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Messages - kadu522

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i'm haveing the same crashes on my end. but this time around the covenant (Halo Homesystem's mod). i can confirm this mod is working otherwise as i already did several bounty's and freelance fights in this save and all of them had AI augmented ships to some extent.

893969 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:2721)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.ooOO$2.O000(Unknown Source)
   at com.fs.starfarer.ui.impl.ooOO$2.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.F.super(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Worth noteing that the crash happens in the map-layer once i enter that factions home system, ships outside of the system (as well from any other factions) as far as i can tell is not causeing crashing.

2
Modding / Re: [0.96a-RC10] WIP Aardwolf & Zenith: ARRUS Hullmods 0.6
« on: October 11, 2023, 11:41:57 AM »
While this package of hullmods can be very broken in the right hands, i really like rolling with then as a way to extend my options by basicly investing in already present ships in my fleet. (plus is makes me less paranoid around d-mods)

I still need to test the new balanceing changes though. [note that i do play with starship legends so i do have ship rep limitations]

3
Mods / Re: [0.96a] Quality Captains: A Skill Rework - Now with perks! v1.5.3
« on: September 22, 2023, 10:36:50 AM »
Good afternoon! i'm comeing to report that the userper milestone skill is not respecting the lunalib seting for how many extra contact's it grants you. regardless if its 1 more, 10 more or -1.

Weirdly the on/off toggle for the ambush deployment for all ships is still respected so its likely a specific issue with the seting itself.

(if you need a save for any reason i am on the discord)

4
Mods / Re: [0.96a] Random Assortment of Things
« on: June 08, 2023, 05:52:16 AM »
I would find it really cool if the abyssal hyperspace worked as a form of sudo-fast travel kinda like quasi-space in Star control 2 : The Ur-quan masters.

with multiple ways to enter and exit from normal hyperspace but you need to learn how to navigate it until you unlock the gate system.

5
Mods / Re: [0.95.1a] Crew Replacer
« on: December 25, 2022, 03:00:26 PM »
I have a bug to report.

It seams like crew replacer does not take into account incressed raid effectiveness from ships when calculateing marine losses.

The raid strenght its uneffected but then it say's i have a much lower combat strenght total. say's that i lost say 70 marines as intended but i actualy lost around double that.

6
Mods / Re: [0.95.1a] Space Truckin' [v0.9.1]
« on: November 29, 2022, 05:14:32 AM »
cptdash I have to give you a tip of the hat for this mod. It adds so much lore friendly content to players such as myself who are less into the combat aspect of the game. Would you mind if I add your mod to recommended with my mods on their respective pages? I think that lore wise it is a perfect pairing for both JYD and CFT as they are traders and Ore refinery since it offers commodities. BTW, I get happy every time I am offered to deliver commodities from Ore refinery :)

Feel free, although maybe wait a week or so, I have a new version coming out soon.

Mod looks nice, but i have one critique:

The hullmod for the parcels has a supply penalty that is WAY too high, if you put one on an Atlas it adds a 50 extra supply maintenance per month which is disproportionally high, to the point where it's not really worth the investment. Also the hullmod seems like it's incompatible with Expanded Cargo Holds as it gets removed everytime i install the usl parcel hullmod which is not mentioned anywhere in it's description.

I'll look into this, thanks for the feedback! I didn't do a ton of play testing with high cargo cap fleets, but you should also be earning supply points with each mission which should help to offset the cost.

I personaly feel that the higher supply cost is justified when you consider the costs. a supply = 100creds so a 50 supply per month is exentialy = 5K maintenece per month.

A single parcel delivery will make you a lot more then that. then you can just remove the hull mod and your cost's stabalise again.

