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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Ship/Weapon Pack 1.15.1  (Read 1108206 times)

LuckViValhalla

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #405 on: March 02, 2019, 09:15:45 AM »

Hello there, awesome mod!

But I think I have a problem.
The battle with TTx LaCROIX seems bugged. She is spawning WAY over 200 points in battle.
This is just a impossible battle to beat, she have like 30 extremely fast phase ships, they seem to make time move slower 6x or so times (the player can achieve 4x with a skill) and when they come out of their phase it only takes half a second to be able to phase again.
I just can't destroy them as they swarm me and my ships and just obliterate everyone.
I tried a lot of tactics, using 2 Chronos, using a lot of escort ships, using carriers, but nothing works because their Lucifer Class have TONS of Armor and Capacitor, enough to destroy my shields with mines while phased.
It's kinda unfair when I have 90 points to deploy and they have like 200-300.
Is this intentional or am I acctualy facing a bug?
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Dark.Revenant

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #406 on: March 03, 2019, 03:02:05 AM »

For that one, for now you’ll need to increase your Battle Size in settings so you can deploy more ships.
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FreedomFighter

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #407 on: March 03, 2019, 06:59:53 AM »

If the enemy has a bigger fleet, they'll get more deployment point in the pool. This is vanilla behavior.
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Dark.Revenant

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #408 on: March 03, 2019, 12:18:08 PM »

IBBs cheat by force-deploying all the IBB ships.  The phase-based IBB is meant to be played at 500 (max) size.
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ReXspec

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #409 on: March 05, 2019, 06:28:13 PM »

Encountered a crash when trying to accept the contract for Lisa Nanao (which is why I'm posting this problem here in the first place because this relates to the Ship/Weapon Pack...I think lol).

Here are my specs, my mod setup, the log to make things a little more clear:

"Fatal: null"
"Check starsector.log for more info."


168890 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at data.scripts.campaign.intel.SWP_IBBIntel.spawnFleet(SWP_IBBIntel.java:1443)
   at data.scripts.campaign.intel.SWP_IBBIntel.start(SWP_IBBIntel.java:572)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.doConfirmActionsPreAccep tText(SWP_IBBBarEvent.java:89)
   at com.fs.starfarer.api.impl.campaign.intel.bar.events.BaseGetCommodityBarEvent.op tionSelected(BaseGetCommodityBarEvent.java:309)
   at data.scripts.campaign.intel.bar.events.SWP_IBBBarEvent.optionSelected(SWP_IBBBarEvent.java:390)
   at com.fs.starfarer.api.impl.campaign.intel.bar.BarEventDialogPlugin.optionSelecte d(BarEventDialogPlugin.java:53)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
169120 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
169120 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]


Config:
Java 8.x update 201 (64-bit)
Starsector 0.9a RC10 with vmparams @ 6400mb
Windowed mode at 1768 x 992 resolution

My mods (installed and activated):
-Lightshow 1.40
-Arsenal Expansion 1.5.3d
-Artefact 1.9b_b
-Celestial Mount Circle 1.0
-Combat Chatter 1.9.2c
-Common Radar 2.5
-Console Commands 3.0
-Dassault-Mikoyan Engineering 0.9.9e
-Diable Avionics 2.03
-Extratential Lanestate Union 0.5.1a (aka "Blue")
-Fix All Empty Planets v1.0
-Foundation of Borken 0.2.4-RC3
-High Tech Armada 0.6e
-Junk pirates / ASP / PACK (release) 3.02
-LazyLib 2.4d
-MagicLib 0.23
-Mayasuran Navy 8.1.8
-Neutrino Corporation 1.85-RC4
-New Galactic Order 1.07a
-Nexerelin 0.9.1b
-Outer Rim Alliance 0.84
-Practice Targets 1.3
-Rebalanced Pilums 1.3
-Sanguinary Anarchistic Defectors 0.9f
-Scy Nation 1.53
-Shadowyards 0.8.1
-Ship/Weapons Pack 1.10.0
-SkilledUp 1.0
-Sylphon RnD 0.9.4c
-Underworld 1.3.0b
-Upgraded Rotary Weapons 1.40
-Version Checker 1.8b
-GraphicsLib 1.3.1

