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Messages - Histidine

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16
I can get a fully working Scathach ingame (once I change the sprite and remove the deco weapon since I don't have those), so I don't know what to say except that you're screwing up the copypaste somewhere. Also are you actually following the instructions for running Mikohime?

I've spent enough time on this. Here's all the files I'm using (not zipped by directory).

17
Bug Reports & Support (modded) / Re: CTD- Adversary, AOTD, Nex?
« on: April 04, 2024, 06:06:25 PM »
Log looks purely like an Adversary issue, although without looking at the code I couldn't say why; easiest to ask Tranquility about it.

18
Do I have to check every invasion to see if the autoresolve strength at least vaguely resembles what gets spawned when the player is nearby? Welp, might have to do at least a few to see if this is a frequent issue.

Is there anything happening to being friend with remnants?
Next version having Midnight as a contact will prevent the Remnant component of colony crises. No other changes planned.

Say, if I run with luna option that disables diplomacy will that allow vanilla's hostilities system where factions will occasionally start fights to run?
Nyet
(could add it back with a console runcode I'm not typing out right now)

I don't know if this was reported earlier but my game crashes when next raid spawns. Here's the log:
Spoiler
387923 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Spawning raid fleet for Legio Infernalis; source Melchiresa; target Raesvelg
387923 [Thread-3] INFO  exerelin.campaign.intel.raid.NexRaidIntel  - Creating raid intel
387924 [Thread-3] INFO  exerelin.campaign.fleets.InvasionFleetManager  - Preparing to deduct 14039.999 invasion points for event RAID
388837 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
389099 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Objectives.build(Objectives.java:372)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseAssignmentAI$2.run(BaseAssignmentAI.java:305)
   at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
   at com.fs.starfarer.campaign.ai.ModularFleetAI.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)
[close]
Looks like a patrol trying to build an objective type that doesn't exist on a stable location, and crashing as a result. I couldn't tell you which mod is causing the problem though.

19
Check the columns of the Scathach's row in ship_data.csv. I had to fiddle a bit trying to paste the line; after I did I noticed that '666' was in the travel drive column instead of the number column.

20
Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?
Markets will only decivilize their stability is at zero for extended periods of time (at least 16 months), which should only happen when someone is actively raiding or otherwise disrupting the place. Are the pirate markets being regularly raided (although this shouldn't happen unless the pirate invasions setting is enabled)?

You can check the tooltips for the stability bar and the recent unrest to see what's causing their stability loss.

API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
Sure, I'll add a getter later :)

Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
It'll apply midgame, like with most other settings.

21
The Arkgneisis faction is IIRC a no-invade faction, which works with its non-random sector configuration but not here.
UAF does invade but has a low invasion point mult (0.3 IIRC).
You can change this in the respective mod's Nex faction configs (data/config/exerelinFactionConfig).

Not sure about the other two factions but you may want to check their configs as well.

22
Moved the page to https://starsector.wiki.gg/wiki/Starsector_log_file

A bunch of pages (but not all, curiously) with file extensions were affected, e.g. ".ship_File_Overview"
Unfortunately the Cloudflare block applies to the original page even though it's just a redirect now, so people will have to find the new URL manually. :(

23
It's the exact same files as the ones that used to work?

Looking at the error again and thinking back, I'd check that the sprite is actually present and the ship bounds and collision radius haven't gotten unset somehow. Also maybe that the hull/engine styles are actually defined.

If that fails post the modified files and I can do a quick look/test.

24
Bug Reports & Support (modded) / Re: I want your help
« on: March 29, 2024, 10:20:03 AM »
For anyone else looking in this thread, it's a connection error of some kind. Crosspost from another thread:

Someone found technical details on the Version Checker failure here.
Unfortunately I don't have the issue myself and don't know how to (or even whether I can) fix it if I did. See if the MOSS and SMOL managers' version checks still work, if not you'll have to just look for updates manually.

25
Error means your ship spec is broken. Check the .ship file and ship_data.csv carefully, make sure all IDs match, etc.

If you get the Mikohime Java 23 mod, the null pointer exceptions will have a more detailed message that could help find what's wrong exactly.

26
Bug Reports & Support (modded) / Re: Planet ID Overlap?
« on: March 29, 2024, 10:13:14 AM »
You could change the planet ID (or more importantly, the ID of its associated market) with console or by save editing.

To get the current ID, use devmode (enable in console or settings.json) -> dock with planet -> 'dump memory'

27
There should be a bit of stuff in the log under the error posted (starts with "Caused by" or similar) that'll help identify the cause.

IIRC the last time I saw this was due to an (Exotica? Tahlan?) hullmod looking for a ship's fleet and not being able to find it.

28
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 26, 2024, 04:51:16 AM »
Weird question: Was the tutorial start changed at some point to start on 1 March instead of 1 January, or did I merely imagine this?

29
Bug Reports & Support (modded) / Re: JSON file not found?
« on: March 26, 2024, 03:33:00 AM »
Some mod has an invalid copy of data\config\version\version_files.csv maybe

Scroll up a bit in the log and see if it tells you which one (look for lines starting with [Thread-2]), if it doesn't try a file search in Windows Explorer or equivalent and check all the CSV files by that name.

30
Someone found technical details on the Version Checker failure here.
Unfortunately I don't have the issue myself and don't know how to (or even whether I can) fix it if I did. See if the MOSS and SMOL managers' version checks still work, if not you'll have to just look for updates manually.

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