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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - WARGAMES

Pages: [1]
1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 27, 2023, 12:37:11 AM »


same on null(not found) being shown instead of a constellation name. I did have to search the save and find what the name of the system was.

2
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 26, 2023, 05:01:25 PM »
If you just want to make sure it even exists in your save, you can open your save file in a text editor and search for the carrier. It's a cheat, but at this point, if you want to prove your sanity and/or the mod functionality within your game environment (lotta mods) without wasting too much time, this would be the sure-fire way to check.

thank you, this found the halbmond and the one system that was so elusive. it was slightly near one unchecked focal point. probably an early game black hole I searched, left too soon and did not search twice for how it got left out.

3
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 26, 2023, 02:38:08 PM »
alright, I understand on dun scaith.  I just wanted to figure out if it was related to my inability to find the halbmond despite uprooting every black hole that neutrino doesn't find it. I might have to rethink my lowering sensor strength and detection distance changes(enable stealth better), if it's affecting derelicts. despite having 3500 sensor strength due to large fleet still not finding the halbmond derelict in particular.

and to clarify I did check major points for the halbmond: planets, jump points, asteroid fields, any points you can build coms/nav/sensor at and around the black hole.  through around 40+ black hole systems across the enlarged sector. the one area I did not comb 100% was asteroid rings which do obscure derelict detection to some extent(as far as I've seen).

I presume there's no chance the halbmond would be IN a black hole. but I guess it's somewhere and I just can't find it this time(usually do).

4
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: January 26, 2023, 03:45:20 AM »
is there a possibility certain ships like the dun scaith and halbmond RR carrier might not spawn as derelicts due to sector generation or too many mods(over 140)? when I started a game I didn't see the dun scaith around the infernal eye and after visiting and combing through every black hole I never found the halbmond carrier.

5
this mod causes weird slow downs that I feel in combat with some 140 mods.  it also seems to cause  the GC limit to be reached far easier where the game will fatal error trying to save if one fails.
but again, this is with 140 mods. so I might be stretching it to a limit despite vrprams 6000. needs further testing to be more sure that just removing telnet fixed my issues(bigger fleet, more play time).

6
Mods / Re: [0.95.1a] Realistic Combat 1.2.1
« on: July 12, 2022, 11:11:10 PM »
I just wanna give a few comments.  how ever it's near 2am.  while I liked a lot how the mod could be and sounds like it'd revamp weapon damage to armor ratio at angles.  I can't stand sweeping changes to weapons from ammo, rate of fire, range, accuracy, ammo reload rate ect with no balancing between weapons. as is since I heavily use some 120+ mods, this is unusable for myself.

what I would consider enticing in this idea of mod:  if there were a Lite version of the mod that tried to work with other mods to integrate the armor/damage calculation, no fog of war, combat map size increase(as it is), mini-map, multiplied vanilla weapon ranges by 3x(so it would work with modded weapons too), maybe a missile range boost of 3x and their speed by 3x to get there in same amount of time as vanilla, fighter ranges multiplied by 3x and their speed, ship speed(100% faster) with maneuverability reduced(by percentage25%).  then it would be trying to expand the battle size without forcing flat sweeping changes that require rebalancing every weapon again.

but it's your mod to do as you like.  I am still interested in it's progress and what becomes of it.

7
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: January 01, 2022, 06:32:09 PM »
Ok so I have been playing star sector for several months now, but now an HVB prv bounty is giving a weird error, which I stand to be corrected on if I need to direct it elsewhere(like magiclib or something). It stated prv so I am directing it here for now.  this is with Starsector951arc5 version.

1300552 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
        at com.fs.starfarer.combat.entities.MovingRay.<init>(Unknown Source)
        at com.fs.starfarer.loading.specs.a.Ò00000(Unknown Source)
        at com.fs.starfarer.loading.specs.a.super(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
        at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
        at scripts.shipsystems.prv_fracturer.apply(prv_fracturer.java:106)
        at com.fs.starfarer.combat.systems.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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.super(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
1300572 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [battle_ambience_01.ogg]
1300572 [Thread-9] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [battle_ambience_01.ogg

update:
Starsector951arc6 no fatal: null
I guess ignore this but I'll leave this here in case someone in arc5 experiences it and just sees updating avoids it? maybe?  I'm still confused but maybe someone can say if there's a hook in arc6 that arc5 does not have for the mod(or other mod).

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