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Messages - FERNANDOHYDE

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1
Mods / Re: [0.96a]Epta Consortium - 2.1.0
« on: October 31, 2023, 01:21:50 PM »
Linux player here, you are referencing assets for the monitor using both '/graphics/ships/monitor/' and '/graphics/ships/Monitor/'. This breaks loading as linux is case sensitive and since both are used I'd have to open up the jar to fix it.

2
Any chance of an option to have engineering hubs just spawn the blueprint instead of needing to overwrite an existing one?

3
Mods / Re: [0.9.1a] Blue (0.7.0a) Mod
« on: March 01, 2020, 09:29:36 AM »
Just a heads up that the current version is broken on linux. the mod is referencing "xlu.version" when the file's actual name is "XLU.version". Filenames are case sensitive on linux so this breaks the mod. Renaming the file fixes it though.

4
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: January 05, 2019, 11:38:33 AM »
I'm dumb, I didn't try a new save after redownloading. Everything seems to work now, thanks

5
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: January 05, 2019, 11:06:31 AM »
I re-downloaded but I am still getting the same crash and error, just delayed. Best I can tell it happens when a SCY fleet spawns in.

6
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: January 05, 2019, 09:58:33 AM »
I think the prism freeport is still looking for the weapons you removed.  If I try to go to acheron's domain I get an error that the nailer can't be found and then a CTD after jumping in. Here's the log:

Quote
136097 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [SCY_nailer] not found!
java.lang.RuntimeException: Weapon spec [SCY_nailer] not found!
   at com.fs.starfarer.loading.Q.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:232)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.C.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

As for adding factions to Prism's stock via prism_factions_whitelist.csv, I've managed to add sylphon but can't get others working.  For example adding 'dassault', 'dassault-mikoyan', 'dassaultmikoyan', 'DM', and  'DME' all fail to add Dassault-Mikoyan Engineering ships. Do I need to dig through the respective mod folder to find what I need?

7
Hello, I'm getting the following error and a CTD any time I try to battle in the campaign.

Code
356789 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
357044 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.Object.int.o00000(Unknown Source)
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.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I'm not really savvy enough to figure out what this means other than it's probably missile related. I've run a few tests, and can conclude that it's not dependent on the number of missile (Infinite ammo + no cooldown in the simulator with hundreds of missiles on screen will not crash the game.)  It also doesn't seem to be dependent on the type of missile, as it will sometimes happen when I fire missiles or when the AI fires them (tested with all vanilla factions and several mod factions.) However the likelihood of a crash seems to increase dramatically as time goes on. The game will noticeably chug from a 16 missile salvo from my ship ~1 minute into a fight and I'm CTD'ing consistently at the five minute mark regardless of what I do. Could it be a mod causing this? Thanks.

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