Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DrakonST

Pages: [1] 2 3 ... 22
1
Bug Reports & Support (modded) / Unknown Crash#2
« on: July 30, 2019, 11:36:42 PM »
Happening after wining battle against mid-tech star fortes.

Code
2663902 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
2664049 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at sound.null.?00000(Unknown Source)
at com.fs.starfarer.C.null.int(Unknown Source)
at com.fs.starfarer.C.null.o00000(Unknown Source)
at com.fs.starfarer.C.L.o00000(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)
2664271 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
2664273 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]


Maybe it can be caused by out of memory?

2
Need to do danger multiplier for player fleet based on how much legendary ships have player. I mean not NPC danger level, i mean danger level of player fleet what see NPC when atacking player.

It can cut stupid situations on endgame when i as player have 5 legendary Conquests what can exterminate any fleet on sector but i has been atacked by some stupid pirates(in such situations and just do "nuke" command, hate boring battles when you know what you do with enemy). No one will want atack a most angry fleet on sector.

3
When it be moved to "Mods"?

4
Bug Reports & Support (modded) / Re: 0.9.1 RC-7 Unknown Crash
« on: May 19, 2019, 10:28:48 AM »
Alright - hmm, weird. Do you remember if you were inside some kind of terrain when this happened? And has this only happened the one time?
Idk, i just fly on system with derelict mothership.

One time crash.

5
Bug Reports & Support (modded) / Re: 0.9.1 RC-7 Unknown Crash
« on: May 19, 2019, 09:15:46 AM »
Is this -RC7? Asking because that affects how to interpret the stack trace.

If this is RC7, then this ... actually looks like it couldn't crash quite where it's saying. However, it also appears to be related to a music filter being applied, so that might be worth looking at as a potential culprit.
It`s RC7.

6
Bug Reports & Support (modded) / 0.9.1 RC-7 Unknown Crash
« on: May 19, 2019, 08:21:55 AM »
Random crash in campaing without crash window after game dead.

Code
4184179 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
4184179 [Thread-4] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
4184412 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at sound.H.?00000(Unknown Source)
at com.fs.starfarer.C.H.int(Unknown Source)
at com.fs.starfarer.C.H.o00000(Unknown Source)
at com.fs.starfarer.C.for.super(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)

Mod list:

7
I confirm, it works fine on 0.9.1.

8
Vanilla have limit of expedition to player colonyes. Maybe disable od double this limit on "Starfarer mode"?

Endgame on 0.9.1 feeling so boring...


9
Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.

Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.

10
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 11:02:39 PM »
Onslaught in simulator not a enemy, he cant do anything.
Try playing the game legit for once instead of "god modded" and maybe you will see that the ship is actually decent. Not all capital ships need to be OP as hell  
I mean Onslaught variant on simulator a useless. This ship capable to do much more.

And on my game still no any changes. It full vanilla, except some mods.

11
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 10:08:48 PM »
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

Are you just theorycrafting that it sucks or have you given it a shot?
At first give me Cathedral on simulator as opponent and i can blow up this.

On current moment very hard to testing this flying HP box because AI just running from this ship. But Victory or Paragon just annihilate basic variants.

But i definitely know that in comparison with the fire power of the previous Cathedral version new the pettiness is useless. New ship cant kill billions of Remnant frigates, destroyers and cruisers.

12
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 09:48:29 PM »
Onslaught in simulator not a enemy, he cant do anything.

13
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 09:11:20 PM »
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

You are delusional, the new Cathedral is still a very capable combat ship.
-_-

With cruiser-class ITU on modules? With 1000 flux/s for main battery? With useless main shield(flux and shield effectivity stats and also very slow shield)? With no any armor?  With stupid for AI system(damping field) for main battery module?

This ship just nothing for Onslaught(He just outrange new Cathedral and blow-up any trying to atack with strike craft). It no any chanse for Cathedral. But it have deployment cost as two Onslaughts!

14
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 03:14:20 AM »
I remember this path as path when Cathedral has die.

From very situational but powerful in this situations ship become to absolutely useless in combat HP box.

Now for me it just as logistic ship.

15
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 09, 2019, 07:37:20 AM »
Well, i collect some information about impressions of new sprites on RU community and almost everyone love new graphics.


But my opinion is invariable. I more love old sprites. Maybe because i color-blind, and i realy not love low counts of little details in new sprites. In vanilla and old sprites absolutely another counts of details and style of execution.

As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Second note - do some color patterns(just look on DA/ORA), ships look too faded and boring.

II at first it yelow color, new ships dont have any yelow elements.

Pages: [1] 2 3 ... 22