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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Re-Search-er

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1
Got a question, could you list all the Sierra-compatible ships other mods add? I know there's the Orkos one that Epta Consortium adds, but what of the others?


also, I can call Courser in, but attempting to fight alongside him leads to a crash
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.BattleAPI.join(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;Lcom/fs/starfarer/api/campaign/BattleAPI$BattleSide;)Z
   at data.scripts.campaign.abilities.SotfCourserFIDPluginImpl.pullInNearbyFleets(SotfCourserFIDPluginImpl.java:161)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:336)
   at com.fs.starfarer.ui.newui.classsuper.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


2
Mods / Re: [0.97a] Random Assortment of Things
« on: February 18, 2024, 01:49:22 PM »
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.api.campaign.CampaignFleetAPI
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:326)
   at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders(RATInteractionDialog.kt:265)
   at assortment_of_things.misc.RATInteractionPlugin.triggerDefenders$default(RATInteractionDialog.kt:214)
   at assortment_of_things.exotech.interactions.ExoshipWreckageInteraction$init$1.invoke(ExoshipWreckageInteraction.kt:50)
   at assortment_of_things.exotech.interactions.ExoshipWreckageInteraction$init$1.invoke(ExoshipWreckageInteraction.kt:40)
   at assortment_of_things.misc.RATInteractionPlugin.optionSelected(RATInteractionDialog.kt:108)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
I interacted with an exotech ship and boom, crash.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: February 07, 2024, 08:18:10 PM »
I have a small question for you, would you like me to help proofread your text? There's quite a bit of "Engrish" and it's kind of jarring. Not as bad as say, Celestial Mount Circle in that i have no idea what tf the ship systems do, but it breaks immersion.

4
Mods / Re: [0.96a] Ashes of The Domain
« on: December 24, 2023, 04:30:41 AM »
Got a small mod conflict with Industrial Evolution's Centralisation Bureau and your upgraded industries. I can't get the new industries to proc with the CB, even with them on multiple planets.

5
I hate how little control you really have over your faction, it's doctrine, and the general direction of it's fleets, I ask for a particular weapon to be used, and no ship will use it,  even if it's the only weapon prioritized!  I'd like to design ships from a template and then have those. I'd also like to be able to deprioritize ships so they DON'T show up in my fleets!

Tell me, is this even possible?

6
Mods / Re: [0.96a] Ashes of The Domain
« on: August 12, 2023, 10:09:11 PM »
There is one thing i'd like. See I'm doing a mayasura playthrough and I'm the governor of Mayasura, but I can't park the cryosleeper because I don't own the planet. I'd like to have the ability to park the cryosleeper on Governed planets. Or atleast donate it to a faction's planet via the comms system in exchange for a permanent influence boost.

7
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 11:01:46 PM »
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.
Message me on dsc Kaysaar#1181 we will get to the bottom of this and look at this enourmous lag you are mentioning. Could you try only playthorugh with Vaults of Knowledge? Then we will be sure that this module is causing this

I just started the new play-through (own faction), no lag yet, but a new bug showed up. The tooltips that normally show up on mouse hover over industries don't show up anymore, just an endless kkkkkkkkkkk sound. Most strange.

8
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 07:57:04 PM »
I like this mod, but there's something that needs to be said. It's causing massive framerate drops about a third of the way through a playthrough. I'm giving the game 6 gb ram, about Half my system's memory, and it's still running sluggish with your mod, while previously it was pretty fast and bearable even with four new minor factions and ship packs. For the record, I think it's something to do with the increased trade fleets your mod adds for trading the new commodities, which are actually integrated Properly unlike how HMI handled it: As in new industries that make them and new industries that use them. I like that.

I just want to get to the bottom of this insane slowdown to 10 fps.

9
Mods / Re: [0.96a] Ashes of The Domain
« on: June 12, 2023, 05:29:55 AM »
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Letmme guess you tried to Pick heavy industry yes?
Yes I did. And it wasn't mentioned in the first post not to do that or else I'd not have done it.

