v0.3.1b
* Fix Heat Ray, Tachyon Burst crash with Templar lattice shields
v0.3.1
* Add Yng Vulture wing (4 support fighters armed with Doom Accelerators)
* Add Doom Accelerator (medium energy weapon, fragmentation damage)
* Add star sytem: Optica
* Includes a Spire market (size 4, military), an independent market (size 5) and a pirate market (size 4, military)
* Add mission: Midnight
* Armor nerfs:
* Quartz (destroyer): 1200 -> 1150
* Spinel (cruiser): 1600 -> 1500
* Corundum (battleship): 2400 -> 2200
* Amethyst (champion cruiser): 1375 -> 1275
* Obsidian (phase transport): 720 -> 640
* Migration (enclave ship): 900 -> 800
* HBCs fire faster, turn faster
* Heavy Beam Cannon reload 5 -> 4.3, turn 8 -> 10
* Superheavy Beam Cannon reload 6 -> 5.3, turn 6 -> 8
* Migration speed 75 -> 70
* Spinel front medium turrets, Amethyst tail turret are hybrid instead of universal
* Adjust various properties of Gemstone system
* Interaction dialog fixes/updates
* Prettier Tachyon Burst jitter
* Fix likely bug with Quartz (destroyer) not following orders
* Round off Commando deploy cost
* Mission tweaks for Contact, Black Diamond, Neinzul Test
(http://i.imgur.com/mh9ue7n.png) Laser Pulser | (http://i.imgur.com/nCnEi9D.png) Diamonddust MRM | |
(http://i.imgur.com/PzAY1fX.png) Heavy Beam Cannon | (http://i.imgur.com/VIZEwGj.png) Railcannon | (http://i.imgur.com/btUy7QR.png) Plasma Siege Gun |
(http://i.imgur.com/dyMYb6q.png) Acid Jet | (http://i.imgur.com/oVmtNpB.png) Photon Lance | |
(http://i.imgur.com/MNHiNye.png) Heat Ray | (http://i.imgur.com/CR8fgJ6.png) Plasma Siege Cannon | (http://i.imgur.com/ViPvJB1.png) Superheavy Beam Cannon |
v0.2
* Add Dark Spire
* Add new ship: Obsidian-class infiltrator (phase combat troop transport)
* Add new weapon: Heat Ray (large energy)
* Add "new" weapon: Acid Jet (medium ballistic)
* Rename Cullinan to Corundum (free up the name for a possible future ship)
* AI should use Matrix Hardening more aggressively
* AI should be less likely to leave forcefield up to the point of overload
* Forcefields work correctly with hard flux damage weapons (SS+/Templars)
* Battleship forcefield contracts more when taking damage
* Edit Spire ship sprites so mounts stand out less
* Add more ship names
* New sprite for Minaret Station
* Fix not being able to pay tolls of other factions (!!)
* Fix Blossom Field not being properly deactivated by venting/overload; possible AI issue
* Fix Zeolite's Hammer variant using too many OPs
* Maybe fix ships being able to use their forcefields when mothballed and escaping
* Fix Flint's Matrix Hardening outline offset
* Add Version Checker support
Where can I find those white ships?Spire markets sell them. In vanilla (and Nexerelin's Corvus mode) the Spire inhabit the Gemstone system in the northeast area of the map.
