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 - Lappers

Pages: [1] 2 3 4
Modding / Re: [0.96a] Yellow - Ynadar Nexus Alliance (0.1) Mod
« on: June 14, 2023, 10:37:54 AM »
This sounds kinda neat. Might check out how the ships play but I may opt to avoid more missile spam.

I hate missile spam. To the point that I've been seriously considering trying to figure out how to program literally anything so I can make my own countermeasures for all the missile spam, or just play the game how I like to play it (the only way I'm capable of playing it) without having to basically skip all the early game skill progression just to be able to avoid dying to 6 suicidal frigates with torpedo launchers.

Nice to hear that I'm not the only person on the planet that ever thinks about long-range guns though. Ships look pretty nice too, even if I can't figure out whether or not I like that exact shade of yellow combined with purple.

Modding / Re: [0.96a-RC8] More Combat Terrain Effects 1.2.3
« on: June 12, 2023, 04:02:00 PM »
For some reason the true/false toggle for nebula effects just isn't doing anything. The only other toggle I've changed is magnetic fields which worked normally, and I tried changing the multipliers for nebulae which also worked normally. Just seems like the general true/false button doesn't actually do anything.

Mods / Re: [0.96a] Tahlan Shipworks 1.2
« on: June 12, 2023, 12:45:21 PM »
the menu mission just procedurally pulls all ships from the mod, including WIP things.

Yeah, it occurred to me that really the only reason I reported the issue is most likely because I've been messing with UAF and VRI a lot recently which are both very work-in-progress mods. I've been in the everything-is-WIP mindset so I didn't think twice lmao

On an unrelated note, do you by chance plan on adding any more native Kassadari ship designs (not refits [although I wouldn't say no to more of those LUL]) at any point? If you didn't plan on it, are you at least open to the idea? Not a big deal, it's your mod and I have fun with it as it is, but I have been wondering for a while if you might do that. I'd be interested to see what the rest of an old Kassadari fleet might look like beyond their Ristrezas.

you may not bring back lostech castigator but what about the absolutely balanced SCATHACH ??!?!

So I'm running into this phenomenon where fighting VRI special task groups that have 8 Kaolinite battleships in them all with the makeshift flux network hullmod is literal hell because the makeshift flux network doesn't impose the same FP-based penalty that the integral flux network hullmod on actual VRI ships does. Kaolinites are stupid cheap to deploy so they can have 3 or 4 of those plus a couple ships of smaller sizes on the field at the same time, and I'm honestly scared to see what the flux network efficiency buff would be for them.

Maybe this is a skill issue, lack of raw damage output, and/or symptom of trying to use ScalarTech ships against anything with flux capacity without a sea of torpedo bombers, but even so I would suggest thinking about whether it's the best idea to not give the makeshift flux network the same drawbacks (or proportionally lesser drawbacks at least) as the standard integral one.

edit: Figured I should clarify, I'm just suggesting you take a look at implementing the max CR penalty to the makeshift flux network hullmod the same way it works on the integral one. Obviously you shouldn't worry about balancing your mod around other people's ships too much.

Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 09, 2023, 02:26:58 PM »
Never has been in the showcase and it's a WIP ship, so of course things change.

Oh, I was talking about the menu mission. Completely forgot to specify that. It's been in that mission for a good long while. Regardless, yes, it does make sense that it's likely a new issue, what with the base game getting a fairly huge update since the last time I touched it.

And I did just remember that for a while I had been using one of your beta versions, so that might be why the Nightwatch ships were spawning before you had finished their descriptions and special hullmod and stuff. I swear I don't have dementia.

Anyway, I wasn't demanding that you fix it immediately. I've just been in the routine recently of reporting the plethora of little oversights/issues in the VRI mod so my first instinct was to mention the bug regardless of the ship's completeness.

Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 09, 2023, 10:12:49 AM »
That's what happens when you cheat in unfinished ships.

In my defense it's been in your showcase for a while now, and I don't recall this issue being there when I've messed with it in the past...

And to be fair you did have the Nightwatch ships spawning in Rubicon before those were both finished, so I would argue there wasn't much reason for me to assume the NX-A was any less finished than those. Hence why I was reporting the issue. I'm not in the habit of expecting developers to be able to find each and every last little bug by themselves.

Mods / Re: [0.96a] Tahlan Shipworks 1.1.1
« on: June 06, 2023, 01:24:14 PM »
Got an issue with the NX-A ship.

Occasionally was getting this crash while messing around with it. It seems to happen whenever the ship comes out of phase space on top of a projectile.
No idea if the exact nature of the projectile matters because in my shortsightedness I only ever tried it against one ship in the simulator, but the projectiles involved would've been several from Apex Design Collective (nanoacid burstcannon, burst coilgun, quark-gluon PD, arcspike missiles).

