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Messages - FabianClasen

Pages: 1 [2]
16
Mods / Re: [0.7.1a] Scy V0.98D Nexerelin compatible again. (21/12/2015)
« on: December 21, 2015, 09:21:35 AM »
Well that was one elusive Bug then. May have not been a big thing to fix, but surely to reproduce. Thanks for the effort.

17
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 17, 2015, 10:28:55 AM »
Hum, that is puzzling then. I'll have to investigate why this is happening and any detail would help: Did it concerned damaged ships, or brand new ones? Did it happen in the simulator, the mission, the campaign? Also, does this happened in a new game or an imported save?

It happened in a campaign, new game, on several occasions; those are keypoints i remember:

* All occurred after starting a battle with 2 of my unused (scy) ships, one of which is a stock fit
* One time i engaged pirates with no damage in both fleets
* Several times i joined a battle between fleets, including already damaged enemies
* In all occurrences the battle managed to start and the exception was thrown in the midst of battle

18
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 16, 2015, 03:50:35 PM »
Did you used the (temporary)  fixed TwigLib I provided? Not the "official" one?

I wasn't sure, but just got your version from the initial post to be sure, tried again and got the same exception.

19
Mods / Re: [0.7.1a] Scy V0.98 RE-FIX! (09/12/2015)
« on: December 16, 2015, 09:20:16 AM »
Hey i dont know, if this is the right place to post his, but i got a few Exceptions when using SCY Ships, that have scy package name in them.
I thought, maybe this is helpful. (using ss 0.7.1a, ss+ 3.0.0, scy 0.98)

Spoiler
124251 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 72, FP2: 44, maxFP1: 300, maxFP2: 200
124380 [Thread-5] FATAL scy.twig.campaign.SCY_PersistentRootShip  - Unable to spawn nodes
java.lang.NullPointerException
   at scy.twig.campaign.SCY_PersistentRootShip.initHost(SCY_PersistentRootShip.java:56)
   at scy.twig.campaign.SCY_PersistentRootShip.advance(SCY_PersistentRootShip.java:164)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.int.Object(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.o?000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
125365 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [Fusillade.ogg]
125365 [Thread-11] INFO  sound.H  - Playing music with id [Fusillade.ogg]
219370 [Thread-11] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [UndyingLegacy.ogg]
219370 [Thread-11] INFO  sound.H  - Playing music with id [UndyingLegacy.ogg]
219637 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.SCY_khalkotauroiMainGunAnimation.advance(SCY_khalkotauroiMainGunAnimation.java:176)
   at com.fs.starfarer.combat.entities.ship.super.void.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

20
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 07, 2015, 03:18:41 AM »
Have they ever considered moving this (Starsector as a whole) to steam, so that the steam workshop can take care of all the mod dependencies? Would surely be rad.

21
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: April 13, 2015, 02:24:42 PM »
This whole Patch sounds very promising. Can't wait for the release.

22
General Discussion / Re: Starsector Ship Tiers
« on: March 08, 2015, 05:58:55 AM »
Are you guys sure, the thunder wing is still top notch?
After the recent nerf, where it returns to reload after the first missile salvo, i do not think it is on the top anymore.
The early return keeps it from successfully hunting down fast craft with its ion cannon. It also blocks flight decks early on in order to rearm.

23
General Discussion / Re: Starsector Ship Tiers
« on: February 23, 2015, 11:44:51 PM »
First i want to express my gratitude for this great list. It helped me a lot when i first tried ss+/factions.

I have one idea for improvement though, and that is making carriers a category. Right now, they are mixed with the respective ship size i think. They really deserve a disambiguation.
For example the Heron is listed under cruisers, and the Condor is listed as a destroyer. Now, while they may technically belong to those categories, you will never compare those against an enforcer, but rather against each other.

Of course there are quite a many specialized ships out there and i am not making a point, that everything should be picked apart, but carriers stand out a bit more than any other (combat)role in this game.

24
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.6
« on: February 23, 2015, 02:39:47 AM »
hello ,how can i find  faction main base?  ???

I guess by exploring.

25
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.5
« on: February 22, 2015, 12:16:07 PM »
What does "slightly out-of-date" mean? Can you run the game with those factions or not?

26
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 16, 2015, 01:06:22 PM »
I have another question, maybe someone here ran into the same problem, who knows.
Even though i now am able to run the mod(s) - which are awesome and should really be considered to be put into the core game - i now struggle to load my saves. It takes about one to two minutes to load a savegame, and sometimes it just outright fails to load. In the latter case i usually close the game about 5 minutes in.
First i thought i may have not given the jvm enough memory, but the problem stayed the same after i assigned 4gb. Any ideas?

