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Starsector 0.95a is out! (03/26/21)

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Author Topic: [0.9.1a] Interstellar Imperium 2.4.0  (Read 526248 times)

blaa

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #570 on: June 30, 2019, 09:40:48 AM »

good to know, thanks
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Killjoymcpuppykicker

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #571 on: July 02, 2019, 12:10:23 AM »

A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.
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The2nd

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #572 on: July 02, 2019, 01:47:02 AM »

A reckless captain in a dictator with a targeting package, railguns, and a trio of linked annihilator pods is the one who knocks.

I like this ship.

Yeah I have two in my fleet which I use to break into enemy formations with an eliminate order. I am usually right behind exploiting the opening. 

@Dark.Revenant fantastic work with the update. I love the new optic and the way the 3 hull-mods work. It's the little things like that you can turn the combat freighter into an hybrid with them.

I have noticed that in the Imperial variants the armor package is always? combined with the heavy armor hull-mod. I assume there is very heavy synergy between the two? 
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Dark.Revenant

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #573 on: July 02, 2019, 11:39:04 AM »

It’s to differentiate the roles on the default variants some more.  There’s also ITU on nearly every Targeting ship.  You don’t necessarily have to do this; you might in fact consider the armor package’s defensive benefits enough to not warrant Heavy Armor, and you might want it for the system modification more than the actual armor boost.
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Terenin

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #574 on: July 04, 2019, 11:46:31 AM »

This mod, of all the one's I have currently active, is the only one that don't work. I launch the game, it's loading bar appears, and it CTD's with the following message:

Starsecotr 0.9a-RC10

Fatal: No enum constant
com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
Check starsector.log for more info.

Any idea what I can do to solve this? I've tried running it with only the 'mods' that are required, and a mix of this and other mods. No luck yet.
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TimeDiver

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #575 on: July 04, 2019, 12:20:06 PM »

This mod, of all the one's I have currently active, is the only one that don't work. I launch the game, it's loading bar appears, and it CTD's with the following message:

Starsecotr 0.9a-RC10

Fatal: No enum constant
com.fs.starfarer.api.combat.ShipHullSpecAPI.ShipTypeHints.PHASE
Check starsector.log for more info.

Any idea what I can do to solve this? I've tried running it with only the 'mods' that are required, and a mix of this and other mods. No luck yet.
There's your issue; you're a full game version out-of-date. Latest version of Starsector is v0.9.1 RC8, which this mod was/is created for.
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Terenin

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #576 on: July 04, 2019, 03:03:01 PM »

So much for auto-updates... so me main game's version is outdated, and ALL OTHER MODS WORK? I assume then they have not been updated :D

I'm going to have to go look at how to manually update the game then, thanks for clearing this up at the least, I'm glad for that.
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namad

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #577 on: July 04, 2019, 08:14:22 PM »

To clarify starsector does NOT UPDATE.

What you will do is install starsector 0.9.1 into a new folder on your computer and then that program will work perfectly fine.
You'll also need new copies of all the ship and faction mods, as well as the three libraries (also nex). Mods like portrait packs or whatnot don't need to be updated.



All of this is actually GOOD, because if starsector did auto-update what would happen is ALL your mods would break every time that happened! Starsector has a very small filesize compared to most modern games so just installing a new copy is a totally acceptable way to handle things. If the entire game is a 200megabyte download then there's no reason not to just reinstall it.



edit: One reason you might be having problems with this mod (and not other mods) is that this mod has NO VERSION for 0.9. This mod was never updated to run on 0.9 after 0.9 was released. The author of this mod finished his overhaul of the mod very recently and it is made for 0.9.1. So old copies of this mod would work on 0.8.1 and new copies of this mod would work on 0.9.1.... there is no file anywhere that would be a copy of this mod which would work on 0.9. No one has ever run this mod with 0.9. So, there's nothing wrong with your files, you're just trying to do something that was never possible for anyone.


