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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: DeathSG Minimash V1.3d! Up for grabs!  (Read 130831 times)

Greengage

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #255 on: March 18, 2012, 02:51:09 PM »

Talk about quick replies :) I'll give that a try now and report back..

G
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Nechrom

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #256 on: March 19, 2012, 12:29:55 AM »

Fantastic work, already I can see this game, and its moddability going far.

One issue though, with a fresh, up-to-date version installed, and just this Minimash, again, most recent version installed, it all works great, but crashes every battle..

203668 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

If you want any more of the log, let me know.

Any ideas?

Cheers
I get the exact same error.
Having to dodge any fleet with Mirv-armed ships is getting annoying. Seems to happen just as the Mirv warhead goes into its second stage.

I never had this problem before 0.13 and I did start a new game after installing 0.13 (after removing the earlier version ofc).
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Upgradecap

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #257 on: March 19, 2012, 12:37:08 AM »

I think I've got a partial solution to the problem. It does not find the rockets which are supposed to be in the second stage and returns a null pointer. I think.
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Flare

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #258 on: March 19, 2012, 02:28:58 AM »

Can you upload the whole log?
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Upgradecap

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #259 on: March 19, 2012, 02:32:09 AM »

Can you upload the whole log?

You mean the last lines around the error, right?
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Flare

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Re: DeathSG Minimash V1.2a! REJOICE!
« Reply #260 on: March 19, 2012, 02:55:29 AM »

Errors tend to have a lot of 000000000000000s near the left from what I know of that file. The file is working fine for me strangely enough, what weapons are you going into battle with?
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Quote from: Thana
Quote from: Alex

The battle station is not completely operational, shall we say.

"Now witness the firepower of this thoroughly buggy and unoperational batt... Oh, hell, you know what? Just ignore the battle station, okay?"

Little Bluberry Bomb

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #261 on: March 19, 2012, 07:55:27 PM »

So I've been playing around with this mod myself, and I've had a grand total of one crash - it came when engaging a fleet of naught but a Dragoon cruiser, standard kit.
Now, I'm flying an Aurora kitted with standard Hurricane MIRV currently, and I know that it does not cause the crash - however, Dragoons come standard fitted with Medium MIRV, the best I can gather is that the specific problem is the second-phase Mid-MIRV. Have to play around with the idea more, funny enough fleets with Dragoons seem very adept at evading me, but hopefully it's a lead.


Edit: I think I may have found it - C:\Program Files\Fractal Softworks\Starfarer\mods\Minimash\data\weapons\proj [or equivalent] appears to be missing the "mirv_medium_warhead.proj" from SF Extended. Replacing it seems to allow the MMIRV to reach its second cycle without issue, while firing without the file there produced the typical null pointer exception at the end of its flight. (Even without a target within range)
« Last Edit: March 19, 2012, 08:32:07 PM by Little Bluberry Bomb »
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VikingHaag

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #262 on: March 20, 2012, 09:14:03 PM »

Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
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medikohl

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #263 on: March 20, 2012, 10:08:49 PM »

Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
I think you can buy it.
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Plasmatic

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #264 on: March 23, 2012, 06:02:43 AM »

What would be the quickest way to disable the junk pirates and nomads in this mod?

I don't feel they fit in with the rest of the setting in Starfarer..

That includes the weapons..

The only way I can think of would be going into each factions files and remove references to junk pirates.. but that would be quite tricky and tedious.. Is there an easier way?

EDIT: Apparently, that would have been too easy :P Seems to be references to either ships or weapons everywhere... even when I cannot find anymore, the game still complains that something is missing...
« Last Edit: March 23, 2012, 07:24:01 AM by Plasmatic »
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ShadowLurker

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #265 on: March 23, 2012, 06:07:53 AM »

Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
You can capture it. Frankly it was really easy to kill one, but it just takes some time. You shouldn't do autoresolve though, autoresolve AI sucks.
Once I got my first one, the second and third ones were easy and off I went massacring the entire system.
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WarStalkeR

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #266 on: March 23, 2012, 11:00:06 AM »

Nice mod, but by some chance you've missed to give collisionRadius:310 instead collisionRadius:0 to behemoth.ship :) (Playing with version 1.2)
« Last Edit: March 23, 2012, 11:03:06 AM by WarStalkeR »
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Apophis

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #267 on: March 23, 2012, 02:13:04 PM »

i think it is solved in 1.3
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Trylobot

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #268 on: March 23, 2012, 02:13:34 PM »

What would be the quickest way to disable the junk pirates and nomads in this mod?

I hate to be a ***, but I feel that I have to point out that Starfarer's built-in mod selector list is precisely for this -- Mashup-style mods are a tradeoff between integration and granularity, and if you want more control I would suggest not using any mashups (but instead downloading, installing and selecting mods individually).

I would also like to point out that Nomads at least is self-contained and has no dependencies other than the vanilla content.
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cp252

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Re: DeathSG Minimash V1.3d! REJOICE!
« Reply #269 on: March 23, 2012, 05:15:33 PM »

Nomads is a bit bare for now, though... no offense.
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