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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 - Cheru

Pages: [1] 2
1
I'm running 0.73c1 version of the mod.

Do I need to have UAF commission to unlock acces to other npcs and that additional system? I raised my rep with to 52 by now, but the option "UAF access" leads to nothing...
Yes, you need a commission.

Got you, thanks for the answer. Well... goodbuy my colony, I hardly knew ya(about to be attacked by half the sector xD).

2
I'm running 0.73c1 version of the mod.

Do I need to have UAF commission to unlock acces to other npcs and that additional system? I raised my rep with to 52 by now, but the option "UAF access" leads to nothing...

3
*checks his version - 1.11.0* Ahhh... damn. I got you. Thank you for answering! Well, time for another restart xD

Oh don't worry, v1.11.1 should be perfectly compatible with v1.11. In fact it should fix your issue so you don't need to start a new save. It's only when I move up the middle number up is when save compatibility issues should be a concern.

Really?! Oh, you wonderful and beautiful man! Thank you for telling me this and responding so quickly - I was about to delete the saves xD

4
Can someone give me a hint please? I can't find Yunifer, even as an NPC. I maxed out relationship with her Kween, her boss, got the ship, but I can't find Yunifer. The mod overview on YT says that she even contacts you about the ship, but this never happened to me.

It could also be a mod conflict, I already have some - substance abuse doesn't want to work as intended for some reason...

Scratch that. Found her! :)

Now... there is another thing. I have "no prisoners " mod and I actually managed to capture Ruka. Tried to raise rep with her, but seemingly got stuck. Whenever I get to 24 rep her dialogue window changes. It's empty, with only one option left - "1. Leave".
I don't ask for spoilers, just want to know if it is intended or not(a bug)?.. and was it really worth it?

This should be fixed with v1.11.1. Turns out rules.csv is a tempermental beast and gets very weird if certain things happen.

*checks his version - 1.11.0* Ahhh... damn. I got you. Thank you for answering! Well, time for another restart xD

5
Can someone give me a hint please? I can't find Yunifer, even as an NPC. I maxed out relationship with her Kween, her boss, got the ship, but I can't find Yunifer. The mod overview on YT says that she even contacts you about the ship, but this never happened to me.

It could also be a mod conflict, I already have some - substance abuse doesn't want to work as intended for some reason...

Scratch that. Found her! :)

Now... there is another thing. I have "no prisoners " mod and I actually managed to capture Ruka. Tried to raise rep with her, but seemingly got stuck. Whenever I get to 24 rep her dialogue window changes. It's empty, with only one option left - "1. Leave".
I don't ask for spoilers, just want to know if it is intended or not(a bug)?.. and was it really worth it?

6
Mandalorians captured one of the Imperium's(IoM) worlds, I decided to restore it to the previous owner. Tried to capture the planet, got CTD, then again, and again.

Code
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.alcoholism.conditions.AlcoholResourceCondition.unapplyPlayer(AlcoholResourceCondition.java:49)
at com.fs.starfarer.api.alcoholism.conditions.AlcoholResourceCondition.unapply(AlcoholResourceCondition.java:39)
at com.fs.starfarer.campaign.econ.Market.reapplyConditions(Unknown Source)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1283)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1084)
at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:442)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.handleTransfer(GroundBattleIntel.java:976)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1064)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1140)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1171)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1412)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1377)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

As for the modlist... gonna be long one.

