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Messages - Dal

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1
Mods / Re: [0.97a] The Knights of Ludd
« on: April 18, 2024, 11:35:45 AM »
this is a minor and possibly silly question... but how do i hide the battlestation liba [sic] from my colony build list? from reading this thread i figured out you arent supposed to be able to build it, but looking at the industries.cvs i didnt see any simple way to hide this. i know its petty, but its the kind of thing i like to tidy up for my own immersion

Requires a bug fix due soon.

2
Mods / Re: [0.97a] The Knights of Ludd
« on: April 15, 2024, 11:58:17 AM »
Mod Looks amazing! Very excited to try it out, but i am running into a crash upon startup.

I hope this is the correct part of the log.

...

Notes: Have tried reinstalling the game completely, reinstalling each mod multiple times, i've tried different versions of the mods all to the exact same result.

Hmmm, not typical. What OS? Are you using a particular archive extractor (eg. Windows, Winrar, 7zip)? I would recommend trying an alternate just in case.

3
Mods / Re: [0.97a] The Knights of Ludd
« on: April 11, 2024, 04:48:26 PM »
Quick question, is there currently any way to legitimately obtain any of the 3 special cores?
I can see they have item icons etc but I imagine those may just be like Omegas, which technically exists as an item but isn't obtainable normally

They're completely unimplemented.

4
Mods / Re: [0.97a] The Knights of Ludd
« on: April 10, 2024, 11:38:40 AM »
Got it, thanks! That's kinda unfortunate though, was really looking forward to learning more about these mysterious factions. Is there more lore stuff or just fights from now on?

The factions can drop a few lore datachips, and there's some exploration lore to find, however the information is more circumstantial than definitive. It should be juuuuust enough to figure out the chain of events.

(Much) more is planned.  ;)

5
Mods / Re: [0.97a] The Knights of Ludd
« on: April 09, 2024, 11:14:51 PM »
I have a question about the storyline:
Spoiler
What do I do after The Devourer? I was led to him by the series of clues ("dark deeds" on Intel screen), but no clue was given after his defeat. Is that it? Is he like the final boss? Or am I missing something?
[close]

That's where the formal guidance ends. The rest of the content can be found by searching out anomalies on the starmap.

Sorry if this has already been answered, but is this mod compatible with luddic enhancement?

Luddic Enhancement is fully compatible :)

6
Mods / Re: [0.97a] The Knights of Ludd
« on: April 07, 2024, 06:05:53 PM »
Please use the latest Fleet Journal version.

7
Mods / Re: [0.97a] The Knights of Ludd
« on: April 05, 2024, 07:19:22 PM »
2. I found a text file simply titled "starsector" and decided to open it. I think this is what you're looking for:
Spoiler
Code
162837 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFleet(SotfDustkeeperFleetCreator.java:292)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
at data.scripts.campaign.abilities.SotfCourserProtocolAbility$1.doAction(SotfCourserProtocolAbility.java:184)
at com.fs.starfarer.api.util.DelayedActionScript.advance(DelayedActionScript.java:18)
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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]

Okay this is useful. The current SOTF version is 14 Beta 6, what version are you running? Versions before 14 will almost certainly crash.

8
Mods / Re: [0.97a] The Knights of Ludd
« on: April 05, 2024, 02:05:44 PM »
Hi, to report potential crashes you'll need to provide the last few page of your starsector.log file from after the crash. The likeliest reason for anything related to KOL is non-updated dependencies - we haven't had reports of any other weird circumstantial crashes.

9
Congrats Wisp on the launch! Looks super slick! Makes me want to try out Flutter.

10
Mods / Re: [0.97a] The Knights of Ludd
« on: March 25, 2024, 02:04:53 PM »
The [VERY REDACTED] are indeed an endgame threat. The systems themselves are designed as midgame content - take a stealth fleet and not a death fleet and you'll be able to grab the loot while playing with the campaign layer gameplay. Later you can come back and roll over the foes for weapons and ships  ;)

11
Mods / Re: [0.97a] The Knights of Ludd
« on: March 20, 2024, 01:48:26 AM »
Getting a crash when going near the hypershunt in the elysia system.
Spoiler
171291 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source)
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56)
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29)
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

There's a beta fix for this in the Fleet Journal thread.

Uhmm, I got a bit of weirdness going on after a crash.

I have done the second boss from Knights of Ludd, got the intel and everything, recovered the ship, etc. I saved, then went on to do something different since the new location was so far away, and crashed (unrelated to KOL and already fixed).

However, upon loading the save, I only have the intel for the second boss location, not the third one. I still have the ship, the station is still gone, etc.

Anyone got a console command line I could run to give me the 3rd boss' intel?

That's very odd. I can only recommend to double check, the intel is a little esoteric ("unknown location in unknown location") but should appear on the map fine. In any case, it's

Spoiler
in the southwest, right along the clouds by the edge of the abyss.
[close]

12
Mods / Re: [0.97a] The Knights of Ludd
« on: March 14, 2024, 06:09:23 PM »
Hello, I encountered an error when I try to enter the elysian black hole.

4065463 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source)
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56)
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29)
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Hi. There's a test fix for this in the Fleet Journal thread.

13
Mods / Re: [0.97a] The Knights of Ludd
« on: March 13, 2024, 10:24:14 PM »
Is there really a story mission I can get from knights? all I get is those very redacted stuff.

btw, are all of those very redacted boss phase ships all transponder identified like ziggurat? it almost made them unusable :(((((

At this time we haven't added any formal story content, though their is a boss fight chain and several other miscellaneous bosses and then much more in addition to that.

Most of the recoverable bosses are indeed unique/identifiable. There's not much chance you can run around with one of those and not get noticed ;)

14
Mods / Re: [0.97a] The Knights of Ludd
« on: March 08, 2024, 01:12:45 PM »
hello, may I ask if its possible to disable the random teleport to redacted gate from using gates?
I am currently using a mod called hyperdriving which uses the gates in order to go to randomly generated sector ala dungeon crawler style
unfortunately theres also a chance I get thrown into the redacted gate area which causes to lose all progress made on the previous mod
if its not possible I completely understand!
thank you

Ah, sorry for the disruption. We'll probably add a toggle for our trick to the Lunalib config (when we create it).

15
Mods / Re: [0.97a] The Knights of Ludd
« on: March 07, 2024, 09:29:46 PM »
I'm a little confused by something. Spoiler tag = there for a reason.

Spoiler
I've been to a lot of places in the mod, whacking boss after boss (I find them a little squishy for my tastes, probably because my fleet is EMP heavy? Not entirely sure but they seem to go down mega fast with me) and this has me going through the storyline probably in a really weird sequence. My first place to go was the nullspace one (I managed to get in after getting the updated version of Fleet Journal!) and nailed that so early I didn't even have gates. I had to transverse my way out, then eventually picked up the other boss at the cache in the Alpha Site after dealing with ziggy.

After that, I nailed a few more - I got Amaterasu in the Elysian system as I went wandering through there again, and then went I and did Dark Deeds with the Tritach story. It sent me to the Luna Sea system, a great big blue giant...but there's a catch - it says that the ship is orbiting a jump point in that system, but there's just the one point (called Second Trial), and there's no ship near it. Is it somewhere else in the system? I'm not so sure where to go next there.

Also, is there anything to do with the white hole in the null space area? I found the derelict fleet and killed the boss in there, but that seems to be it according to the neutrino detector, I think. I'm terrible at finding stuff with so many nebulae around :P
[close]

You've done a good job, that sounds like most of them. The one in that system patrols around a bit but it usually hangs about not too far away. :)

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