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Starsector 0.98a is out! (03/27/25)

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Messages - ROFLtheWAFL

Pages: [1] 2
1
Mods / Re: [0.98a] JaydeePiracy
« on: May 10, 2025, 04:09:24 PM »
Okay so, if the Omega faction ever end up hostile to the player faction, your patrols will attack the Penrose and potentially kill it by themselves. If you ever dealt with the Omega faction not in a Hypershunt, they will have been made hostile and therefore the Penrose was killed.

If you want to try again, there's an option in the Galatia dev directory you get when in dev mode that will start the quest again.

I think the only way to fix this permanently is to make my own clone of the Omega faction. Hrrr.

Good to know, thanks! I guess I'll use the dev fix then.

Also, I don't know if this is a base game thing or a mod thing (probably Nex), but every time I've encountered a Hypershunt for the first time, a small Omega fleet chases me down not long after and demands something from me. You can give it AI cores or fight it, and I guess fighting it made the Omega faction hostile.

2
Mods / Re: [0.98a] JaydeePiracy
« on: May 10, 2025, 10:29:39 AM »

Omega isn't hostile, so they shouldn't engage by themselves. If you fought Omega through NEX or More Miliary Missions it might cause this to happen?

I'll investigate.

I should clarify that the Omega ship was in orbit of the planet when I got there originally. In fact I tried to fight it and it kicked my ass. I did reload a save (the ship was still there after the save loaded), established a colony, then *** off while the station and relays and ground batteries were being built. It's only after I came back some time later that I saw the ship was gone.

3
Mods / Re: [0.98a] JaydeePiracy
« on: May 07, 2025, 05:41:04 PM »
I think I might've broken a quest.

Spoiler
So I accepted the quest, heeded the suggestion of building a colony to help me out. Put up a station, upgraded it to star fortress. I also installed an interstellar relay from Industrial Revolution, and had Dustkeeper fleets from RAT, meaning there were patrol fleets around the planet. When I finally got around to going to the system to fight Penrose... it's not there. Not in orbit around the planet at least, and not showing up with the neutrino detector either. The quest to defeat the Penrose is still in my missions tab, though. Is it possible the patrol fleets and the star fortress killed it by themselves?
[close]

4
Modding / Re: [0.98a] Combat Background Enhanced v0.2
« on: April 26, 2025, 09:20:02 AM »
I THINK I'm running into a bug with this mod? At least going by the 'background' in the log.

Quote
4423188 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getTurretSpriteName()" because "weaponSpec" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getTurretSpriteName()" because "weaponSpec" is null
   at data.scripts.Combat.BackgroundShipSpawner.AddWeapons(BackgroundShipSpawner.java:786)
   at data.scripts.Combat.BackgroundShipSpawner.GenerateShip(BackgroundShipSpawner.java:698)
   at data.scripts.Combat.BackgroundShipSpawner.GenerateHulk(BackgroundShipSpawner.java:60)
   at data.scripts.Combat.BackgroundFleetSpawner.SpawnHulkField(BackgroundFleetSpawner.java:120)
   at data.scripts.Combat.BackgroundFleetSpawner.SpawnHulkField(BackgroundFleetSpawner.java:58)
   at data.scripts.CombatBackgroundTerrain.SpawnAmbientFleet(CombatBackgroundTerrain.java:160)
   at data.scripts.CombatBackgroundTerrain.SpawnAmbientElement(CombatBackgroundTerrain.java:126)
   at data.scripts.CombatBackgroundTerrain.SpawnVisualsRing(CombatBackgroundTerrain.java:116)
   at data.scripts.CombatBackgroundTerrain.SpawnAmbientVisuals(CombatBackgroundTerrain.java:95)
   at data.scripts.CombatBackgroundTerrain.init(CombatBackgroundTerrain.java:62)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B. 00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)

5
Mods / Re: [0.97a] Ashes of The Domain
« on: July 20, 2024, 04:17:19 PM »
Pre-collapse facilities. So hone your Remnant bashing skills.

Does that require colonizing the planet?

6
Mods / Re: [0.97a] Ashes of The Domain
« on: July 20, 2024, 06:47:17 AM »
I might be missing something, but I'm truly at a loss. Where the heck do I get modular constructor cores?

7
Mods / Re: [0.97a] More Military Missions (v0.4.3)
« on: July 06, 2024, 02:47:41 PM »
Any way to blacklist certain factions from being attackers in station defense missions? Got myself spoiled a couple times.

8
Modding / Re: [0.97a-RC11] Alkemia Armoury
« on: July 03, 2024, 10:32:14 PM »
Seems to be some sort of issue with the newest update:

410927 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.isEnteredByPlayer()" because "system" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.StarSystemAPI.isEnteredByPlayer()" because "system" is null
   at data.scripts.tools.Helpers.findGateSystemWithPlanets(Helpers.java:212) ~[?:?]
   at data.scripts.world.systems.Relic.generate(Relic.java:55) ~[?:?]
   at data.scripts.world.KriegGen.generate(KriegGen.java:33) ~[?:?]
   at data.scripts.AlkemiaModPlugin.onNewGameAfterEconomyLoad(AlkemiaModPlugin.java:187) ~[?:?]
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.int.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.W.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

9
Mods / Re: [0.96a] Adjusted Sector
« on: June 29, 2024, 10:32:43 PM »
Anyone running into an issue where after a certain distance from the core, planets start generating with nothing on them? No modifiers found from preliminary survey, nothing found from surface survey. Habitable planets like terran or tundra don't have the habitable modifier, gas giants don't have high gravity or volatiles, frozen planets don't have extreme cold, irradiated planets don't have irradiated. Seems to start happening 4~ ish lightyears from the core.

I was using the 200 constellation setting, normal sector size.

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: April 02, 2020, 04:06:24 PM »
I found the Ristreza in Lethia but it wasn't recoverable  :(
Is that the only one that spawns?

11
So invasion fleets now defend the market they invaded. However, if the invasion fleets move to engage a hostile, you can sneak in and flip the market back to the previous owner. If the invasion fleets deal with whatever was occupying them, they will now orbit and defend the market, even though it no longer belongs to their faction, and in fact, belongs to a hostile faction. They won't attack the station present, letting it repair.

Not sure if this is a bug per se, but I don't think that's intended behavior.

12
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 19, 2020, 08:41:48 AM »
If you're not on 0.3.14d already, upgrade; then wait awhile (up to several months) for the scripts to kick in and erase the event.

The bases and sieges do time out eventually, but I feel like I should be able to end the siege before that by destroying their fleets and the siege station. How do they maintain a siege with no fleets and no working station?

13
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 18, 2020, 12:47:27 PM »
Is there a way to end Legio sieges? I defeated a siege station all siege fleets camping a system. Three fleets I destroyed outright, the last managed to get away because I retreated too many low CR ships on my side. But there was no notification that the siege was lifted, and the siege station was still there, just disabled and I assume undergoing repairs. I thought it'd blow up like pirate and Luddic path random bases do.

14
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: June 15, 2019, 04:31:45 PM »
Are 'Lifeless Worlds' part of this pack?

I noticed one and the description mentioned them being perfect for colonization because there's no competing biosphere.

Then one of the hazards was "Inimical Biosphere".

https://imgur.com/a/vSnhqgT

15
Mods / Re: [0.9a] Nexerelin v0.8.4z: 0.9 beta (fixes 2019-01-08)
« on: January 08, 2019, 07:27:03 PM »
Is there any way to directly improve relations between the faction you're commissioned with and another faction? I remember Agents having that ability in .8 Nex but I can't seem to find any now.

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