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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: [0.8a] Starsector+ 3.7.0  (Read 1325020 times)

SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #15 on: February 16, 2014, 11:28:54 AM »

Getting this crash while playing with a couple of mods
Spoiler
185901 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
java.lang.RuntimeException: Fleet id [heg_patrol2] not found for faction [hegemony]
   at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.rasht_HegemonySpawnPoint.spawnFleet(rasht_HegemonySpawnPoint.java:41)
   at data.scripts.world.rasht.generate(rasht.java:129)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at
[close]
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #16 on: February 16, 2014, 12:23:40 PM »

@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.

@Pazuzu
I added a mirror to the OP.

@HELMUT
Making this mod compatible with Exerelin is very difficult.  There is no way to do it without making a separate, cut-down version of Starsector+ for each update while rewriting several portions of Exerelin to make room.  Starsector+ modifies the core too much.

If I did make an Exerelin-compatible distribution, it would lack the randomized variants and the current fleet skill system, and require edits to Exerelin itself, specific to Starsector+.  This process is simpler if Zaphide for whatever reasons wants to permanently include the Achilles, Revenant, Hornet, Tornado, and Trebuchet in his mod, but that would go against his mission statement.
« Last Edit: February 16, 2014, 07:14:16 PM by Dark.Revenant »
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Chronosfear

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #17 on: February 16, 2014, 12:30:36 PM »

WoW.
Sound great.

Will try that one.
Thank you!
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #18 on: February 16, 2014, 12:34:45 PM »

@SpaceRiceBowl
That one's not on me.  Whichever mod adds "Rasht" is the culprit.
kazi's Mayorate mod is the originator of the Rasht system; however, Uomoz's Sector (which includes Mayorate) should definitely NOT be enabled alongside Starsector+.

Both implement arcibalde's Vanilla AddOn (and not quite using the same methodology) and implement aptitudes/skills for NPC fleets; again, through different methods.
« Last Edit: February 16, 2014, 12:39:07 PM by TimeDiver »
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SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #19 on: February 16, 2014, 12:40:56 PM »

Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.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]
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Pazuzu

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #20 on: February 16, 2014, 12:41:37 PM »

thanks, mirror worked a charm
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3
« Reply #21 on: February 16, 2014, 12:51:54 PM »

Ah, but also i'm getting this crash. I only enabled ToP and this mod.
Spoiler
152023 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
java.lang.RuntimeException: Ship hull variant [revenant_cs] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.ooOO.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ÔoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.ØoÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.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]

Are you using a pilot from the 0.2 version of the mod?

Edit: Found the error; it was in the simulator list using an old variant I had renamed.  Uploading a hotfix; just redownload the mod.  It'll be compatible with other 0.3 pilot files, so don't delete your saves.
« Last Edit: February 16, 2014, 12:56:20 PM by Dark.Revenant »
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SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.1
« Reply #22 on: February 16, 2014, 01:58:27 PM »

Erm, you might wanna recheck the simulator names for all your ships, cause the Achilles also has this problem.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #23 on: February 16, 2014, 02:21:25 PM »

Very well.  I shall commit harakiri.

P.S. Updated.
« Last Edit: February 16, 2014, 02:41:33 PM by Dark.Revenant »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #24 on: February 16, 2014, 10:27:58 PM »

Anyway, on the topic of compatibility with Uomoz's Sector and Exerelin: I give free permission for any modder to take and use my ships/weapons/scripts if credit is given.  However, I will not be making my own compatibility packages for those mods; the mission statement of Starsector+ is that it should look and feel like vanilla Starsector, which those two mods are most definitely not.  Plus, I don't really have the time to do that sort of thing.

For the player... Choose the mod according to your tastes.
From close...
Starsector+: A few new features and additions; fixes up balance and patches holes in the game.  Feels like vanilla.
Uomoz's Sector: New features, factions, ships, and weapons.  Bears some likeness to vanilla but breaks away significantly.
Exerelin: Starsector becomes a faction strategy game.  Barely resembles vanilla; some ships, weapons, and mechanics will be familiar.
Vacuum: Completely breaks away from vanilla Starsector and goes even further down the combat strategy route.  A new game entirely.
... to far.
« Last Edit: February 16, 2014, 10:29:53 PM by Dark.Revenant »
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SpaceRiceBowl

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #25 on: February 17, 2014, 06:23:43 AM »

How about compatibility with the Mayorate, since there seems to be some conflictions with it
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HELMUT

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #26 on: February 17, 2014, 03:06:33 PM »

Ok so i finished my carrier campaign and... Still don't find use for the longbow. Wasting precious fleet logistic, money and supply for a mediocre shield breaker isn't worth it in my opinion unless you are fighting some modded faction with overly powerful shields (like P9 and Purifiers.) But other than this, nope, better investing into actual bombers.