1071020 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.handleProjectiles(PhaseBreakerV2Stats.kt:44)
at org.niatahl.tahlan.shipsystems.PhaseBreakerV2Stats.apply(PhaseBreakerV2Stats.kt:94)
at 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$ Source)

Mods / Re: [0.96a] Ship Catalogue/Variant Editor (SCVE) v1.8.1
« on: June 06, 2023, 10:26:09 AM »
This tool is going to consume countless hours of my life. It was a mistake and I should never have been allowed anywhere near it. I fear the godless abominations I will create.

Hi all, just released v0.13.2a, which fixes a nasty issue that was causing crashes with Tactical Expansion. Otherwise, just a few fun conversations if you use certain AI officers in certain special AI ships, and the re-enabling of GraphicsLib integration (and requirement).

Changelog below:
- Re-enabled GraphicsLib support and requirement

- Officer convo system: added "requires X officer has Y hullmod" requirement
- Added convos: "Barrow XIV", "Barrow Omega", "Inky Omega" (and variants)

- Adjusted Vow sprite
- Reduced volume of Concord Shift by about 20%

- Fixed Leviathan's Bane lock sequence progressing while game is paused
- Fixed Hellhide of Hades missing some sanity checks re: skinshield status
- Fixed NPE errors with data loading
- Fixed some officer conversations

Ah, I'd been wondering if that was fixed. Thanks a ton for the work!

Now if I could manage to find anything past the secret star system mission...

Follow-up post...

I'm beginning to think the crash might've happened when I moused over some intel notification. I wasn't looking at that part of my screen and I'm not entirely sure if that's even where my cursor went after I left that salvage dialog, but I feel like I remember seeing some kind of info box start to pop up when the game crashed.

I loaded back into the save and now I think I've played past the point where the crash happened, so maybe I'll just never know exactly what was going on lol

I had a feeling it might be something along those lines, thanks for the response.

I have a hunch that it might be some issue with the Volantian Reclamation Initiative mod. I've been running into oversights in that mod...well, more often than in other mods, and this feels like something that might've snuck into that mod's code. I'll dig around in there and report it on the VRI thread if that's the case.

Thanks again for the response!

I was out exploring just now and went to salvage a probe. Almost immediately after I exited the dialog, I got this crash:

9282249 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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$ Source)

All I can tell is that it would seem to be somehow related to pirate base intel. Can't tell if it's base game or a mod causing it.

I'm running the same giant list of mods I've been using for a while without issue. I did just today add the Ship Catalogue/Variant Editor, but I wouldn't expect that to cause a problem with normal campaign gameplay and the game had been working fine for a while anyway. Mod list in the spoiler.

  "Adjusted Sector",
  "Mayasuran Navy",
  "Terraforming & Station Construction",

Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: June 05, 2023, 11:58:16 AM »
The error i see in the crash dump is attached.

Delete your whole UAF folder and extract a fresh one as replacement. Do this every time you wanna update any mods because people tend to remove or replace things in later patches.

I tried it again after deleting the mod folder and adding a fresh version of the folder with the same errors after trying to make a new game. I also tried it after deleting both Nex and UAF and adding nex back in then UAF with the same results. I'm unsure if there are other mods that may be causing a conflict with this one, and the first post doesn't seem to show any possible mods UAF can cause conflicts with.

Kinda looks like it's got files from an older version before a lot of the ships and variants were changed or removed. Try downloading the most recent one again and using that instead of just extracting whatever you already have.

Ah ok, thanks for checking.

Hi, the custom contact characters (aka. Blanche and Milasha) have no assigned contact type, which result of them not giving any missions.

Im not sure if its fixed in one of the hotfixes and im onlyh aving this bug, because it need a new game, but i though i mention it, since nobody seems to did that so far (and didnt seen it mentioned in the change log either).

edit: i fixed the problem for myself in the current game by save editing them into beeing a military and trader contact, now everything works as supposed to  ;D

I was having this happen as well, thanks for mentioning the fix.

Also, a few days ago I did go in and fix the Trident railgun for myself. Currently no modifications of any kind apply to it because in the weapon file its type is listed as "HYBRID". The "type" line should only have "BALLISTIC", "ENERGY", or "MISSILE", so the game will actually apply modifications to it based on skills and hullmods and what-not. To give it a different mount you'd just add the line "mountTypeOverride" under that and, in this case, put "HYBRID there". This causes it to have a hybrid mount but still be considered a ballistic weapon. Note that I'm just assuming it'd be considered a ballistic weapon based on its description in game.

On the off-chance you missed it the first time I mentioned it...whenever it was that I mentioned it, I'll also say again that one of the Karambit's weapon mounts is medium when it looks like it should be small. The hull sprite uses the same small turret mount for all of them, but one of them is just a medium mount for some reason.

Pages: [1] 2 3 4