Code
ArmaArmatura 2.2
Philip Andrada
Trailer moments
A new level of confidence 40 2.1
Alkemia armoury 0.9.47
Apex Design Collective 1.1.0b
Battlefleets of the Gothic Sector 0.4.1
Better Colonies 1.73
BigBeans Ships Compilation 0.1.96
Blackrock Drive Yards 0.9.5b2
Capture officers and crew 1.0.4
Carter's freetraders 1.1
Caymon's ship pack 1.1.5
Diable avionics 2.64
ED Shipyard 2.5.1
Forge production 1.0.3
FuzzyPack 1.4.8
Gundam UC 0.5.1
HMI supervillians 0.0.4a
HMI 0.3.5f
Hiigaran Descendants 2.1
Hiver Swarm 0.97
Industrial evolution 3.2.c
Interstellar federation refubrished v1.00
Interstellar Imperium 2.5.2
Jackundor's advanced arms 0.4.0
Kiith Nabaal Shipyard 1.3.1
LTA 0.6.5b
LazyLib 2.7b
Leading Pip 1.9.1
Legacy of Arkgnesis v1.9.11
MVS 0.6
Magellan Protectorate 1.5.a
MagicLib 0.45.2
More HullMods 1.11.1
Nes's ship and weapon 1.8b
Neutrino corporation: nostalgia edition 1.87
Nexerelin 0.10.6c
Nijigen extend 0.3.2
ScalarTech 0.8.5
Shadowyyards 0.9.5-rc4
Star Wars mod 0.9.3
Starship legends 2.1.2
Substance Abuse 1.0.k
Support ships pack 0.1.1
Sylphon RnD 1.0
Tahlan Shipworks 0.9BETA5
Take no prisoners 0.12.1
Terraforming and station construction 8.2.0
Mayorate 1.1.0
UNSC v0.1d 0.2
United Aurora Federation 0.7.2g1dc
Unknown skies 0.43
Upgraded rotary weapons 1.50
Vanidad y Afliction 1.2
Weftin's ship pack 1.01
Yuri expedition 2.2.1
zz Graphicslib 1.6.1

7
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 03, 2022, 08:47:50 AM »
Thank you all for the help! Yeah, I guess I will use the mod then. It is not what I would prefer, but that ship gave me some serious Space Battleship Yamato vibes and miss it too much))
Strange is the fact that I remember finding it midgame. Well, it was over a year ago - I guess things might have changed a bit.

8
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 02, 2022, 06:07:25 AM »
A question about Metafalica, where can I find it now? Last time I checked SC about a year ago I managed to either find it as a derelict or bought on high-end market of Prism. Can quite remember actually. But someone around here mentioned it as a unique start ship... and I fail to find it in start options.
Any help?

9
Finally got my hands on two ships with Nova cannons! Gotta say, they are kinda... underwhelming. I expected more from an ultimate weapon(according to lore) of the Imperial Navy. Were they nerfed at some point? Someone on page 4 posted a screenshot with a much more powerful Nova blast. Mine couldn't even raise flux on a shielded enemy battleship more than 1/4, enemy fighters remained unharmed.
Imperial ships in general are somewhat weak, especially compared to other mods. Hell, an imperial fleet with several cruisers(two of which I salvaged) failed to destroy a freaking LP station!..

10
Modding / Re: Mass Effect Systems Alliance Ships
« on: August 20, 2022, 09:32:00 AM »
Hello there.
Thank you very much for your mod and the time you spent on its creation! What Starsector needs is a ME mod :)
I will be out of town for about a week, so I don't have an opportunity to test it out myself yet. I only have one question, are dreadnoughts really as big as they are on github?

11
Hello there.
Haven't played this mod or Starsector in general in over a year and I kind of fail to receive any reputation on my ships. I've been playing for one in-game year - mining and sapvaging, no fights yet. Am I doing something wrong? Back in the day my ships gained reputation, good or bad one pretty quick. This time I don't even see any reputation info on a ship screen. Are there any incompatibilities? Please help.

Scratch that. Looks like I just had to gain a lot more xp than usual.

12
So, over a year ago I played Starsector and found this ship(can't remember how - a derelict or bought it somewhere). Battleship-class with built-in main cannons. Those are the main thing of this ship as they have a variable firing mode - ballistic, energy and fragmentation/AA. It kind of gave me Space Battleship Yamato vibe.

I don't remember which mod has this ship, probably a hidden feature since I couldn't find it anywhere around here. I really don't want to start my new playthrough without it... I fell in love :))

Can anyone out there help me with identifying the mod in question? Thanks in advance.

13
Tested through my playthroughs, I can safely say this mod is still work on 0.95.1a

A fine addition to my collection I would say
Hi there! How did you manage that? I can't activate the mode, the launcher refuses to do it.

Thanks in advance.

14
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: February 09, 2019, 10:47:30 PM »


Thanks for reporting. Did it happen at a specific time? For example, did you load a game from a previous version with the new one installed? The Copernic (P) has been retired from the mod.


As far as I can remember, I haven't this mod installed before that. It crashes right after I launch the game itserf, right after the loading screen shows up.

15
Mods / Re: [0.9a] Stop Gap Measure - Ships for Vanilla
« on: February 09, 2019, 01:55:51 AM »
Got an error at loading screen.

Fatal: Ship hull spec[filegap_copernic_p] not found!

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