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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Topics - Serenitis

Pages: 1 [2] 3
Bug Reports & Support (modded) / UI Elements moving offscreen
« on: May 21, 2017, 12:54:34 PM »
This is probably the weirdest thing I have seen SS do so far.
It is (or seems to be) specific to the Ex Vis system in the Interstellar Imperium mod.

When the player fleet arrives in the vicinity of either Jump Point Caelestis or Pulvis/Saltus Divinus, this happens:



All the UI elements are shunted off to the right, and mostly off the screen.
The outline for the radar display moves in a random direction each time.
Pressing <escape> to bring up the menu yields and empty box.


And yet, all the UI elements from the toolbar and escape menu are still fully functional. Just invisible.
All the other screens (intel/refit/etc.) seem unaffected.
The log shows no (obvious) errors.
Saving the game once the UI has moved will result in the UI being like that for the rest of the game, even if quit and re-loaded.
Quitting to the main menu and reloading from a point before entering Ex Vis will display normal behaviour.

Entering Ex Vis via any other jump point will behave normally, but the UI will derp as soon as you travel near enough to either Caelestis or Pulvis.
I have no idea if this is a problem with II or not, but no other system has displayed this behaviour.

I've backed up two separate saves of this happening, and have a clean log file of starting the game, breaking the UI then quitting. (If that's of any use.)

@Serentis: this looks like a different error, not memory but rather graphics-related.

It started when I added the interstellar Imperium faction mod.
The save completes but the game freezes on whatever was displayed last and elements can be interacted with (and give thier audio cues) but seconds later it produces this error.
Sometimes it just blacks the display out while the sound carries on until it falls over. So far all affected saves have been reloadable.
Intermittent, but seem to occur more as the length of time played increases.

Error log:
4141687 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Unable to generate any gl lists
java.lang.RuntimeException: Unable to generate any gl lists
   at Source)
   at Source)
   atÕ00000(Unknown Source)
   at Source)
   at Source)
   at com.fs.starfarer.ui.floatsuper.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.i.super(Unknown Source)
   at com.fs.starfarer.ui.j.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.Oo0o$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Oo0o.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelCategoryFilter.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelFilter.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.B.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Better Beginning
Graphics Lib
Hegemony Expeditionary Aux.
Interstellar Imperium
Portrait Pack
Unknown Skies


Just now, the same symptom but a different error.

845535 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at<init>(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.ô00000(Unknown Source)
   at com.fs.starfarer.renderers.damage.D.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.init(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0O.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.D.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.ui.fornew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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$ Source)
   at Source)

Just noticed: It doesn't display the save progress bar when it hits this problem.


A thought: I am running this on a fairly basic machine.
I wonder if, given the increased complexity of 0.8 combined with whatever mods, I've found it's limit?

Bug Reports & Support / [0.8a RC19] Immobile objects can join battles
« on: April 29, 2017, 11:21:39 AM »
Got a bit of a suprise when fooling around near a battlestation.
Apparently this massive seemingly immobile hulk of an entity can skip around an entire planet to join its chums in glorious battle.
Immobile things probably shouldn't be able to do that.

Suggestions / Transponder Transparency
« on: October 17, 2016, 09:26:53 AM »
It would be really help if it could be possible to have a mouseover for the transponder showing what kind of relationship/reputation changes would happen if you flip it on/off right now.
Or at least have the button pulse red if changing it's status would have a negative impact on any rep.

I'm getting a little frustrated by the -ve rep events for "having my identity revealed".
The latest one was a visit to Umbra. I was outside sensor range of anything and not a ship in sight, but as soon as I turned the transponder back on I got tagged by the independants and went from +70 to -60, lost a huge stockpile of stuff and quit in disgust. And I don't even know why it happened.

Suggestions / Ship Refit QoL
« on: October 09, 2016, 01:17:38 PM »
Just a small suggestion.

Would it be possible to add a filter of some kind when a weapon mount is selected and it can accept more than one type of weapon?

Something like:


Clutter isn't too bad in vanilla, but mods can make this list very busy.

Discussions / X Universe
« on: July 13, 2016, 02:41:30 AM »
Created to avoid usurping the loadouts thread with chat about how wonderful/terrible Egosoft is.

So, X.
Pretty much my go-to replacement for elite since the early 00's.

I first picked up a copy of Beyond the Frontier in the winter of '99 after being hooked by it's demo on a cover disc. And I subsequently lost months of my life to this thing just running around building stuff as that was a pretty novel and new feature for this kind of game, and one that I really happened to like.