10
Mods / Re: [0.96a] Ashes of The Domain
« on: June 11, 2023, 06:39:30 PM »
Tried starting an Own Faction Game start, and the game crashed after picking the starting bonuses. Also, this was a regular sector, not randomized core worlds
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
   at exerelin.world.factionsetup.AddOrUpgradeIndustry.apply(AddOrUpgradeIndustry.java:27)
   at exerelin.world.factionsetup.FactionSetupHandler.applyItems(FactionSetupHandler.java:198)
   at exerelin.campaign.ui.OwnFactionSetupScript$FactionSetupDialog$1.pickedCargo(OwnFactionSetupScript.java:100)
   at com.fs.starfarer.ui.newui.intsuper.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

11
I'm having a serious problem with going into bars into this mod. Suddenly, randomly, there'll be a NULLPOINTER EXCEPTION and the game will freeze.

12
I'm looking for a mod that had a capital ship with a Giant fricking Lazer Beam integrated into the ship. It showed up in SSeth's video and I can't find it! I want a giant fricking lazer beam!https://youtu.be/acqpulP1hLo?t=1077 This one!

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 10, 2022, 09:26:13 PM »
Have tried the mod for a run but...Is it just me or does it totally break the game?

Built my first station around a habitable but otherwise unsurveyed planet in a outer rim star system near the corner of the overall general map. Within a few days--with the spaceport not even built--already had a fair amount of supplies and fuel stored in the location produced by said infrastructure somehow, I think it was around a few hundred already in addition to some extra supplies and fuel that I stored there but shouldn't amount to more even a hundred really. Through a span of a few weeks, months, years of in game time? In any case, it didn't really take that long, it was just one trip back to the core systems, by that time, I already had around 4k stockpile of supplies and fuel each respectively within the recently build orbital station that I really built for storage initially. Confusing to say the least. If I sold those supplies and fuels, I'd already broke even with the money spent on the station and journey from there and back and more to spare even. Even without a proper market, resource production line, and actual economics, the station continues to produce supplies and fuels with a rather exceptional rate? Even the major factions stations don't get as much production/stockpile within their markets  compared to the stations built using this mod.


Is this really how the mod works or? Did the other mods change it's values or something? Only playing pretty much with Nexerelin, some other mods also are in play but are more on utility like making lasers have different colors or so. Aside from possibly Nexerelin, no other mod should be interfering with the values with the resources production of the mod itself. Either the mod is broke or some other mod (Nex) is affecting it.


Love the idea of it but as is is totally game breaking that I opt not to use it anymore for the time being.

If ever, I suggest trying to rebalance the values to match the base value/stats of the standard game if it already is not. Or make it closer to a more balanced amount anyways of which actually makes sense and doesn't break the game. In addition to that, have to consider factors like actual production lines and economics, like having a supply line and market as well as actual influx like visiting fleets and such to stimulate/boosts the local economy. Like, where and how do they even make the absurd amount of supplies and fuels from? Even if the planet it orbits is habital and possibly have resources to exploit, the orbital station production and rates are just crazy to be blunt.
Yer looking at an outpost. It's a resupply base that does nothing but accumulate supplies and fuel. It's there when you need it due to being so far from civilisation and running short. I like to build them in far flung gate systems, preferably on a gas giant so I can just jump down in from hyperspace when I start getting low. The supplies are not free, you get charged for them at the end of the month. Also it can seriously save your ass if you get heavily damaged by a remnant fight and are far from the core worlds.

14
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: August 09, 2022, 12:36:32 PM »
I have two problems with your mod. One, the IED ships do so much damage they can reach into P space and destroy even cloaked phase ships. Two, I can't find Regular Eradicators anywhere, and neither can I find the BP. Can we make a workaround by adding the Eradicator to the Low tech BP package?

15
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.5)
« on: August 09, 2022, 01:23:48 AM »
I have a question for Boggled. Why were AI Mining Drones Disabled?
Also what is the Lighthouse Building and what does it do? I looked it up in the console and have no idea. Future Content?

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