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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Culverin

Pages: [1]
General Discussion / Re: We'll get an improved hull mod menu
« on: February 08, 2017, 08:55:42 AM »
man on man.  I'm so very excited!  :o

Bug Reports & Support (modded) / Starsector Crash to Desktop
« on: May 08, 2016, 10:44:00 AM »

I had a game crash, running lots of mods (Not Hiigarian Descendants),

Starsector.log seems to be too big for pastebin, it says "413 Request Entity Too Large".

This is the last bit from starsector.log

2020767 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(
   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$ Source)
   at Source)

Is there any other info I can supply?

Ok, I'm flipping through my various save folders (I've done lots of saves).
I've located to the offending save, the time stamp matches the one in-game.
This folder doesn't seem to contain an campaign.xml.bak,

Only seems to have:
- campaign.xml
- descriptor.xml

It seems only some of my save folders have .bak files?
I pretty sure I wasn't trying to save, but don't quote me on that.

I have uploaded that folder here if somebody wants to take a peek:

I'm not super attached to the save, just hoping it'll help you guys out for bug fixes :)

My apologies for the wrong section.

Actually, I am running the game with the 64bit JRE.

My system is aging, but I think it's still well above the recommended spec for a modded game?
i7-950, Radeon 6950, 12gb ram.

I was playing a game with mods
(same as Nemo's latest plays, except without Knight's Templar because the mod thread says it's not compatible with 0.72a yet).

Error loading saved game:
Error loading game. See starsector.log for details.

It's possible that the save game is from an
incompatible version, or was created with mods
that are now disabled.

Mods are as follows

Starsector+ 3.4.0
Nexerelin 0.7.4d
LazyLib 2.1
TwigLib 0.6.11
zz MusicLib 3.1.0+
zz ShaderLib Beta 1.2.1

Autosave 1.0d
Combat Chatter 1.04
Common Radar 2.2
Console Commands 2.7
Simulator Overhaul 1.2
Version Checker 1.6

New Galactic Order 1.04c
Blackrock Driveyards 0.8.5
Diable Avionics 1.62
Junk pirates/ASP/PACK 2.55
Steiner Foundation 1.0.2

It says to check the .log file for errors,
but that file is BIG.
50,000 kb log file.

Any thoughts on how I should go about troubleshooting this?

Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: April 09, 2016, 12:37:24 AM »

I have followed the instructions and I'm not running the game in Windowed mode (is it just me, or are you guys getting an FPS hit from it?)
Everything is working great, except for accessing the console during combat,
It seems inconsistent and buggy.

Once or twice, I have accessed it at the beginning of combat.
However, it doesn't work after accessing it a single time.
The dialogue box just won't come up anymore after that.

Any thoughts?

General Discussion / Newbie Here - A Metric Ton of Questions
« on: April 07, 2016, 12:14:25 AM »
Newbie Questions

Hi there,
I just bought this a few days ago.
The thing that swayed me was how active these forums were,
and just how active the modding scene was.
In my experience, modders don't spend time on *** games.
And when there are lots of mods, it's a good sign about the quality of the base game and it's a good dev behind it all.

So thus far, I'm realllly enjoying the game.
It's like Star Control 2, Spaz and Drox Operative all rolled into one.
But it seems like another 2 layers of added depth, especially in the ship customization (which I'm loving).

I have a TON of feedback to give via a first impressions perspective (which I presume is probably hard to come by)
Also, a specifically, a lot towards the UI design.
I'll post that in a separate thread. 

I have some questions,
Hope you guys might be able to set me straight?

Is there a quick way to figure out which planets/bases I storage?
And specifically, what equipment/ships is stored where?

Ship Mod,
Turns standard shields into omni (full coverage?),
But what does it mean by reducing the arc?

Before I buy a ship,
Is there a way to tell which weapon mounts cover which arcs?

Peak Active Performance Time,
Is this static based on the ship chassis?
Is there a way to upgrade or modify this?

Where do I figure out how much XP I get from "intelligence"?
Is it from trading?
How can I find out how to get this?

In terms of game progress...

I started off trying to trade,
but couldn't because the contracts were unreasonable.
Almost all were beyond my CR to buy the supplies, and beyond the carrying capacity of my fleet.
The contract requirements just seemed way out of scale.  Am I wrong?

Thus, I resorted to killing some weak pirate fleets.
Was this the right/good way for initial progress?

Eventually I got myself a cruiser, and then upgraded my support carrier to a Heron.
While the fighters "seemed" nice at first with their point defense capabilities, the carrier + fighters just seem squishy and ineffective given the cost of their deployment points.
I had 2 Xyphos wings.
Am I wrong that they don't seem worth their cost?

I'm at like 1.4 million.
I have 2 Onslaught and 1 Atlas, plus my smaller ships.

Delivery contracts that fit my storage size still seem like a miss.
The contracts are for way too few items.
And then most of the time, there's no easy to way to accept the contract, locate the item and still make the 10 day delivery deadline.
Rarely ever is that item located at the current location (in sufficient quantities).

As a result, I'm just going and doing bounties,

Which brings me to the next point.
Deployment points.
I'm a tad confused how these work.  Yes, each ship has a fixed point cost, that's clear.
However, each engagement seems to vary in deployment points available?
How is this determined?
And how do I upgrade this?
It seems like it should be in the skills, but I'm not seeing it?
Seems like the skill tree is used to let us balance our progression paths.
ie.  combat = strength of my ship, tech = strength of fleet ships
Should there be something where I can invest into fleet quantity (same tree as logistics and maintenance?)

So with me only finding it worthwhile to hang out near my 3 friendly systems (where I can sell my salvage),
and trade being hard to find.
Is this it?  Am I at the endgame?

Also, I can only find the Onslaught being sold.
How do I acquire the other capital ships like the Paragon and Conquest?

And finally.
What next?  Is there more to vanilla I should be doing?

And then where should I start exploring with mods?

Thank you guys for your time and patience.
Seems like this is going to be one of my favorite games, ever.

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