tl;dr

download the game here: http://fractalsoftworks.com/2019/05/10/starsector-0-9-1a-release/

then download all your mods over again just to make sure you have all the updates: http://fractalsoftworks.com/forum/index.php?topic=177.0
note: you should open the hyperlinks to mods which say they're updated for 0.9 (but not 0.9.1) because this post itself is outdated and some of the mods have very recently been updated to 0.9.1 and so this post doesn't list them as 0.9.1 also as I mentioned before things like the libraries are still working and required.
« Last Edit: July 04, 2019, 08:19:26 PM by namad »
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Midnight Kitsune

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #578 on: July 05, 2019, 04:36:42 AM »

So much for auto-updates... so me main game's version is outdated, and ALL OTHER MODS WORK? I assume then they have not been updated :D

I'm going to have to go look at how to manually update the game then, thanks for clearing this up at the least, I'm glad for that.
Version Checker is your friend!
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Terenin

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #579 on: July 05, 2019, 12:45:17 PM »

Well, just finished re-DL'ing the game, the mods, extracting them and putting them in proper order. EVERYTHING is working just fine now.

Just a "tanks" seems a bit dull, but that's what I got - thanks a lot, I forgot the whole way this game's updates worked and this is now cleared up. o7
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Alphascrub

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Re: [0.9.1a] Interstellar Imperium 2.0.1
« Reply #580 on: July 05, 2019, 06:28:42 PM »

Well, just finished re-DL'ing the game, the mods, extracting them and putting them in proper order. EVERYTHING is working just fine now.

Just a "tanks" seems a bit dull, but that's what I got - thanks a lot, I forgot the whole way this game's updates worked and this is now cleared up. o7

Not sure how everyone else does it but I generally play SS in bursts few weeks here, maybe months on a campaign ect. Basically whenever your about to start playing again its always best to do a fresh install on everything. Least in my opinion. I don't think I've ever really had a crash as long as I edit my memory and keep my mods up to date. Maybe a half dozen to a dozen over course of a few years, I think I've been playing since .65 so that's a pretty good record for a game still in active development.
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Dark.Revenant

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[0.9.1a] Interstellar Imperium 2.1.0
« Reply #581 on: July 12, 2019, 02:19:08 PM »

Presented without explanation.





Download Interstellar Imperium 2.1.0
Download Mirror
(Requires LazyLib 2.4e)
(Requires GraphicsLib 1.4.0)

- Supported by DynaSector 1.4.4 (Not yet updated!) -
- Supported by Nexerelin 0.9.2c (Updated!) -

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

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.1.0:
- Revamped and vastly improved the Yamato IBB
- Added a new bounty featuring HELMUT
- Interstellar Bazaar support for Nexerelin
- Interstellar Bazaar no longer sells blueprints you already know
- Custos Defender range increased to 300 from 250
- Reduced Shock Buster minimum effectiveness versus smaller targets (except the Armor variant)
- Reduced Elite Shock Buster range, knockback, and EMP
- Titan is no longer functional when the Olympus is below 30% CR
- Combat can no longer end while a Titan blast is active
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Histidine

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #582 on: July 12, 2019, 07:06:35 PM »

PSA: If you get a crash like the following (missing "mult") with II 2.1.0, update your Nexerelin (requires 0.9.1c or later).

Spoiler

49175 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
    at data.scripts.VayraModPlugin.setExerelinActive(VayraModPlugin.java:474)
    at data.scripts.VayraModPlugin.onApplicationLoad(VayraModPlugin.java:145)
    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)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["mult"] not found.
    at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:367)
    at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:169)
    at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:261)
    at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:266)
    ... 7 more
[close]
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Mr. Nobody

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #583 on: July 14, 2019, 03:47:12 AM »

I'm trying to come up with a witty comment to express my appreciation, without much success.

So "good job" will have to do
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NightfallGemini

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Re: [0.9.1a] Interstellar Imperium 2.1.0
« Reply #584 on: July 14, 2019, 04:46:59 AM »

Got a crash while fighting against some II dudes with a nuke launcher in their fleet:

Code
2244011 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException
java.lang.IllegalStateException
at java.util.LinkedHashMap$LinkedHashIterator.remove(Unknown Source)
at data.scripts.everyframe.II_TitanPlugin.advance(II_TitanPlugin.java:944)
at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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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