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

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Topics - Destroyer140

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1
Hi,

I've interacted with a random independent fleet and seen there is an option to pay credits for hyperspace data, so I checked it out and the game said that "I already have data from the surrounding area so it would contribute nothing".

Therefore I pressed the "Never mind" option, and the game still purchased the data and subtracted the credits.

1k is not the end of the world, but this is probably not supposed to work like this.

2
Bug Reports & Support / "Become the supplier of" mission bug/oversight
« on: December 16, 2021, 02:35:50 AM »
Hi,

I just had a contact (non generic, Rayan Arroyo) ask me to "become the steady supplier of 7+ Harvested Organs".

To my understanding, this mission is quite literally impossible to complete without mods (unless you somehow become the happy owner of Nomios by unlegitimate means) as even a size 6 colony with Alpha AI admin and Alpha Core boosted population which is set to free port only capable of outputting 3 units of Harvested Organs.

Did I miss something, or is this an actually impossible mission?

3
Hi,

I start by saying that this happened in a game that was generated with RC3, which after some teethgrinding (not really fan of the HSA nerf/hyperion price increase) I eventually upgraded to RC5 in hope that the below described bug may be already fixed, but it's still there.

My issue: I done the mission where I have to scan the first gate, away from civilization where the gate promptly blows up in your face, destabilizing the system's jump points, everything went as expected, traverse jumped out, even finished the story completely since then etc... Skip forward ~10 hours of game play after I already finished said mission and it's the time I realized that the exact same system is the perfect spot to set up mining on a sweet sweet double +3 barren planet, however apparently it's still seem impossible to colonize anything in the system (the game saying something along the lines of "your crew refuse to colonize a planet thats cut off from hyperspace in fear of being permanently stranded/left behind"), despite the jump points already working fine (tested them).

Here is a save where I'm in the problem system, next to the planet I'm trying to colonize: link

While this gets fixed, is there anything I can "hand edit" in the save file as temporary fix?

Thanks for the support in advance and keep up the good work :)

4
Bug Reports & Support / At the gates Kanta's Den loop
« on: April 10, 2021, 10:16:14 AM »
Hi,

Today I was finishing up the story on my second playthrough when I found a loop. I tried to do a quick search (sadly can't filter result by time posted so just made a cursory glance through) and hope this isn't already posted, but here is the issue:

1: Start "At the Gates"
2: Talk with Pirates and agree to fetch Loke
3: Go to bar in Ephipany and have a tea with Cotton to get Loke back free of charge
4: Take Loke back to Kanta, rescue Zal
5: Murder all incoming pirate fleets out of boredom
6: Instead of going to the Magec gate as mission directs, go back to Kanta's Den to see "what Kanta think of you moping the floor with her precious fleets"
7: Loki returning event (including the entire scene with rescuing Zal) proceedes to replay, along getting a second hefty rep hit with Kanta and a second big rep gain with Zal. This is repeatable (with the rep changes also being farmable) indefinitely

Save file at the point where the pirate fleets are down and the loop is inspectable here

5
Bug Reports & Support / Pirates raiding cooperative player systems
« on: April 05, 2021, 02:16:08 PM »
Hi,

I'm not sure if this is a bug or intentional but I thought if anything I'd like to have some confirmation.

In my current run I grinded pirates and LP reputation to friendly before even making my first colony, as in an earlier version playthrough of the game (which contrary to my current run, might have been been moded, not sure) I remembered that when my colony was already suffering from pirate raids, and I raised reputation to cooperative the raid never gone away (and kept attacking other faction's trade fleets that were passing in and out of my system) but since I was not hostile to them the stab and access penality of the "Pirate Activity" debuff on my colonies was -0/-0%.

Now, in my current unmoded 0.95a-RC12 playthrough where both pirates and LP was already on good terms with me prior to my first colony everything was fine for a couple game years but now suddenly pirates are raiding my system anyway, slapping a massive -3 stab and -50% accessibility which in particular sent my hard to maintain 250% haz rating colony which I was slowly trying to nurture toward profitability (or at least "break even" point till it grows) plummeting into -84K credit a month, and that's after some emergency damage control beta core abuse.

Is this actually supposed to happen or is a bug? I mean, I did not expect LP to leave me alone just for the standing I built should I start using cores and heavy industry, but I feel absolutely gutted that after the better part of 6-8 hour of standing grind and colony building on spacer diff I'm looking at either throwing a whole day worth of standing grind out the window by starting to look for and blowing up the "friendly pirate forward base" that's raiding me, or just siting there watching the Pirate Activity debuff on my colonies running me 150k deeper into debt each month.

Bonus question: If I recently made a thread about a different bug, should I just include multiple types in the same thread via comment or title&op edits or is it preferable to separate them in different posts for clarity even if it sometime may mean multiple post a day?

6
Bug Reports & Support / Incompleteable generic contact mission
« on: April 05, 2021, 12:37:40 PM »
Hi,

I was farming LP rep by running contact missions for a priority, veryhigh importance LP trade contact, at one point 2 of the 4 mission they offered were "I need you to get 1000 supplies to *random other agent dude at Ephipany* and the other was "we got massive stockpiles of stuff we need to clear out, contact *random other agent dude at Ephipany*".

