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

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Topics - Phoenixheart

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I don't actually know if this is a bug, or working as designed, but I figured it's better to submit and find out.

I'm playing with mods, but I disabled almost all of them for testing purposes to see if this was a vanilla bug. The only mods enabled are:


Tested with Prometheus Mk2 (hybrid ballistic/energy large turret) and Reality Disruptor (Synergy energy/missile), as well as with an Odyssey (Synergy energy/missile) trying to equip a Volatile Particle Driver

The disruptor is not able to be equipped in the Hybrid slot, even though the disruptor counts as an Energy weapon, and the Hybrid slot accepts energy weapons.

I did confirm that universal slots do accept all types, so it might just be an oversight regarding equipping two different hybridized weapons/mounts even though they share a common type.

(combined) Screenshot:

Suggestions / UI suggestion - show date on production/blueprint screen
« on: November 16, 2020, 01:38:27 PM »
Not sure if this has been suggested before, but I searched and didn't find it...

Often time when ordering production it's helpful to know how far out the end of month is, and to check this I have to exit out of the production screen and go back to the main screen just to check. I think it would be helpful to show the date in the production UI.

I am getting a repeatable NullPointerException CTD in Nexerelin while flying around on the campaign map.

Mod list:
  "istl_dam", (Dassault Mikoyan)
  "diableavionics_royalblue", (Skin pack for Diable)
  "foundation", (Foundation of Borken)
  "Outcast_Weapons", (Self-created split from old Sylphon mod, only contains weapons, no ships)
  "swp", (Ship & Weapons Pack)
  "ungp", (Unofficial New Game Plus)

All mods were updated to their latest versions immediately prior to starting the save on 11/10/2020.

The crash occurs within about 30 seconds of loading the save (I am happy to attach it but it says max file size is 192KB which is far too small for a starsector save). I've had this crash previously in teh campaign but was able to get around it by going a different direction, since it seemed to trigger when I got into view of a certain area. This time it happens no matter what I do, even going into a different system before the crash hits.

No new mods were added during the campaign, the last mod to be added was Nexerelin, and I started a new game with it.

Error text from starsector.log:
315668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at com.fs.starfarer.loading.specs.HullVariantSpec.getSizeWithModules(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.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$ Source)
   at Source)

The crash text appears to point to a mod, but does not specify which one, and might be crashing as a result of an autoresolve battle between NPC's.

In the save, I am in hyperspace but even if I go into a system it still occurs.

Save file download link:

Bug Reports & Support / Point Defense Weapons Ingoring Allies
« on: October 21, 2013, 03:41:07 AM »
Sorry if this has been posted before - I used the search feature, nothing came up, and nothing in the last few pages of threads looked similar to this.

Normal weapons will cease fire if an ally ship gets between you and your target. Point defense weapons will not. I actually had my pure-PD Paragon (was having fun with an odd build) KILL one of my cruisers when an enemy fired a missile at the cruiser.

(Paragon) ---- (ally ship) ---- (missile)

Turns out 4 Guardian PD's and like 20 various burst lasers will drop an Eagle QUICK if it hits the unshielded rear section, lol. Since the Paragon couldn't hit the missile, the PD's just kept firing until the cruiser died (then fired into his wreck until the missile impacted) Hilarious, but somewhat problematic...

Suggestions / Temporary Shield Position Locking
« on: October 06, 2013, 12:56:16 AM »
There have been many times when I want to strafe with my broadside-combat-based Conquest, and when I do it moves the Omni shield towards my mouse, which is usually away from where it needs to be. Is there a way to make a key that when held, temporarily holds the Omni shield in position until released? Like shift or something. Hold shift, strafe or look around without exposing yourself, then back to what you were doing.

Suggestions / AI Questions/Suggestions
« on: October 04, 2013, 03:33:35 AM »
The question part is, is the AI a placeholder that will be completely reworked before release, rendering any criticisms of the current AI moot?

In any case, I just had an incident with the AI controlling one of my friendly ships that was so frustrating to watch that I alt-tabbed mid game to make this post...

the scenario was my Eagle cruiser was taking heavy fire so I ordered him to retreat. Instead of reverse thrusting away, he turned and exposed the only open section of his shield to the heaviest incoming fire, which almost immediately disabled his engines, where he sat until he died while I watched helplessly.

It's a fairly understandable thing, don't get me wrong - the ally AI probably isn't programmed to be aware of where it's shield weak spots are on ships with static shields - but it does seem like something that could be fixed. For ships that have fixed shields, have the AI keep the front of the ship towards the greatest threat/largest ship, since movement isn't entirely based on which direction the ship is pointing.

Also, the AI in general seems rather... boneheaded. More than once my cruiser has flown directly into the middle of a group of ships that not only outnumber him but ALSO outsize him. It really seems like the enemy AI is smarter than the ally AI - the enemy frequently flanks and surrounds to get better firing angles, while my own ships seem to just rush in head first. I haven't extensively tested this, however, so I could just be seeing a few bad cases in an otherwise acceptable system.

Bug Reports & Support / Save Game Corrupted?
« on: October 02, 2013, 06:14:21 PM »
When I went to load my game today, I got this message:

But I don't use any mods. Is there any way to recover my save, or am I gonna have to start over?

General Discussion / Newbie questions
« on: September 14, 2013, 12:25:38 AM »
Sorry if any of these have been asked before, but I've looked around on the website, forums, even the manual and can't find the answers.

1) Is hyperspace actually implemented yet? It has been mentioned in the past few patch notes, but it doesn't seem to have any presence actually in game... At least, I cannot for the life of me find a jump point, or button for it, or anything...

2) Given enough time, will more cruisers/capitals become available at the stations? Like, eventually will there be more than one Eagle for sale? I've noticed smaller ships being replenished/added by the supply fleets, but I've yet to see anything larger than a destroyer as a new item in the shop. I've been playing my game for about 7-ish hours, I think.

3) Are all of the ships that are listed in the Codex available in some form or fashion to use in the campaign?

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