September 19, 2017, 02:52:08 PM »
Will we be able to take extra ships/parts and add them to our patrol fleets? Or is more of a standard Outpost size 3 creates x amount of this standard fleet?
Same question for making a defense station of some sort and participating in defensive battles.
You mention supplying our outposts on the edge of a sector, but that requiring waystations or some other mechanism in order to grow; is this something the player can do on their own as a substitute?
All leading into hopefully building your own faction/nation and diplomacy, perhaps assigning officers or something similar for planetary governor roles down the line?

9
Bug Reports & Support / Re: Bug: James Hanta reputation
« on: May 17, 2017, 07:57:44 PM »
Others do, like Amalia Callisto at Raesvelg or Saturn Olympus at Sindria.

10
Bug Reports & Support / Bug: James Hanta reputation
« on: May 10, 2017, 06:10:16 PM »
James Hanta at Culann does not retain reputation for AI cores received.

11
Suggestions / Re: Boarding idea: Enemy ship select
« on: September 10, 2016, 02:03:50 PM »
I think another way to entice you to work your way up in reputation instead of save scumming is to make ships you board cost a lot more to repair. Maybe you only get a damaged version if you do it yourself and it takes a combination of high industry skill and own outpost to fully restore or a fee from the associated faction's engineer corps.
Theoretically, cost of marines (and supplies if you cannot loot enough and need to buy them at high prices) should pay for your ship.  Currently, they do not thanks to the guaranteed thirty marines at Black Markets per month, and there are four or so markets where player can get them for 233 credits per marine.  If I did not have ships to board, I would sell them elsewhere where they cost about 1000 credits.  As is, I board everything useful (rare or common) at endgame, when nearly all of my enemies are Hegemony or other major faction.

If repairing ships mostly gave damaged ships that cannot be repaired, like the pirates' clunker (D)s, then boarding will become useless.  I do not board at all in the early-game, when my enemies are pirates and pathers, because nearly all of their ships are junk.  Boarding is useful to get standard or enhanced ships.

Ultimately, I like to establish my own player-designated faction, like in the Nexerelin mod or as seen in the SPAZ 2 demo video, and provide my own services to feed my war machine.  Hoping Starsector eventually supports this in a normal game.

It wouldn't be useless, it would simply cost more and add a tie in to the factions or having your own outposts/repair facilities to fully restore. Maybe it would be a hassle in terms of the number tuning, but perhaps that extra dial would help with that.

12
Suggestions / Re: Boarding idea: Enemy ship select
« on: September 09, 2016, 11:03:12 PM »
I think another way to entice you to work your way up in reputation instead of save scumming is to make ships you board cost a lot more to repair. Maybe you only get a damaged version if you do it yourself and it takes a combination of high industry skill and own outpost to fully restore or a fee from the associated faction's engineer corps.

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