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

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Topics - Avanitia

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Title and image show everything you need:

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As the title says.
I got the bounty for a fleet full of ships with built-in hullmods. I checked mid-combat and all the ships had them.
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Unfortunately, after painful fight...
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None of these ships have built-in hullmods anymore.

Modlist:
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Audio Plus
Autosave
Settings.json changes of my own making (increased max zoom, increased max player fleet size, disabled whiteout)
Captain's Log
Combat Chatter
Commissioned Crews
Console Commands
Diable Avionics
GraphicsLib
Hyperdrive
LazyLib
Lightshow
MagicLib
Practice Targets
Remnant Control Transfer
SCY Nation
Secrets of the Frontier
Seeker UC
Armaa
Tahlan Shipworks
Torchships
Trailer Moments
Unknown Skies
Upgraded Rotary Weapons
Vayra's Ship Pack
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Bug Reports & Support (modded) / [0.95a RC10] Save corruption
« on: March 27, 2021, 09:38:13 PM »
Saved the game when in Magnetic Field of a Gas Giant; there's pirate fleet orbiting a frozen planet next to it (a bounty) and they are using the Interdiction Pulse. Game fails to load, backup doesn't work either.
Required files:
Save
Mods
Error from the log

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Bug Reports & Support / [0.95a RC10] Weird fleet behaviour
« on: March 27, 2021, 08:57:13 PM »
Entered system with Black Hole, research station was orbiting it. When salvaging, I see the text about tripping a trap and that it sent a signal. Pirate fleet spawned as it should, but it is outnumbered, so it stays away... or at least it should. When I got close, it rushed at me and activated emergency burn.
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Image:

And a short clip: https://i.imgur.com/RisYEj1
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Bug Reports & Support / [0.95a RC9] Weird graphical glitch
« on: March 26, 2021, 07:24:12 PM »
Image should explain this:
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There's a black line next to ships without any d-mods or hullmods built-in with story points, my Tempest has 2 of latter. Affects ships on fleet preview screen as well, fighter wings affected on fleet preview too.

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As title says, I can't store the Automated Ships in Abandoned Terraforming Platform around Asharu, game shows "Illegal to sell" text. Doesn't matter if ship has core slotted in or not.

Screenshots:
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Bug Reports & Support / [0.9.1a RC8] Crash on character creation screen
« on: November 15, 2020, 11:33:05 PM »
That's a weird one.
Press new game, choose whatever options you want till you get to character screen where you can allocate skillpoints. Left-click on character's name above the portrait, game crashes with this error:

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68248 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Avanitia_1354263013979475447\descriptor.xml]
90661 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
90736 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
90738 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
91135 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.c.??0000(Unknown Source)
   at com.fs.starfarer.coreui.c.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Suggestions / Small issue with tutorial
« on: December 23, 2019, 10:08:56 PM »
One of new players on Discord got confused during tutorial (played on TV and text is very small, so they went in blindly) and used Saturation Bombardment on the Derinkuyu Mining Station...

Maybe an option to bombard markets in Galatia should be disabled for duration of tutorial?

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Bug Reports & Support (modded) / [0.9.1a RC8] Industry Blueprint UI bug
« on: November 19, 2019, 03:17:46 PM »
When player knows ship / weapon / fighter blueprint and obtain another one they are met with this screen
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At the same time, if player obtains blueprint for an industry for second time this is shown.
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Trying to learn it shows "blueprint already known" message on the top of the screen and blueprint doesn't glow as well.

Admittedly, this doesn't happen in vanilla at all, but that's disparity between industry and other blueprints, which doesn't make sense.

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Suggestions / [0.9.1a RC8] Doom overloads when using system while phased
« on: September 15, 2019, 02:37:33 AM »
What topic says - you can actually overload when using Mine Strike when phased. It requires very specific timing on player's part - but it's doable. You have to use system when using it will put your flux to exact flux capacity of your ship.
I'm guessing it's a side effect of system being usable when phased.

Here's the screenshot:

and video of this "issue" (I don't know if that's intended or not):
https://youtu.be/hKsdtl8rG04

I used Practice Targets by Tartiflette to better illustrate the issue (and to have something for weapons to shoot)

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Suggestions / Add a scroll bar to blueprint packages
« on: August 28, 2019, 06:19:26 PM »
When playing the game, I noticed that some packages only mention few of ships / weapons / fighters they let you build.
Rest is replaced with simple "... and X other things", which is really annoying - especially when we take mods into account.
I suggest adding a scroll bar there - that way player would be able to see all contents of the package and make fully informed decision if they want to learn it.

