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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Jonlissla

Pages: [1] 2 3 ... 15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: May 21, 2019, 07:26:12 AM »
Got a CTD from fighting a Luddic Church fleet attacking my station.

329305 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.ShipAPI.getShieldCenterEvenIfNoShield()Lorg/lwjgl/util/vector/Vector2f;
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.isLocationClear(
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(
   at Source)
   at com.fs.starfarer.combat.entities.Ship.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$ Source)
   at Source)

I presume it's related to this mod due to it saying SWP but not sure, so please correct me if I'm wrong.

EDIT: I noticed now that Alex has released a few hotfixes that I have yet to install, so I'll check them out and see if the problem persists. After downloading RC8 there was no CTD.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: May 17, 2019, 10:16:23 PM »
You know there's a mod mafia that exists when around 7 mods get updated in a day.

Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9f
« on: May 16, 2019, 09:20:20 PM »
(I'll have DME updated to 0.9.1 pretty soon; it's just a few things left here and there.)
Looking forward to it, it's one of my favourite mods. I've always enjoyed the semi-realistic design you have going, reminds me of NASA shuttles and the like.

Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 12, 2019, 12:26:20 PM »
Like others have already said, it's crazy how good this mod fits the game. I'm hoping Alex does something similar to the game.

Mods / Re: [0.9a] Legacy of Arkgneisis 1.1
« on: November 24, 2018, 03:52:26 PM »
Do you know if the bounty was posted *BY* my faction? or was a bounty to *KILL* my faction? Because most likely a ship in that fleet is doing something wrong, and null-pointer error logs are basically useless for determining the failure point outside of noting when they occur and what was going on at that moment. So far I have been unable to recreate the crash on my end.

It was posted by the mod faction, yes. I'm going to experiment a bit more and see if it's a mod collision or some other fault.

Mods / Re: [0.9a] Legacy of Arkgneisis 1.1
« on: November 24, 2018, 09:37:46 AM »
Great mod! I think I found a crash though. There's a bounty that has been generated by your faction and clicking on it in the Intel screen causes a crash, and encountering the fleet ingame causes one as well.

1343810 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitFighters(
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(
   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$ Source)
   at Source)

EDIT: Actually, encountering some of the mod fleets seems to cause this crash, not just the bounty.

Oh my.

General Discussion / Re: politics!
« on: November 18, 2018, 11:17:55 AM »
Politics is fun and all but it might need to be toned down a bit. I have one semi-super colony that is apparently outperforming every other market in the game, so every faction is sending fleets against me despite having good relations.

Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 19, 2018, 03:47:21 AM »
Old suggestion but tying commanders into a local reputation would be cool. You could use a heatmap type overlay to display local reputation to the player on the map. This would resolve a lot of the weird reputation things that happen now like going instantly hostile with an entire faction if you fight one patrol. Instead you would go instantly hostile with the system (which seems reasonable, but far away colonies might only be suspicious). IMO, it just feels far more realistic and offers more engaging gameplay, generally letting the player 'get away' with more without removing consequences. It also makes piracy more viable, and maybe it could also tie into raiding. It would also make stealth more viable since the consequence of failure would be localized and delayed.

I would love to see a feature like this. Each system may have its own commanders and governers and a local reputation system. Kind of like Mount&Blade in that regard where you have relations with every lord as well as the kingdom.

Blog Posts / Re: Raids, Bombardments, and Planetary Defenses
« on: August 16, 2018, 01:32:01 PM »
Starsector blog posts are the best blog posts. Hyped as hell, and still can't believe that the version number will reach 0.9. It's like watching the development of Mount&Blade all over again.

That said, I'm curious if the Valkyrie is the only ship with that raid/invasion hullmod, or will there be other vessels? Mechanically they might not be needed, but variety is the spice of life and all that.

Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 29, 2018, 10:16:37 AM »
Don't want to sound like a broken record, but I'm still hung up about the whole Pirates thing, with them being potentially locked at being hostile and representing deserters among others. It feels wrong to have so many groups being tied into a faction called "Pirates". At this point, would it not be better to rename them to Lawless?

Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 17, 2018, 06:01:47 AM »
I have to agree with above posters. While I don't mind having some faction being semi-permanent hostile to the player, the current way Pirates are represented is very lacklustre. I think the addition of subfactions is the way to go since there are already several groups that should be semi-independent, like the Pathers or Lion's Guard.

Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 16, 2018, 12:46:13 PM »
I have some very specific ideas for what I'd like to do re: new game settings (and it probably won't make it into 0.9), but that's all I'll say about that :-X

Speaking of new game settings; have you ever thought of any kind of NG+ option? I think Pillars of Eternity 2 did a interesting twist on it. For each achievment you unlock you gain certain points that help you out when creating a new character, like bonus money and similar things.

Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 07, 2018, 09:11:37 AM »
I think what's in covers the bases pretty nicely. There are certainly some more niches that could be filled, but that would always be the case, for increasingly narrow niches. If 1.0 shipped with the current set of ships and weapons, I would be 100% ok with it. Of course, there's still the possibility for adding more, but it's on the "whether me or David feel like adding something in particular" basis, rather any kind of specific plan to do so.

Then I would kindly suggest another midtech capital ship.

Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 02, 2018, 08:44:44 AM »
The hype is real.

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