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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11  (Read 326680 times)

Allstar13521

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Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« Reply #495 on: March 01, 2020, 05:41:40 PM »

I get-
Fatal: Weapon spec [vayra_vlrmms_2] not found!
Check starsector.log for more info
I've tried redownloading
I've tried disabling Kadur Remnant, then reenabling.

the log says -
java.lang.RuntimeException: Weapon spec [vayra_vlrms_2] not found!
   at com.fs.starfarer.loading.o00O.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(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)
I had the same issue as the above user, but implementing the solution that worked for them only seems to have resulted in the following error message upon attempting to load a save
Spoiler
Fatal: Weapon spec [vayra_vlrmms_8] not found!
Check starsector.log for more info
[close]
Assuming that it could have been another mod causing the error, I proceeded to delete every mod I had just updated and installed the newest versions in their place, but this had no effect.

I'd be very grateful if someone could point me towards a solution.
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Cyber Von Cyberus

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #496 on: March 06, 2020, 05:13:00 PM »

I'm curious, what is with your obsession with Jangla ? What has the Hegemony ever done to yo.... Well actually they've caused everyone a lot of grief and deserve every canister of antimatter I dropped on them, but why Jangla specifically ?


Also I adore the Prophet, it's amazing and when using the mod that let's me put safety overrides on it it's one of the most broken thing I've ever played with.
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"When life gives you lemons, throw them out of the window and show life the lemonade you bought from the store yesterday"-Cave Johnson

Zen

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #497 on: March 06, 2020, 07:27:38 PM »

Jangala has lots of wood for burning.
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Viking8008

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #498 on: March 12, 2020, 10:58:42 AM »

Why can't I turn in AI cores to KR?
UPD.
« Last Edit: March 17, 2020, 04:08:37 AM by Viking8008 »
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Kheben

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #499 on: March 17, 2020, 10:29:53 PM »

when trying to download i get an error page not exist...any idea?
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Some random guy

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #500 on: April 15, 2020, 10:19:05 AM »

hi Vayra, i like the new capital, it's actually on pair with the onslaught and viable in the end game unlike the previous one.
what i want to say is that there is a specific new weapon that i feel is too.... overpowered, the shockweb launcher, it's a powerful kinetic weapon that balances it's damage with being a shotgun, drastically reducing it's effectiveness after 300 units however...

since there is a faction called the remnants that uses tough shields and loves to go melee this weapon makes it look like it's made to eradicate them, farming Remnants became 5 times easier with that weapon mounted everywhere possible and i think the reason being is that it deals massive kinetic and EMP damage giving the remnants no chance against it, i highly recommend you to change it's type to energy (while keeping it ballistic) to balance it's effectiveness against all targets and stopping people from abusing it to farm Alpha cores easily.
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HeartofDiscord

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #501 on: May 20, 2020, 05:21:25 PM »

I really think something needs to give with the crystal splintergun. Its one of the most expensive medium mounts at 15 OP, has garbage flux ratio, and finicky execution. I know the explosion can reach staggering levels with several of them, but theres so many things that make it very hard to actually execute that on top of the AI being essentially unable to use it due to how much finesse it needs. The fact that the explosion only amps in quantities of 7 and how incredibly easy they are to shoot down lends to only a handful landing out of the 21 shots. I think the crystals need a lot more health or possibly just be untargetable, and maybe a reduction in OP to go with it. Its such a unique weapon but It barely ever feels worth using.
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esciron

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #502 on: June 11, 2020, 06:17:47 AM »

I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?
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Xobra

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #503 on: July 30, 2020, 06:14:03 AM »

I had a Raider Activity Bug:

A Kadur Base was targeting my System and gave me the usual -3 Stability etc.
After accepting a Ceasefire, Relations went to Neutral, but the Raider Activity Debuff was still there; not mentioning any Bases, and saying the base was relatively near.

After some time traveling and destroying every Raider Base of every Faction, it turn out, the Debuff was caused by the original Kadur Base (which was nowhere to near as mentioned) targeting the System, but it wasn't listed as a Colony Threat or mentioned in any way.

The Debuff went away after destroying that Base
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Viking8008

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Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« Reply #504 on: July 30, 2020, 07:20:47 AM »

I'm on the 212 cycle and i didn't get the Caliph bounty, i finished all the IBB and (all the high bounties?) it seems i don't get more of them...
Is this normal?

Yeah I faced that too. When I looked into the files, it seems that you need a big fleet. A LOT BIG fleet. Or you can change numbers like I did.
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