Sadly, BtF has not aged well. It still looks mostly okay if a little plain, but it is let down by the less than stellar AI that really liked ramming, and the means of controlling your factories being awkward as hell. (And one factory not being able to hire transporters so you had to stock it yourself or it would never work.)

Then less than a year later came X-Tension, a sort of add-on-come-sequel to BtF using the same engine (with a few tweaks) and adding what would become a staple of the X games in the future: A whole mess of ships you can 'acquire' and fly yourself, AND the ability to remotely monitor/control distant things.
I never owned XT due to it being absurdly rare, but I did know someone who did...

At the end of 2004 I got X2: The Threat, and even though my PC at the time could barely run it and being a Win98a that machine couldn't support the DirectX version needed to display most of the textures, I still loved it and played it to death.
X2 introduced scripting which gave modders what amounted to an enormous toolbox, albeit with no real supporting documentation. (That came later.)
Also: Player capital ships were now a thing.

The weird thing with X2 is that even though it will run flawlessly on modern systems, it's installer will not. So you have to manually install it by copying the contents of the discs to a location yourself.
And modern keyboards make fighting a bit more difficult as they have introduced two extra keys between <right-ctrl> and <alt-gr> meaning the strafe drive is a bit more awkward to use.

So yeah, X2 is a game I really like and have spent a ton of time on. And if anyone wants to argue debate about what is the best ship and why it is the Split Iguana, have at it.

If anyone wants to add some stuff about X3 and beyond that would be cool. I never got any of those, not even the ones that don't exist....

Suggestions / Small suggestions
« on: June 26, 2016, 11:34:20 AM »
A few things which have made me think why?


When in hyperspace looking at a system, some jump points will display "no nearby bodies" in their tooltip.
Suggest all jump points display at least the nearest major body in the system preferably the nearest two or three, in order make understanding the dynamic system layouts a little easier.


When flying around the campaign map, the music will sometimes swap to another track even though the current one has not finished.
It sometimes does this several times a minute and sounds quite.... Messy.
Is there any way to reduce the frequency of these swaps? Or better yet just pick a track and play it until it ends or is interrupted by market/fleet interaction.

(A mod thing?)


NPC fleets seem to really like sitting in hostile "terrain", which runs down their CR to nothing and makes some fleets much easier to defeat than they should be.
Very noticable with bounty fleets who tend to sit and wait for a while.
Suggest NPC fleets try to avoid hostile terrain unless they are trying to escape from someone.


Hostile terrain itself could use a little bit of taming as some of them are very trap-ish.

Hyperspace clouds are annoying. They have very fuzzy undefined bounds, appear out of nowhere, slow you to almost a standstill, and eat a horrible amount of supplies.
Suggest removing the CR degradation, but keep the suspended repairs/readiness so they are still nuisance speed traps which stop you repairing, but don't make you heamorage money into space for reasons you can't readily control.

Coronae are pretty. Except in Askonia where it is a pain, as the corona sometimes passes beyond Sindria and into the asteroid belt making probably the only decent source of fuel quite expensive to visit.
Suggest either reducing the radius of the Askonia corona, or toning down the CR loss.


The squall MLRS is very underwhelming. It doesn't have enough range to be useful for bombardment, it doesn't have good enough tracking to be useful in a skirmish, and it doesn't hit hard enough to make up for the majority of missiles that miss their target.
Suggest looking at changing one of those.


I can open the map with <Tab>, and then close the map with <Tab>.
I can open the intel with <e>, and then nothing.
Please could we make the key to open a screen also close that screen be a universal thing?

Suggestions / Battle joining range
« on: June 17, 2016, 01:04:43 PM »
It might be worth considering reducing the range at which enemy fleets can join battles against you a little.

They can already join battles from further away than the player and it is really easy to get yourself dogpiled to death, espeically if you aren't aware of this particular feature. (Possible newbie trap?)
It's even possible to bite off more than you can chew without intending to, even if you do know about it.

So... I saw this thing, and it amused me.


Anyone else have any weird/amusing SS occurances they feel like sharing?

General Discussion / Piracy in 0.7
« on: March 27, 2016, 06:35:07 AM »
0.65 was pretty much peak fun for me, as it was possible to play on 'team red' and actually stand a decent chance of making a rolling ball of death - if you were careful enough.

Starting by jumping on small trade fleets in Askonia and gambling on captures, working your way up to a set of ships with at least burn 8 and then hanging around busy markets playing chicken with the patrols, trying to get them to chase you and leave the traders vulnerable.
Then it was just a matter of checking the status of the various trade fleets and jumping on any that were 'unloading supplies'.

Repeat until your fleet is made out of captured Lion's Guard Tempests and you have a pile of supplies on Umbra so big you can see it from orbit, then just keep going for more and more outrageous targets. Carry on until the next update rolls round then start over.

