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Topics - Umbra Eterna

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1
I've already done a fresh install of Starsector after encountering this error. I can confirm that it is something within the mods, because this does not occur in Vanilla.

I have these mods enabled:

Spoiler

Autosave 1.0d
Citadel 0.8
Common Radar 2.1
Interstellar Imperium 1.9.0
LazyLib 2.1
Leading Pip 1.7.4
The Knights Templar 0.9.5
Upgraded Rotary Weapons 1.0
Version Checker 1.4c
ZZ ShaderLib Beta 1.10

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The game returns this error after a CTD:

Spoiler

Fatal:
com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang
/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;

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It also states to check the starsector.log for more info, which has this:

Spoiler

ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
   at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
   at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
   at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
   at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:72)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

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Any help would be greatly appreciated! :)

2
I just recently reinstalled Starsector and allocated 6GB of RAM to the game. The game can load fine to the main menu and I can click on new game, but clicking on Load Game causes a CTD.
I get this error in the starsector.log:

Spoiler
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.io.File.<init>(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.return(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.showLoadGameDialog(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.h.o00000(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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I have these mods installed:

Spoiler
Autosave
LazyLib
Leading Pip
ShaderLib
UpgradedRotaryWeapons
Version Checker
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3
Bug Reports & Support / Able to repair at a station with 0 Supplies
« on: February 25, 2015, 02:04:44 PM »
Something else I've noticed is when I will visit a station, it will give me the option to repair all of my ships for 0 Supplies.
However, none of the ships are damaged, they have a full complement of crew, and the CR (I think) is at the maximum for the ships.
I hope I'm not stupid and it was something else, or that I failed to see what it was that caused it.  ;D

4
Bug Reports & Support / Being able to leave engagements with Pirates
« on: February 25, 2015, 02:00:14 PM »
First of all, I have these mods installed:

Spoiler
Blackrock Drive Yards
Citadel
Common Radar
Console Commands
Exigency 0.7
Interstellar Imperium
JP_RC
LazyLib
mayorate-0.8.1
Save Transfer
SCY
ShaderLib
shadow_ships
Simulator Overhaul
Starsector+
Templars
TwigLib
Version Checker (I still haven't gotten this mod to work, if someone could help me out that would be appreciated.)
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At some point during my game, the Pirates won't attack me. It may be due to the mods, but I haven't tested it yet.
I know I have very poor standing with them, (At one point about 79/100 negative relations) but they refuse to 'engage' me.
They will fly to me, "touch" my fleet's "bubble", but I will be able to disengage like they are neutral. (I currently have no photographic evidence of it, but will include it when I get it.)
However, when I hover over them with my cursor, it will say "pursuing your fleet", or something to that effect. (Don't know the exact dialogue, but I hope you understand.)
(I apologize if these "relations" are an addition on behalf of a mod, or if this is an addition to the base game.[Saying this because I can't find any concrete evidence to say that it was added.])
Thanks for reading!  ;D

5
Suggestions / Clearer statistics for boarding/capturing ships
« on: February 21, 2015, 08:53:57 AM »
When you win an engagement with an enemy fleet and you disable their flagship, cruiser, gunship, etc. you are sometimes given the chance to either attempt to capture that particular ship or engage and destroy it.
I feel that you should be given more information on the chance that you will either capture the ship or be able to destroy it.
Whenever this opportunity comes up to do this, you just have to use a lot of crewmen (if you don't like carrying around Marines) and sometimes you don't even capture it because they have either fled or the ship is beyond repair.

More things should be factored into what actually influences your chances, like using a particular type of ship, or what type of crewman you use. (Elite status crew over Regular or Green crew.)
For example, using a small frigate with Green status crew attempting to board and capture a ship from a distance would have a much lesser chance than using Elite status crew or Marines (Marines would obviously be the best for boarding ships, and then Elite status crew are next, etc. with Green being the 'last resort'.) with a more heavily-armored ship, like a Cruiser or Capital/Battleship-Class ship. (Only if Armor Rating or Hull Rating would factor into it.)

Or having a modifier so that when you attempt to board a ship with the hard-dock option, Frigates would be able to avoid incoming fire much better than slower-moving ships.
Even CR could be factored into the ship you are using, or being able to also deploy other ships or fighters to prevent the target ship from fleeing. (Possibly being able to add more ships to attempt the boarding action in tandem?)

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

EDIT: You could have upgrades for the 'boarding-shuttles' that you use when you attempt to launch 'assault-pods' from a distance. It would allow them to be more maneuverable so they could avoid the incoming fire from the target ship much better. Allowing them to be faster so they could arrive at the target ship sooner making the enemy crew have less time to repair the ship that would allow them to flee or so that they enemy ship has less time to bombard or prepare internal defences for boarding. (Maybe adding a EMP-like ability to disable their engines?)

There could be some possibility of adding a 'Teleportation' upgrade to one of the Skill Trees (Technology?) It would allow you to, at the early skill levels, have increased speed for your 'assault-pods' and at either level 5 or 10 in that skill (Most likely 10) you can just teleport into the ship so you don't have to worry about slowing down via flying there.

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