24387 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.getCustomData()Ljava/util/Map;
at data.scripts.plugins.AIW_GravityDrainPlugin.init(AIW_GravityDrainPlugin.java:180)
at com.fs.starfarer.title.ooOO.float$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.B.null(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.init(Unknown Source)
at com.fs.starfarer.title.OoOO.Oöo000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.2.1
* Officially add Amethyst-class champion cruiser, with a new Tachyon Burst ship system
* Add a special bonus to the Gemstone system (hint: look in Alumina)
* Add vengeance generator to Rock (Metelson)
* Reduce Zeolite spam in fleets/markets
* AI should use Gravity Drain more aggressively
* Tweak some description texts
* Fix battles being counted twice for vengeance generation (efficiency doubled to compensate)
v0.2.2
* Redo forcefields
* Now use a (mostly) hidden vanilla shield, modified by plugin to have the desired behavior
* This lets it stop beams and asteroids (and other ships)
* Beams will not cause shield to contract, but will keep it from regrowing
* Remove Crystalline Hull hullmod now that beams no longer penetrate forcefields
* To compensate, Sulfur has all its weapon arcs doubled (5° -> 10°)
* To compensate, Zeolite is cheaper to buy/run and a lower DP cost
* Matrix Hardening now reduces EMP damage as well
* Replace Blossom Field shipsystem with Gemfire (boosts all weapons)
* Add interaction music, by Pablo Vega
* Ship lights have higher minimum alpha; display even when venting or overloaded
* Photon lance shader lights less bright
* Fix Matrix Hardening using wrong stats
* Fix double flagships in Spire test mission
Nice mod btw, do you plan to port other ships? Roaming Nexus enclaves for example can be implemented in SS.I've already got Neinzul enclaves and a bunch of fighter wings ingame, but I'll hold off on release till after SS 0.7 (due to certain AI issues with missiles and unshielded ships). Zenith will come eventually.
Is there a way I can disable the faction and just have the Vengeance spawners, or vice-versa and disable the Vengeance spawners? Just curious.Generators but no faction: Not at the moment, no; I considered it at one point but got lazy. (Well, in Nexerelin you can just scrub it from the supported mod factions list in the mod config)
Dark Spire is a truly apocalyptic force. Are there any plans to make the Vengeance Generators able to be interacted with by the player outside of just charging them up?Yea, they bloody convulse the entire system in destruction in Nexerelin. It kind of chain-reacts with so many damn fleets going around. I had to change the baseSpawnThreshold to 2000 to make it so they didn't just absorb the entire sector in battle (and to limit their exponential growth).
Are there any plans to make the Vengeance Generators able to be interacted with by the player outside of just charging them up?Not at present. Might think of something someday.
5418742 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.AIW_ForcefieldPlugin.advance(AIW_ForcefieldPlugin.java:165)
at com.fs.starfarer.title.ooOO.K$Oo.o00000(Unknown Source)
at com.fs.starfarer.combat.super.new.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
You could totally inform the folks over there of your progress on this; if you haven't. Could be especially great if you got them a nice youtube video of the mod in action. I don't actually know much of the forums over there, though, so it may or may not actually be a good idea. I'd like to see their reactions. ;DHeh, I actually earlier dropped an old teaser pic here (https://www.arcengames.com/forums/index.php/topic,12121.msg185945.html#msg185945). Maybe I'll post again after the mod's post-0.7 update/polish release.
I'd been wondering if the two were related when I saw this here, hehe.You could totally inform the folks over there of your progress on this; if you haven't. Could be especially great if you got them a nice youtube video of the mod in action. I don't actually know much of the forums over there, though, so it may or may not actually be a good idea. I'd like to see their reactions. ;DHeh, I actually earlier dropped an old teaser pic here (https://www.arcengames.com/forums/index.php/topic,12121.msg185945.html#msg185945). Maybe I'll post again after the mod's post-0.7 update/polish release.
v0.3
* Starsector v0.7 compatibility
* Add Neinzul ships (enclave ship and two fighter wings)
* Remastered Spire ship and weapon sprites by HELMUT
* New weapon sounds by SniZupGun
* New Dark Spire mission "Shadow Hunters"
* New random missions (and improve Spire Test one)
* New portraits for Spire officers
* Add vengeance generators to Samarra, Eos Exodus, Penelope's Star
* Revamp vengeance generator/fleet handling
* Reduce base spawn size, charge efficiency and secondary spawn sizes
* Maximum of two secondary spawns per wave (configurable)
* Generators closer to player in hyperspace terms are preferred for secondary spawns
* Improve vengeance fleet composition
* Gemstone improvements
* Relocated to east-southeast of Askonia
* Remove some volatiles/organics complexes now that output is higher
* System bigger in general
* New, less bright background
* Use new features from SS 0.7
* Emerald glows at night
* Secret Amethyst has a fixed name
* Balance changes:
* Zeolite medium turret changed from energy to hybrid
* Plasma Siege Gun damage now a single-barreled weapon; higher per-shot damage and better flux efficiency
* Plasma Siege Cannon flux/shot 5000 -> 4800; now a STRIKE weapon
* Heavy Beam Cannon series spread doubled
* Inorganic Populace market consumes fewer commodities
* Spire fleets drop unique Spire commodities
* Matrix Hardening AI improvements; takes shields (if present) into account
* Dark Spire aren't hostile to SS+'s famous bounties
* Give Mod-Z cruiser an ITU (fixes it not using all its OP)
* Change Sulfur pulser fire mode to ALTERNATING
* Externalize Dark Spire fleet assignment texts
* Custom Spire conversations for transponder, investigator, officer interactions
* More ship names
* Various text tweaks
* Bugfixes:
* Fix irregular behaviour caused by shield radius exceeding collision radius
* Fix Shield Bypass crash
* Fix weapon glow when boosted by a shipsystem
* Fix VotM title theme filename case (fixes Linux crash)
* Fix Zeolite spam in stores for real this time
I could never get into AI War properly due to having trouble memorizing all the hull-types and what unit is good against which.Yeah, the seemingly endless list of hull types is one of the game's needlessly complex legacy aspects. I've clocked hundreds of hours in it and the only ones I remember are polycrystal = bomber and neutron being used on some "fancy" ship types. At least you can quickly check the hull types at any time with the tooltips.