Now, obviously since 0.7 was released none of this works anymore and will get you killed into tiny pieces with much swiftness.
Which leaves an interesting problem for aspiring babby pierats: Wat do?

Hanging around markets will now get you roflstomped by E-Burn patrols, so you can't really go anywhere near them for a long while.
But markets are now the only places you know trade fleets will be.
Hanging around jump points is marginally safer, but also very very dull. And you will get sqaushed by a patrol coming through eventually.
Lurking in hyperspace is also quite dull, and far far too expensive for a babby pierat - fuel costs way too much to 'waste' on derping around and hoping a suitable target shows up.

And then there is the 'Emergency Burn' again, trade fleets will waltz off into the distance on and infinite burn conga if a red/unidentified fleet approaches them.
And again, fuel is way too precious to burn on maybe catching that fleet.

For ref:
With the following mods - SS+, BRDY, Imperium
The average prices for supplies and fuel are, 65 and 250 respectively

tl;dr - Emergency Burn ruined piracy :P

So. How do you play pirate since 0.7 rolled around and dropped all these things into play?
Teach me senpai!

General Discussion / [support] Faction rep.
« on: February 13, 2016, 02:08:15 PM »
Got myself a bit of a puzzle.

What would cause a faction to "ignore" fighting it's enemies?

I've been harassing pirates around Askonia and Corvus. But while my rep with the Hegemony and Diktat is growing, my rep with the Independants is not.

Anyone have any idea what has happened here?

Rep increases as normal for bounties, missions and trade. But nothing for general combat.
Just from fighting pirates in Corvus I've got up to welcoming with the Hege, but am still neutral with the Indys.
They used to "level up" together.

The only things I've changed since my previous game was updating SS+ and II, but there is nothing (i can find) in either of these mods which would do this....

Discussions / Aurora 4X
« on: January 26, 2016, 11:50:12 AM »
Link to Wiki/Landing page

Just started looking at this, and there is a LOT of stuff to play with.
Like everything a lot.

There are no graphics to speak of, so if you care about that walk away now.
But there is so much detail.
Like designing your own components which you then use to design your own ships with etc.
Crew assignments, supplies, morale, formations, politics, cargo, mining, surveying, terraforming, etc. And it feels like there is no limit to how far the rabbit hole goes.
It's all very....

I have decided that I must terraform the entire solar system. Because.

Anyone else played with this overly complexified tool of distraction?

Suggestions / Officer Tooltips
« on: December 30, 2015, 02:56:27 PM »
When hiring an officer, you can have them display a list of thier skills.
But I keep finding myself quitting out of the dialog and refering to my character sheet to see what the various skills actually do.

It would be amazingly nice if there was a mouseover tooltip for those skills to show what effects they have.

Discussions / Forum Theme
« on: December 13, 2015, 11:44:04 AM »
I have a thing about bright stuff, so I like to use light text on a dark background as much as possible.
So looking through the forum settings I was pretty pleased there is an option for such in the "metallic abyss" theme.

This theme has a really narrow area in which it displays actual content, about 50% of the screen width. The rest is solid blackspace border to the left and right.
This means the forum gets scrunched up and images get cropped and hidden behind scroll bars thusly:


Are there any other "dark" themes about which have the same wide format as the forum default?
Or any way of getting this one to use all that empty space for content rather than nothing?

Thank you lots.

Suggestions / Boarding Variation
« on: December 11, 2015, 02:28:13 AM »
So, I've been doing a fair bit of privateering lately and I've noticed something that is a bit weird.

When a ship gets put up for boarding at the end of a battle, it almost always has a full skeleton crew of "survivors" on board.

I'm finding it a bit of a stretch to belive that basically the entire crew always manages to survive thier ship being wrecked around them.
And I miss the plain old dumb luck of the previous system where you could find a really nice ship which is almost empty.
(It didn't happen often, but when it did and you succeeded it made you feel boss as hell. Especially as a pirate and it was your big break.)

What I would like to see at some point in the future is some degree of variation in the number of crew on disabled ships, so it would be possible to find barely scratched ships with almost full crews AND barely held together wrecks with only a handful of survivors.

Personally, I'm finding the "you must have exactly this many marines to board <ship class>" to be a bit on the samey side. Not to mention it is basically impossible to board above your weight as you simply cannot carry enough marines.
I could see this being mildly annoying for privateers, but almost cripling for actual pirates who are more-or-less dependant on "dumb luck".

If it could be set to RND the number of surviving crew on a disabled ship to somewhere between 10% and 90% of a given ship's skeleton crew that would be lovely.

Pages: 1 [2] 3