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

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Messages - Ronald Klein

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1
Mods / Re: [0.95.1a] Exotica Technologies v1.0.11
« on: June 28, 2022, 08:15:41 AM »
 
  Great idea, poor implementation. All of my exotics and upgrades on all of my ships randomly disappear. Replaced them 3 times on my flagship already and it keeps happening. Completely useless.

2
Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: July 14, 2019, 06:30:17 AM »

  Yeah, the dude is amazing! His mods and all the unique mechanics he introduces in them are *** awesome. Easily the best mods for this game. Dare I say that some of the designs, ship systems and other mechanics he came up with are more interesting than vanilla stuff?

3
Suggestions / Re: Warship Balance
« on: July 10, 2019, 04:44:46 AM »

  I've been playing this gem of a game since 2011, coming back for every major update and mostly lurking in the shadows of the forums.

  I have to say, it seems to me like OP has always been an issue. I can only remember a time way back when you had two OP boosting skills in Technology and that beautiful OP cost reduction in Combat when I felt like I had enough flexibility in my OP count to actually make "whole" ships.

  There's so much variety and freedom when it comes to customizing your ships that it just feels wrong and restrictive to have to leave weapon slots open or miss out on a crucial hullmod because there just so happens to be an even more crucial hullmod that HAS to be included or the ship is too starved of vents to be usable without a sizeable investment in them.

  This might just be me, but it seems like the engineers who design these ships would do it in such a way that they could include everything a ship needs to function properly. Instead of having to use light autocannons and mortars on an Onslaught because it is too OP starved. (as an extreme example).

  I know Alex mentioned that he would rather avoid doing something like this, but in my opinion a 25% boost to OP across the board is mandatory. I understand that the point is not to be able to have absolutely everything that would be optimal on a ship but every single ship feels like it has to make too many sacrifices to be functional.

4

    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...

This review is a little harsh, the specific problem listed was limited to a few versions and has since been fixed.

In my previous post I outlined a solution to porting the bloated save files of 2.3.# to 2.4.# for people who want to continue rather than start anew.

If you have trouble following the guidelines pop your save game on mega nz or something and i'll port it for you.

  You're right. It is a little harsh. I was rather frustrated due to losing all that work. I did follow the guidelines exactly and I'm not exactly a novice when it comes to editing files that way but in my case it did not work.

  Appreciate the offer, but I've already deleted everything and started a fresh game without this mod.
 
  Like I said, most of it is great but I'll wait until it's more stable.

5
 
    It's too bad this mod is such a technical mess.The weapons and hulls added are very nice but this thing either breaks the game's ability to save after a while or it just breaks the save games completely when you update.
    I lost a 20 hour playthrough because the game hangs when I try to save even by using save copy and if I try to update the mod I just get the same "fix admins enabled" crash that another person posted...




6

  Crash due to the bounty manager it seems.


1445981 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraPersonBountyIntel.pickReason(VayraPersonBountyIntel.java:539)
   at data.scripts.campaign.intel.VayraPersonBountyIntel.<init>(VayraPersonBountyIntel.java:220)
   at data.scripts.campaign.intel.VayraPersonBountyManager.createEvent(VayraPersonBountyManager.java:249)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
   at data.scripts.campaign.intel.VayraPersonBountyManager.advance(VayraPersonBountyManager.java:211)
   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)

7
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: June 04, 2019, 04:12:29 PM »

 Huh. Must have missed that hotfix somehow. Thanks. And banging good job on all your mods. Easily some of the best ones around.

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: June 03, 2019, 07:20:37 AM »

  I have the latest version. I did a clean install since I just got back into the game.The problem is with the Cathedral specifically. Doom works fine.

9
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: June 02, 2019, 06:55:27 AM »
 Getting a crash with this error message every single time I use the Cathedral Mine Strike in SIM. Not sure if it works in regular combat.

63624 [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(SWP_MineStrikeLTStats.java:234)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.findClearLocation(SWP_MineStrikeLTStats.java:200)
   at data.scripts.shipsystems.SWP_MineStrikeLTStats.apply(SWP_MineStrikeLTStats.java:69)
   at com.fs.starfarer.combat.systems.F.advance(Unknown 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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

10
 
  I'm guessing this mod doesn't work with the 0.9.1a version?

11
General Discussion / Re: Turn off Warning Beacon?
« on: May 21, 2017, 08:40:14 AM »

 Yeah the ability to mark and make notes on systems definitely needs to be a thing

12
Bug Reports & Support / Re: Editing vmparams
« on: May 18, 2017, 05:43:59 AM »

 I've been running Starsector for several hours with the latest Java 8 build and it's been doing just fine. No glitches,stuttering,freezes,crashes or really anything other than a smooth ride. Just in case anyone else wants to use it. ( And I'm running around 10 mods as well)

13
Bug Reports & Support / Re: Editing vmparams
« on: May 17, 2017, 04:07:37 PM »

 Ok then. Thanks for the answers again and I'm not sure I mentioned it before but I'll do it now since I know you're going to see it:

 Absolutely stellar work on the update. It is phenomenal!

14
Bug Reports & Support / Re: Editing vmparams
« on: May 17, 2017, 04:05:50 PM »
 Oh I realize I wasn't very clear. I have no trouble actually editing vmparams one way or another it was simply that Starsector wasn't running after the edits to increase memory. Also the first time around I got no warning when trying to run it using Java 8 which was why I didn't know what the issue was. After I reinstalled and did it all again the warning showed up

15
Bug Reports & Support / Re: Editing vmparams
« on: May 17, 2017, 04:03:06 PM »

 Heh. Got ninja'd. I appreciate you responding so quickly!

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