So what i do is that if i intend to make parcel runs i convert all my ships to be able to hold them, make big delivery's all the time and buy supply's as needed. and when i'm done revert to the original set-up. (This is not even includeing the disconted supplys)

7
Mods / Re: [0.95.1a] Forge Production v1.0.4
« on: November 22, 2022, 12:01:17 PM »
Understandable that some mods its not allways consistant with tag aplication, but the option to remove the civ-hullmod requirement definaly solves my problem!

also i don't think you need to make these mods aplicable in destroyer's and frigates. as they have low enough overhead as it is that you are generaly fine just buying what you need. (Plus logisctial minded ships tend to be on the cheeper end anyway)


8
Mods / Re: [0.95.1a] Exotica Technologies v1.2.4 - UI Update 2!!!
« on: November 11, 2022, 01:39:01 AM »
Speaking of oddity's. the upgrade menu is not showing cost's for any of the upgrades except chip insertion and ship quality upgrades. likely some weird UI quirk that is not updateing when you hover the mouse in a upgrade option.

9
Modding / Re: How to increase global market value ?
« on: November 11, 2022, 01:36:26 AM »
Yes. adding more markets, even if its colonised markets by the vanila factions will raise overall market value. but it will only raise on the item's they have demand for, while raise competition on the area's they are produceing.

This is part of the reason why raw comodity's (specialy food) are good to have as basicly everyone will be resquesting them at SOME point.

Granted this will take time to build, and more factions does mean more colonisation events will pop up.

10
Mods / Re: [0.95.1a] Exotica Technologies v1.1.6 - UI Update
« on: October 31, 2022, 12:36:26 PM »
This UI already looks 5x cleaner then the current one! Looking foward to updateing!  ;D

11
Mods / Re: [0.95a] Forge Production v1.0.3
« on: October 31, 2022, 04:39:39 AM »
Hey,
I was wondering if there will be an option to disable the civilian hull requirement in order to install production modules?
While the mod is great, that one requirement makes it near useless in most of modded playthroughs as most modded utility ships doesn't have civilian hull.

You can add mods by modifying the campaign file of your save.  Open it using notepad or notepad++, search for your ship, and you'll see something like this :
Spoiler
<hM z="98437">
<st>phasefield</st>
<st>cataphract</st>
<st>strikeCraft</st>
<st>armaa_strikeCraftFrig</st>
<st>phase_anchor</st>
<st>heavyarmor</st>
<st>fluxbreakers</st>
<st>solar_shielding</st>
<st>hardened_subsystems</st>
</hM>
<pM z="98438">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
</pM>
<sMods z="98439">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
</sMods>
<suM z="98440"></suM>
[close]

You can add more built-in mods like this :
Spoiler
<hM z="98437">
<st>phasefield</st>
<st>cataphract</st>
<st>strikeCraft</st>
<st>armaa_strikeCraftFrig</st>
<st>phase_anchor</st>
<st>heavyarmor</st>
<st>fluxbreakers</st>
<st>solar_shielding</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</hM>
<pM z="98438">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</pM>
<sMods z="98439">
<st>heavyarmor</st>
<st>hardened_subsystems</st>
<st>forge_refinery_module</st>
<st>forge_centrifuge_module</st>
</sMods>
<suM z="98440"></suM>
[close]

Just don't ruin your game with a bunch of super ships...

While this is one solution on the user's end. i think there is a more elegant solution on the mods side.

Most faction mods already tag their logictical v.s warships with the Freighter,Tanker and Civilian tags on their ship_hull.csv so insted of detecting if a ship has the civilian-spec hullmod as some mods don't add them due to lore reasons or just becuse they forgot or for balanceing.

Insted detect if a ship has the relevent civilian tags or lacks tags for warships. (That way anything produciable that the game reconises as a non-warship will be valid for forge modules) and i don't think this would break balance either. as you usualy don't have more then 3 copy's of each type of cargo/tanker/crew on your fleet (EXPECIALY with the cargo transport skill).

this would make it so you have more oportunity's to consider these hullmods while considering sacrificeing other hullmods you would usualy add. as the production balance is already pretty good, expecialy with nex mineing allowing you to be self suficient with enough mineing capacity.

12
Mods / Re: [0.9.1a] ApproLight v0.8.1-RC2 (2020-1-27)
« on: February 27, 2020, 01:58:28 PM »
Hello mod dev. i belive i found a bug or otherwise a misstype in a explanation of a ship.



The ship above states that it has 2 fighter bays. one useing the built in drones and another for normal fighter craft.

But refit only shows the already ocuppied drone bay and no extras.

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