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News: Starsector 0.8a is out (hotfix is up!) ; New blog post: Ship’s Log of Salvage Dave’s Final Mission (3/29/17)
 
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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 608070 times)
Takion Kasukedo
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« Reply #2880 on: November 27, 2016, 04:16:25 AM »

I seem to have an error tied to SS+'s Light Phase Lance...

39054 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
   at com.fs.starfarer.loading.private.Ô00000(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.float(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(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)

Pondering what to do, as I haven't tried out SS for some time.
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FEAR THE CASCADE.
Orikson
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« Reply #2881 on: November 27, 2016, 05:52:21 AM »

I seem to have an error tied to SS+'s Light Phase Lance...

39054 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
java.lang.RuntimeException: Weapon spec [ssp_lightphaselance] not found!
   at com.fs.starfarer.loading.private.Ô00000(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.float(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.float(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)

Pondering what to do, as I haven't tried out SS for some time.

Can you tell us what mods are you using right now?
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Takion Kasukedo
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« Reply #2882 on: November 27, 2016, 09:29:39 AM »

Mod List
---------
Starsector+ 3.6.0
Blackrock Driveyards 0.8.5
Combat Chatter 1.6
Dassault Mikoyan Engineering 0.9.3
Diable Avionics 1.65
LazyLib 2.1
Neutrino Corporation 1.83-RC4.3
Nexerelin 7.6d
Scy Nation 1.02
The Lion's Guard 0.02
Torchships 1.0
TwigLib 0.6.11
Version Checker 1.6
ZZ GraphicsLib 1.0.2
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The Embodiment of Defilement reigns over his part of the galaxy.

FEAR THE CASCADE.
Dark.Revenant
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« Reply #2883 on: November 27, 2016, 12:24:08 PM »

Light Phase Lance is in SWP, not SS+.  Since you don't have SWP, it crashed.  One of the mods in your list must have a variant using the light phase lance, for some reason.
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Orikson
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« Reply #2884 on: November 27, 2016, 02:25:37 PM »

Found the cause. It's King Alfonzo's Lion's Guard.

The 'Assault' variant for his Eagle has Light Phase Lance as one of the weapons.

I'll report that to him in his thread.
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Link: https://discord.gg/eb5UC
Black Crag
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« Reply #2885 on: December 10, 2016, 06:37:55 AM »

Can this be used in conjunction with Dynasector?
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Orikson
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« Reply #2886 on: December 10, 2016, 06:58:23 AM »

Can this be used in conjunction with Dynasector?

Yes.
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"A story teller and a trader. Tell me your tales and I'll tell you no lies."

Come join the Starsector Fan Chat! It's decently active.

Link: https://discord.gg/eb5UC
Dostya
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« Reply #2887 on: January 01, 2017, 02:10:00 PM »

@Dark.Revenant

Apparently in the bounty system the Nexerelin player_npc faction and Dassault Mikoyan are not present. While I'm sure that the latter is on the eventual to-do list, I'm curious about the omission of the former. I've tried to edit the files myself, but the native Starsector compiler has no recognizable enum structure (which means it won't compile BountyType in any googleable enum form) and doesn't understand large parts of the mod's files; the empty <> identifiers for HashMaps and Arraylists and such, as well as the multiple error types in try-catch blocks amongst other simply time-consuming issues.

Might I ask if there were any reasons for the player_npc omission that I'm not seeing, and what compiler you used for the mod? Thank you for your time and a great mod, I just had the urge to tinker with it.
« Last Edit: January 01, 2017, 02:11:39 PM by Dostya » Logged
Histidine
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« Reply #2888 on: January 02, 2017, 03:40:52 AM »

SS+'s named bounties only working with certain factions seems like a leftover from before the DynaSector split. I'll see about making it use vanilla's eligible faction check instead.
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Dostya
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« Reply #2889 on: January 02, 2017, 09:35:56 AM »

SS+'s named bounties only working with certain factions seems like a leftover from before the DynaSector split. I'll see about making it use vanilla's eligible faction check instead.
In that case, I'll just wait for the good to continue getting better. Smiley
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Dark.Revenant
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« Reply #2890 on: February 06, 2017, 12:58:05 AM »

Getting out an update that has been sitting on the backburner for a while...



Download Starsector+ 3.6.1
Download Mirror
(Requires LazyLib 2.1)
(Requires GraphicsLib 1.0.3 (Updated))

Git Repository

Edit SSP_OPTIONS.ini to enable or disable Starsector+ features!



If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Having problems?  Visit the Mod Troubleshooting Guide!

Version 3.6.1
  • Additional trade fleets
  • Improved vengeance fleet behavior
  • Fixed various minor bugs
  • All factions with bounties can issue named bounties, not just DynaSector-supported factions
« Last Edit: February 07, 2017, 02:25:00 AM by Dark.Revenant » Logged

NightKev
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« Reply #2891 on: February 07, 2017, 01:47:33 AM »

Both the main and alternate download links are the same.
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Dark.Revenant
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« Reply #2892 on: February 07, 2017, 02:25:14 AM »

Not anymore!
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majorfreak
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« Reply #2893 on: March 04, 2017, 05:27:23 PM »

1) do officers incur salary costs?
2) if so, are inactive officers on half pay or something?
3) do crew who are in storage across the universe counted for salary?
4) if so, are inactive crew on half pay or something?

5) are the crew salaries scalable by player still, and is there a guide explaining all this?
« Last Edit: March 04, 2017, 05:30:26 PM by majorfreak » Logged
Dark.Revenant
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« Reply #2894 on: March 05, 2017, 12:14:38 PM »

1. Yes
2. No, full pay
3. No, but that's a technical limitation rather than design
5. No
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