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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Nuggnugg

Pages: [1] 2
1
Mods / Re: [0.95a] Iron Shell 1.04
« on: November 16, 2021, 09:57:21 AM »
This looks amazing, shame i started a playthrough just before it got released :(

2
Mods / Re: [0.95a] Mayasuran Navy 8.3.5 RC2
« on: November 12, 2021, 01:15:43 PM »
Im doing my first run with a Mayasuran commission. It's alot of fun, but it doesent seem like the faction employs governors on their colonies (i did the start where you got governship over the main planet).
Is this normal or maybe there is some sort of compatability issue? It is annoying me more than it should :<

3
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 11, 2021, 11:27:18 PM »
No, just normal sector.

Updated the post above with enabled mods

I read some pages here and saw someone mention updating quality captains. I did and it is no longer crashing on sector generation.

4
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: November 11, 2021, 03:56:26 PM »
Thought id get this for my next playthrough. But it is crashing my game. Can anyone help me figure it out?
It crashes on sector generation.
I have alot of other mods, so it might be a compatability issue?
The games starts fine if i disable this mod.

This is from starsector.log:
Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setSkillLevel(Unknown Source)
   at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:140)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.lang.Thread.run(Thread.java:748)
[close]

Enabled mods:
Spoiler
{"enabledMods": [
  "pantera_ANewLevel30",
  "armaa23",
  "raccoonarms",
  "battletechportraitpack",
  "beyondthesector",
  "Csp",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "diyplanets",
  "istl_dassaultmikoyan",
  "diableavionics",
  "GrandColonies",
  "HHE",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "kadur_remnant",
  "lw_lazylib",
  "ArkLeg",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "missingships",
  "nexerelin",
  "ORA",
  "QualityCaptains",
  "rebalanced_doom",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "stelnet",
  "tahlan",
  "Terraforming and Station Construction",
  "TORCHSHIPS",
  "underworld",
  "US",
  "URW",
  "vic",
  "vayrasector",
  "vayrashippack",
  "audio_plus",
  "shaderLib",
  "G1GC_Hide_Leak_Message"
]}
[close]

5
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: November 11, 2021, 01:12:08 PM »
I was hyped, but then i saw it isnt updated. So now im sad.

6
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: November 10, 2021, 08:39:05 AM »
This looks amazing! Definantly getting this for my next playthrough!

7
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.3
« on: November 10, 2021, 08:26:03 AM »
I just wanted to drop a comment to show some support. Very nice and fleshed out faction! Definantly on my top 3 atm   ;D
And holy shmoly the laidlaw weps are incredibly satisfying!

8
General Discussion / Re: Note to self
« on: June 16, 2021, 10:36:18 AM »
Oh really? Thank you, that worked. You're a life(game)saver :D

9
General Discussion / Note to self
« on: June 16, 2021, 09:25:05 AM »
Dont start an iron-man game with 30+ mods...
Finished the story and got 5 colonies going. Then the save got corrupted  :'( (unable to load it).

10
Yeah getting rid of that embassy is actually impossible. I even destroyed the entire market and it was still there when i recolonized :(

11
Amazing mod, but i think i've enocuntered some bugs.

Bug 1: Built an embassy and placed an ambassador from my comission-faction in it. The ambassador is stuck in "The ambassador is currently taking office, please wait a day for this to finish" permanently and when i try to shut down the ebassy building i get an error message and my game crashes (i cannot remove it with console commands either).

Bug 2: Build a senate. Started an edict on 1 market, but after loading in later it is now an active edict on all of my markets. After shutting down the senate all the edicts gave me massive unrest on all markets when loading the save.

Bug 3: I'm not sure if this is related to this mod, but my orbital works buldings fleet quality modifier gets a -15% -15% and -8% quality modifier because of "ship component demand not met", even though the market produces 5 ship components and demands 3 (these modifiers go away when i uninstall the pristine nanoforge).

This is the error message i get when trying to remove the stuck embassy.
Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.api.plugins.ambassadorPlugins.IndEvo_ambassadorPersonManager.g etOriginalMarket(IndEvo_ambassadorPersonManager.java:349)
   at com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules.IndEvo_ambassadorRem oval.removeAmbassadorWithPenalty(IndEvo_ambassadorRemoval.java:33)
   at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_embassy.notifyBeingRemoved(IndEvo_embassy.java:296)
   at com.fs.starfarer.campaign.econ.Market.removeIndustry(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.forsuper.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.lang.Thread.run(Unknown Source)
[close]

12
Can this be added to an ongoing save/game?

13
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: June 07, 2021, 05:40:07 AM »
Thanks for the tips! The fights are getting alot easier (and fun) as my fleet is growing. 2 manticores, 2 sirens, 2 corcottas and a khalk + 3 destroyers and 5 frigates at this point.
There seems to be alot more openings i can exploit at this point (im flying the bird) and the AI seems to make fewer misstakes (probably the combination of a bigger fleet providing relief + more officers). Cant wait to start flying the capitals, they both look absolutely amazing!

I might look into getting some more frigates for distraction purposes ^^

And thank you for the amazing faction mods Tartiflette, they are literally second to none. I can barely even even imagine a playthrough without O.R.A, DA and SCY at this point. I appreciate it so much i might even make a donation ^^

14
Mods / Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« on: June 06, 2021, 09:30:03 AM »
i am doing my first playthrough with SCY a commission. Amazing looking ships and i have lots of fun trading, smuggeling and exploring, but when it comes to the combat i just can seem to get them to work (i still havent invested in any of the capitals). I usually dominate 2 star danger level fleets with other doctrines, but with SCY the AI seems to either permanently run away from hostiles or overextend and get absolutely fu***d.
I'm probably just bad though, and will keep trying to make it work. I might be missing some crucial ships that can create more space for flanks and skirmishing.

#edit: I just bought a siren. It changes everything

15
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: October 31, 2019, 06:34:38 AM »
For the sake of testing i cheated myself into a rm-r and a falken. Lmao these things are beyond broken, pop a shield bypass on the rm-r and it literally turns into an unstoppable hit and run GOD.
Are these ships obtainable without cheating?

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