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Modding / Re: [0.95.1a] WVNU ~ Willthefunperson’s Visual Novel Utility
« on: January 07, 2023, 11:41:32 PM »
This looks really neat
I'm excited to see how it gets used
I'm excited to see how it gets used
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.
This is a really neat mod, and I've been enjoying playing with it.
Thank you! I'm glad you're enjoying the mod!
I did have one thought though, about the overall setting of the game world. Like... the sector is in a pretty poor state, and there's some worlds, like... Asharu, that was partially terraformed before the Collapse. So to me anyway, it suggests that terraforming isn't exactly commonplace, the sector lacking either the technology or the political will, to restart the various partially complete terraforming projects.
So what I was thinking, was that the various terraforming buildings, like the atmosphere processor, could be like the "Planetary Shielding" building, in that you need to find the blueprint to build them, before you can start terraforming everywhere. Or, maybe that could be a setting that individual players could choose - whether to start with all buildings available, or have to explore the sector for blueprints. (it'd be an interesting story, finding blueprints for terraforming techs, in the ruins of an abandoned planet, out on the far reaches of the sector).
I think someone was right about the Project Taffeta, I think the shrapnel is appearing inside the ship. Just had a cruiser with 3 equipped Project Taffeta's pen my angled shield Shunted super armored Bishamonten (Musashi) and insta kill me. Funny thing was i was in tactical view momentarily when they hit, and I could see the shots ricocheting inside shipwreck very rapidly causing ridiculous damage numbers. I tried hitting fleet again and and sending my other ships into fight while spectating nothing (testing) and that lead to an interesting result. It was almost like the game couldn't handle showing the ricochets on screen but when it happens off screen to other ships the game continues.
Video of said explosion of Castigator in that fleet test. game handled it fine as this was about 10 seconds after its death, filmed it as I dragged camera back over Castigator, and you can see how frames ground to halt due to massive number of projectiles ricocheting inside wreck.
Anyone experiencing an issue where they can't park a cryosleeper over their planet? I've got one but when I confirm the order to park it, it says in orange: " NullPointerException: null " Would someone know how to resolve this issue?
So I've run into a bit of a roadblock. I've been trying for the last few hours to get this mod to work alongside my other mods, even cutting them down to just what is necessary (such as magiclib and the like) but unless I run the game with only RC enabled, the game will fail to boot. It loads normally and there are minimal errors/warnings in the log until the bar fills and my mouse curser turns into a loading wheel and will load infinitely until closing the program. The final error message on the log when this happens is as follows:
350702 [Thread-3] ERROR ProxyTools - Throwable from method named 'getProjectileSpeed'
java.lang.invoke.WrongMethodTypeException: cannot convert MethodHandle(N,MutableShipStatsAPI,WeaponAPI)float to (WeaponSpecAPI)float
at java.lang.invoke.MethodHandle.asTypeUncached(MethodHandle.java:775)
at java.lang.invoke.MethodHandle.asType(MethodHandle.java:761)
at java.lang.invoke.Invokers.checkGenericType(Invokers.java:321)
at proxies.ProjectileWeaponSpecProxy.getProjectileSpeed(ProjectileWeaponSpecProxy.java:129)
at scripts.WeaponStats.modifyProjectileWeaponSpec(WeaponStats.java:132)
at scripts.WeaponStats.modifyWeaponSpec(WeaponStats.java:209)
at plugins.ModPlugin.modifyAllWeaponSpecs(ModPlugin.java:92)
at plugins.ModPlugin.modifySpecs(ModPlugin.java:109)
at plugins.ModPlugin.onApplicationLoad(ModPlugin.java:115)
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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Additionally, I went into the mods config file and disabled the total conversion tag but this didn't seem to make a difference outside of the mod loader itself.
I wonder if crew replacer https://fractalsoftworks.com/forum/index.php?topic=24249.0 could be useful for this? It certainly sounds like it's trying to do something similar.
edit: Actually, after reloading that save and replaying that fight with Realistic Combat off, it felt significantly more cramped and too close-quarters in vanilla by comparison. I might try the rest of this run with Realistic Combat on. Most weapons definitely need to be rebalanced though, the Devastator Cannon is just way too good in RC and Harpoons are overperforming like crazy. My Dominators with triple Harpoon MRM Pods absolutely decimated the enemy fleet with their opening salvos, those things are just too fast to be intercepted