Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CrimsonPhalanx

Pages: [1] 2
1
Alright I tested with the mothership again
the first time I managed to accidentally kill it too fast by hitting the corners, the game was laggy from the sheer amount of bees, but no crash
second time I tried keeping it alive as long as possible by shooting the unkillable body and avoiding the important bits, I managed to crash the game that way.
from that result it does seem like an issue with too many bees being spawned, just that the mothership is the only one that can take that much punishment
I'm not sure how to set these tests up but if my theory is correct that means it might be replicatable if you make an invincible ship and keep shooting it until the bees overload the game, or create a test where the enemies have bee guns and turn on god mode and let them hit your armour for a while (accelerated ammo feeders probably help here)

note I did have the game on fast forward to speed up testing

EDIT: not sure if its important but there was an enemy drone frigate to take the agro of the bees for a short while, just incase the bees are just enough to kill the station if theres no distraction

2
I remember my ship was the nibelung from Tahlan
the other ship in my fleet was some escort that I forgot sorry(I think its a normal combat ship with no super special abilities)

I tried testing again with target practice's dummy but it died too fast,
I'll try to replicate it with different ships tomorrow after figuring out how to spawn a mothership and clear out the defenders to see if its cause by some other specifics.
but what I remember was that the derelict mothership was alone (killed the rest of the ships), and you know how the main "body" of the ship can't die until you break the 4 corners? I was constantly hitting that with two bee Shooters(for 2-8 mins, definitely not 30 mins, very sorry for wasting your time).

I forgot if I was fast forwarding the game with speedup if that helps


in the files it does say I'm using 0.13.1
will update if it was an isolated incident or if I can repeat it.

3
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.1)
« on: May 03, 2021, 10:29:22 AM »
For some reason I still can't load after removing the gene lab
with the gene lab around the load will instantly give an error
but after deconstructing them the loading bar starts but it gives me this error upon load for some reason, so something has changed
am I doing something wrong or is did some AI colony build one
Spoiler
111709 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
111710 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Cannot set field
class               : data.campaign.econ.industries.Boggled_Genelab
required-type       : data.campaign.econ.industries.Boggled_Genelab
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 880158
class[1]            : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4]            : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5]            : java.util.HashMap
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Cannot set field
class               : data.campaign.econ.industries.Boggled_Genelab
required-type       : data.campaign.econ.industries.Boggled_Genelab
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 880158
class[1]            : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4]            : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5]            : java.util.HashMap
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]

just in case its an isolated issue with my save, is there a command to insta finish the terraforming?, I don't want to start a new save yet

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: May 01, 2021, 11:02:26 AM »
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.

The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.

Am i doing something wrong?

It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?

My EUTEK terraforming is a little wonky as well, I had one stay at 0% for very long
Then I decided to test it by removing and placing it back
I placed another EUTEK on a cold planet in the same system that says "progress is halted due to temperatures" (both are habitable)
and suddenly both planets went to 1%
I removed the EUTEK from the cold planet
and the previous jungle planet's progress went to 0% again
I removed and replaced the jungle planet's EUTEK and I'm just gonna keep playing, will update if I see more wonky stuff

5
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

6
The +1 burn from Militarized Subsystems and Bulk Transport do not stack
not sure if its a bug
or feature that isn't mentioned on the description

7

Path/Pirates other "bad" factions will get their own specialised building sometime in the future, but I do not want to make it easier to gain relations with them.
The idea of having a structure with effects depending on faction reputation is worth consideration though.

Ohh sounds interesting, can't wait to see them. Sorry if I typed it really messy, but I didn't mean it by increasing relations with the path, I meant it as a method to reduce value that causes sleeper cells to appear in the colony.

That sounds like AI core inspection with extra steps?

yeah, it technically is, my original idea was basically a building that has a bonus of stopping the hege AI inspection entirely, its more of a convenience thing than anything, since some players sometimes miss the notification to bribe the hegemony, and it'll prevent the relation loss from beating them up.
 
