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Messages - al00195

Pages: [1]
1
Mods / Re: [0.95a] Automated Commands
« on: November 25, 2021, 10:07:50 AM »
It's normal, the others have officer and only the sunder don't have one.

Here is the refit of the flagship :
https://imgur.com/a/ontPsfy

The more interesting is if I run a ship without my commander in a simulation, the "by default" show
https://imgur.com/a/PLwoDW8

But if I made my captain officer of the ship, it disappear. It's really like the mod consider the commander as an officer and don't allow the hullmod to override his personnality.
https://imgur.com/a/bqzhVmS
https://imgur.com/a/HBMU7rz (refit screen)

2
Mods / Re: [0.95a] Automated Commands
« on: November 24, 2021, 09:19:50 AM »
Here is the screenshot just after the beginning of the battle :
https://imgur.com/kkCVRCs

3
Mods / Re: [0.95a] Automated Commands
« on: November 23, 2021, 10:44:13 PM »
check if this is occuring.

When I spawn my fleet in support, I have the mention "X ship : has been assigned a Y personnality" in the log for the unofficered ship, but nothing concerning my flagship.

(I want to share a screen but don't know how to insert an image here from my pc)


honestly i'm not sure how to test if the AI's are using the correct personalities ...... its somewhat subjective, unfortunately

I make the test with this method :

Spoiler
The objective to test this the quickest and the most efficient possible way is to watch the engagement behavior in simulation. I test it with the battleship from Diable avionics : the maelstrom. The advantage is his long range capability and his teleport ability that allow him to quickly position itself. The goal being to test this in battle situation, I spawned my fleet (comprised of 5 cruser and 2 destroyer) in my side and always the same ennemy fleet in the opposite side (I used part of the Diable avionics fleet). To prevent the maelstrom from using his multiple TP without care, I keep control of him until I see the ennemy ship, then I release the control and watch the behavior (always at the same distance).

unofficered ship with steady hullmod : He teleport few times to face the ennemy ship (midrange) and form the line with other ships.

unofficered ship with reckless hullmod : He teleport aggressively, using the quasi totality of them to face the opponent and shoot him with his pd weapon.

unofficered ship with timid hullmod : He do not teleport in the beginning except to stay away from ennemy ship (he was already at range of his weapons). Other ship form the line and he stay away from it.

flagship with reckless and timid hullmod : same behavior than steady one.
[close]

4
Bug Reports & Support (modded) / Hullmods problem in one save.
« on: November 22, 2021, 10:59:52 PM »
Hello,

I don't know why but after hundred of hours of playing I discovered that Kingdom of terra, Scyan engineering, Diable avionics, Exotic and Exodius initiative hullmods don't show up on the refit screen. I've try a new game without changing anything in my mods and in starsector. when I use "allhullmods" commands in this save, the problem don't occur. So it's not a problem from mods.

I check the save files and failed to see any difference between these. Worst, I've delete all hullmods learn in the save file of the bugged save to run the "allhullmods" command. When I do this the problem still remain despite the fact to relearn the totality of modded hullmods. So it's not just that the command ingore the bug, the problem is in the save.

I don't know what to do and become desperated by the idea of making a new game and deleting this one. Anyone has any tips ? (if necessary I can share all informations / files you want)

(Still, sorry for mistakes in my english langage. it's not my main langage.)

5
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: November 14, 2021, 11:17:44 PM »
Hello,
first, thank for the effort put on your mod ^^
I post here because there is a problem with the spike missile from this mod. When the second stage impact whatever, it cause the game to crash with this message in the log :

Spoiler
2040805 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError: data.scripts.weapons.VayraSpikeMissileOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
java.lang.AbstractMethodError: data.scripts.weapons.VayraSpikeMissileOnHitEffect.onHit(Lcom/fs/starfarer/api/combat/DamagingProjectileAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;ZLcom/fs/starfarer/api/combat/listeners/ApplyDamageResultAPI;Lcom/fs/starfarer/api/combat/CombatEngineAPI;)V
   at com.fs.starfarer.combat.entities.Missile.notifyDealtDamage(Unknown Source)
   at com.fs.starfarer.combat.E.super.String.o00000(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]

I disabled all mods except this one and the crash still occur :/
anyone has any idea to resolve the problem ?

6
Suggestions / Re: Personnality of player captain.
« on: November 10, 2021, 12:12:42 PM »
.

7
Suggestions / Re: Personnality of player captain.
« on: November 10, 2021, 12:06:34 PM »
I forgot.

See this:

https://fractalsoftworks.com/forum/index.php?topic=21576.0

Since those hullmods will always reset the personality to whatever the hullmod is assigned to.

I've already try this mod who failed for me to override my flagship personnality. I think it's because It override personnality of non-officered ship and not officered ship. I've already send a message to know how to change that to test with hullmods who actually override officered ship personnalities. I wait the response of the creator yet.

Doctrine personality slider has no effect on the player's ship, which will always be steady when on autopilot. On the upside, you don't have to deploy your flagship in combat at all. You can put your character onto a Buffalo, never deploy it and it will be fine.

Tell me if I'm wrong but I suppose the command center hullmod must be on a deployed ship to actually give 250% order point recovery. Moreover I'm sad about leaving my commander outside of combat where his skills would be usefull.

8
Suggestions / Personnality of player captain.
« on: November 10, 2021, 09:10:48 AM »
What I love particularly in this game is to watch the battle in the same time of giving order to my fleet. The only time where I take control of the flagship is when it don't follow movement order. So when I assigned a support capital ship to my commander and discover that I can't assign him another personnality than steady, it became a real problem.