Here is also a picture of the problem dialogue in question (with the option circled in red that crashes the game whenever I select it):


I only have one idea as to what I'm actually looking at here:  The selection is asking the game to make Lisa's fleet bigger, and the game is trying to, but has no reference (and thus no method) to actually do that.  Either that, or the reference is bad/corrupted and the call for making her fleet bigger from the selection can't translate it.

Other then that, I have no clue.  I could be completely wrong.  lol
« Last Edit: March 05, 2019, 08:17:12 PM by ReXspec »
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Dark.Revenant

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #410 on: March 05, 2019, 11:25:54 PM »

You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.
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Ravenholme

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #411 on: March 06, 2019, 02:23:01 AM »

You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.
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ReXspec

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #412 on: March 06, 2019, 08:31:52 AM »

You are partly wrong, at least.  The problem is a missing fighter wing listed in one of the faction specs from one of your mods - I forget which.  There's an obscure bug in SWP that causes the problem to remain even after the offending non-SWP mod has been updated.  I cannot promise a fix for this until the weekend; until then just save before taking IBB missions.

Fairly sure Mayasura is the issue, specifically the removal of the Tiburo.

I asked Knight Chase if this could be related to his mod's update.  Hopefully, he'll be able to offer some insight (or a possible fix).
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ReXspec

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #413 on: March 09, 2019, 03:22:51 PM »

No word from Knight Chase about the bug I encountered.

What I'll probably do is roll back the mod to version 8.1.7 until whatever is wrong with 8.1.8 is fixed.

...assuming knight chase even has the link for that version, of course.  lol
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Shuka

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #414 on: March 10, 2019, 01:51:38 PM »

Thanks for the info about IBB force spawning, I figured I would just never beat LaCroix because I came back once I had a capital and still couldn't do it.

What an awesome game
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Grizzlyadamz

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Re: [0.9a] Ship/Weapon Pack 1.8.0
« Reply #415 on: March 12, 2019, 11:36:27 AM »

- Extreme Modifications is now considered a logistics hullmod
Oof it would have been perfect for squeezing out the second logistics mod on small-fleet non-combat SO frigs.
Since it's more or less a risky combat-only mod, how significant of a chance is 'significant'?
And does the OP bonus scale with hull size?
The tooltip is kinda vague.

-edit
Just had the bright idea of poking around in the files. Looks like it does scale: -6,-12,-18,-30. But I'm not sure what the penalty is- closest I saw in the java script is both WEAPON & ENGINE_MALFUNCTION_PROB = 0.02f, not sure what to make of that.
« Last Edit: March 12, 2019, 11:50:25 AM by Grizzlyadamz »
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AxleMC131

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #416 on: March 12, 2019, 10:32:43 PM »

@Grizzlyadamz

Suggestion: Equip a ship with the hullmod and see what happens.  ;)
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Grizzlyadamz

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #417 on: March 12, 2019, 10:59:27 PM »

What should I have noticed?
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FreedomFighter

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #418 on: March 13, 2019, 04:58:47 AM »

Your ship will having a random non-critical malfunction with Extreme Modification hullmod. It is like when you're at low CR.
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sqrt(-1)

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Re: [0.9a] Ship/Weapon Pack 1.10.0
« Reply #419 on: March 13, 2019, 05:42:27 AM »

You have done a fantastic job with this mod. Congrats!

The mod is also well balanced and not over the top, without cheesy stuff.

- with one exception though -

The Excelsior Corvette. It has completely immersion breaking capabilities in my opinion because they are implausible and overpowered.
I would only continue to play and consider to recommend the mod if this ship was disabled by default. Making it only possible to disable it via config would make a recommendation appear too cumbersome.
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