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Messages - Soviet Tom Bombadil

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1
would Espoz not having any jump points cause a Route Location Calculation error?

2
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 13, 2023, 05:19:43 AM »

You have to give the station commander the supplies to put down the insurgency.


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

3
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: September 13, 2023, 05:07:33 AM »
I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.




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.).

Spoiler
10588015 [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]

4
Mods / Re: [0.96a] Adjusted Sector
« on: September 12, 2023, 10:52:27 AM »
dope sizzle

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_150
Spoiler
Sector size: Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: 60
[close]
settings_200
Spoiler
Sector size: Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: 60
[close]
settings_250
Spoiler
Sector size: Vanilla;
Constellation count: 250 (vanilla - 100).
Star system count: ~750
Expected FPS in Hyper: ~55
[close]
settings_300
Spoiler
Sector size: Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~50
[close]

Vanilla x1.25 size presets
settings_x125_150
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 150 (vanilla - 100).
Star system count: ~500
Expected FPS in Hyper: ~50
[close]
settings_x125_200
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 200 (vanilla - 100).
Star system count: ~600
Expected FPS in Hyper: ~45
[close]
settings_x125_300
Spoiler
Sector size: x1.25 of Vanilla;
Constellation count: 300 (vanilla - 100).
Star system count: ~900
Expected FPS in Hyper: ~30
[close]

Unhinged presets
settings_my
Spoiler
Sector size: x2.5 times default sector (x1.5 Width, about x1.8 Height);
Constellation count: 320 (vanilla - 100).
Star system count: 900-1000
Expected FPS in Hyper: ~30
[close]

5
Modding / Re: [0.95.1a] Manic Miners
« on: September 11, 2023, 07:27:15 AM »
Any chance of this getting a .96 update since Of Lions and Ludd is now deprecated with .96?

6
Mods / Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« on: September 11, 2023, 04:37:23 AM »
thank you for the comprehensive response and the leads!
I like to make "Sleeper" fleets of mining ships that can hold their own in a fight and JYD builds are almost always the backbone of them, probably the source of my confusion.


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?

Thanks
Good morning,
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 me :) It 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!

7
Modding / Re: [0.96a][WIP] San Batavia Republic 0.1
« on: September 11, 2023, 01:28:54 AM »
got this mod bookmarked.

8
Modding / Re: [0.95.1a] Traversers' Design Bureau
« on: September 11, 2023, 01:23:15 AM »
Did you ever get permission on this? I've been wondering where this mod went.


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

9
Mods / Re: [0.96a] Adjusted Sector
« on: September 11, 2023, 01:10:06 AM »
Do you have any other presets you've cooked up, Nerzhull_AI?

The default that comes packed in with Adjusted sector is about as twice as dense as I would like it. Is there somewhere I can find a list of the defaults so I have a baseline to compare to when changing things?

10
Mods / Re: [0.96a] Junk Yard Dogs - V 2.8 - 06/03/23
« on: September 10, 2023, 09:50:05 PM »
Was Miner's Strike originally a JYD mod? I haven't seen that hullmod since the .96 update.

11
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 10, 2023, 09:32:19 PM »
I love finding those little guys. I learned pretty quick if the ship has a name related to Indian mysticism, DO NOT SCRAP IT.

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.

12
Mods / Re: [0.96a] Officer Extension (0.5)
« on: September 01, 2023, 03:17:03 PM »
Got on the computer I use for Starsector and sifted through the mods until I remembered the name, it's just called More Officer Skills, by Chyvachok - must have been running a bootleg and forgot, the forum page hasn't been updated since 2020 so not sure how it made its way into my modlist lol.


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.

Correction: It was updated by the original dev, his thread on the forum is just dead - it's available on the Discord and Nexusmods.

13
Mods / Re: [0.96a] Officer Extension (0.5)
« on: August 28, 2023, 03:37:41 PM »
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.

14
Mods / Re: [0.95.1a] Adjusted Sector
« on: August 28, 2023, 03:27:11 PM »
this, i'm kind of bad for fat fingering things when tweaking code. I'd like something as simple to use as Lunalib is.

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.

15
Mods / Re: [0.96a] Random Assortment of Things
« on: August 26, 2023, 11:06:40 AM »
that's that spooky blood red thing you had on the discord?

I love it.

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