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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 - Ghoti

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1
ah nuts, sorry for the noise.

2
I hit a null pointer exception firing the antimatter lance of the Nevermore.

Ran into this while playing the Bow Down Nevermore mission.
Code
39141 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.renderers.o0oO.o00000(Unknown Source)
        at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
        at com.fs.starfarer.combat.entities.MovingRay.render(Unknown Source)
        at com.fs.graphics.LayeredRenderer.render(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.render(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$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
Glad your back!

3
Suggestions / Re: Fragmentation Damage Scaling
« on: June 26, 2017, 05:32:56 PM »
Personally I'm on Ranakastrasz side on this one. 50% armor 50% shields 200% hull is a more consistent application of the games logic.

BTW, there's a sneaky way to migrate everything immediately. If you create a second damagetype: FRAGMENTATION_2. Anything that declares their damage type as FRAGMENTATION will be divided by 2, new mods and updates just declare as FRAGMENTATION_2 and proceed with the new numbers.

That should cover all cases. Including scripted bonus damage.

4
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: June 07, 2017, 10:14:07 AM »
there it is.

Thanks for your hard work man, looking forward to a new game.

...

why'd you have to do this at the start of my work day...  :'(

5
Suggestions / Re: Toning Down coronas
« on: May 22, 2017, 07:12:37 PM »
am I reading this mods description wrong? It says it only reduces combat readiness loss while in combat in a corona. So it won't reduce the supply hit of your fleet. It just lets you CR out your opponent in a fleet battle.

6
Bug Reports & Support (modded) / Re: Save Game Bloat & Corruption
« on: May 18, 2017, 02:52:41 PM »
I experienced this as well. I think it might be the Imerium mod, as this is the last thing the save game system wrote before it crashed.

What do you mean by "this"?

to be honest I have few details for you, I'm still collecting information.

I had difficulty reproducing the issue, but I experienced the exact same issue as 2_Wycked, Starsector had written 2/3rds of the save file before it died, it was deep in some nested structure, and looking at the end of the file (which was malformed due to not having written the end tags) it was writing something to do with the imperium.

I'm still gathering info, I removed the imperium mod and am playing again without it to see if I see another save freeze. So far no. I'll keep going for a bit and if I don't hit it, I'll start a new save with just the imperium and try again.

(also whats with the scare quotes around "this"  ???)

7
Bug Reports & Support (modded) / Re: Save Game Bloat & Corruption
« on: May 17, 2017, 03:33:09 PM »
I experienced this as well. I think it might be the Imerium mod, as this is the last thing the save game system wrote before it crashed.

8
Oddly enough I had one instance where the fake reading did change direction. So this kinda caused me a great dilemma.

Does anyone have a video or something of a false positive to a point in space? Like get a neutrino scanner and orbit around a false positive. This has never personally happened to me.

Anyway. I think a few people are upset about this ability because it has a frustrating trap that you have to learn to avoid. But it's ok to learn things in games ;D. It does not mean it's broken if you didn't get it the first time you use it. Nor does it mean its broken if you can't figure out a use for it.

For the people giving up, here's how you use it, This will include things others have mentioned already.
  • 30-40 volatiles is nice and safe amount, I rarely need more
  • as mentioned, you can triangulate to detect false positives.
  • set your fleet to a distant target perpendicular to a false positive and watch the reading
  • you can E-Burn while the neutrino scanner is on.
  • the neutrino scanner is easier with a fast fleet. consider smaller ships.
  • zoom into your fleet and put your mouse cursor at the tip of the signal for reference, you'll be able to detect very tiny changes
  • the neutrino's negative readings are also important. The neutrino scanner can literally eliminate a search in half the solar system with a negative reading.


So if you're salvaging, neutrino is pretty much a must get. It's already a powerful ability.

9
General Discussion / Re: New player feedback and intro.
« on: May 05, 2017, 03:10:17 PM »
I also noticed some derelict ships along the way, scrapped those as well, because not like I was planning to start an army right now.

reading through your post right now, but I just wanted to chime in that this is hilarious.  ;D

I can understand what lead up to it though.

Oh, hello Alex :)

I did not go over the Combat tutorials, because I did play GSB quite a lot, even back in the days when ships did not have textures, so I'm a bit familiar with the style.

The combat itself is brilliantly made, crystal-clear, and quite self-explanatory, (for me) its difficulty stems from taking poor command decisions, and dealing with harsh supply consumption system, and not because of obscure concepts.
Again, I would not change combat, not one single bit, no matter how much curb-stomping new players may get.

A lil' bit of help from other sources would be nice tho, as mentioned above :)

I tell this to anyone who asks, but starsector started with combat, it used to be that the only thing that was in the game was missions. There has been years and years and years of refinement here.

10
Bug Reports & Support / Re: possible bugs
« on: May 03, 2017, 08:06:50 PM »
check out this thread: http://fractalsoftworks.com/forum/index.php?topic=12214.0

Alex knows it's screwy. It's on the radar  ;)

11
... i did in fact modify things in the settings <.<

I had forgotten that I did that though and forgot to mention it. I set it to 30. oops.

12
Bug Reports & Support / Re: Wolf (D) Restoration
« on: May 03, 2017, 10:07:57 AM »
yah that whole damaged variant thing was the initial implementation of damaged ships. It represented a used and abused hull. Now there's a new system, but the old system is still there and interacting with the new system in confusing ways.

For now this is just a thing for new players to stub their toes on, and technically not much of a concern because none of the D variants are varients of something you should run recovery on, it's not worth it, they're common ships. So... Again... something for new players to stub their toes on.

I think that's why people don't care if this gets fixed, most people here arn't new players.

13
https://www.dropbox.com/s/uqu77yr97g6h0jv/save_CharonHoward_946275965941761283.zip?dl=1

steps to reproduce:

Go to Jungala

Trade in the black market like crazy.

Go to the comm directory and get a mission (might be a factor?)

Leave and immediately transverse jump.

Hegemony fleet should track you for smuggling. (might be a factor?)

Game might freeze after a second. Happens ~15%

if it doesn't, reload the save and try again with the same steps.

I really haven't being able to pin down what the heck is happening here. This one seems like misery to fix.

I've got the game frozen on my machine and I'll leave it running for 20 minutes to see if it will pop a stacktrace to the logs :\

here's the results of jstack of the game while it's frozen: https://pastebin.com/j7yyNzE3

edit: left it for 30 minutes, never dumped a stack trace. But I managed to get it to freeze again after 4 more attempts, here's the jstack for that one: https://pastebin.com/YaJJNKkL

might have something to do with the lionsguard?

14
Modding / Re: The Balance Beam
« on: May 02, 2017, 10:01:58 AM »
quiet right intrinsic_parity. Newtons law of gravitation is wrong, but the formulas are still handy. The formulas arn't truth, but they can certainly tell us things.

15
Modding / Re: The Balance Beam
« on: May 01, 2017, 12:03:44 PM »
Personally I like where this thread is coming from.

That said the objective of making all weapons equally valuable for cost, and aligning them all rigidly to a formula is definitely a great idea. It's an interesting experiment. Props xenoargh. Maybe not the kind of thing I want to see fully implemented in vanilla, but I like the idea for a mod. Or maybe even a meta mod  ;)

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