I mean, Light, Medium and Heavy I can get behind with, but it's all downhill from there. Refractive? Polycrystal? Neutron? What do they even mean?
Probably should be fine as long as you don't run into one and make it use an ability (comment out the nzl_enclave entries in the faction file if you want to be sure of not meeting any).In my "starsector/mods/AIWar" I see a .png, a .variant and a .ship file all caled nzl_enclave, what should I remove?
None of them, you want data/world/factions/spire.faction and darkspire.factionProbably should be fine as long as you don't run into one and make it use an ability (comment out the nzl_enclave entries in the faction file if you want to be sure of not meeting any).In my "starsector/mods/AIWar" I see a .png, a .variant and a .ship file all caled nzl_enclave, what should I remove?
v0.3b
* Update faction configs for Starsector v0.7.1a
* Vengeance generator charge efficiency 0.16 -> 0.10
* Tweak fighters in fleet composition
* Spire commodities: pluralize names; don't appear in procurement missions
* Spire/Neinzul commodity drops work properly
* Fix Migration's reactionless drive still having GFX when ship is dead
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
19395 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/AIWar/factions/spire2alt.png (using cast)
19433 [Thread-9] ERROR com.fs.graphics.K - Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.K.String(Unknown Source)
at com.fs.graphics.K.Ò00000(Unknown Source)
at com.fs.graphics.K$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
19499 [Thread-5] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
19499 [Thread-5] INFO com.fs.profiler.Profiler - --------------------------------------------------
19499 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/AIWar/factions/crest_spire.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\AI War,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Armor Repair,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Beam Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Histidine-exerelin-ea9332d5f2df,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shield Hard Flux,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ó00000(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Playing a campaign with this mod atm, I feel like their fleets spawn way too frequently. Literally every 5 seconds I see another dark spire doom fleet in hyper drive.Yeah, HELMUT brought that up too (though not "literally" every 5 s). Change made for next version:
"chargeEfficiency":0.04,
v0.3c
* Laser Pulser OP cost 6 -> 5
* Reduce vengeance charge efficiency further (0.1 -> 0.04)
* Plasma Siege Cannon requires cooperative status to purchase
* Cleaned-up collision bounds by Ranakastrasz
* Raise fighter supply costs a bit
* Frigates (and missile corvettes) more common
* Matrix Hardening AI should react to threats properly
* Badly damaged Dark Spire fleets should go home properly instead of hanging around indefinitely
* Adjust some starting relationships
That moment that I look up AI War and I find the game really nice and massively destructive..And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players
That moment that I look up AI War and I find the game really nice and massively destructive..And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players
No, two 7 or 8 level AIs versus 8 playersThat moment that I look up AI War and I find the game really nice and massively destructive..And also very hard as well. Like the level 7 or 8 AIs (there are two) is meant to take on EIGHT players
I can tell from a video I am watching now.. I loved how the youtuber mentioned, that the creator of the game said if anyone won the game on 10 difficulty, it was a bug..
