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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Takion Kasukedo

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Today I fought a Luddic Pather Station that quite literally vanished during a fight against it. (I'm unaware of any new versions)

Who knew the Pathers could vanish so quickly and quietly due to an armor piece being destroyed by Piranhas and beams...

Jokes aside, this looks to be a moderate, or rather serious bug.


Today I have realised a problem beknownst to any AI that uses maneuverability-based systems, and possibly light ships.


In this screenshot here, a Tunguska (with a maneuverability system revolving around a burst drive that allows it to move quickly) charges and suicides into a station.

It's not the only thing this type of AI does it to. It will charge anything and absolutely refuses to back off, often overloading itself and quite literally suiciding into capitals, especially anything it has it's ire focused on. This happens with all classes of ships, so long as they have a maneuverability system.

The ships that usually use a burn drive are almost totally safe from doing obscene things like this. It's most indefinitely the maneuvering jet-type ships that have this problem from my experiences.

Please check whatever causes this problem, as i'm completely certain it happens in vanilla as well.

Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9b
« on: December 09, 2018, 12:35:50 PM »
I believe that it may have been intentional for the Blade Breakers to offer more of a challenge than remnants, and the weapons are high OP for a reason. Cut loose, their weapons surpass most others, given if the ship wielding them can use them to their fullest.

Guaranteed, the Blade Breaker stuff doesn't come cheap and is more use as vanity and bragging rights than anything, but the majority does have some neat stuff about it.

Really, anyone should stick with the Mikoyan weapons, rather than the Breaker weapons, unless they can come up with the builds needed for them that are viable.

1327876 [Thread-4] INFO  - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Hegemony
1331865 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(
   at com.fs.starfarer.api.impl.campaign.submarkets.BlackMarketPlugin.updateCargoPreP layerInteraction(
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)
This error popped up and showed it's ugly face when I completed a delivery mission and tried to check the market, while an expeditionary force was on it's way to one of my colonies.

Bug Reports & Support (modded) / Re: Base Game And Modded Game Carriers
« on: December 05, 2018, 06:41:27 PM »
Alright, well, i'll ask around and see if anything changes this.

I'm quite mid-late way into the playthrough and fully established a colony, if you need more details.

Currently with a capital ship in the fleet and quite a lot of carriers.

Bug Reports & Support (modded) / Base Game And Modded Game Carriers
« on: December 05, 2018, 05:23:28 PM »
So, I've noticed a little something going on in my game, and it likely goes for base game as well. If it's a feature, ignore this post.

Carriers in bounty fleets, like deserters and such do not at any circumstances carry any fighters/bombers.

It's all guns, and tough hulls due to an over-abundance of the following, below.

Reinforced Bulkheads
Blast Doors
Hardened Subsystems
Unstable Injector

As I said before, if it's a feature, ignore it, but I would at least like to bring it to your notice, since mods are affected by this too.

as seen here, 3 different instances, the Starblazer being the clearest example. The Mora, at the very least, had fighters/bombers. Extremely rare to see a carrier have any fighters/bombers in a bounty fleet, unless they're built in.

Bug Reports & Support / Re: NullPointerException after salvaging debris ...
« on: December 04, 2018, 11:11:55 AM »
I got this bug as I happened to complete a bounty with two Onslaughts.

I managed to salvage both, and then I got this error.

Bug Reports & Support (modded) / Re: Strange performance issue
« on: December 03, 2018, 07:13:42 AM »
I turned VSync off in the settings.json and in the NVIDIA Graphics Card options app (wasn't GeForce Experience), GraphicsLib seemed to fix the problem of extreme loading times when I turned off the shaders option in the file.

I have faster load times now which is good, and so far the game runs smooth, even for extended gameplay times past 2 hours. I'll notify if any problems with load times may occur, but VSync most definitely needs to be off at all times for loading to be notably better, especially with GraphicsLib running.

Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: December 03, 2018, 05:55:46 AM »
It's already in the Gladiator Society mod, in-case you didn't know.

Also in SAD, iirc.

Bug Reports & Support (modded) / Re: Strange performance issue
« on: December 02, 2018, 05:59:20 PM »
All along the way indeed.

Setting shaders off on GraphicsLib enhances load times by a lot, but I fear adding another faction mod will just increase loading times back to their old selves.

Bug Reports & Support (modded) / Re: Strange performance issue
« on: December 02, 2018, 11:12:51 AM »
I seem to have a similar problem, but it's to do with loading the game.

Any time I add a faction mod, the game loads up so slow i'd likely be able to go to sleep, wake up 5 hours later, and it'd still be loading.

Even just the one faction mod does it, and GraphicsLib has the shaders disabled.

Mods / Re: [0.8.1a] Autonomous Ships 0.6.1
« on: November 10, 2018, 03:20:29 PM »
Currently on the latest edition, I've been finding an error. This happens on the Legion-Class Capital ship.

475328 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.OoOO.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(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$ Source)
   at Source)

I am aware this mod hasn't ben updated in a long time or any new posts have been made, but i'm unsure of any other ways to contact aside from privately, and don't deem private messages neccesary unless actually neccesary.

Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: November 04, 2018, 07:51:48 AM »
Looks like it'd work. I look forward to this.

Modding Resources / Re: [0.8.1] MagicLib v0.1 (2018/10/26)
« on: October 29, 2018, 11:55:10 AM »
Why again do we need ANOTHER library? I'd rather not see SS turned into a version of minecraft with every mod having their own required library. This stuff could have been easily put into Graphics Lib...
Because we have already several mods using stuf like direct sprite rendering or fake beams (including all of my owns) and incompatibility/versioning issues are already not uncomon. For example, for months all my mods had their visual effects removed due to another mod using an outdated version of the same plugin that overrode mine, leading to a waste of ressources because several instances of the same plugin with different names had to be run at the same time to avoid conflicts. Also this provides a whole bunch of methods that could improve new and existing mods.

And while some of this stuff could have been added to GraphicLib, a whole lot has no place in there. But be reassured: the intent is for this to be a community library, meaning that a-priori if it pickup no other library will ever be necessary. (Plus come on! That's just one thing to tick in your launcher for a lot of benefits on the modding side)

Is that a bad thing?

When you put it that way, no it's not a bad thing, considering the benefits of having a -lib which other modders can contribute to.

This wouldn't come close to being some sort of Minecraft, mind. If it did, we'd be somewhere near square 1. This lib will, as stated, make it easier on others in the long run if successful.

Mods / Re: Another Portrait Pack
« on: October 26, 2018, 06:47:24 PM »
Even more portraits.


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