The "ratting out" part was just my attempt at suggesting a balance, basically the moment the player and the hegemony go to war, every single colony with the building will get an inspection fleet at once, basically forcing the player to fight off a swarm of hegemony, or always be on their good side.

Exists already, the central intelligence agency from SCY does that.

Ohh thanks for telling me this, I have SCY but I have not seen that building before so I wasn't aware it existed.



Reading up on the UI limitation thing for 12 structures people are talking about, maybe have a way to "merge" certain buildings together into one slot might be a way around it,  making it expensive to build or require something like a corrupted nanoforge/pristine nanoforge to be consumed for construction or not function unless an AI core is there to manage the complex logistics.
eg. Mining Industrial complex( refining+ mining), 
where it either
a)needs refining and mining to be present to construct, and will destroy them afterwards.
or
b)can't be built unless the colony does not have refining and mining, forcing the player to demolish them.


Sorry if I sounded weird or demanding or anything, but thanks for reading my ideas.

Keep up the good work, I'm interested to see what future updates have in store.

8
Ohh the new update sounds interesting.

I actually had some ideas I wanted to suggest, and it seems like the embassy makes it more viable with that 50% relationship penalty,

A luddic cathedral or church that gives negative luddic path interest, depending on relationship with the luddic church, and will give high amounts of luddic path interest if the relation with the church drops past an amount (maybe below friendly, or below 0)
(basically have the luddic path turn a blind eye to a few things since the church sings praises about the colony, but when relationship is low, they'll see it as a holy site that needs liberation, or just plain annoyed at the hypocrisy)


Maybe a hegemony "representative" building(basically a corrupt embassy or something), where the upkeep is based on how many AI cores are running in the colony, basically getting the reps to report that there are no AI cores, and preventing the AI inspection on the planet it is built in. Maybe have the upkeep get a discount if the hegemony likes you, and they'll straight up rat you off to the Hege about the AI cores and send if the relation dips enough.
(although this might be kinda redundant since you can bribe off the actual inspections, unless the upkeep is more of a luxury good/drugs demand, or a stability hit while it produces "confiscated" goods and slight income)


Finally this is more of a personal thing, and having a building dedicated to it might be a bit overkill (maybe having a device like the VPCs you need to find to plug into the military arrays?) But something that'll auto tell you the location of the base for pirate and luddic activity for the system no matter where the player is would be pretty neat, no more flying 15 light years home to find out the pirate base was 2 light years away from where you started.

9
Just a really minor thing I've noticed in my game. Luxury goods display as "null" in the notification that says how many units were transported to the gathering point, it works fine tho, just the text.

10
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: March 03, 2020, 09:37:03 AM »
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

Just to clarify, the colony screen popping up is not a bug - it actually does that to PREVENT the bug, which is the population growing extremely quickly for no reason right after creating a station. Are you experiencing the uncontrolled population growth, despite the colony screen popup? Please let me know. Thanks.

I do not recall seeing any uncontrolled population growth across my stations and astropoli, so it seems to be working.

11
Is A&C Co-op supposed to be considered a black market?

12
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: February 26, 2020, 05:32:14 AM »
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

13
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 09:38:55 AM »
I'm really sorry for bothering you for my own mistake! Apparently I thought I updated it properly, however the old files were left in because I was lazy and replaced files rather than deleting and extract a fresh folder.


14
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 19, 2020, 01:25:31 PM »
Do you have the latest Nexerelin installed?

Sorry for the late reply.

Yes, I even downloaded again to double check

15
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 16, 2020, 11:25:38 PM »
I'm getting an error when I have torchships on,

343431 [Thread-4] ERROR exerelin.utilities.ExerelinFactionConfig  - Failed to load faction config for luddic_church: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
343856 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
   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: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:385)
   at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
   at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:262)
   at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
   ... 6 more
Caused by: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getMergedJSONForMod(Unknown Source)
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:180)
   ... 9 more

Pages: [1] 2