The Trident is better but still inferior to the Dagger. The main problem come from the Atropos that is very easy to intercepted, one flak shot is usually enough to take both down as they are fired close to each other. I didn't really noticed the additional sabot on the Trident but i didn't have the occasion to fight enemies with very powerful shields and when i did, i just overwhelmed their defense with swarm of fighters.

The Atropos seems flawed in my opinion. Maybe replacing them with reapers will give better results?

I also tried to spam Wasps in my fleet, didn't worked out very well. Then again, they are interceptors and that's the only job they can properly fill. I usually prefer the Talon as a cannon fodder fighter, the hard flux produced by the Vulcan is very good.

Piranhas are pretty scary now, it's maybe because i encounter more of them but i think they are definitely more viable. They tend to bypass enemy shields by dropping their loadout when they fly over the ship, my Tarsus freighter remember it.

Mining drones are still worthless but can tank an absurd amount of firepower. Not sure if it was needed as they're not really supposed to be used in battle anyway.

Xyphos were already pretty good, they usually seems worthless because they're alone. When massed, they become really scary.

The Warthog speed boost is very good, it badly needed it. Not sure about the Gladius buff as it was already one of big boys with the Thunder, didn't tried that much though.

The Condor is still vastly inferior to the Gemini. Its rival have more OP, better mounts and PD drones.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #27 on: February 17, 2014, 04:16:45 PM »

Thanks for the insight!

I think I'll give the Longbow a full sabot rack.  That should make them really dangerous to ships that rely on shields.  In turn I'll change those Trident sabots to harpoons (which will give the Trident a real DPS edge over the Dagger).  Also, in general I think that I should give Atropos torps *more* HP than Reaper torps so that they're truly dangerous against ships that rely on point defense.

Wasps are meant to be used for point capture, interception, and defending capital ships.  Spamming them will not work.

I'll probably buff the cargo capacity of the Condor and raise the logistics cost of the Gemini.

@SpaceRiceBowl
The way the modding API works, that's impossible.  Starsector+ is incompatible with mods that change the core JSON files.  I don't know why Mayorate edits the Hegemony faction files, but it does.  A mod that doesn't edit Corvus shouldn't be messing with the core files, in my opinion.



P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 
« Last Edit: February 17, 2014, 04:26:30 PM by Dark.Revenant »
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c plus one

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #28 on: February 17, 2014, 05:23:02 PM »

P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 

Wellll.....  :-\

For my part, I'm thoroughly stuck with a pre-2009 computer that uses 667MHz DDR2 ram and a 256MB NVIDIA GeForce 7300 GT video card. I do have two 2.66GHz Dual-Core Intel Xeon CPUs, but I'm seriously limited by the narrow ram bandwidth of the mainboard and the overall weak gpu.

I have absolutely no cash to upgrade what I have or to buy a newer computer (no matter how crappy but "still modern"), so i'm very leery of anything mod-wise that boasts Moar Shiny Purely For Shiny's Sake. :'(

Dark.Revenant, please go easy on us who are unable to use the latest and greatest; thanks. The #1 reason I use (and enjoy! :) ) this mod of yours is because it extends vanilla in very useful & tactics-extending ways while also not stressing my paleo-hardware.
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« Reply #29 on: February 17, 2014, 06:30:23 PM »

P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing?  

Running a Core 2 Duo E8xxx series CPU, DDR2 800Mhz RAM here. Video card is fairly recent, but pretty much budget-level (AMD R7770/1GB); then again, Starsector is vastly more CPU/RAM dependent, as opposed to strictly GPU limited.

Even though upgrading to a Haswell series CPU + motherboard + RAM is long-past due, my current rig from 2008 still works well enough, even after upgrading to Windows 7 (damn, I put that off for practically forever).
« Last Edit: February 17, 2014, 07:15:10 PM by TimeDiver »
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