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News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Jet Black

Pages: [1]
1
General Discussion / epiphany quest?
« on: April 22, 2021, 02:59:12 PM »
If I take epiphany from the luddic path it tells me im going to screw a quest over.. didnt quite catch that in time and took it.

What did I just lock myself out of?

2
Modding / A few ideas
« on: April 20, 2021, 06:28:19 AM »
Just a few ideas, I'm no modder/coder or anything but I always have a few ideas kicking around.

Randomised ship buffs:
   Think starship legends, but upon finding a ship it has random affixes and prefixes like a diablo type rpg. Common, uncommon, rare, unique, etc. Even a reskin of the unique version of said ship type.

Battle map complexity:
   Add more points of interest to the battle map. Black hole that sucks in weapon fire or even small ships. Could make the holes suck ships in one spot and toss them out another.
   A king of the hill point, giving huge buffs to whomever controls it. This would take away from the big slow capitol ship abuse and allow for a less heavy handed way to shoehorn frigates in without being hugely bias in the skill system.
   A flux point to overload or super charge weapons or shields?

Movable colonies:
   Change the colony into a super capitol ship. Have a tool bar ability to toggle it into fleet and out of fleet. Doesn't even have to be a planet, could be a station. I remember an old tv show Shadow Raiders had moving planets like this.

Stationary defence:
   The ability to build stationary defence in a system you've chosen to colonise. To help protect planets, stations, gateways, etc. Think mini stations that auto join battle of anything around them.


Anyways thats all I can think of for now lol.

3
Bug Reports & Support (modded) / Fail to load
« on: April 16, 2021, 10:26:19 AM »
Today I updated two mods. [0.95a] Arma Armatura 1.4.5d (4/16/2021) and [0.95a] Industrial.Evolution 2.1.a - Campaign content expansion.
Then I installed [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix).
Then I removed Outer Rim Alliance and Xhan Empire.

When I update, I always delete the old mod folder. I have also never had loading problems before today.

I had to start a new game because of the Industrial Evolution mod. Failed to load my save about an hour after starting. Might have been my first load with those mods.

When the load bar ends some text pops up instead of loading into game. I dug through my log file for what I think it was showing me and pasted it below. I made a test game and loaded with no problem.

Anyone have any ideas of which mod did it? Or any tips on what to look for in my log file to figure it out?

---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 388197
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6]            : com.fs.starfarer.campaign.CircularOrbit
class[7]            : com.fs.starfarer.campaign.JumpPoint
class[8]            : exerelin.campaign.intel.fleets.NexTravelStage
class[9]            : exerelin.campaign.intel.colony.ColonyExpeditionIntel
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[13]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[14]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[15]           : com.fs.starfarer.api.util.TimeoutTracker
class[16]           : com.fs.starfarer.campaign.ai.NavigationModule
class[17]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[18]           : com.fs.starfarer.campaign.econ.Market
class[19]           : com.fs.starfarer.rpg.Person
class[20]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[21]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[22]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[23]           : com.fs.starfarer.campaign.rules.Memory
class[24]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[25]           : com.fs.starfarer.campaign.CommDirectory
class[26]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28]           : com.fs.starfarer.campaign.econ.Economy
class[29]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[30]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[31]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[32]           : com.fs.starfarer.campaign.Hyperspace
class[33]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : null
method              : com.fs.starfarer.campaign.econ.PlanetConditionMarket.readResolve()
class               : com.fs.starfarer.campaign.econ.PlanetConditionMarket
required-type       : com.fs.starfarer.campaign.econ.PlanetConditionMarket
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 388197
class[1]            : com.fs.starfarer.campaign.CampaignPlanet
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[6]            : com.fs.starfarer.campaign.CircularOrbit
class[7]            : com.fs.starfarer.campaign.JumpPoint
class[8]            : exerelin.campaign.intel.fleets.NexTravelStage
class[9]            : exerelin.campaign.intel.colony.ColonyExpeditionIntel
class[10]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData
class[11]           : com.fs.starfarer.api.impl.campaign.fleets.RouteManager
class[12]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[13]           : com.fs.starfarer.campaign.ai.NavigationModule$AvoidData
class[14]           : com.fs.starfarer.api.util.TimeoutTracker$ItemData
class[15]           : com.fs.starfarer.api.util.TimeoutTracker
class[16]           : com.fs.starfarer.campaign.ai.NavigationModule
class[17]           : com.fs.starfarer.campaign.ai.ModularFleetAI
class[18]           : com.fs.starfarer.campaign.econ.Market
class[19]           : com.fs.starfarer.rpg.Person
class[20]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[21]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[22]           : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[23]           : com.fs.starfarer.campaign.rules.Memory
class[24]           : com.fs.starfarer.campaign.CommDirectoryEntry
class[25]           : com.fs.starfarer.campaign.CommDirectory
class[26]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[27]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[28]           : com.fs.starfarer.campaign.econ.Economy
class[29]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[30]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[31]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[32]           : com.fs.starfarer.campaign.Hyperspace
class[33]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

4
Bug Reports & Support (modded) / Crash to desktop after auto assigning
« on: April 12, 2021, 03:13:07 PM »
CTD after refitting out a Kadur Prophet ship and hitting weapon groups, auto assign, crashes it instantly. Modded it the same way twice, had it crash on me twice.

Just tried again.. fitted pretty much everything on, checked groups, assigned, all fine. Put on two more Shtir Autocannons (Xhan Tech), hit group and auto assign, crashed.

Reloaded, stripped everything off put the two autocannons back on, hit groups and auto assign, no crash.

Undo, put everything I had before, plus the two cannons, ctd after hitting auto assign..

Is there a limit on how many weapons I'm allowed to attach? 25 weapons attached already.. 27 kills it. I guess there is too much of a good thing.. -.-

Hoping someone can help here. It wont let me upload my log file because its too big apparently.

5
General Discussion / Regarding exploration QOL
« on: April 10, 2021, 10:31:34 AM »
Are there any mods that do the following:

-Things picked up on sensor burst stay up permanently, instead of disappearing after a short bit.

-Sustained burn staying up or turning back on after sensor burst automatically?

If my burst is 5000 range or so, that is 5 squares on the map. If my screen is 3 grids horizontal and 2 vertical, whats the point if most of it disappears again (2 grids horizontal and 2 vertical scanned but off screen)?

-Is there any mod that marks these locations on my map?


6
General Discussion / Your favorite mod ship
« on: April 09, 2021, 02:41:20 PM »
I will go first. Hands down for me its the Scalartech Solutions Gown ship. It's a beast (100BP), dont get me wrong. Probably a little op too and it looks fantastic.

But here is what I like the most. It is one big main ship with two attached pieces that are independent of the main ship, with their own capacitors, vents, mods, fighter bays, etc. They can get destroyed separately too.

If you have not tried this mod yet I suggest you do, you will love it. My biggest problem is deciding what weapons to throw on it.

Close second is pretty much every Approlight ship.

7
General Discussion / Orbital Station - Society?
« on: April 07, 2021, 12:30:02 PM »
Not sure what mod added this or if it was in the update lol. Anyone else have this choice when building an orbital station?

8
General Discussion / .95A Officer Skill Tier List!?
« on: April 05, 2021, 02:08:36 PM »
Looking at my officers new skills and wondering what the better skills are to put on them. So lets have a discussion on tiers for these skills. What are your must haves for officers?

Side note, found an officer at level 7? Is the max not 5 or 6 with skill?

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