So here is my question, when the captain you control is supposed to be the more customisable character of your fleet, why is there no option to change his personnality when in auto mod ?

(Sorry for potential mistake, english is not my main language.)

9
Mods / Re: [0.95a] Automated Commands
« on: November 07, 2021, 12:33:51 PM »
Hello. After few tries with timid and reckless hullmod, I found that it failed to override my flagship personnality in auto. I want to try to make the hullmod override officer personnality to check if it will override the flagship too but don't know how to make this possible. Is there any way to do it in the mod file ?

Sorry for my english level, it's not my main language.

10
Bug Reports & Support (modded) / Re: Crash during battle.
« on: October 14, 2021, 01:52:48 PM »
Problem solved, I forgot to update a mod that I have modified (audio+ here).

11
Bug Reports & Support (modded) / Crash during battle.
« on: October 11, 2021, 11:03:28 AM »
Hello,
During a battle, any ship firing with a phase lance will crash the game. It's probably a problem with a mod but the facts that it's a vanilla weapon that causes the crash give me no clue about which one is implied.

Here is the error in the log :

Spoiler
520439 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
520750 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [BFG3.ogg]
520752 [Thread-9] INFO  sound.OooO  - Playing music with id [BFG3.ogg]
523756 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Nephi-Prizon, isEnemy 0
523757 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship HSS Mephitis, isEnemy 0
523757 [Thread-3] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Adding ship Sword of Retribution, isEnemy 0
544328 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
544331 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [BFG3.ogg]
544607 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.G.this.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.G.createBeam(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.E.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.E.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.G.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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)
544778 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [DawII1.ogg]
544781 [Thread-9] INFO  sound.OooO  - Playing music with id [DawII1.ogg]
[close]

I play with these mods :

Spoiler
  "$$$_lightshow",
  "pantera_ANewLevel20",
  "anotherportraitpack",
  "raccoonarms",
  "bsgportraitspack",
  "beyondthesector",
  "BSC",
  "CWSP",
  "CSP",
  "chatter",
  "lw_console",
  "diableavionics",
  "dronelib",
  "exshippack",
  "fluffships",
  "sun_fuel_siphoning",
  "hte",
  "ImperialNavy",
  "IndEvo",
  "interestingportraitspack",
  "kadur_remnant",
  "kingdomofterra",
  "LTA",
  "lw_lazylib",
  "ArkLeg",
  "MagicLib",
  "missingships",
  "more_hullmods",
  "nexerelin",
  "pn",
  "wyv_planetaryShieldAccessControl",
  "PulseIndustry",
  "rotcesrats",
  "sanguinary_autonomist_defectors",
  "tahlan_scalartech",
  "SEEKER",
  "speedUp",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "Terraforming and Station Construction",
  "exalted",
  "star_federation",
  "transfer_all_items",
  "US",
  "URW",
  "vic",
  "vayrashippack",
  "whichmod",
  "audio_plus",
  "astroidships",
  "shaderLib"
[close]

I don't know if it is correlated but I play the game with java 7 since the game won't launch with java 8 and a vmparams modified. (Sorry if there are mistakes, English is not my native language)


12
Hmm that is weird. :( What is your modlist?

archean order 1.3.4e
Commissioned Crews 1.9
Console Commands 3.0
Industrial.Evolution 1.7d
LazyLib 2.4f
Logistic notification 1.3
MagicLib 0.29
Nexerelin 0.9.6d
Practice Targets 1.4
Second Wave Options 0.5.3b
SpeedUp 0.6.0
Starship Legends 1.4.1
Unofficial New Game Plus] 0.2.0 (I never used yet)
Upgraded Rotary Weapons 1.41
Version Checker 2.0
ZZ Audio Plus 1.1.1
ZZ GraphicsLib 1.4.1

13
Ah sounds like you are on 1.3.4e (you can see this in mod_info.JSON in the mod folder) - which until just now was the main download. I wanted to give some time for 1.3.5 to be tested so it was under a Test Download section directly below that. I have removed that now to avoid this confusion since I haven't heard of any critical errors with that version yet.

It will require a new game, but 1.3.5 should solve those issues. That was a major update that allows for most if not all the faction mods to no longer cause crashes (which is what I think is happening here - you are probably running into a faction fleet that has variants of existing vanilla ships that try and map weapons to the modified Archean Order vanilla ships).

Yes, I'm in 1.3.4e. Sad to learn I'll need to make a new game ^^'
The weirdest is that I haven't faction mods other than the archean order mod. I've change just one thing. I've add ships to the archean order mod (so .ship, .variant and modifying ship_data) and creating a new bp to have my own fleet design, but all I've done is add something and my ship aren't associated with a faction. I've never touch files of other ship like the gemini or the scarab. so having crash issue about file I didn't touch is weird ^^'

14

What version are you on? Are you using the latest one?

I've got the same problem with gemini (SW 003 now) in the middle of the space. I play the game since a month so I imagine than I have the last version. Where can I check the version I play ? it's not in the menu or the launch screen.

The thing I don't understand is that .ship and .variant file are in order, my game seem to search weapon slot that not even exist :/
Is there another file that are in charge of weapon except .sihp and .variant file ?

15
Hi, I have a crash issue when entering in a system.

671549 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS 001] not found on hull [scarab]
java.lang.RuntimeException: Slot id [WS 001] not found on hull [scarab]


edit : I replace in the scarab.ship the id weapons "WS0001" by "WS 001" and it worked.
If it's an error, the file scarab_adamantine.ship have the same "WS0001"

Pages: [1]