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News: Starsector 0.8.1a is out!
 
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 1 
 on: Today at 10:19:59 AM 
Started by Azmond - Last post by Azmond
Would you be able to make it so the H35's shells ignore/punch through those tiny asteroids, and missiles? It's kinda frustrating to have that one shot you get to make every 5 or so seconds interrupted by something so insignificant

The standard cannon will keep that however the Actel H35's canopy will have that code removed. In the actel H35 it is a major handicap- espically considering that it's the main crux of the ship. As a standard weapon... Denied.

 2 
 on: Today at 08:28:33 AM 
Started by InventorRaccoon - Last post by InventorRaccoon
Yep, it'll work just fine on 0.8.1. It doesn't work for mod-added Derelicts and Remnants, however, like those from SWP or Arsenal Expansion.

 3 
 on: Today at 08:13:55 AM 
Started by Trylobot - Last post by Alex
Ahh! So this actually has nothing to do with rules, but is due to a music misconfiguration in sounds.json. Sorry about the cryptic error message; never ran into this scenario - adjusted it to throw a more sensible exception there. I'd guess it would work/not work for you depending on whether you were running with sound on or off.

If you change the music definition in sounds.json to this:
"music":{
   "nom_theme_music":[
      {"file":"Lena Chamamyan - Love In Damascus.ogg","source"="sounds/nom/music/"},
   ],
},

It should work.

 4 
 on: Today at 07:12:20 AM 
Started by AxleMC131 - Last post by dk1332
found this bug after my Wren (P) got killed in a battle.

7249172 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
java.lang.RuntimeException: Ship hull spec [dara_wren_pirates_default_D] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.DModManager.setDHull(DModManager.java:37)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.getRecoverableShips(FleetEncounterContext.java:1372)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:1698)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:269)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncount erEndPath(FleetInteractionDialogPluginImpl.java:1526)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateEngag ementChoice(FleetInteractionDialogPluginImpl.java:2254)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:607)
   at exerelin.campaign.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:61)
   at com.fs.starfarer.campaign.CampaignState.prepare(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

This wasn't the 1st time this happened before:
  • 1st time it happened when I went to pursue an enemy after the 1st engagement
  • 2nd was when it exploded and I went to pursue the enemy

 5 
 on: Today at 05:15:35 AM 
Started by Anchorshag - Last post by Botaragno
Nothing is more infuriating than ordering ONE ship to go eliminate ONE other ship I'm getting buttblasted by, and the ship just dallying outside of range and not getting stuck in.

This is on Aggressive captains too.

Also the supremely limited Command Points system forbids any sort of tactical flexibility, Can't I just get on the ship mic and yell at the Sunderer to get away from that Ship already it's an asteroid touch away from blowing up. You make your defend orders at the start to maintain fleet cohesion then just grind your teeth when it inevitably falls apart and you can't do arse to rectify it

 6 
 on: Today at 03:57:24 AM 
Started by Histidine - Last post by Histidine
Hi, I made account to ask this question. I apologize if this is a common knowledge but I am new to Starsector. Is it possible to have factions in Nexerelin use only own technology? Is it possible to disable black market for some? I started to play with Knight Templars faction and have problems to find templar weapons. It makes the game not enjoyable for me. Also it makes no sense to use inferior weapons with them. I disabled Dynasector, but I still have mixed tech, so this might be Nexerelin thing. Please help.
Welcome!

Sorry, not sure what you mean. I'll try to answer your questions:
- For most factions you can edit the faction files to control what ships they have/use (which in turn affects what weapons they sell). Factions won't use another faction's ships normally unless a mod tells them to do so (e.g. Shadowyards ships in pirate and League fleets).
- Templars are hardcoded to not have black markets; you currently can't disable them for other factions without changing the Java code unfortunately.
- If you're Friendly to Templars (and starting with a faction in Nexerelin makes you friendly with them at start), you can easily find their weapons on their planets/stations. Although you need Cooperative for anything except small mount weapons.

 7 
 on: Today at 03:48:20 AM 
Started by Histidine - Last post by NightfallGemini
Okay, I'm not sure if this is a Nex thing or a vanilla thing, but even with my vmparams set to 7GB I keep getting an eventual game-crashing memory leak. The hell?

 8 
 on: Today at 03:10:28 AM 
Started by InventorRaccoon - Last post by Vigal
I assume this still works for 0.8.1?

 9 
 on: Today at 12:24:44 AM 
Started by TheHappyFace - Last post by Takion Kasukedo


Those mounts look a lot better, also looks like the engines could use a minute 3D treatment like how the rest of the ship looks.

 10 
 on: Today at 12:01:51 AM 
Started by NightfallGemini - Last post by NightfallGemini
It happens after every few saves I make in a largely-modded Nex game.

Oh, and I've been able to reproduce this in both Random Sector mode and normal mode.

Modlist
Code:
Starsector FX 1a
Lightshow 1.32
Dynasector 1.3.2
Arsenal Expansion 1.4
Autosave 1.0f
Blackrock 0.9.0
Combat Chatter 1.7.1
Console Commands 3.0 WIP3
Dassault 0.9.5d
Diable 1.84d
Disassemble 0.5
IBO Mobile Suits 1.5
Imperium 1.17.2
Lazylib
Leading Pip 1.8.1
Metelson A3.00
Neutrino 1.84RC2.1
Nex 0.8.1b
ORA 0.72c
Portrait Pack 1.2.3
Scy 1.31b
Shadowyards 0.6.0.7.1
Ship/Weapon Pack 1.3.0
Sim overhaul 1.3
Templars 0.9.8c
Tore Up Plenty 0.8.1
Tyrador 1.3.0
Underworld 1.1.2
Usable REDACTED 1.0
Version Checker
Graphicslib 1.2.1
prv Starworks v3

Event viewer entry:
Code:
Faulting application name: java.exe, version: 7.0.790.15, time stamp: 0x552827be
Faulting module name: nvoglv64.DLL, version: 22.21.13.8233, time stamp: 0x591d2aa7
Exception code: 0xc0000005
Fault offset: 0x0000000000dc3694
Faulting process id: 0x14ac
Faulting application start time: 0x01d2eca3833851dc
Faulting application path: C:\Program Files (x86)\Fractal Softworks\Starsector\jre\bin\java.exe
Faulting module path: C:\Windows\SYSTEM32\nvoglv64.DLL
Report Id: 4e9d8505-58a4-11e7-829b-40167e2a42bf
Faulting package full name:
Faulting package-relative application ID:

System specs:
Code:
AMD FX8350
Nvidia PNY GTX760OC
16GB RAM
Windows 8.1 Pro

vmparams:
Code:
java.exe -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms4g -Xmx4g -Xss1024k -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher



There's no starsector.log entry because of how the crash went down. I'm guessing it's either some sort of memory issue, possibly VRAM since it happens no matter how much system memory I give it, or a driver issue. It's somewhat random though and only when I go to save after a long session with other quicksaves throughout.

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