I planned to grab the ore first (since it was near to Chalcedon) then worry about securing the supplies, but upon getting to Ephiphany I realized both missions led to the same dude and he just immediately asked for the supplies and there was no option to get the ore.

I though "allright, change of plans, supplies first", but upon delivering the 1000 supplies and completing the mission the random generic agent in Ephiphany just flatout disappeared from the comm directory, making the ore pickup impossible to complete.


Sadly I had no save where I had both of the missions accepted, but I'll still attach a save where I already turned in the supplies but still have the ore pickup in my mission log that's impossible to finish, just in case it may help something.

7
Bug Reports & Support / Survey planet bug.
« on: April 01, 2021, 01:59:59 AM »
Hi,

I may or may not have surveyed all the planets in my sector, and that seems to still cause mission pop ups that ask me to "go and survey alpha site" (as shown in the attached screen shot). This, by it self is an impossible mission as interacting with alpha site only gives the lore replay as option.

The actually more pressing implication is however not the impossibility of the mission (lore reasons, no non traverse jump exit for a potential established colony and all that) but the fact that if that planet is a possible candidate for survey mission, it's possible it may "pop up" for new players, spoiling part of the lore maybe a bit too early.

Spoiler
[close]

Edit 1: May or may not be relevant information that the world was generated on RC8

8
Bug Reports & Support / [Fixed]Save file corruption
« on: March 30, 2021, 02:58:32 PM »
Hi, I did manage to restore a loadable backup of my save (from the same folder), but each time I do a test save copy after loading it, the result immediately becomes corrupt, I'll include my logs of the crash, the working save backup and a corrupt copy of it (which can also be technically relyably made by trying to save with the loadable save).

I think the last thing I did before things started to break is that I ran into a second system that also had coronal hypershunt, which I'm not sure if even supposed to happen as it sounds like an important one of a kind thing that will be tied into later version of the lore. But it might not be the cause, just thought I note as I seen a lot of odd things with my map seed (including a system that simultaniously had a yellow star with 4 habitable planet but  a black hole in the north west corner and neutron start in the north east corner, all in the same system).

Saves and log included here including +1 that would be a really appreciated candidate for a fix if at all possible.

9
Hi, after spending the entirety of yesterday on finishing the academy storyline I decided I continue today by activating all the gates, which went smooth until I got to the Thule Gate. If I try to activate the gate in Thule, the game still says:
Quote
Captain, that pirate fleet is... it looks like they're pulsing their drive bubble. The Gate scanner can't make a lock with all that interference.

If I remember correctly stuff like this was supposed to happen during the story quest where you scan your first 6 gate, but this gate seem to have stuck in this state even with the story concluded, I ran a couple laps with neutrino scanner in thule and I'm absolutely positive there is no unique pirate quest related fleet not only near the gate as they should but anywhere else in the system.

Save to check it included here.

10
Bug Reports & Support / Crash on fleet interaction
« on: March 29, 2021, 02:18:07 PM »
Hi, I ran into a repeating crash when I try to interact with a hegemony AI inspection fleet that's on it's way home from my colony after they "liberated" one of my alpha cores.

Error from log:
Quote
31029 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["initialKnowsUniqueSide"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["initialKnowsUniqueSide"] not found.
   at com.fs.starfarer.loading.StarfarerStrings.String(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getString(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.getString(FleetInteractionDialogPluginImpl.java:3155)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:987)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:395)
   at com.fs.starfarer.ui.newui.O0Oo.øõ0000(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.O0Oo.<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.Hyperspace.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["initialKnowsUniqueSide"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getString(JSONObject.java:577)
   ... 19 more

Save file also attached for reproduction.

11
Bug Reports & Support / Player commander duping exploit
« on: November 26, 2015, 08:45:48 AM »
Hi!

Today I ran into this funny little bug which basically allows you to "clone" your player character with all it's skills and thus have all ship in your fleet benefit from your skills. I thought replication method is easier as shown than explained so here is the video I made about it:

https://www.youtube.com/watch?v=eaNpWexFHjc

After replicating the steps in the video, one can undock and use his ships like that perfectly fine.

Also worth noting that if you try undocking while having your commander put in storage hangar along a ship your commander seem to be automatically back in the first ship on your list of ships.

12
Bug Reports & Support / 0.6.a RC4 - Crashing in fleet window
« on: September 13, 2013, 05:54:57 PM »
Hi.

I bought a second Hound to my fleet and wanted to make the second one as my flagship (tried to promote it to be the flagship using "f" key in the fleet window) and apparently if you spam the "f" key while keep clicking on a ship it cause a crash. I uploaded the starsector.log file to the following location because I thought it might help in figuring out how to fix this: https://www.mediafire.com/view/o01a8smzgp9bpz5/starsector.log

The 3 mod noted in the log are all turned off in the launcher so they shouldn't cause conflict.

P.S.: How do you promote a new flag ship in the new version?

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