Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 65 66 [67] 68 69 ... 75

Author Topic: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)  (Read 418508 times)

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #990 on: June 23, 2014, 07:07:16 PM »

Quote
do you plan on adding more ships for the already existing factions and/or more factions?
Yes, I definitely do!  The Glaug have been pretty slow to get new ships, because those are originals by me, rather than kitbashes, but I was going to do an assault carrier in the Cruiser / Destroyer range (they desperately need a small carrier) this week, using some new methods I'm looking at for doing original ship art. 

Anyhow, I can't promise you anything, but if the carrier experiment works out, I may very well do several new Glaug ships; what I'm going to try should shorten the production time a bit. 

So, when you say "assault-style capital" what do you mean?  Speed over durability?

Quote
Where are crash logs kept? I had a crash while in the middle of battle after updating to the new release. Not entirely sure what caused it, but I can only assume it had to do with the only mod I had installed. xD
Please let me know what you find- just copy-pasta the last bits of the log. 

If the bug is with the Target Pip mod... yeah, it's buggy with Vacuum atm, dunno whether I'll fix it or not, but probably.  I haven't ever tested with stuff like Omnifactory, tbh; I suspect it'd break five ways from Sunday, lol.
I have like 3 different logs, all of which are exceedingly long. I cannot tell which log it is, so I am going to try to recreate the crash after I delete all the current logs. I do have the Target Pip mod, but I didn't have it enabled when playing Vacuum. I only use Vacuum when playing it. As for the assault-style capital ship, yes speed over durability. Faster than normal, more fragile than normal and a mix between forward facing weapons. Maybe even a new weapon, or ship system, that draws the target closer to get more damage in with shorter range weaponry? It could be a built-in weapon, maybe one that is ship-specific and unobtainable through shops? Whatever you want, I just thought it sounded like a good idea for an assault capital. :)
Logged

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #991 on: June 24, 2014, 10:23:02 PM »

Ok, so I managed to get the crash report that I needed. Shortly after getting into a battle and fiighting a ship that isn't a fighter, I crash and recieve this error:
Spoiler
425667 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.ai.StrikeAutoFireAI.advance(StrikeAutoFireAI.java:240)
   at com.fs.starfarer.combat.systems.G.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Any idea what it is and how to fix it? Do note that, as usual, this is the only mod I am using.
Logged

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #992 on: June 24, 2014, 11:09:34 PM »

I believe I fixed the issue I was having. Turns out, it was the Boarding Teleporters set on auto fire that caused the crash, to my knowledge. This is what I assume it was because after disabling their auto fire and getting into a few fights, not a single crash. Also, do the AI know how to use the BTs or are they completely useless on them?
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #993 on: June 25, 2014, 12:48:49 AM »

Hrmm, that sounds like a completely unrelated issue, tbh; the Strike Autofire AI is for Strike weapons, not for Boarding Teleporters.  I'll take a look at that.
Logged
Please check out my SS projects :)
Xeno's Mod Pack

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #994 on: June 25, 2014, 03:17:11 AM »

I can keep trying and testing, see if it truly is the cause. As far as I can tell, though, it was the reason. I was actually able to get through a few fights with the auto fire disabled. :)
Logged

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #995 on: June 25, 2014, 07:25:41 AM »

i get an error when i try play on vacuum, i have lazylib on and shaderlib but when its loading it quits and comes up with "Fatal: JSONObject["enableCaching"] not found. Check starsector.log for more info"

i would put the log but i cant find it.
Logged

Tecrys

  • Admiral
  • *****
  • Posts: 592
  • repair that space elevator!
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #996 on: June 25, 2014, 07:36:27 AM »

i get an error when i try play on vacuum, i have lazylib on and shaderlib but when its loading it quits and comes up with "Fatal: JSONObject["enableCaching"] not found. Check starsector.log for more info"

i would put the log but i cant find it.

Vacuum has DR's shaders built in, disable shaderlib and it should run correctly.

Edit: I forgot to mention Lazylib being inbuilt aswell, derp-de-derp.
« Last Edit: June 25, 2014, 11:37:43 AM by Tecrys »
Logged
Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
https://fractalsoftworks.com/forum/index.php?topic=28010.0

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #997 on: June 25, 2014, 08:54:10 AM »

i disabled shaderlib and it still comes up.
same error
Logged

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #998 on: June 25, 2014, 08:56:57 AM »

i disabled lazylib and it works now. i thought the mod needed lazylib
Logged

LazyWizard

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1363
    • View Profile
    • GitHub Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #999 on: June 25, 2014, 08:58:38 AM »

i get an error when i try play on vacuum, i have lazylib on and shaderlib but when its loading it quits and comes up with "Fatal: JSONObject["enableCaching"] not found. Check starsector.log for more info"

i would put the log but i cant find it.

That's a (relatively) recent LazyLib setting. You might want to update LL if you play mods other than Vacuum, otherwise you might have bugs/crashes with mods like ShaderLib and Starsector+ that require the latest version.

Edit: and yeah, Vacuum has LazyLib included so you don't need to have it tagged in the launcher.
« Last Edit: June 25, 2014, 09:03:47 AM by LazyWizard »
Logged

joe130794

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1000 on: June 25, 2014, 10:03:09 AM »

i have the latest version and that'll be why it didn't work haha. glad i got that sorted.
Logged

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1001 on: June 25, 2014, 08:00:09 PM »

Do the AI know how to use the Nanobot Repair Gun and the Boarding Teleporter?  I'd like to know if I can equip them on some of the other ships in my fleet so they can repair my ships and capture enemy ships...
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1002 on: June 26, 2014, 01:06:14 PM »

Yes, to both things, in terms of the Autofire AIs; if the weapon groups are set on Auto, the AI will use 'em. 

However, the ship AI won't use the Nanobot Repair Gun terribly well, in the sense of finding stuff to heal, unless you park them somewhere or have them escort your ships or give them the Repair AI.  There currently isn't an AI that deals specifically with Boarding Teleporters, but it's not all that important, anyhow; if they're near a kill, there's a very good chance they'll attempt to board if they have it equipped.
Logged
Please check out my SS projects :)
Xeno's Mod Pack

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1003 on: June 26, 2014, 04:37:42 PM »

Thanks, good to know I am not the only ship in my fleet that knows what to do. :)
Logged

KitsuneNoMeiji

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: Vacuum - Build a Stellar Empire. (0.62a ALPHA build 34) (TC Mod)
« Reply #1004 on: June 26, 2014, 06:47:17 PM »

Nothing like a combination of Freeze Rays and Ball Lightning Guns on a MantaBee makes a perfect anti-fighter, in my opinion. Add a bunch of armor, hull and turret mount durability/efficiency and you have a beefy, bulky anti-fighter. Does the Energy Pump affect those weapons? It would be nice to have more damage.
Logged
Pages: 1 ... 65 66 [67] 68 69 ... 75