27
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 15, 2015, 12:53:13 PM »
You really need to use the for the mods defined game version. Most of the mods are for the 0.65.1a version of the game or even for an older version and not updated yet for the 0.65.2a.



Thanks for the tip. I downgraded to 0.651a and the game loads just fine.
And here i thought "better update the game before installing mods, so you are not outdated". Silly me.

28
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 15, 2015, 12:24:43 PM »
Hello.

Today is the first time i try to use some of the mods in this forum.
I already tried several others, none of which worked.

So i tried this one, since it was mentioned in the ozmoz thread as compatible.
At least i can start the game with this mod enabled and see the overhauled character creation. Which by the way looks very promising.

Sadly i get the following Exception as soon as i finish character creation and start the "real" game.
I only used the Factions marked as updated or without comment from the opening post. Both Libs are installed.
Is this a known thing, or am i doing smth. wrong?

Quote
ERROR com.fs.starfarer.combat.O0OO  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.RepairTrackerAPI.isLogisticalPriority()Z
   at data.scripts.variants.SSP_FleetRandomizer$1.compare(SSP_FleetRandomizer.java:83)

29
I strongly suggest you to play SS+ with UsS factions

What are those?

30
General Discussion / Noobie Feedback and questions
« on: November 21, 2014, 01:02:44 AM »
Greetings star travelers.

First off let me state that i just recently stumbled about this game and have been mesmerized by it ever since. I love the way you build your fleet up and the space battles are just beautiful.
I have already put considerable of hours played into the game and there are some details i haven't been able to figure out just yet and accumulated a couple of observations about things i don't quite get.
Now i realize this is an alpha version of the game so it might very well be the case that i touch on not yet or partially implemented features or bugs. But maybe some of the aspects are also working as intended and i just did not understand them properly.

So please bear with me, if this sounds critical, as i said before i really enjoy playing this game in general.

Observation about cargo toll
Cargo toll seems to stay the same if i have a small trade fleet full of food (more than 1k), or empty, save the crew, some supply and fuel. It vastly increases with fleet size though.

Question about Bounty fleet scaling (enemy fleet)
I am unsure how exactly the combat strength of a fleet is rated. For Example the fleet bounty went from pretty much always 260k to pretty much always 110k when i switched my 2 mules to an atlas. They never went to battle  before and 260k fleets are easy. So do i have to sacrifice a big deal of fuel and cargo capacity due to a rating of my fleet that seems to affect bounty spawns includes freighters?
What is the currently best way to get a high rating for more expensive spawns? I currently use 1 Battleship, 3 Battlecruisers with flight decks and a load of fighters to max my logistics rating. Do i have to go above the Logistics maximum to get harder enemies?

Question about the industry skill tree
I spent skill points into the industry tree but i do not see any benefit for that. There is Outpost Contruction, manufacturing and ressource extraction mentioned in its description, but i dont see how to do it. Also i do not see any trade benefits that are also mentioned in its description. I Tried using the construction rig, but aside from the repair bonus i did not see any possible use for it (like constructing an outpost).

Observation about pirates
In my trading campaign i never got engaged by pirates (level 23 now). Is there a point in bringing escorts or even combat freighters? Since frankly i used less fuel/supply when it was just a couple of Buffalos and Tarsuses in my fleet. Now i also have mules, a condor and some fighter wings, that i never need to use. All my ships have augmented engines and i could outrun any pirates that showed interest in my fleet, but even those were very few and i hardly had to run any time at all.

Observation about prices in trading
Some of the calculations when trading seem to not to turn out right. For instance i had a stack of 1k ore, wanted to sell it at Maxios, where they offered 8 currency for one unit. When i tried to sell it the sum was 700 (300 tariffs) on the normal market and 1k on the black market. I tried it in several other systems just out of curiosity, a stack of ore always sells for 1k, despite what the price tag says, which vastly varies.

Observation about averted food shortages
In my trading campaign i noticed a "food shortage averted" event being stuck in my Intel for several months (despite setting the week or month filter). At the same time very few new trading events happened, is this a possible bug with stuck events sitting on some kind of event slot or is there still something for me to do about this?

Question about pirate career
Any suggestions on how to survive as a pirate? I recently started my third campaign, this time intended as a smuggler/pirate. Since i get heavy standing hits with each smuggling run to the black market and every trade fleet i attack, i cannot even get supplies anywhere but the always under stocked pirate worlds. Even the pirates themselves hate me,  though i do not attack them. Has anyone gotten a pirate career off without first trading normal or hunting bounty and stock up first?

That's all for now.
Fly save.

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