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I had this happen few times and can't find a way to reproduce it.
Seems to be linked to fleet being beaten in battle and it having mothballed ships, but doesn't seem to happen in every single pursuit.

Mods used:
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Lightshow
Arsenal Expansion
Automatic Orders
Autosave
Portrait Pack for personal use
Settings.json changes mod for personal use (increased battlesize, max player level, fleet size, increased amount of named bounties, disabled whiteout, enabled alt mouseover to transfer cargo functionality)
My own mod with a missile and fighter wing
Combat Chatter
Combat Radar
Console Commands
Dassault-Mikoyan Engineering
Diable Avionics
Disassemble Reassemble
Fuel Siphoning
Gladiator Society
Hazard Mining Industries
Kadur Remnant
Karlsson Heirloom
LazyLib
Legacy Of Arkgneisis
MagicLib
Mayasuran Navy
Nexerelin
ORA
TAR
Ruthless Sector
SCY
SEEKER Ship Pack
Shadowyards
Ship / Weapon Pack
Starship Legends
Sylphon RnD
Tahlan Shipworks
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker
Audio Plus
Graphics Lib
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Using the most recent versions of mods.

Screenshots:
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Pursued fleet spawns way too far forward compared to normal pursuit. Battle area is also vastly increased in length.

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Bug Reports & Support (modded) / Crash when checking submarket
« on: March 08, 2019, 02:00:44 AM »
Okay, so I was playing Starsector like usual, with rather large modlist.
Decided to go to Prism Freeport (version from Nex, located hyperspace), checked all submarkets, decided to buy a ship from military submarket.
Bought it, made a loadout, decided to double-check all submarkets, maybe I missed a ship I like or may need.

Pressed on Hi-End Seller icon, game crashed with this error.
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4289600 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$KeyIterator.next(Unknown Source)
   at java.util.AbstractCollection.addAll(Unknown Source)
   at java.util.HashSet.<init>(Unknown Source)
   at com.fs.graphics.util.GLListManager.nextFrame(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)
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That's my modlist:
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Arsenal Expansion 1.5.3d
Artefact
Audio Plus
Automatic Orders 0.3.1
Autosave
Portrait pack of my own making (adds portraits only to player's faction)
Settings.json changes mod (max level, fleetsize, battlesize, increased number of named bounties, disabled ship whiteout)
Blackrock Drive Yards
Combat Chatter
Common Radar
Console Commands
Dassault-Mikoyan Engineering
Diable Avionics
Disassemble Reassemble 1.6.5
Foundation of Borken
Gladiator Society
Grytpype and Moriarty's Defense Authority
Junk Pirates
Kadur Remnant
Karlsson Heirloom
LazyLib
Legacy of Arkgneisis
Lightshow
MagicLib
Mayasuran Navy
Nexerelin
Outer Rim Alliance
Practice Targets
Seeker_UC
Ship and Weapon Pack
Sylphon RnD
Tahlan Shipworks
Underworld
Unknown Skies
Upgraded Rotary Weapons
Version Checker
Wotani Federation
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I have no idea what happened, never seen that error before, I did update Tahlan Shipworks to dev version (which has some changes to few ships, but I didn't see any of them in Hi-End Seller)

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Suggestions / [SPOILERS] - Make [REDACTED] stronger
« on: February 12, 2019, 09:57:42 AM »
FINAL SPOILER WARNING
If you haven't played 0.9 yet, go and play it or don't read further.  ;)


I've found the
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Guardian
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when 0.9 update first came out and destroyed it with this fleet.
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I wanted to recreate this feat again with this fleet.
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And I've done it, losing only 2 Buffaloes MkII during the fight. Had to repeat the fight 3 - 5 times I think.
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I've used exclusively vanilla content. You can see loadout of each ship here.
I know loadouts aren't the best you can get, but I had to work with what I was able to find and keep my fleet small.
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What's the point of all that, you may ask. Well, Guardian feels too weak. It's supposed to be a hard enemy which you have to defeat in order to gain access to Cryosleeper itself.
Guardian, as ship, is, to be quite honest overpowered.
It has built-in hullmod which reloads missiles, Advanced Targeting Core, exactly same loadout every time it appears, very good stats.
There's one problem though. It always fights alone, which allows player to take it down with small force composed of destroyers and frigates.

So I want to make a suggestion.
Buff the Guardian... but not directly.
I suggest giving escorts to Guardian, a fleet it will fight alongside with.
It should prevent situations like the one I show above, or at least them harder to achieve, while encounter should still feel impactful and memorable.

Thanks for your attention, godspeed Starfarer  ;)

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