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Modding / Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« on: September 13, 2023, 07:46:29 AM »
would Espoz not having any jump points cause a Route Location Calculation error?
Starsector 0.96a is out! (05/05/23); Blog post: Wormholes and Sundry - Getting Around the Sector (08/31/23)
How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).Spoiler10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
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$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO[close]
Data below is tested on unmodded Starsector, consider that mods may and will cut out additional FPS depending on the mod amount.
To enable choosen preset, just download settings file, rename it to settings.json and replace existing file in your Adjusted Sector config directory.
------------------------------------------------------------------------------------------------------------------------------------------------------------------
Presets:
Vanilla size presets
settings_150settings_200Spoilersettings_250Spoilersettings_300SpoilerSpoiler
Vanilla x1.25 size presets
settings_x125_150settings_x125_200Spoilersettings_x125_300SpoilerSpoiler
Unhinged presets
settings_my
Where are the hullmods? I can't find any reference to them being removed when searching this thread, why do they appear to no longer exist in the game?Good morning,
Thanks
I decided a couple patches back to take the hull mods from JYD and CFT and combine them into a new all in one mod: https://fractalsoftworks.com/forum/index.php?topic=24433.0
I have the reasons posted on the CJHM front page if you are interested but all the former JYD hull mods can be found there.Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.Ah no that was not one of mine but thank you for thinking of meIt was originally in Great Wound's mod Manic Miners https://fractalsoftworks.com/forum/index.php?topic=24184.0 but is now merged into Of Ludd and Lions https://fractalsoftworks.com/forum/index.php?topic=22063.0 I cannot say 100% that that hull mod made it in the merge but check there.
Enjoy!
Hello,
I'm new to the forums, but not to the game, I've lurked here for a long time.
Anyway, I solved the hullmod crash issue for 0.96 on the .jar by recompiling it with the new library (the author was kind enough to include the source, making it easy). From what I understand however, I will need the author's permission to upload anything like this. If I can get permission, I'd be happy to post a link here.
I havent tested it thoroughly, hullmods don't crash and the weapons/ship seem to be working fine, that doesn't mean things wont go wrong at colony build or what not, but there was no conflict while recompiling the Jar. I did fix a compatability issue with UNGP's latest release, but I don't know if it's effective.
Thank you
Is the Karma (D) class relic cruiser supposed to have 20 shield arc?
Yep, all the relic ships do I believe. The scary part is that they're quite powerful despite that.
I don't think this mod plays nicely with the mod that unlocks the entire skillset for customization during officer promotions, like they're fighting for the same real estate.
Never heard of that mod, but if it’s using reflection to access the officer panel chances are they’re incompatible.
I'm surprised there isn't an up to date mod that adjusts map size + system amount together in one clean package. The last mod I recall that did this successfully was Grand Sector, but it's abandoned. It seems like there are too many hoops to jump through to approximate the effect using this mod + Random Assortment of Things, and no guarantee it won't mess up something along the way, whether it be other mods or the game itself.
Personally, I think vanilla should have a large option with 1.25x the space and proportionally more systems. It should be a logical option seeing that small/normal sizes already exist, but there must be a problem since it hasn't been implemented already, even as a hidden setting like the spacer start.