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Messages - NightfallGemini

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16
Getting a crash on a fresh save:

Spoiler
6824627 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel  - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: independent
6825459 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Removed freelance admin from raesvelg, 20 total available
6825531 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty interval elapsed, 0 unique bounties active of 3
6825531 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique spentBounties was null, adding empty list
6825532 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyManager  - unique bounty data list contains: [vayra_caliph_bounty, vayra_test_unique_bounty]
6825534 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picking unique bounty
6825534 [Thread-4] INFO  data.scripts.campaign.intel.VayraUniqueBountyIntel  - picked unique bounty: vayra_test_unique_bounty
6825535 [Thread-4] ERROR data.scripts.campaign.intel.VayraUniqueBountyIntel  - some kind of error, aborting
6825536 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
6825548 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [Atmospheric_Rise.ogg]
6825943 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:122)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:355)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:292)
   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)
6826048 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6826048 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
[close]

17
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 09, 2019, 10:13:38 AM »
I'm really, really looking forward to this. Those system hullmods look polished and sick as hell.

18
Modding / Re: No fighters that grant 'ground support'?
« on: April 02, 2019, 04:40:27 PM »
If by fighters you mean the stuff you equip on carriers, no. Fighters aren't part of your fleet anymore, they're LPCs.

19
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 16, 2019, 09:50:12 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?

20
Quote
Add a random event at decivilized worlds

What is it?
Local survivors offer a favourble exchange of resources.

Though the last time this happened, the game crashed with a "Exception Null" crash.

I got the same crash from trying to explore ruins on a planet that had that event. Part of me is curious if it's Nex or if it's an interaction with that mod that fills 'empty' planets; some of the planets I ran into had both widespread ruins AND scattered ruins, giving me a visually broken exploration option.

For the record, the planet that caused the crash only had Decivilized, the Decivilized trade event, and Vast Ruins.

Another update, reloaded the save, surveyed and explored the ruins *first*, no crash. I have no idea why the sequence changed things, but that's my best guess.

21
The Goodship USS Dio Brando whips ass and I love it.

22
Mods / Re: [0.9a] Nexerelin v0.8.4y2: 0.9 beta (+hotfix 2019-01-07)
« on: January 08, 2019, 01:26:40 AM »
I'm getting notifications about personal bounties, but they don't seem to be showing up in the bounty list. Am I just checking the wrong intel slot or is this a bug?

E: Asked around and it might be related to Kadur? I've never touched its options file, could something in there be conflicting with Nex?

E2: Yep, set Kadur's bounty handling to BOTH and it's working again. Gonna leave this up as a heads up to anyone else encountering this. :) Shoutouts to GingaBomber on discord for giving me the tip.

23
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 15, 2018, 05:04:43 PM »
digging the look of the Cossack and Asp.

24
Mods / Re: [0.9a] Kadur Remnant v2.1.4 (updated 2018/12/04)
« on: December 13, 2018, 12:18:30 PM »
honestly, keep the tips in. there are entire mods that are more 'political' on here than some book recommendations and a meme.

25
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: December 03, 2018, 08:06:40 PM »
now THAT sounds intriguing. the question is, will they be worth it versus just piloting a full ship? it'd be a little sad if there were some cool mechanics there that could only be messed with in the early frigate phase of the game.

26
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: December 01, 2018, 10:19:43 PM »
Just as an aside, I would recommend against Mediafire. They've become pretty weird with their popups and ads, and if you try to prevent this, they set a cookie that prevents you from downloading files until you either buy their premium thing, or bypass it and clear the cookie.

27
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« on: November 21, 2018, 10:25:48 AM »
Well, damn. If they don't export, does this mean I should replace with Heavy Industry for now?

28
Mods / Re: [0.8.1a] Buffalo Mk.XIV - Halloween minimod
« on: October 28, 2018, 11:37:10 AM »
it was meant to be :v

29
Mods / Re: [0.8.1a] Buffalo Mk.XIV - Halloween minimod
« on: October 14, 2018, 09:56:18 AM »
this is incredibly Borderlands 2

30
Mods / Re: [0.8.1a] Arsenal Expansion v1.4.12a - Edict
« on: October 07, 2018, 01:09:04 AM »
I love the Edict's aesthetic.

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