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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 - Phoenixheart

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31
Thanks! I'll try the clear fleets command and see if that fixes it. I suspect it will, since the error text seems to imply the crash is occurring as a result of an NPC vs NPC fleet battle somewhere in the sector.

32
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: November 13, 2020, 10:40:03 AM »
Personally I like the idea of having a warship capital that is weaker than the pandemonium, but easier to deploy, but that's entirely up to the mod creator haha. It's easy to ask for stuff when I'm not the one doing the work, so I don't expect it will happen.

33
Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: November 12, 2020, 08:33:41 AM »
Holy *** that SUNRISE skin set looks SO GOOD, I love how it's not perfectly symmetrical or follows a set pattern, and the orange/black complement each other so well.

WELL DONE NEXTIA!

34
Also, I'm getting a repeatable crash and I am not sure why. This is the exception from starsector.log (and a few lines above it for context) but it doesn't appear to be pointing a finger at any particular mod:

Quote
315321 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
  • ships

315321 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
  • ships

315321 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - 0 out of a maximum 9 nonevent fleets in play for [warhawk_republic]
315323 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Spawning fleet via SpawnFleet, spawnMarket: [New Conclave], target: [Airin L5 Backwater], combat points: [16]
315323 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Spawned fleet via SpawnFleet, Actual Fleet Points: [33], Fleet Size: [7]
315326 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderNonEventFleetManager  - Spawned nonevent raider fleet [Stormhawk mercenary scout] at hyperloc Vector2f[6847.0, -10805.0]
315354 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed officer from market_system_395:planet_0, 40 total available
315357 [Thread-4] INFO  exerelin.campaign.intel.specialforces.SpecialForcesIntel  - Picking task for Alisa's Fleet
315668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.getSizeWithModules(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It definitely triggers when moving to a specific area in the system, and I can avoid it by NOT going to that area.

35
Perfect, thanks!

36
Mods / Re: [0.9.1a] Unofficial New Game Plus 1.1.0 (2020/10/10)
« on: November 10, 2020, 05:40:26 PM »
As long as you do it in the right order, it will simply not include them when importing. At least I remember it working when I did it last....

> get max level
> record save point (with the old mod still installed or your game will crash)
> disable mod
> start new game with mod disabled
> import blueprints, disabled mod blueprints will not be included

37
I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.

Couple questions, and the answers to some may answer others as they're all related:

1. Is there a difference between having a commission with a faction and having no colonies (no player faction) and having a commission with player colonies? (not governorship-purchased worlds, but settled by the player directly)
2. Is purchasing governorship the only way to have colonies and stay a part of your starting faction from a mechanics perspective?
3. If you have a commission from a faction and then colonize a planet for yourself, does that take you out of their faction but keep your commission? Like, for war declaration purposes, is the player faction and their commission faction linked so a war with one causes a war with the other?
4. Are governorship-purchased colonies functionally identical to player colonies in the base game, just with a different color scheme?
5. Is there any risk to losing governorship of a colony without it being invaded with normal invasion mechanics?

38
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 05, 2020, 10:08:02 AM »
Gotcha, thanks. Since updating the main mod is not usually save compatible, can you tell me what needed to be changed so I can fix it in the version I have now without having to restart?

39
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: February 04, 2020, 02:47:57 PM »
Sorry if this has been asked before, a quick search didn't pull anything up:

IBB bounties have the flagship as "always recoverable" since the bounties are non-repeatable. Are the HVB bounties in Vayra's Sector one-shot as well, and if you don't get lucky and recover the flagship is that chance lost for the whole playthrough? or can it randomly show up again later as the flagship of another bounty?

40
I'm not sure if it's feasable to code, but that's actually an interesting idea, if your ships had a similar level up mechanic to officers, where you're given 2 random trait options and you pick one of them.

41
Just to clarify, when a mothballed ship loses its traits it ALSO loses it's reputation level, right? So a legendary ship getting mothballed will reset it and have to climb up through the ranks again?

I ask because it makes sense but is not what I originally expected when I read the FAQ, I was thinking that it would remove the traits but keep the level, so you could basically reroll for different traits at the cost of not getting to keep any of the originals, so a few meh traits would be worth keeping if you also had one you really wanted.

42
I assume the removal of the outcasts also includes their weapons, correct? I know a lot of them have very similar versions in Tahlan but I'll miss the red/black colors on the guns, haha.

43
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 07, 2020, 03:17:30 PM »
Sweet, glad to see the Metafalica endures! do the HVB ships require Vayra's Sector to acquire? I assume so, since in the config files it's in the same category as the other Vayra's-specific bounty ships.

44
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5g
« on: November 27, 2019, 04:43:54 PM »
Am I doing something wrong, or does the Equilibrium constantly use it's shield electro-pop effect to destroy its own missiles and fighters (and other ships' fighters) even when nothing is shooting at it? For this reason I've avoided equipping mine with any missiles lately...

45
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 25, 2019, 05:21:27 PM »
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps

That fixed it, thanks! Had to add Black Swan and Goliath to default_ship_roles.json.

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