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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: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27  (Read 695979 times)

grinningsphinx

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Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
« Reply #195 on: November 16, 2018, 05:11:52 PM »

Aaaaaand here we go with a "bare minimum" compatibility update for 0.9a. Grab it from the OP.

Note that this is very possibly unstable. Don't install if you're afraid of starting over ;0

Thanks for the work Vayra!
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Daquan_Baton

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Good Mod
« Reply #196 on: November 16, 2018, 09:00:45 PM »

Good content, and I decided to make a quick run through the ship names and hints in the strings folder and was not disappointed.
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Trapped in a freaking derelict tugboat...

Vayra

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Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
« Reply #197 on: November 17, 2018, 05:14:13 AM »

Glad you're enjoying it.  :)

On another note though: I've confirmed that something in here is causing a crash (and also that my blueprints don't seem to be working as intended... alas). Specifically, getting a somewhat infrequent crash to desktop with null pointer exception on mousing over (or interacting with, if they're hostile and chasing you and that happens before you mouse over them) some fleets in the campaign map. No idea what exactly is causing it -- could be a ship, variant, or weapon, i think, based on the log message. It is reproducible with those specific fleets (fairly uncommon), i.e. save next to one and crash reliably whenever you mouse over them after loading the save. If anyone has any idea what might be causing this, help would be greatly appreciated! In the meantime, if anyone has downloaded/installed the mod -- quicksave often. Heh.

Note to myself to remember to check these files tomorrow: I've noticed it specifically with Pirate and Persean League fleets, not sure about any others.

Log bit:

Code
75235 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.fitWeapons(CoreAutofitPlugin.java:775)
    at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:354)
    at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:395)
    at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
    at com.fs.starfarer.campaign.Object.super(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(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)

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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Daquan_Baton

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Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
« Reply #198 on: November 17, 2018, 05:54:40 AM »

Glad you're enjoying it.  :)

On another note though: I've confirmed that something in here is causing a crash (and also that my blueprints don't seem to be working as intended... alas). Specifically, getting a somewhat infrequent crash to desktop with null pointer exception on mousing over (or interacting with, if they're hostile and chasing you and that happens before you mouse over them) some fleets in the campaign map. No idea what exactly is causing it -- could be a ship, variant, or weapon, i think, based on the log message. It is reproducible with those specific fleets (fairly uncommon), i.e. save next to one and crash reliably whenever you mouse over them after loading the save. If anyone has any idea what might be causing this, help would be greatly appreciated! In the meantime, if anyone has downloaded/installed the mod -- quicksave often. Heh.

Okay I literally came back to the forum for the 82nd time looking for a reason for why my game was crashing every time a pirate colony raid fleet tried attacking me and I see this. Well glad to have found the possible culprit, ill just reinstate this mod back after you fix the bug then.
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Trapped in a freaking derelict tugboat...

Ceebees

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Re: [0.9a] Kadur Remnant v2.1.0 (updated 2018/11/16)
« Reply #199 on: November 17, 2018, 07:22:42 PM »

Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...
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Vayra

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Re: [0.9a] Kadur Remnant v2.1.1 (updated 2018/11/18)
« Reply #200 on: November 18, 2018, 02:33:38 PM »

Well, it looks like either I or Alex fixed the crash bug; at least I wasn't able to reproduce it again recently after redoing all my weapon tags -- please let me know if it's still crashing for anybody after downloading this update!

Also messed with the blueprint system slightly and it appears to be working now.

Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...

I also added a link to the last release for 0.8.1a to the OP. :)
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Nanao-kun

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #201 on: November 19, 2018, 03:52:02 PM »

I've noticed that the Sphinx is very easy to knock aside. Even a tiny little asteroid will send it spinning if it's coming fast enough.
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Vayra

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #202 on: November 19, 2018, 04:19:24 PM »

I've noticed that the Sphinx is very easy to knock aside. Even a tiny little asteroid will send it spinning if it's coming fast enough.

Ah, whoops -- that was a bug with its shipsystem, heh.

All fixed, along with a couple other tuning changes and a balance pass. Grab the updated version for your next run. :)



Code
2.1.2
Sphinx shipsystem bug fixed
Hammer Carrier drone turn rate, speed, armor, and hull reduced, OP cost increased to 4 (may go up from there)
LR Mining Pod and Mining Platform hull and armor increased to match base Mining Pod
Greyhound, Rock Hound, and Hyena OP increased to match auxiliary/base Hound
Badger-class heavy drone tender rarity increased
Plasma Cutter damage decreased, range increased slightly
Particle Streamer damage decreased
Collapsed Cargo Holds now reduces peak performance time by 25% and is incompatible with Expanded Cargo Holds
Tariffs added to markets (oops)
Variants adjusted to remove spare/overspent OP
Hyena sprite desaturated slightly to match others
+200% hazard rating added to the Virus Bombed condition on Kadur
Blueprints further tweaked
« Last Edit: November 19, 2018, 04:28:14 PM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Gaudium

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #203 on: November 20, 2018, 12:38:45 AM »

Getting this when hover over a fleet not sure if this mod is doing it:

16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [MSS_big_rotary] not found in weapon_data.csv
16164 [Thread-4] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [ms_instantFlak] not found in weapon_data.csv
16166 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.new(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
16168 [Thread-4] INFO  com.fs.starfarer.loading.We
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Gaudium

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #204 on: November 20, 2018, 12:40:36 AM »

And this when trying to enter a market:

203495 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addFighters(BaseSubmarketPlugin.java:323)
   at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePl ayerInteraction(OpenMarketPlugin.java:33)
   at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.k.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.ui.donew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.donew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00O.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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)
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Vayra

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #205 on: November 20, 2018, 02:25:59 AM »

Hmm, not sure that's me. Are you sure you have the latest version of:

Starsector (RC9)
Kadur Remnant (v2.1.2)
Shadowyards (saw you posted in that thread too, and I believe the missiles were having problems which it looks like the first crash might be related to)
Arsenal Expansion (had a similar crash, fixed in the latest version)
Magiclib
Lazylib
Graphicslib?

I would try reinstalling RC9 and all of the above mods including mine, then checking if that fixes it...
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Gaudium

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #206 on: November 20, 2018, 02:34:12 AM »

Hi, yeah i'v reinstalled everything fresh and going to start a new run and see what happens.
Thanks.
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Ceebees

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Re: [0.9a] Kadur Remnant v2.1.1 (updated 2018/11/18)
« Reply #207 on: November 20, 2018, 04:51:43 PM »


Could you put a link to the 8.1 version back up in addition, maybe? I'd like to play with a stable version, and i missed grabbing it in the few hours before 9 happened...

I also added a link to the last release for 0.8.1a to the OP. :)

Well, it's good that it got working now, but still, thanks!
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mkire

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #208 on: November 23, 2018, 04:22:47 AM »

So i've just found this, given your quickness to update to .9a, and i have to say that if it weren't for how fuel-inefficient the kadur ships are i'd use them.

Love the badger tender though. also hate it because i've had my ships blown up by the hammer drones far too often
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adimetro00

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Re: [0.9a] Kadur Remnant v2.1.2 (updated 2018/11/19)
« Reply #209 on: November 23, 2018, 05:54:24 AM »

Download this mod and I have to say that charging into an enemy ship while screaming looks pretty lucrative for a battle strategy :p (is it a system for one of your ships?)
Any plans for a capital ship?
How about weapons?
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