Also, do you mean 1 single level 7/8 AI is meant to take 8 players?.. This game must be "How games would be if the AI would work at full potential!" XD
No, two 7 or 8 level AIs versus 8 players
I want to ask something. Is it intended for the Dark Spire to be all over the galaxy spreading chaos (like they do in the actual game I guess XD). I am split between enjoying having them attacking anything them moves, including me and laughing how there were huge fleets chasing me as soon as I started. Amusingly I captured a Quartz Destroyer.. I wonder how good it will be XDDepends on how many Dark Spire fleets there are. They're nice to have around as background decoration and something to bait enemy fleets into if any of them happen to be handy for the purpose, but if it frequently becomes difficult to dock with what should in principle be a secure market there's a problem.
I am really enjoying them because they actually feel like an evil alien faction that came to destroy everything. Other "evil" factions are usually pirate like, that even form teams and you can even side with them. Dark spire is all over and attacks everything that moves, no matter their alignment. I am really liking how they indeed seem like "pure evil". I am playing on 0.65.2a currently, since I wanted to at least play once a game with as many faction as Nexerelin could hold (I managed to get 24). Their number lowers in 0.7? I hope that is editable, because I would definitely raise it to the number it is on the current game, at least for a couple of plays. Definitely loving the inhospitable (to everyone) galaxy feel.
Actually I am finding it really cool looking, but I guess that is a personal view. My jaw dropped when I saw it classified as a destroyer. I am scared to see how strong the Cruisers and the Capital is.. Oh and as for designs, the only one that looks weird to me is the Amethyst. I would say the Feldspar too, but that one not so much. The reason I say the Amethyst look weird, is because it look more like an actual "human" designed craft, rather than feel like the rest of them. But I do not find it bad, I can make a lot of scenarios in my head why the shape is like that XD But definitely the Spire ships are my kind of ships.
XD ... its a long story.. Let's jsut say that google cache saved me. You can get it too from here; http://www.mediafire.com/download/pi7i43pjdjwjjed/Flu-X.7zSpoilerThis is the cached page http://webcache.googleusercontent.com/search?q=cache:OOrnuh_i4zgJ:fractalsoftworks.com/forum/index.php%3Faction%3Dprintpage%3Btopic%3D8902.0[close]
Sorry to hijack AI War with this, but since you say you have it all, the only one I did not manage to get was Crystanite 1.45. Maybe you have it?
Either way, Happy New Year to everyone :)
9495073 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.H.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
got a repeated crash when Plasma_Siege_Cannon projectile fired from SS+ Poseydon under Siege_mode hits a target directly.Hmm, sorry, I can't seem to readily reproduce this using a sim Tartarus against a Venture (tried both hull and shield hits using a Plasma Siege Cannon with Siege Mode on and off). Could you provide some details?sad. my faved wpn, love itSpoilerCode9495073 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.H.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)[close]
When is compatibility updating for 0.7.2?I haven't had time to do a campaign playthrough yet, but the 0.7.1a version should work fine. At least the missions do.
v0.3.1
* Add Yng Vulture wing (4 support fighters armed with Doom Accelerators)
* Add Doom Accelerator (medium energy weapon, fragmentation damage)
* Add star sytem: Optica
* Includes a Spire market (size 4, military), an independent market (size 5) and a pirate market (size 4, military)
* Add mission: Midnight
* Armor nerfs:
* Quartz (destroyer): 1200 -> 1150
* Spinel (cruiser): 1600 -> 1500
* Corundum (battleship): 2400 -> 2200
* Amethyst (champion cruiser): 1375 -> 1275
* Obsidian (phase transport): 720 -> 640
* Migration (enclave ship): 900 -> 800
* HBCs fire faster, turn faster
* Heavy Beam Cannon reload 5 -> 4.3, turn 8 -> 10
* Superheavy Beam Cannon reload 6 -> 5.3, turn 6 -> 8
* Migration speed 75 -> 70
* Spinel front medium turrets, Amethyst tail turret are hybrid instead of universal
* Adjust various properties of Gemstone system
* Interaction dialog fixes/updates
* Prettier Tachyon Burst jitter
* Fix likely bug with Quartz (destroyer) not following orders
* Round off Commando deploy cost
* Mission tweaks for Contact, Black Diamond, Neinzul Test
v0.3.1b
* Fix Heat Ray, Tachyon Burst crash with Templar lattice shields